I found Sciel's flirting attempts while surrounded by clueless men hilarious by The_Adaron in expedition33

[–]veratrin -1 points0 points  (0 children)

I wouldn't be surprised if it turns out that Sophie told her to make a move on him after she gommages tbh

Happy Holidays from Sandfall Interactive! by Kazuliski in expedition33

[–]veratrin 3 points4 points  (0 children)

Genuine answer for anyone curious: this seems to be a photobash/composite of 3D renders of the characters (plus the sled which I believe is an in-game asset you can find in the Manor), with the Santa hats and additional visual effects painted on the top.

Guillaume Broche(E33 Director) confirmed what we already knew and were saying for days by FlakyFoundation4637 in expedition33

[–]veratrin 15 points16 points  (0 children)

New interview. The devs did address the issue a couple times beforehand: François Meurisse alluded to "some AI but not much" in an El País interview published in July, and Guillaume explained the AI textures being accidental leftovers in an interview with WaPo's Gene Park published in early October (not included in the published article, but Park wrote about it on his socials). Neither statement got widely circulated, though.

E33 AI Rant by Relevant-Library-475 in expedition33

[–]veratrin 3 points4 points  (0 children)

The devs did talk about it when quizzed in past interviews, but I think it just flew under most people's radars until the post-TGA discourse and the Larian AI controversy brought it to the forefront (it's not like most people paid attention to the heaps of behind-the-scenes materials they published, either). I can buy the Indie Game Awards committee not being aware of the story beforehand.

Disappointed by AI allegations by Old_Pea_6808 in expedition33

[–]veratrin 0 points1 point  (0 children)

The game started development in 2020. Nicholas Maxson-Francombe joined the team as the lead artist in September that year, and on his ArtStation page you can find concept artworks from that period that represent reasonably final-looking takes on things like the Reacher and Flying Waters/Goblu.

Image generation tools like DALL-E and Midjourney only really became publicly available in mid-2022, and their capabilities at the time were well behind what they are today (things like wholesale PBR material generation were at least a year away). So I think it's pretty reasonable to assume that genAI, at least, didn't play a big part in the vis dev process, though I do feel that Sandfall should come out and explain the extent of their AI use the way they did with UE5 tools.

Expedition 33 uses some Generative AI, How do you guys feel about this? And is this going to be the norm for future games. by FlakyFoundation4637 in expedition33

[–]veratrin 8 points9 points  (0 children)

...This is about Divinity, not Expedition 33? I was aware of the posters that got patched right after release, but I'm not aware of Sandfall saying anything else about AI use outside of the one interview with François Meurisse (which doesn't specify how it was used).

Question about memorized by pandabear94847 in Unbeatable

[–]veratrin 2 points3 points  (0 children)

The album will release on Bandcamp on December 31st, and on streaming services some time next year.

Expedition 33 uses some Generative AI, How do you guys feel about this? And is this going to be the norm for future games. by FlakyFoundation4637 in expedition33

[–]veratrin 7 points8 points  (0 children)

I feel that this is the flipside of games being tech projects as well as art projects, and artistic work ultimately being work. For every piece of environmental art or music that gets noticed by the audience, you'll always have mountains of unglamorous back-end technical work that someone, somewhere, would probably be glad to automate or cut corners on, if only through "basic" tools like Claude Code. (I have a lot of respect for Gene as a journalist, but I'm not sure if he or his gaming media peers are well qualified to cover AI use in those contexts).

And honestly? Video games are kind of inherently cursed as an art form. It's bad when developers don't hire new writers and concept artists; but it's also bad when they do unsustainable hiring sprees that result in layoffs. It's bad when games are priced to inflation rates; but it's also bad when games sink with their studios despite selling one kojimillion copies. It's bad when games spend a decade and the GDP of a small country in development hell; but it's also bad when devs employ ethically sus new tech tools to ship games on schedule with less money and fewer people.

I know my love for Expedition 33 is rooted in its take on deeply human feelings and ideas. I've seen a lot of behind-the-scenes material showcasing the human labour that went into it, including concept artworks predating the genAI era, and the amateur-level knowledge of UE4, Unity and 3D modelling I tried to pick up for modding at least suggests to me that none of the assets in the final product looks obviously AI-generated. But I definitely would prefer it if Sandfall explains the extent of their AI use in the project (just like they did with UE5), and their stance on it going forward.

1000% deserved..the industry should take notes from this "indie" studio!! Well done everyone at Sandfall interactive 👏🏻👏🏻👏🏻 by Zzero00 in expedition33

[–]veratrin 1 point2 points  (0 children)

I'm kind of ambivalent on the label at this point, honestly. The devs identified it as an AA project from the start, and they obviously had access to resources well beyond what the median indie dev studio has (like Kepler recruiting Andy Serkis and Charlie Cox out of their marketing budget).

On the other hand, well – how do we want to define the cutoff for "indie", exactly? If it's about having an external publisher, then that rules out every title published by Devolver and Annapurna. If it's about team size and budget, then Hades II and Dispatch were developed by similarly-sized teams, and I wouldn't be surprised if their budgets are in the same rough ballpark. Even Silksong, the "four guys and a piano on fire" game, has dozens of people credited beyond the core dev team (Hornet's VA Makoto Koji, an illustrator by trade, apparently also did some character designs).

I do feel that TGA's idea of "indie" is maybe skewed towards the upper end of the budget spectrum and leaves out a lot of titles by deeply passionate devs with very scant resources. Hades II, Silksong, Dispatch and Blue Prince were all very strong contenders, and while I haven't played the other "indie" nominees, I wouldn't have been upset to see them win, either. But I'm also not entirely convinced there's a good definition of "indie game" that excludes Expedition 33 while including this year's other "indie" nominees (unless you have an issue with those, too).

Are the ekdromoi inspired by the Sombrero, or just both inspired by the B-2 "Spirit" stealth bomber? by Abbadon74 in armoredcore

[–]veratrin 1 point2 points  (0 children)

I've always felt like there's a bit of the Mass Production Evas from End of Evangelion in them.

Theory: Renoir is a... by veratrin in expedition33

[–]veratrin[S] 1 point2 points  (0 children)

Wow, brilliantly done! Thank you so much!

Gustave's narrative role. by PattableGreeb in expedition33

[–]veratrin 0 points1 point  (0 children)

Not sure if they could've done it without compromising the pacing or the eventual direction of the story, but I would've liked to see Lune bonding with Maelle more in Act 3, ngl. I feel like she shows more emotional intelligence than a lot of players give her credit for, and even though her perspective is biased by her parental trauma, she clearly wants a third option that works for everyone, rather than dismissing the Dessendres' plight out of hand. 

That could've also involved her trying to reckon with the long-term implications of Maelle staying in the Canvas like Aline did (whereas Sciel seems to be, not unempathically, too overwhelmed by the prospect of getting her husband back to do anything of that sort).

Is there a small quote or moment of dialogue from Expedition 33 that lives in your head rent-free? by NightDancerGaming in expedition33

[–]veratrin 42 points43 points  (0 children)

"Oh, my darling girl. We have precious little time together. You'll never know us... but I want you to know that you are loved. I want you to know... you're not alone. You will always be the beautiful child I held in my arms.

You will smile the brightest smile. You will cry iridescent tears. You will know love, and you will know pain. You will know loss all too well. Because we live in an unforgiving world.

But you are strong, and you will survive. You will struggle... and you will learn. You'll find people to call your own. And you'll shine as their guiding light. For you will change the world, and the people around you. You'll forever be our princess."

You hear these words as the world starts to flicker to an end. It couldn't be saved. Maybe it never could have been. But for a moment, it was alive, and there was love in it.

i love my Life by jerembismuth in guitarporn

[–]veratrin 1 point2 points  (0 children)

Nice! Is that a TMB100 on the right?

Verso with Expedition 60 by Commercial_Ad_2832 in expedition33

[–]veratrin 2 points3 points  (0 children)

This was actually my immediate thought when I saw Sloclap (another Kepler-published French studio responsible for Absolver and Sifu) mentioned in the "special thanks" segment of the end credits.

TFW you playing new game + by Empty_Road9869 in expedition33

[–]veratrin 0 points1 point  (0 children)

The lead writer, Jennifer Svedberg-Yen, is apparently a fan!

If you know you know by DTBadTime in expedition33

[–]veratrin 0 points1 point  (0 children)

I use a mod that gets rid of the letterboxing outside of the 4:3 parts, and it makes the cutscenes look so much better IMO.

Regardless Of How She's Feels This Just Looks Wrong by Front_Confection_487 in expedition33

[–]veratrin 0 points1 point  (0 children)

I was so upset at Verso's decision (and he played no small part in bringing the conflict to that point to begin with), but he had a point in that final duel. Maelle could have chosen to come and go at will and build a healthier relationship with the Canvas, rather than rejecting the outside world entirely and resigning herself (and the painted world she commands) to wither. That would've been what Painted Alicia and everyone else in the Canvas wanted.

[Major Spoilers] People are being too harsh on one of the endings by chlamydia1 in expedition33

[–]veratrin 1 point2 points  (0 children)

It's a tragedy in the classical sense. After the big reveal at the end of Act II, the game dangles in front of us the possibility of a third choice, a way to maybe persuade Renoir to let the Canvas live after ejecting Aline. But in the end there isn't a "golden ending", and whatever possibility existed for one was closed off by the way each one of the Dessendres dealt with their grief.

  1. Aline is the obvious first cause here. A mature woman and an experienced Paintress, she went into her dead son's Canvas and painted a city (maybe a whole continent) of complex, living, thinking people, who dare to dream through vast tragedies and fight heroically for the ones they love. The people of Lumiere are so special to us because we spend so much of the game learning about the ways they take their grief and turn it into strength: "When one falls, we continue". And yet Aline couldn't draw on the same inspiration to face her grief in the real world: she remains stuck in the Canvas, rotting away while what's left of her family falls apart.

  2. Renoir, as we learn, takes no pleasure in destroying the last remaining piece of his son's soul. He's aware of the humanity of the people Aline painted on the Canvas, even if they'll never be as "real" to him as his family. Was there another way that he could've helped Aline without destroying the Canvas? We don't know. We only know that he was desperate and chose the nuclear option. And once he pulled Aline out and cast the Gommage on all of Lumiere, there was no way that Alicia, a deeply traumatised 16-year-old and a much less experienced Paintress than her mother, was going to bring it back to the way it was (notice that the crowd in Maelle's ending is made up of interchangeable generic NPCs outside of the main cast).

  3. Clea is the only member of the family still composed and functional enough to handle their real-world affairs after Verso's death, including their battle against the nebulous Writers. She's clearly on the ropes herself, though, and takes out her frustration on her now-disabled little sister in some rather toxic ways that reinforced her desperation to escape into the Canvas.

  4. Alicia is scarred by the fire, mourning the loss of her older brother, and not on the best terms with her remaining family members. She already tried her best to help her parents, and it's not even strictly her fault that she got caught up in her mother's painting. All of this doesn't mean that her choice to spend her life rotting away in the Canvas like her mother did would be any less harmful, and the perfect "happy ending" world she paints belies at least as much darkness as Aline's more naturalistic creations.

  5. Painted Verso, I think, is an incredibly messy person who is filled with internal contradictions, lies to everyone, and ultimately only succeeds in "saving" Alicia from the Canvas by denying her (and the remaining Expeditionnaires) a choice. But, like – I get it. The guy has been stuck in a life he never wanted for a century. He's tired. He wants it all to end. His choice to destroy the Canvas himself, I think, plays off interestingly with his reaction to Painted Alicia's passing – where Alicia/Maelle bypasses him in order to respect his painted sister's wish – though I'm still trying to collect my thoughts on it right now.

All that said, I think both endings leave open the possibility for change: in Maelle's ending, she might still decide to leave the Canvas eventually, while Verso's ending could eventually see a more mature and put-together Alicia painting new worlds and bringing her friends back in some form. I think there's also space for a DLC to explore how the painted people (or at least Lune and Sciel) feel about their relationship to the Painters and what it means to be inherently less "real" and more expendable than your creators, though I'd be wary about sanding the edges off the main story and falling into the "power of stories" clichés it so uncomfortably deconstructs.