
>"Personally, I find it super sad because I really like video game stores," Guillaume Broche, creative director on Clair Obscur. "And even if nowadays, I play mainly on PC myself, we have a lot of people on the team who play on PS5 and love to collect physical discs. I think it's part of the beauty of art too – that it's something tangible."
>"A physical release adds more constraints because you have to account for the production time of the physical items, and you also earn less money per copy," he explains. "But for us, physical was something special. We also felt that the game could be special to players."
>He concedes that in terms of business, he "can understand why it may make sense," but "it's a sad decision" for the overall creativity of the industry. Tom Guillermin, co–founder and CTO of studio Sandfall Interactive, revealed actually doing a physical run for Clair Obscur was something the team had to push for.