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The Guardian - AU
The Guardian - AU
Entertainment
Bertin Huynh

Clair Obscur: Expedition 33 – how a tiny studio developed the Belle Époque-set gaming blockbuster

‘It’s not meant to be French propaganda’: Lune in Clair Obscur: Expedition 33
‘It’s not meant to be French propaganda’: Lune in Clair Obscur: Expedition 33. Photograph: Kepler Interactive

The record-breaking 12 nominations at the Game awards this year was beyond the wildest dreams of Guillaume Broche when he first began inking out Clair Obscur: Expedition 33 as a personal project while working at Ubisoft.

Before selling more than 2m copies, the narrative-driven roleplaying game with “a unique world, challenging combat and great writing” was a technical demo called We Lost. It was Broche’s appetite for risk and a few hopeful Reddit posts that would create the game’s world of Lumiere and its struggle against the Paintress.

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