In an interview with Automaton, Brooche comments that Japanese shift games drag many prejudices. The creative considers that the genre was very popular until the era of Xbox 360, a console in whose catalog we find renowned works such as Lost Odyssey and Blue Dragon. However, he says that with the arrival of the open world games, the JRPG «began to be considered fashionable.» Maybe now the trend is changing a little, but there was a time where to make an open world title seemed an obligation. Something similar is happening today with games as a service.
Brooche says that although titles as a person are selling a notable number of copies, «prejudices against RPG in shifts have not completely disappeared.» The creative adds that the fact of introducing in Clair Osccur: Expedition 33 mechanics such as the stop and the elusive in real time does not respond to an attempt to overcome these prejudices, but «we simply did it because we wanted.» The system of stopping attacks was designed from the beginning but the first rehearsals to implement it did not go well, so brooch sought inspiration in Sekiro: Shadows Die Twice.
Clair Oscur: Expedition 33 also finds the inspiration in Final Fantasy VI, Final Fantasy X, Shadow Hearts, Suikoden, the Atelier and Lost Odyssey series, while the interface and the use of the camera owes a lot to person to person 5. However, the work of Sandfall Interactive has made Clair Oscur: Expedition 33 Represent the JRPG in turns.
On a commercial level, the last thing we know of Clair Oscur: Expedition 33 is that it managed to sell 3.3 million units in 33 days. It is unknown for now what Sandfall Interactive is involved. What we do know is that the French study does not propose to expand its development team, because it considers that its current size is the fair. Sandfall Interactive made Clair Oscur: Expedition 33 with a workforce of about 30 developers and the assistance of subcontracted workers and support studies from Asia and other regions.