SUBSCRIBE
Tech Journal Now
  • Home
  • News
  • AI
  • Reviews
  • Guides
  • Best Buy
  • Software
  • Games
Reading: In Crimson Desert, the true boss battle is wrangling its controls to unlock the cool combat within
Share
Tech Journal NowTech Journal Now
Font ResizerAa
  • News
  • Reviews
  • Guides
  • AI
  • Best Buy
  • Games
  • Software
Search
  • Home
  • News
  • AI
  • Reviews
  • Guides
  • Best Buy
  • Software
  • Games
Have an existing account? Sign In
Follow US
© Foxiz News Network. Ruby Design Company. All Rights Reserved.
Tech Journal Now > Games > In Crimson Desert, the true boss battle is wrangling its controls to unlock the cool combat within
Games

In Crimson Desert, the true boss battle is wrangling its controls to unlock the cool combat within

News Room
Last updated: June 25, 2025 1:16 am
News Room
Share
10 Min Read
SHARE

I sat down to play Crimson Desert at Summer Game Fest armed with false confidence. I’d already played a combat demo at an event in 2024, so I charged protagonist Kliff into a battle with dozens of enemy soldiers with the foolhardy impression that remembering the button to swing my sword was good enough. I was instantly curbstomped.

Pearl Abyss has provided the press with lots of opportunities to play Crimson Desert ahead of its still-unspecified 2025 release, and in that time I’ve seen it described a number of ways: a game for fighting game sickos, a darker Breath of the Wild, The Witcher 3 with a grab button.

All fair comparisons, but one thing my demo copilot insisted I shouldn’t call it is an RPG. An “open world action game” is the official messaging, which I took to mean Crimson Desert is as much an RPG as, say, modern Zelda games or Far Cry. There are quests, loot is present, but you’re not designing a character from scratch, and the world is largely an action playground.


Related articles

The SGF demo was our first look at something other than straight combat in Crimson Desert. Our hero Kliff, a notorious mercenary, joins a brewing battle in the northwest region of the map. He does some walking, some talking, loads some cannons, and blows up some nearby watchtowers as target practice. It was here that Pearl Abyss took the chance to point out Crimson Desert’s real-time destruction—the towers did crumble nicely, and apparently all destruction in the game is physics-based (not pre-baked animations) thanks to its custom engine.

After test-driving the awesome might of heavy artillery, the demo skipped forward to the middle of a gigantic battle. So began the aforementioned curbstomping: I was gutted, rammed, trampled, and generally ganged up on, but not even ceaseless bullying could stop me from trying to do cool stuff with Crimson Desert’s frenetic moveset. Kliff’s fighting style is immediately fun because you can do stuff like shoot magic at the ground to launch him in the air, then chain that into a ground pound or slow-mo arrow barrage. Or you can infuse magic into Kliff’s sword, unleashing Ninja Gaiden-like combos at ground level.

(Image credit: Pearl Abyss)

Ground game

With my limited time, I chose to focus on grabs, the branching options of which felt like the complexity of a fighting game mapped onto a different genre. A stationary grab would slam enemies to the ground, but adding a directional input would toss them, turning them into a projectile. There was also a button combo for picking up guys and spinning them around like a fleshy beyblade, but I kept screwing it up.

I also kept screwing up my other favorite move (air launch, arrow arrow, ground pound), and I don’t think it’s entirely on me. Crimson Desert’s controls remain its true hurdle. All the coolest moves require pressing two to three buttons at once. Launching Kilff in the air? First I had to jump, then I had to press L3 and R3 one at a time to mimic Kliff shooting magic out of his left and right hands. If I hadn’t run out of magic juice just getting in the air, I could stay airborne just long enough to trigger slow-mo and maybe shoot an arrow.

Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.

Button combos aren’t annoying on their own—Pearl Abyss is trying to cram a lot of verbs onto a gamepad, so it’s no wonder the controls are hard to pick up when jumping into a random chunk of combat in the middle of the game. What got on my nerves is the noticeable lag between button presses and follow-through. My inputs always felt one step behind the action, like Kliff had to ponder my request to jump before doing it.

Crimson Desert - Kliff carries a sheep over his shoulder along a dirt path outside a town

(Image credit: Pearl Abyss)

Maybe the setup had something to do with it (I was playing the PC version on a big TV with a controller), but I don’t think latency is the culprit. More likely is that all those complex button combinations mean the game necessarily has to take a beat after inputs to make sure I want to jump with X and not, for example, charge toward a guy with X+A. I don’t know if much can be done about that, but it certainly adds sluggishness to every fight.

One particularly excruciating moment of button tedium came in a boss fight in a throne room. The only way to damage the guy was to wear down his stamina meter to stun him. That gave me a short window to walk up to a broken pillar, press one button to enter magic mode, then another two buttons to levitate the pillar, then rapidly mash another to actually lift it into my hands, then turn and smack him with it before he recovered.

In what is otherwise a combat system that seems to reward experimentation and improv, this forced solution almost felt designed to infuriate—like my own hell of quick-time events designed by David Cage.

Control freak

I’m reluctant to complain that Crimson Desert made me “fight its controls,” because usually, I like weird controls. I’m a defender of Metal Gear Solid 2 and 3’s absurd “hold and release Square to shoot, lift off lightly to cancel” mechanic (even though not even Kojima gets that weird with controls anymore) because it served the purpose of adding tension to every shot. Weird controls give games languages of their own—they add personality, ingrained muscle memory, and sometimes surprise us with how well they work after an adjustment period.

No such adjustment period has been possible with Crimson Desert in these short preview bursts, but my impression is that its whirlwind of bindings is a mix of sensibly weird (like L3 and R3 to shoot magic out of each hand) and straight up bad.

I also hope Pearl Abyss does another pass on Crimson Desert’s grossly excessive particle effects. Any action imbued with magic—sword swipes, arrows, jumps, glides—peppers the screen with particles that camouflage the action in a green and white slurry.

In group combat, this made reading follow-up attacks needlessly difficult as I’d be punished for my own sick magic combos with a screen-wide flashbang. I accept that my brain could attune to the noise after significant playtime, but I point it out because Crimson Desert already has that “overwhelmingly detailed” look to it that’s become trendy among modern open world games. Its lush forests and fluttery foliage make for pretty benchmarks and screenshots, but in the same way that Horizon: Forbidden West pushed detail so hard that it often looked too busy in combat, I seriously question if Crimson Desert’s flashiness serves the meat of the game (hittin’ stuff).

A screenshot of a town marketplace in Crimson Desert, showing human townsfolk alongside trolls and orc-like folk.

(Image credit: Pearl Abyss)

While I’m nitpicking about a game that very well could end up a banger, the way Pearl Abyss continues to show off Crimson Desert also nags at me. We’ve only seen it in controlled, heavily guided sequences revolving around combat. I’ve been operating under the assumption that Pearl Abyss is holding back on other core activities—we know from trailers that there are cities, quests, and puzzles somewhere out there—but after my SGF demo, I’m beginning to sense that Pearl Abyss isn’t focusing on that other stuff because they’re not particularly important.

Crimson Desert is an “open world action game,” after all, not an RPG. Maybe that means I should lower my expectations around story, dialogue, quests, and good narrative stuff like that, and instead go into Crimson Desert more like Elden Ring: A big combat playground, and not much more.

I hope I’m wrong about that one, because Elden Ring’s exclusive focus on combat was one reason I never finished it. That said, I’m feeling way better about Crimson Desert’s gritty, physics-based brawls, if only because it’s so different from the wave of FromSoft clones we’ve been riding for half a decade now.

Read the full article here

You Might Also Like

Oblivion Remastered’s improvements have Oblivion’s meme king hopeful Fallout 3 and Fallout New Vegas will see similar glow-ups: ‘[It’s] so much better and exactly what I have wanted for years’

After 4 years, Final Fantasy 14 finally has a new exploration zone in the Occult Crescent—and even if I’d have liked one sooner, I can’t wait to get stuck in

Funcom says its working on ‘a bunch of changes’ for Dune: Awakening PvP after player calls out the survival MMO’s ‘biggest issue’

Elden Ring Nightreign launch times and release date

Forget the Tarrasque—tabletop’s biggest bad is now the biblically accurate Bristle Boar, a horrifying Pathfinder 2e monster that only exists because of a typo

Share This Article
Facebook Twitter Email Print
Leave a comment Leave a comment

Leave a Reply Cancel reply

Your email address will not be published. Required fields are marked *

- Advertisement -
Ad image

Trending Stories

Games

Marvel Rivals’ updated hero hot list reveals the most-played and highest win-rate characters, and it’s good news for Support players

July 3, 2025
News

Seattle leaders scrutinize $90M tax plan: Relief for small businesses, higher bills for big tech

July 3, 2025
Games

All active Anime Vanguards codes in July 2025 and how to redeem them

July 3, 2025
Games

Rematch’s developers expected players to develop new tech fast, but ‘not nearly as fast as it is going right now’

July 3, 2025
News

Startup radar: It’s all about AI for early stage Seattle companies in space, storytelling, supply chain

July 3, 2025
Games

Peak devs accidentally released a patch that ‘made a number of players totally unable to play’ so now there’s a new public beta Steam branch for everyone to mess around in safely

July 3, 2025

Always Stay Up to Date

Subscribe to our newsletter to get our newest articles instantly!

Follow US on Social Media

Facebook Youtube Steam Twitch Unity

2024 © Prices.com LLC. All Rights Reserved.

Tech Journal Now

Quick Links

  • Privacy Policy
  • Terms of use
  • For Advertisers
  • Contact
Welcome Back!

Sign in to your account

Username or Email Address
Password

Lost your password?