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GamesRadar
GamesRadar
Technology
Nathan Walters

Clair Obscur: Expedition 33 director found something that "makes the game feel 10 times better" mid-development, then painfully realized they had to apply it to "like 1,100" different attacks

The party of Clair Obscur: Expedition 33.

Anyone who’s ever worked on a big creative project knows the mix of excitement and agony that comes with a breakthrough, especially when that breakthrough means redoing chunks of work you thought were finished. For the team behind Clair Obscur: Expedition 33, that feeling hit hard in the middle of development.

In a recent interview with Pirate Software, Guillame Broche, CEO and Creative Director of Sandfall Interactive, shares a story that anyone in game development can relate to. Broche describes how, partway through development, he discovered a tweak that completely transformed how the game’s enemy attacks felt to play. “For me, it was when I found something that makes the game feel ten times better during enemy attacks”, Broche says.

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