It is a good game in an era where big name studios only care to invest in live-service games, and even indies are starting to rehash the same tropes over and over. It is not a ground-breaking cornerstone of the arts, just an isle of respite among the greed; any food tastes good when you're starving.
Also masochism simulator is what people that have only heard about the game from social media call it.
Someone else mentions Blue Prince here. I think that's a much better game relatively speaking, even if not having Clair Obscur's exceptional art.
I'm playing through Clair Obscur now. It's above average for aaa stuff. But there are way too many cut scenes, and dodge/parry mechanics continue to be tedious. And the story is fine, but isn't really grabbing me. Sigh.
Blue Prince, on the other hand, is quite probably the best puzzle game I have ever played. My partner and I worked on it for months, and have a 50+ page Google doc of notes.
That sounds more like a part time job than a game. I'm curious if you play it for the mental challenge? I feel challenged enough at $dayjob that all I want from games is mindless relaxation.
Blue Prince is an example of what fills are calling 'notebook games' -- instead of giving you lots of qol stuff, you just use a notebook to keep notes. The act of writing and arranging your notes is actually quite immersive. It's also fun!
Blue Prince has layers of puzzles and story... It's pretty reasonable to play to the credits, and not get into the depths of the post credits game; it's a very reasonable cutoff point for non-sickos.
First, it's a really compelling roguelite puzzler where you explore and understand the house and it's mechanics. The puzzles are mostly small and straightforward (but not easy!). You can probably win this without taking notes. I found this part compelling and delightful.
Then it's something else where you learn about the world. The puzzles are more complicated and need notebooks and notes to keep the loose threads tracked. This part for me became a slog by the end and I finished mostly to say that I had.
Then its a third thing for sickos.
The joke side quests work in your standard RPG because they take themselves less seriously. Your character is wielding an eight foot sword, the mage companion is a talking cat, and your boots are haunted by a long-dead Egyptian prince. Sure, go nuts if you want to play the mini-game at the circus belly-dancing competition to win the golden hat.
Clair Obscur starts in such a bleak, breathing world that the characters not treating the situation deadly serious breaks my connection to the world, so I start to focus more on the mechanical annoyances.