Expedition 33 lead says you can’t compare turn-based and action games
When it comes to designing game combat, the debate often boils down to a simple choice: do we want frenzied action or careful tactical planning? For Guillaume Broche, Creative Director of Clair Obscur: Expedition 33, the answer is delightfully complicated. He doesn’t adhere to one camp; instead, he believes the true measure of great combat lies not in the genre itself, but in how brilliantly the mechanics are executed.
Broche has explored both the high-octane freedom of action combat and the deliberate pacing of turn-based systems throughout his career. Whether he is drawn to the open-world exploration of games like The Legend of Zelda: Breath of the Wild or the deep narrative structure of turn-based RPGs like Lost Odyssey, his focus remains steadfastly on quality above all else.
For Broche, the critical factor isn’t whether a game allows you to hack and slash as a brute or forces you to weigh every move. What truly matters is how tightly knit that combat system feels. If the mechanics are solid, the player’s preference between action and turn-based suddenly becomes secondary.
This philosophy is perfectly embodied in Clair Obscur: Expedition 33. The game masterfully marries the classic turn-based structure with demanding real-time reflexes, requiring players to manage snappy dodges and parries alongside strategic positioning. This hybrid approach is what contributed to the title’s historic success and its sweeping Goty awards haul.
Beyond the mechanics, Broche has also articulated a preference for narrative depth. He leans toward linear narratives found in JPRGs—think of titles like Skyrim, Fallout, and Baldur’s Gate—arguing that these structures allow for stronger storytelling and more memorable characters.
With the successful launch of Expedition 33 behind them, Sandfall Interactive is now looking toward their next creative leap. Broche is eager to unleash a bit of chaos in future projects, embracing a period where they can “dream again and be creative.” The message is clear: while the foundation of great combat rests on excellent design, the freedom to experiment with genre and narrative remains the ultimate goal.