We Have Now Entered the Age of Covid-19 Inspired Games

The opening to Clair Obscur: Expedition 33 is a master class in grabbing the player’s heart and wringing it out. That’s partly because the opening of Clair Obscur makes it clear that it’s a pandemic game.
In Clair Obscur, the people who live on the island city of Lumière have been besieged for 67 years by a magical curse that methodically kills certain people every year. Specifically, the curse kills older people—at least, at first. The curse counts down by one year every year, first killing everyone aged 100 and older, then everyone aged 99, and so on, every year until the events of Clair Obscur begin. At the game’s outset, a monolith in the distance of Lumière bears a glowing “34,” and as the opening unfolds, a mysterious goddess-like figure called the Paintress replaces the 34 with a 33. As soon as she does this, all of the 33-year-olds in Lumière disintegrate before the eyes of their peers and loved ones.
The game’s writing doesn’t actually make the terms of this curse very clear during this opening scene, or ever, really. You have to figure out how the curse works by talking to people and paying attention. This means that at the very beginning of the game, you’re just walking around the city of Lumière on the day of the “Gommage” (the day the Paintress changes the number on the monolith) without yet knowing what that means or what everybody in town seems to be preparing to experience.
There is a very important clue, though. There are no elderly people in the city of Lumière. There are no middle-aged people, either. In fact, there is no one over the age of 33, anywhere, at all. It was one of the most haunting parts of the game.
Why? Because seeing all of those young people in Lumière transported me instantly to specific experiences I had in my own neighborhood in Massachusetts in 2020. Even after my state’s stay-at-home advisory was lifted, the virus and its capacity to spread remained ill-understood. Many people remained at home and chose to do internet deliveries for essential resources like food and prescriptions, especially middle-aged and elderly people. This meant that, like in Lumière, there were young people on the streets. And yet these younger people nonetheless carried a shroud of fear upon them. Not always fear for themselves, specifically—a more generalized fear of the unknown force surrounding all of us, a force that could and did take older loved ones away from us.
One of my strongest memories was driving home to my apartment from the grocery store on an evening when the stay-at-home advisory was still in place. Even though it wasn’t allowed, some teenagers were hanging out near my apartment, standing closer to one another than the official guidance suggested (remember “six feet apart”?). But they didn’t look guilty to be breaking the rules; they looked haunted, tired, older than they should. They weren’t smiling or laughing at some personal joke; they weren’t even talking, actually. They were just standing near one another, not as though in defiance or solidarity, but more in a resigned sense that this tiny bit of rule-breaking was the best they had right now, and it still wasn’t that great.
As I ran around Lumière on the day of the Gommage, the Paintress’ monolith towering in the distance, all of these non-fantastical and grounded memories of COVID-19 came flooding back into my mind. Oh, I thought to myself. This is a pandemic game.
The game’s creators haven’t talked about COVID-19’s influence in terms of the game’s story, even though the game’s development began in 2020. But given that the COVID-19 pandemic was the world-shattering event of the past five years, it would be absurd not to assume it impacted the art that was created during its spread, whether the artists in question acknowledge that or not.
Video games tend to take a long time to make—several years, in most cases. And now that it’s 2025, we’re firmly in the realm of games that were directly influenced by the COVID-19 pandemic, and it’s definitely beginning to show.