Over the last two and a half weeks, I've spent about 70 hours playing Crimson Desert on PlayStation 5. The hype for this game does not match reality.
Everything about Crimson Desert screams: MMO that got pivoted to generic single player game.
The quest design is the worst parts of MMOs with endless fetch quests, escort quests, and multi-step crap quests that provide minimal rewards. I am reminded very much of the early days of games like EverQuest or World of Warcraft where you'd spend an hour doing a quest for a few copper and a piece of gear you'd immediately sell to a vendor. Most quests in Crimson Desert give you nothing worthwhile to upgrade outside of inventory space. A few silver, maybe some food items or a piece of crappy gear that you're not going to bother taking the time to upgrade (refine) because it would just be a waste of time. Side-quests increase your faction standing which unlock more unrewarding side quests. Faction grinding, another core MMO design. I have yet to come across a genuinely difficult quest. Tedious, boring, but never difficult.
Gathering and crafting are also plagued by bad MMO design. The gear upgrade and overall character progression system is built around grinding pseudo-professions rather than quest progress. I spent around 10 of my 70 hours simply running around doing busy work (timber gathering, mining, animal killing and skinning) so I could upgrade all my gear in order to get past the next gear check of a boss as this is the only consistent way to progress your overall character stats in the game. Also, the process of gathering itself is particularly tedious. Having to go through a multi-step process (mining for example: manually equip pick axe, target individual nodes, strike nodes, pick up ore, find next node, repeat) to get to the actual item you need is the kind of mechanic design games streamlined a decade ago, and we cheered that they did so. This isn't immersive, it's a waste of time.
Combat is a two-note jank fest. Either you're A) fighting a zerg rush of minions you can two shot whose only "difficulty" is that they're designed to overwhelm you, or, B) you're fighting a boss with broken mechanics who isn't beholden to the rest of the game's logic. Clearing bandit camps is a slog. It's the same kill everything that comes at you until the percentage counter reaches 0% every single time. There are no tactics to it and stealth is all but pointless. The moment you're seen, or the moment you assassinate an enemy, that entire area of the camp rushes at you. Stand in one spot, kill everything that rushes you, move to the next spot. Repeat until you've killed 100 or so minions, reach the camp lieutenant, or complete a boss fight. Doesn't matter if it's Bleed Bandits, Fundamentalist Goblins, Sea Pirates, or whatever faction you're fighting - they all behave the same way. The convoluted control scheme and the input lag, especially when you're surrounded by 20-30+ enemies, doesn't help matters any.
Speaking of the convoluted control method, the Abyss Nexus puzzle platforming suffers most from it. Again, I have yet to run across any puzzles that have been particularly hard or taxing. The core difficulty in the puzzle platforming is fighting the controls and the bugs. An example of one such bug came from early in my playthrough in the Chaos Forest. At the very beginning when you have to extinguish the energized plate in the pool of water, it would fail to extinguish. Over and over again. I finally got frustrated and Googled it only to find out that's a known bug and the only thing you can do is keep resetting the game until it decides it's finally going to work. It took seven resets before it finally behaved properly. After finally completing that and warping to the next one, Roots of Truth, the core challenge was dealing with the floaty character movement trying to walk on roots and narrow ledges so as to not fall off the platforms.
I could deal with ALL of these shortcomings if the story was decent but the story may as well be non-existent. It is the worst "story" I have played in gaming in a very long time. I couldn't care less about Kliff and the Greymanes, or the Black Bears who took over Pailune, or Damiane, or the noble houses of Hernand, or, well, anything in Pywel. Character building is horrid, lore building is confined to crappy codex entries, and quest narratives exist solely to push you to the next checkpoint.
I hoped exploration could save the day. It could not. The world is gigantic and beautiful yet it feels empty, lifeless, and uninteresting. There's plenty of NPCs and critters running around to make the world feel alive but none of them do anything meaningful. In 70 hours, I haven't run across a single NPC where random dialog directed me to a side-quest or a meaningful treasure because the most you can do with the NPCs are "greet" them and hear canned dialog. (Aside: The trust mechanic, outside of vendors, taming animals as pets, and certain factions, is completely meaningless.)
The same is true for locations out in the world. I've run across quite a few small towns, empty houses, and ruins but there's nothing to do in them. Compare that to a game like Skyrim where you could run into a cave, or find a note or object in a camp and suddenly find yourself in a long quest chain you wouldn't have found otherwise. So far, I haven't had any similar experience in Crimson Desert. The most I've found have been treasure chests behind waterfalls or small rooms under trap doors. There are ruins which are puzzles but, other than those, everything else exists solely as set dressing or as places for future quest locations. Empty ruins or empty houses are always empty ruins or empty houses until/unless you get a quest that sends you there. Quests that are spoon-fed to the player by the menus or by bounty boards.
There has been a lot of digital ink spilled raving about how good the game looks and, yes, it can look very good at times as the first screenshot posted in this review shows. However, I can think of at least four large open world games off the top of my head that are visually far more impressive than Crimson Desert. They are: Ghost of Tsushima, Ghost of Yotei, Avatar: Frontiers of Pandora, and Assassin's Creed Shadows. All four of those games are visually better and more consistent than Crimson Desert. That isn't to say this game looks bad but, rather, pointing out that you should be skeptical of anyone saying things like, "This is the most beautiful game ever made!".
On base PlayStation 5, Crimson Desert looks best if you play it on Quality Mode at 30 FPS, but then you have terrible input lag that makes the already cumbersome control scheme even worse. I have a 120Hz display so I was able to play using Balanced Mode at 40 FPS. This still retains a fair bit of visual fidelity, but still suffers from minor input lag, particularly noticeable in combat areas where you're being swarmed. Performance Mode offers an (unstable) 60 FPS with much better input responsiveness, however, it looks like complete dog crap. Correction: It looks like someone took a picture of dog crap, printed it out in low resolution, then smeared a layer of oil on it. The lighting in the game, especially at mid-day and afternoon, is just plain weird sometimes regardless of mode. I have also run across a number of oddball visual bugs, such as a effect where textures on the horizon became rainbow colored, like Joseph's Amazing Technicolor Dreamcoat.
Everything about the game is the epitome of "as wide as an ocean, as deep as a puddle". I hoped these issues would get better as the game went along and opened up more areas. They have not. It's the same tedious combat, the same mediocre quest design, the same mind-numbing "story", the same convoluted gathering and crafting. Over and over again. In MMOs, such tedium can be offset by questing with friends or chatting in guild chat or making bad jokes in world chat (a la Chuck Norris jokes in Barrens General chat). But Crimson Desert? It's solo tedium all the time. It's Busy Work: The Game. I've had more fun running around befriending dogs and cats than doing literally anything else in the game.
I find it interesting that, other than the loading screen issues, Crimson Desert does everything people heavily criticized Starfield over. Mediocre combat, endless bugs, uninteresting and repetitive points of interest around the world, tedious gathering, snooze-worthy NPCs, mediocre crafting, lackluster side quests, wonky base building, et cetera. Starfield still gets crapped on over these things years after release but Crimson Desert does them and gets hyped as "Game of the Year" or "Game of the Generation"? Before anyone thinks I'm hyping Starfield, understand that I believe all of the complaints for Starfield are justified; I'm merely pointing out the hypocrisy or the lack of short term memory gamers seem to have when criticizing game design elements.
When the honeymoon period for this game ends and people feel more confident discussing the game's flaws without being shouted down by the rabid fanbase, it will be interesting to see how the user reviews adjust. Crimson Desert is a bunch of other game designs poorly copied, thrown into a blender, and poured into a nice looking glass. The 6 and 7 review scores seem an awful lot more accurate than the 9 and 10 review scores do.
After 70 hours, I'm putting it on the shelf. People arguing "Oh, the game gets better after 100 hours" can take that argument and shove it. My Brothers and Sisters in Gaming, if a game takes 100 hours to start "getting good", that's a failure on the part of the developers. Maybe after some of the free DLCs have dropped and a few more months of Pearl Abyss patching things up will make it a better game. The rapid patching Pearl Abyss has been doing doesn't warrant celebration as far as I'm concerned, It's indicative of the fact that the game needed a few more months in the oven before being released.
Unless you're a fan of busy work, I cannot recommend this game in its current state.






