Clair Obscur: Expedition 33 Has Even FF7 Rebirth’s Director Wanting To Make a Similar ‘AA’ Game

Clair Obscur: Expedition 33 hasn’t just wowed players; it’s impressing big-budget veterans, too. Naoki Hamaguchi, director of Final Fantasy 7 Rebirth, admitted in a recent interview that he’d love to build a “double-A” project in the same vein as the French hit.

 

Clair Obscur: Expedition 33 is more than a crowd-pleaser. Industry heavyweights are praising Sandfall Interactive’s work, calling out its quality and the ripple effects it could have on where the market goes next. Among the loudest admirers is Naoki Hamaguchi, the creative lead behind Final Fantasy VII Rebirth: after naming the French title his personal Game of the Year, he now says he’d jump at the chance to make something on a similar scale.

Speaking to GamesRadar, Hamaguchi explained that if he weren’t in such a prominent role at Square Enix, he’d be eager to tackle a project comparable to Expedition 33. In his view, the toughest—and most expensive—part of AAA development is the sheer scope and versatility. “Think about how much there is in Final Fantasy VII Rebirth: mini-games, vehicles, tournaments, side quests, photo mode, hidden bosses, and more,” he said.

That’s why “AA” projects appeal to him: they pick one pillar and polish it to a mirror shine. With tighter budgets, breadth gives way to depth. “I’d love to try a game like that—laser-focused on one area, making that aspect as fun as possible,” he added. Still, he tempered expectations: given his current position and the expectations around it, such a move isn’t realistic for him right now.

Even so, the FF7 Rebirth director wants to support developers working in this space, which he considers healthy for the industry. “If I get the chance to collaborate with people making these kinds of games, that’d be great. From an industry perspective, it’s a good thing, and I enjoy seeing these titles emerge,” he concluded.

 

More Expedition 33-Style Games Are On the Way

 

Fans of Expedition 33—and Hamaguchi himself—have reasons to be optimistic. Sandfall Interactive’s director said in a separate interview that, while touring studios worldwide, he’s seen numerous projects cut from a similar cloth: modest budgets, big ideas, and visuals that punch above their weight. The only catch is timing—judging by his comments, we’ll need a bit of patience before they’re ready to ship.

Source: 3DJuegos

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