Clair Obscur: Expedition 33 would have taken 25 years to create if a large company had been developing it, says Sandfall CEO
The recently released role-playing game Clair Obscur: Expedition 33 has become a real breakthrough for the French studio Sandfall Interactive. CEO Guillaume Brochet revealed why the team deliberately chose the path of independent development, refusing to cooperate with large publishers, and how this affected the success of the project.
Here's What We Know
In an interview, Brochu explained that despite his experience at Ubisoft, he decided to create his own studio to avoid the bureaucratic obstacles that often arise in large companies. According to him, projects with original ideas, new characters, and unusual plots are very difficult to promote due to the numerous levels of approval in large structures.
"In large companies, to get permission for such a project, you have to be very senior and prove your competence," says Brosh. He believes that if Clair Obscur had been developed in a large studio, the process would have taken 25 years and the team would have lost their freedom of creativity.
Instead, Sandfall Interactive was able to create the atmosphere of "a group of friends creating something special together". Brosch proudly recalls the office with a large garden where employees play petanque during lunch breaks - this friendly atmosphere is even reflected in the game.
This can only be realised in an indie studio. Of course, it's not easy - a lot of work, few holidays and sleepless nights, but it's worth it
Clair Obscur: Expedition 33 is a turn-based RPG with real-time elements set in the dark fantasy world of Belle Époque. The game has been highly praised by critics and players alike, selling over a million copies in its first three days. It is available on PC, PlayStation 5 and Xbox Series X/S.
You can learn more about Clair Obscur: Expedition 33 in our article at this link.
Source: Pouce