I didn't even realise the gradient thing was another button but noticed it said what button it was during combat. Not sure how I missed it originally. Managed to avoid them all after that. Its just the mortal one I have no luck with. Luckily I can 1 hit them before they have a turn.
Finished Clare Obscur last night, around 40hrs, spent mostly exploring as much as I could and I still think I’ve missed a chunk of content. For me the game held up all the way from start to finish, couple of battle had me stumped until I got the timing down. I thought the story was good and kept me engaged through out and I can definitely see them expanding on the story in a follow up game, there a lot of potential there to expand on if they choose.
And the music, I really enjoyed the music through out especially the latter stages as you got some more guitar based tracks and some bordering on metal.
I'm in Act 2 currently and made it to the Continent. On the west side is a zone on a beach but the way is blocked with trees. It's letting me walk over the trees as if there is a bridge there but I can't actually get down at the other end. Am assuming it's a bug but is it because I can't get down or that it lets me up in the first place.
I'm in Act 2 currently and made it to the Continent. On the west side is a zone on a beach but the way is blocked with trees. It's letting me walk over the trees as if there is a bridge there but I can't actually get down at the other end. Am assuming it's a bug but is it because I can't get down or that it lets me up in the first place.
just started it tonight and still near the start im enjoying every thing apart from the parry dodge system, i think they could off done a thing like shadow hearts where you have a gauge you can see for stuff like that, currently its a love hate relationship with it lol
the story does seem very intriguing and not really sure whats going on, i did have to tweak the graphics a bit and then realised its ue5 and went ah lol
still not sure about the parry/dodge system but im loving the rest although it is super satisfying to be able to completley dodge an enemies attack that would have other wise lost the battle, less satisfying the other way around lol
so far the story is really keeping me intrigued and just had a fight with my first big boss on the expedition with 2 party members.
the battle system apart from the dodge etc is reminding me of shin megami tensai/devil survivor with a mix of octo path chucked in so all good
edit: just hit the world map and its the best looking one i have ever seen
What team and pictos are you running for that boss?
It's very possible to one-shot him. I one shot his first phase with a Verso using only gunshots and the second phase with a powered-up Stendahl from Maelle.
I had Sciel with auto death and then lots of damage/buff/debuff on death pictos and also revive paradox (I know I had break on death, burn, shield allies on death, burning mark, etc. - there are loads of these, just load up on them!) - so the enemy ends up broken, burning, marked, etc. She then used her ability to double the damage of whichever character's next turn you want.
Each of my damage dealers had first strike, cheater, the damage on first strike pictos, plus their build specific ones. One specced for guns, Maelle for big burst damage (powerful on shield, greater powerful, extra damage on mark, burning, first strike, inverted, glass cannon, etc, etc. - again loads of ways to keep boosting damage with differnt pictos and effects). Maelle also had the fully upgraded sword that puts her in Virtuose stance. I had grinded everyone to level 99 and I did have a few hundred lumina on each of these three (the others were hard benched and hardly got any of my lumina)
Can easily get over five million damage from one turn just using the gun, and over 30-40 million from Maelle's Stendahl. GG, etc. Could even pump this higher by dropping Maelle down to 1hp and using the pictos that synergise with that.
Enemies drop higher level versions and some are found in the world even in NG. It's not a huge deal, since the effects are more important than the stats and I don't think they change with levels.
@strumpusplunket Thanks, I was thinking higher levels might give more HP/Speed or something, I’m 70-80ish and health seems low, barely pushing 4K mostly via pictos.
Although have just beaten Golgra with Maelle to get Medalum, need to move my pictos around a little, been farming bosses/areas etc to get the better pictos.
Although I’ve completed the game I’m amazed at how much content there still is to do, I really don’t see how they could’ve packed much more in.
So I'm a few hours into Act2 now. A few spoiler free points:
* Graphically excellent, music is brilliant as everyone has pointed out.
* Cutscenes are incredibly well directed and animated, with the voicework as well...all the detail in the faces, and the conversations/prose for these are incredibly well done.
* Act1 story starts off strong, I enjoy the mystery of it all.
But....
* A bit *too* much combat for me....finding the parry/dodge frustrating mainly due to the odd choice to slow down the attacks..
* Don't see the point of levelling the weapons, maybe that comes later once I try to match a build.
* Having to press a button to continue the conversations is horribly jarring. No idea why they just don't let you press when you want to skip.
Biggest but....
In a game like this, there's something...disjointed about how they've done the camp interactions, and how it all comes together to feel compassion/attachment/empathy for any of them. Feels very piecemeal...I don't feel like I'm getting to know the characters - especially Sciel and Lune - you're just given random conversations about bits of their lives. It's like being given puzzle pieces without a structure, and it feels like there's nothing to bring that all together alongside the story. At least with Gustave and Maelle, you get the groundwork of their characters from the prologue, and it builds from there, and they are the story....but Sciel and Lune just feel like background characters, redshirts, when they should feel more attached to the story.
Act2 takes a turn for the worst from a characterisation point of view, IMO. Maybe needs a bit more time to settle in.
Thought I'd add to the thread to simply say I ran credits on it the other day and now unlocked my final achievement (Lvl 99) this morning.
It's shot right up there as one of my favourite games of all time, loved every aspect start to finish.
As for Simon, I 3 shot him total in the end with Maele solo, 1 hit first phase and 2 hit second phase. He's a ridiculous fight and anyone who isn't doing this without a cheese high damage build I applaud you.
Clea was one of my favourite fights in the game, even although it was frustrating at the time but loved the whole parry element to it. I got through her at Level 70 which is before I re-specced/rebuilt my team to maximise damage output. I think around 80 is recommended, so was really pleased with that.
At the final boss now (I think), 2nd phase whoops my butt and I feel I should’ve levelled up my backup team more.
I run Maelle, Lune and Monaco as my mains and have pretty much diced up everything that’s come before and anything that has been troublesome, I’ve found quite easy to learn the timings for parry and dodge etc.
but… what a game! Absolutely fantastic.
In a game like this, there's something...disjointed about how they've done the camp interactions, and how it all comes together to feel compassion/attachment/empathy for any of them.
There are a couple of things at play I think. The camp mechanics aren't as fully formed as some parts of the game but the interactions are very deliberate and the reasons won't become apparent until later.
Definitely worth levelling the right weapons for the passives. With Maelle for example any passives that get you into Virtuose stance or apply effects and buffs around it are worth it.
It's good so far but I'm not absolutely blown away by it (yet, hopefully).
Feels a bit disjointed and artsy just for the sake of it, though I do like the level design.
I don't hate any of the characters so far but I'd be hard-pressed to say I love any of them or feel super-invested, I hope that changes as the story unfolds.
I'm enjoying the combat/gameplay loop the most and this keeps me going. I'm generally a fan of timing/reflex based combat systems, I play fighting games and like Soulsborne etc. so adding this sort of flavour to turn-based combat is right up my street but I see how this might not be for everyone. Fortunately, the parry window is pretty forgiving.
We'll see how it goes, definitely worth a playthrough on GP at least.
I can feel it's a quality game, just that no individual element of it strikes me as particularly amazing 10/10 material but I'm definitely enjoying the sum of its parts and find it quite addictive.
Got game pass to scratch a FM24 itch and forgot that this was on it. Been on this instead and absolutely hooked! The art, the music, the story so far amazing.
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