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Crimson Desert Review: Brutal Combat, Beautiful World, Terrible Menus

Verified ByKristina Horvat
Crimson Desert Review: Brutal Combat, Beautiful World, Terrible Menus

This Crimson Desert review comes from someone who plays in gaps. I picked Crimson Desert up once the launch noise had died down, gave it one evening, bounced off the controls, and left it sitting on my drive.

A friend talked me back in by telling me to ignore the story and ride somewhere. That worked, and I have been dropping in and out ever since, an evening at a time. I have seen the main quest through, spent quite some time in the camps and the trade network, and played plenty of the Enhanced version.

I’m not the kind of player who puts sixty hours into an open world in a fortnight, but here you’ll find what won me over, what still wastes my time, and where the game stands after the summer’s patches.


Crimson Desert Review At A Glance

Crimson Desert Review At A Glance
  • The first two hours are the worst advert this game could have made for itself, and the input scheme is why.

  • The map is the highlight. Riding with no destination pays off more reliably than following any quest marker.

  • The Enhanced update made skill resources shared across characters, and left storage and the camera alone.


The Controls And Menus Nearly Cost Me The Whole Game

My first session was a mess, I mistimed a dodge into a menu, opened a wheel I did not want, then watched Kliff do something spectacular at nobody in particular. Every face button seemed to have two jobs depending on what I stood next to, and the prompt for looting a body wanted a specific angle inside a window that closed faster than I could react. After an hour of that I put the pad down, and the game sat unplayed for weeks.

Giving up on doing things properly got me past it. Once I stopped hunting for the correct input and started mashing toward what I wanted, the scheme stopped fighting me. My hands learned it the way you learn a bad keyboard layout, through repetition rather than understanding, and it still catches me out when I go from horseback into a fight in one motion.

The bags are the part I resent, carry space is tight, and there is no proper storage system. Even though the camps are full of chests that look like they should take my overflow. I leave most crafting material where I find it now, a strange habit for a game that keeps handing it to me. Neither summer patch touched this.

Healing runs through cooking, and that sounds charming until you play in single evenings. Topping up before a boss means having gathered the right ingredients earlier, and coming back after a fortnight away usually meant finding I had none. Tying survival to combat is a fine idea on paper, and in practice it turns the quarter of an hour before a big fight into admin.


Riding Nowhere In Particular Is The Best Thing In It

Riding Nowhere In Particular Is The Best Thing In It

The advice that saved the game for me was to stop reading and start moving. Pywel has genuine verticality, and the traversal kit takes advantage of it: the grapple turns a cliff face into a shortcut, and the wingsuit turns any high point into a route somewhere I never planned on going. I would log in for twenty minutes, spot a ridge, and lose an hour on the detour.

My habits changed fast, I stopped following quest markers in my first week and started picking a direction off the map instead. The reward is small and constant: a hidden camp, a chest under a waterfall, a fight with something plainly not placed for my level.

Underneath the riding sits a stack of systems that suit an irregular player better than the main quest does. The camps run farming and companion assignments without me, the trade network prices goods by where I haul them, and building trust with settlements changes what they will sell. It has the shape of an MMO built for one person, which is the most accurate description I can give. I can log in with no memory of what I was doing and still find something useful to do.

Plot is the part I gave up on. Kliff reacts to enormous events with the energy of a man reading a shopping list, and the context that would make the plot land sits in a lore menu I have opened twice. I could not tell you why half the factions want each other dead, and my enjoyment has not suffered for it. Come for the world rather than the writing and you will get on with it faster than I did.


The Combat Is Brutal And It Still Suits A Casual Schedule

Fights are where my scattered play style should have punished me and never did. Kliff swings with real weight without feeling sluggish, everything dangerous has a visible wind-up, and landing a big move after reading one feels earned rather than lucky. One Steam review by Hypnotic puts it as "Its flashy, its weighty and overall lands well," and I would have written the same.

My limits showed against the bosses, which are also the highlight. There is one I lost to over and over until I clocked a single tell in its second phase, and the fight went from impossible to manageable in one attempt. That is the right kind of difficulty for someone who plays in gaps, since what I have to remember is a shape rather than a sequence.

The skill system pushed me the same way. Points buy moves rather than stat increases, so what I gained over months was a bigger vocabulary rather than bigger numbers. I finished the main story on a handful of abilities I trusted plus the Force skills for crowds, and never came close to learning the rest. Crimson Desert combat is happy to let you ignore most of what it offers.

Camera work is the flaw I would fix first. Certain skills swing it somewhere useless at the moment I need to see a wind-up, and in a narrow room a fight turns into guesswork about what is behind me. Locking on steadies things in the open and does nothing once a boss starts circling me indoors. Nothing in the summer's patches changed that for me, and it is still the thing most likely to cost me a run.


Is Crimson Desert Worth Buying Right Now?

The game I am recommending is not the one that shipped in March. On August 25, 2026 Pearl Abyss put out version 2.00 and renamed it Crimson Desert Enhanced, and the change that mattered to me is the Abyss Links system, which hands the other playable characters an equivalent skill resource when one of them spends Abyss Artifacts.

Kliff also picked up eight new skills, and finishing the main quests now carries eligible currencies into a new save. My verdict is anchored to patch 2.01.00 from September 3, 2026, which tilted the photo mode camera, cut visual noise in the rain and raised what camp donations pay out, on top of a long list of bug fixes. Storage and the input scheme survived the summer untouched, so the rough edges I opened with are the ones you will meet.

At full price I would have felt those edges more than I did. The Crimson Desert Enhanced store page discounts it often enough, and on one of those sales I would point almost anyone with a taste for open worlds toward it.

Timing is the other half of the answer. Charting the Unknown lands on October 15, 2026, putting you in command of a ship and adding uncharted islands beyond Pywel's coast, sunken sites to pick over and an upgraded housing system. Pearl Abyss reported six million copies sold by June, so support is not in doubt.

Buy it if you like open worlds you can wander with no plan and combat that asks you to learn something. Sit it out if you need a story that pulls you along, or if a rough control scheme is the kind of thing that ends a game for you on night one.


FAQs About Crimson Desert

FAQs About Crimson Desert

Is Crimson Desert worth it?

Yes, with a caveat about the opening. The world, the traversal and the combat all still hold up, and the Enhanced update eased the skill grind. Give it four or five hours before judging the input scheme.

Is Crimson Desert combat hard?

It asks for pattern reading rather than fast hands. Bosses telegraph their big moves and punish button mashing, and you can finish the main story on a handful of abilities.

When is the Crimson Desert DLC out?

Charting the Unknown arrives on October 15, 2026. It adds your own ship, uncharted islands past Pywel, underwater sites and an upgraded housing system.

What is Crimson Desert Enhanced?

It is the version 2.00 update from August 25, 2026, which came with a store rename. It added the Abyss Links skill resource, currency carryover into a new save, eight new Kliff skills and two flying mount control modes.


Final Words

The thing I did not expect from Crimson Desert is how well it suits a player who cannot commit. It let me land on a ridge, pick a direction and have a good evening with no memory of the plot at all, which is rare at this size.

What separates it from the games it wants to stand beside is friction the studio chose to keep. The inputs, the bags, the camera and the loot prompts are polish problems, and Pearl Abyss has had two rounds of patches to sort them and taken swings at only some. My hope is that the October expansion brings a storage system with it.

Anyone who measures an open world by how tidy it feels will find plenty to complain about here. Come to one for how often it surprises you on the way somewhere else and you will forgive the lot. I sit in that second camp, which is where my score comes from.


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