I’m around 20 hours into my playthrough of Crimson Desert, and one thing is clear: this is a huge, overwhelming game. If you can see something in the distance, you can usually get there somehow, whether that means travelling on foot or by mount. Early on, you also unlock the ability to glide, along with a few other traversal tools that make exploring the world even more enjoyable.

It’s been a long time since we’ve had a game that feels this ambitious in scale. For me, that sense of discovery started with The Elder Scrolls, then came The Witcher 3, and Crimson Desert feels like this generation’s attempt at that same kind of sprawling open-world role-playing adventure.

That is a big comparison to make, especially for a game as divisive as Crimson Desert. Even so, there is something about it that makes me think it could keep growing over time. The developers seem willing to listen, and from what I’ve played so far, this feels like the sort of game that may look quite different six months or a year down the line.

The Story So Far

The story, at least so far, feels a little loose. There is not really a strong central hook driving you forward in the opening hours. Instead, the game gives you some background on your character, Kliff, then largely lets you loose in the world to find your own momentum.

That means you quickly run into people who need help, as well as others who simply want to test their strength against you. So far, the structure feels less like a tightly guided narrative and more like a framework for everything else the game wants you to do. Whether that works for you will probably depend on how much you enjoy making your own fun rather than being pulled along by a stronger central story.

Exploration & Discovery

When I first saw the game, and then watched the trailers released after its announcement, I assumed it would be little more than a single-player version of Black Desert Online. In some ways, that comparison still fits. It carries over plenty of the complexity that BDO is known for, but it also streamlines some of those systems so you are not constantly relying on other players or outside help to make progress.

There is an enormous amount to get stuck into here. Once the world opened up and the game let me head off in any direction, that is exactly what I did. I picked a direction and ran. Along the way I found puzzles to solve, land to liberate, animals to pet, and more resources to gather than I expected.

That sense of freedom is one of the game’s biggest strengths. Crimson Desert constantly gives you something else to chase, and even when it feels overwhelming, the world still has a real pull to it.

Combat & Skills

One of the strangest mechanics I’ve come across so far is the way you learn new abilities by watching other characters perform them. We have seen something similar recently in Where Winds Meet, and it has always felt a little awkward to me. Here though, it somehow works, even if it does so in a very odd, almost anime-inspired way.

In one early boss fight, I faced a heavily armoured enemy wielding a greatsword. One of the first moves he used against me was a flying double kick that knocked me flat on my back. Because I was locked on to him while he performed it, Kliff learned the move on the spot. Naturally, I then started using it against him over and over to throw him off balance. It was ridiculous, but also strangely satisfying.

That mechanic does leave me with some concerns. My main worry is whether I might miss abilities simply because I was not locked on at the right moment, or because I did not realise a move could be learned in the first place. It is an interesting idea, but one that could easily become frustrating if it means missing useful tools without even realising it.

Progression in general feels packed with things to unlock and improve. I’ve already opened up new powers for Kliff, and there always seems to be another mechanic or system demanding your attention. That depth is exciting, but it also adds to the feeling that Crimson Desert may simply be too much for some players.

How It Plays

When you first start playing Crimson Desert, it can feel unwieldy, especially on a controller. Even some of the more basic actions and attacks ask you to hold multiple buttons at once, and certain abilities feel more complicated to trigger than they need to be. Early on, that makes the game feel more awkward than empowering.

That said, once I had spent more time with it, things started to click. For me, that happened at around the eight-hour mark. The controls began to feel more natural, combat started to flow better, and I found myself adapting to the game’s rhythms.

Where the game still struggles is in simple interactions. Most drawers can be opened, for example, but actually focusing on the right one can be fiddly. The same goes for speaking to people. Instead of simply walking up and pressing a button, you often need to hold the left trigger, focus on the character, and then press X to begin the interaction. Sometimes that only greets them rather than starting a proper conversation. In the early hours, I regularly spoke to the wrong person or triggered the wrong interaction entirely. It is a small thing, but it makes those first impressions clumsier than they should be.

PC Performance So Far

On a technical level, Crimson Desert has impressed me more than I expected. From what I’ve played so far, it runs very well on PC, which is especially important for a game this large and system-heavy. There is still room for further optimisation, but performance has been solid enough that it has not distracted from the experience.

More interestingly, this feels like the sort of game that could continue to evolve after launch. The developers seem open to feedback and willing to make adjustments where needed, which adds to the sense that Crimson Desert still has room to grow.

Early Verdict

Twenty hours in, Crimson Desert feels massive, ambitious, and full of potential. Its greatest strength is the freedom it offers, along with the sense that almost every hill, ruin, or distraction on the horizon is something you can actually reach. At the same time, its loose story, busy controls, and sheer amount of systems mean it will not click with everyone.

Right now, it feels like a game I admire as much as I am still learning to fully enjoy. There is clearly something special here, even if parts of it are awkward, overwhelming, and occasionally frustrating. As a review in progress, Crimson Desert has already made a strong impression, even if I am not yet convinced by every part of it.