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Gamexplore > My Bookmarks > PC Game > Expedition 33 gave its twist away in the opening minutes
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Expedition 33 gave its twist away in the opening minutes

January 9, 2026 5 Min Read
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Expedition 33 gave its twist away in the opening minutes
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Many buckets of digital ink have been spilled in praising Game of the Year-winner Clair Obscur: Expedition 33. And for good reason — the team at Sandfall Interactive crafted something truly mesmerizing with its debut RPG. One reason players were so quickly taken with Expedition 33 is its emotional prologue.

The opening moments have you playing as Gustave and his former lover Sophie as they wade through the streets of Lumière on the eve of the Gommage. (Controlling Sophie, which helped build a connection to her and establish the stakes of the game, was not initially part of the prologue, Sandfall told gamexplore in late 2025.) Part of its charm is that Expedition 33 doesn’t tell you shit in those opening moments, leaving it up to the player to piece together what’s going on via environmental storytelling and insightful dialogue.

Except, well, Expedition 33’s prologue actually gives the whole game away through just a couple lines of dialogue, if you listen closely.

[Warning: The rest of this article contains full spoilers for Clair Obscur: Expedition 33’s late-game reveals.]


Clair Obscur Expedition 33 Gustave staring at the monolith, displayed the number 34
Image: Sandfall Interactive/Kepler Interactive via gamexplore

Gustave and Sophie can speak with a few of Lumière’s citizens as they walk the city, like Marie. Through that conversation, we learn what pushed Gustave and Sophie apart; he wanted kids, she didn’t. The most illuminating dialogue doesn’t come from a conversation with other characters, but from Sophie musing aloud.

When players turn onto a Lumière street, past where Lune is playing guitar for an audience, the Monolith gradually comes into full view. The game doesn’t switch to a cutscene-like conversation, but instead Sophie and Gustave speak when the player has full control of them walking around. Their icons pop up at the bottom of the screen along with subtitles. “Sometimes I feel sorry for her,” Sophie says, referring to The Paintress, the deity-like being who erases a fraction of Lumière’s citizens each year.


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“Look at her. She looks… sad,” Sophie continues. And she does; The Paintress is seen sitting against the Monolith, her arms crossed atop her hunched-up knees, like she’s protectively hugging herself. Her long, white hair acts as a curtain, hiding her features. Her appearance invokes sympathy, and clashes with our initial idea of The Paintress as a malicious villain.

“Maybe she’s a prisoner too,” Sophie says. “Stuck in the same cycle with us.” Gustave remarks that only Sophie “could choose empathy at a moment like this.”


Clair Obscur Expedition 33 Sophie walking around the flower market during the prologue
Image: Sandfall Interactive/Kepler Interactive via gamexplore

With this brief back and forth, amounting to just a handful of seconds in an hour-long prologue bursting with information, Clair Obscur: Expedition 33 lays its thesis bare; the destructive, vicious, and painful cycle of grief can imprison anyone. Often, only empathy from the outside can be offered as some wounds cannot be healed.

Sophie’s empathy for The Paintress is our first hint that perhaps the Paintress isn’t a one-dimensional villain. (That, and the fact that she just looks so damn sad crouched in front of the Monolith.) In fact, The Paintress isn’t erasing Lumière’s citizens at all — her husband Renoir is in an attempt to force The Paintress from Verso’s canvas, which she has been inhabiting as an outlet for her grief ever since Verso died in a fire. (This game’s lore is… a lot.)

The Paintress — Aline Dessendre from the world outside the canvas — is as much a prisoner of her grief as Lumière’s painted citizens are prisoners awaiting their inevitable fate due to the Gommage. She’s trapped under the weight of having lost her son.

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Of course, none of that is known to the player when Sophie and Gustave have that quick conversation in the prologue. Their exchange might be quickly forgotten — there are plenty of conversations to be had in Lumière in those opening moments, as the game slowly doles out information, character backstories, and gameplay mechanic explanations.

Piecing together Clair Obscur: Expedition 33’s puzzle can only be done much later in the game, once its twists and turns have been revealed. Only then might the player look back on Sophie’s empathy and have a lightbulb moment.

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