It’s like we awakened a sleeping dragon."

Indeed, it’s the game’s turn-based combat with action elements that’s turned heads most of all.

Not since Xbox 360 exclusiveLost Odysseyhas there been a “big realistic” AAA turn-based game, says Broche.

Clair Obscur: Expedition 33 screenshot showing two characters next to a giant masked enemy with scarlet hair

“If nobody wants to do it, I will do it.

That’s how it started.”

It’s certainly an intriguing decision.

Cover image for YouTube video

“How can we make it more dynamic and integrate real-time elements that people also love?”

So how does it work in practice?

I was able to watch Broche play through a demo, showing off both exploration and combat.

Clair Obscur: Expedition 33 screenshot showing female character crouched swiping a sword against a rotund masked enemy

Enemies are visible in the world but initiating combat takes players to a battle scene.

Here, the UI looks most akin toPersona 5with its button prompts and stylish, angular menus.

The full party can even parry at once for a group counter.

Clair Obscur: Expedition 33 screenshot showing a man stood next to huge underwater structure covered in coral

Equally, it’s perfectly possible to do a no-hit run by dodging or parrying every attack.

Boss battles also feature a break bar to stun enemies, though again this is more of a bonus.

With attacks lining up with elemental weaknesses too, it’s all about giving players options in combat.

Clair Obscur: Expedition 33 screenshot showing two characters from behind battling a strange masked enemy creature

That extends to character customisation too.

And while certain characters may align with speed or power for instance, players can freely tweak builds.

In fact, Broche is keen for players to experiment and create “broken builds”.

Clair Obscur: Expedition 33 screenshot showing a vast underwater world with a streetlamp

I liken this to Final Fantasy 9’s abilities system, and Broche agrees.

As with the best RPGs, there are overlapping systems that allow for plenty of experimentation.

“Old school JRPG fans can expect a lot more in that direction.”

It’s breathtaking (literally, perhaps) and really sets the dramatic, surrealist tone.

Much of the unique visual style is down to Nicholas Maxson-Francombe, the game’s art director.

“He comes up with crazy stuff on his own without a lot of references or anything.

It’s just plucked from his brain.”

Just like the visuals, the characterisation balances light and dark as Broche pursues believable, human characterisation.

The characters are not always dark and sombre, they know how to have fun also and decompress."

That occurs at camp, where characters can rest up between exploration.

Broche continues: “I think to get attached to someone you also have to see their funny side.

We wanted to show they can be funny and give them real humanity in this way.”

There’s certainly plenty of chatter between them while exploring.

Metal vocalist Victor Borba also features, known forsinging on the Devil May Cry soundtrack.