Crimson Desert: 20 hours in, bigger open worlds aren't better

Crimson Desert: 20 hours in, bigger open worlds aren't better — Polygon
Source: Polygon

After spending more than 20 hours with Crimson Desert on Windows PC, the game feels vast but often empty. Developed by Pearl Abyss and announced six and a half years ago as a standalone from the creators of Black Desert Online, the title promises unlimited activities, yet it quickly became clear that scale alone doesn't make those activities enjoyable.

I had about 30 hours of official playtime while testing, but real playtime is closer to 20, and my rule is simple: if it isn’t fun after 10–20 hours, it’s hard to justify more time. The story unfolds through Kliff, a stoic, generic protagonist who opens the game by dying and being revived in an “abyss” before calmly moving on to Hernand.

He rescues a bound noblewoman, cleans chimneys, retrieves cats, and slips through portals into new abysses with little emotional reaction; his sparse lines — “Are you alright?” and “Have you seen any bandits around here?” — do little to give him depth.

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