Jennifer Svedberg-Yen, the lead writer of Clair Obscur: Expedition 33, said in an interview that the game does not present a “good” or “bad” ending, but rather two complementary conclusions designed to prompt reflection and personal interpretation.
“There is no single correct ending, no canonical or official version from Sandfall,” she noted, adding that each resolution has a distinct purpose. “Both are deliberate, neither is perfect, and each is painful in its own way.”
Svedberg-Yen’s philosophy centers on interpretive freedom: Clair Obscur avoids over-explaining and instead encourages players to “piece things together” and form the story’s meaning through their own impressions. This stance opposes a deus ex machina approach, where conflicts are resolved artificially. The writer believes all elements should arise logically from the characters’ emotional and moral journeys.
In her interview with Lits Play she also discusses the scriptwriting process, literary influences, and collaborating with the Sandfall team. At the 26:03 mark she explains how the ending was structured—balancing narrative logic with emotional impact. Later, around 34:26, the conversation turns to the game’s “true nature” and the dramatic events of Act III, with attention to Gustav’s fate and Mael’s development.
Source: iXBT.games

