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Clair Obscur becomes the most awarded game in history, surpassing Elden Ring’s milestone

Carolina Costa
Por 5 min de leitura
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Clair Obscur - Divulgação
Foto: Clair Obscur - Divulgação

The video game industry has witnessed a historic shift in the landscape of most acclaimed games, with “Clair Obscur: Expedition 33” surpassing “Elden The achievement marks an impressive feat for Sandfall Interactive’s 2025 RPG.

The official announcement took place in early 2026, with the previous year’s awards still ongoing, revealing that “Clair Obscur” has accumulated an impressive 436 GOTY awards. Este number surpasses the 429 trophies previously won by “Elden Ring”, establishing a new standard of recognition in specialized critics.

In addition to the notable performance of “Clair

The rise of Clair Obscur on the gaming scene

The arrival of “Clair Obscur: Expedition 33” to the top of the list of most awarded games solidifies its position as a cultural and technical milestone. Sandfall Interactive’s RPG captivated critics and audiences alike with its engaging narrative, innovative gameplay, and distinctive artistic design, receiving acclaim from outlets such as The Game Awards, IGN, GameSpot, Famitsu, and GamesRadar, among many others.

The feat of surpassing “Elden Ring”, an industry giant and one of the most revered titles of its generation, demonstrates “Clair Obscur”‘s ability to resonate deeply with the gaming community and experts. The speed with which the game accumulated so many awards — just three weeks after the start of 2026 — underlines its immediate relevance and the lasting impact it already projects.

Controversy over the use of artificial intelligence

Despite its resounding success, “Clair Obscur” also faced significant questions. The game was disqualified in Indie Game Awards after the identification of elements produced with generative artificial intelligence in parts of its design.

The controversy sparked a crucial debate about the integration of AI in game creation, raising ethical questions and questions about artistic originality. The industry discusses the acceptable limits for the use of these technologies, weighing between innovation and creative authenticity.

This incident reflects a broader discussion that permeates not only games, but also other forms of art and media, where the boundaries between human and machine-assisted creation are becoming increasingly blurred and complex.

Cyberpunk 2077 REAL VR mod closure

Another news that moved the gaming universe was the closure of the virtual reality mod for “Cyberpunk 2077”, known as REAL VR. Developer Luke Ross was forced to take down the project after receiving a DMCA notice (Digital Millennium Copyright Act) from CD Projekt Red. Este mod allowed players to experience the base title and its expansion, “Phantom Liberty”, immersively in virtual reality.

The root of the conflict lay in the way the mod was distributed. Luke Ross offered access to REAL VR through a paid subscription to its Patreon platform, a practice that CD Projekt Red legally challenged. The company, as the modder stated in a statement, followed in the footsteps of other industry giants in issuing the notification, claiming that the mod’s business model went against its policies. Ross lamented the situation, attributing the closure to “inflexible corporate logic” which, according to him, often impedes innovation and the work of the modding community.

The clash between modders and developers

The case of the REAL VR mod of “Cyberpunk 2077” illustrates the growing tension between independent modders and large game developers. While mods often extend the lifespan of games and enrich the player experience, the monetization of these projects has been a recurring point of contention.

Companies like CD Projekt Red and Take-Two Interactive (mentioned by Essa stance directly impacts the modding ecosystem, which often depends on financial support to sustain complex and innovative projects, generating uncertainty about the future of collaborative creativity in the industry.

Criticisms of Unreal Engine in film production

In the field of cinema, the renowned director Verbinski expressed his concern that this adoption is leading films to an aesthetic increasingly closer to video games, compromising visual quality.

In an interview, the filmmaker explained that the engine, traditionally developed for games, introduced a new aesthetic in visual effects that could, in his view, bring cinema closer to the “uncanny valley”. Este term describes the feeling of discomfort generated by representations that are almost human but not entirely convincing.

Verbinski argued that replacing more traditional modeling and rendering tools, such as Autodesk Maya, with Unreal Engine could compromise the photorealism of certain scenes. Ele highlighted that crucial aspects such as lighting, character movement and the reaction of light to human skin are not reproduced with the same fidelity, resulting in images that, although technically impressive, appear “less real”.

Verbinski’s review opens a discussion about the technological convergence between cinema and games, and the challenges of maintaining the aesthetic distinction and realism expected in high-budget cinematographic productions.

The aesthetics of games and the future of cinema

The observation of Verbinski highlights an important reflection on visual evolution in cinema. The fusion of gaming technologies with film production, although it brings efficiency and new creative possibilities, also raises questions about the preservation of a visual identity that differentiates the two media.

Repercussion in the gaming universe

The news reverberated widely among gamers and industry professionals. “Clair Obscur”‘s record was met with enthusiasm, but also with the caveat of AI controversy. Já the case of the “Cyberpunk 2077” mod generated heated debates about copyright and the future of the modding community, while Verbinski’s criticism provoked discussions about the visual and artistic maturation of both industries in a scenario of increasing technological interconnectivity.

Carolina Costa é colaboradora da redação do Mix Vale, portal de notícias com cobertura de Brasil e mundo. Produz conteúdo nas editorias de economia e benefícios, com foco em informação de serviço para o leitor brasileiro. Escreve para o portal desde 2019. Formação: Administração

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