Sandfall Interactive Discussed DLC, Difficulty, and Rejection of AI in Clair Obscur: Expedition 33
The information was announced at a closed Q&A session organized by Kepler Interactive, with founder Guillaume Broche and art director Nicolas Maxson-Francombe participating.
Francombe talked about the concept of the DLC:
The initial idea was to explore Verso's childhood. Bright, childlike, a little crazy. We could explore locations different from anything else in the game. Very rich, playful, and with children's puzzles.
Broche added:
It's a way to thank the fans and explore Verso's childhood, including ideas that didn't make it into the main game.
The DLC also allowed for better development of characters with limited presence, especially François.
Broche confirmed the adjustment of the most difficult boss:
We weakened him in patch 1.5.1, but we wanted to offer a range of difficulty, including very difficult challenges for experienced players.
Regarding generative AI, Broche stated:
Everything in the game is created by people. We stopped experimenting with AI - it just felt wrong.