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Crimson Desert 10-hour gameplay review: Questions answered! In-depth analysis covering skills, combat, and puzzlesBased on over 10 hours of playing Crimson Desert, I've compiled answers to key questions users might have. From the flexibility of the skill system to combat improvements, puzzle difficulty, and open-world design, I'll share my actual gameplay experience, delving into various aspects of the game.
Crimson Desert 10-hour gameplay review: Questions answered! In-depth analysis covering skills, combat, and puzzles
1. 🎮 Skill System & Respec Availability
· Skill unlocking is a way to learn new actions, and each skill comes with a short video demonstrating the action.
· You can respec skill points using 'Faded Abyssal Relics,' and all used Abyssal Relics are returned for redistribution.
· Skills acquired by observing NPCs or enemies are permanently learned and retained even after a respec.
· The number of times you can respec may vary depending on the in-game acquisition frequency of 'Faded Abyssal Relics.'
00:00 - 01:35
1. 🎮 Skill System & Respec Availability
· Skill unlocking is a way to learn new actions, and each skill comes with a short video demonstrating the action.
· You can respec skill points using 'Faded Abyssal Relics,' and all used Abyssal Relics are returned for redistribution.
· Skills acquired by observing NPCs or enemies are permanently learned and retained even after a respec.
· The number of times you can respec may vary depending on the in-game acquisition frequency of 'Faded Abyssal Relics.'
01:36 - 03:22
2. ⚔️ Unlocking All Skills & Item Stats
· It seems possible to unlock all skills. By defeating enemies and filling the bar next to the minimap, you can obtain 'Abyssal Relics,' which appear to be infinitely farmable.
· Armor and weapons provide different stats.
· The attack power stat is particularly interesting: the difference between a high-level weapon (Attack 24) and an early-game weapon (Attack 13) is only 11.
· This could mean that items don't significantly impact gameplay, or that the value of 1 attack point is much higher than in other games.
· Considering that accessories like necklaces and rings increase attack power or other stats by 1 point each, even small numerical increases are expected to have significant meaning.
03:23 - 04:26
3. 🕵️ Stealth & Bounty System
· Full stealth gameplay doesn't seem possible.
· You can assassinate enemies with a dagger, and in the early game, this can be an instant kill.
· However, most enemies immediately become alert after an assassination, so it's more about quickly taking out one or more enemies and continuing the fight.
· The bounty system is not infinite. Accepting a bounty and tracking down the target to apprehend them completes the quest, and it disappears.
· While the in-game content is vast, it doesn't seem possible to infinitely repeat bounty hunting.
04:27 - 05:36
4. 🐎 Mounts, Naval Content, & Shield Removal
· You cannot name your horse directly.
· You can obtain a horse early in the game and summon it using the D-pad. Other mounts will appear as you progress.
· Naval combat has not been confirmed and is unlikely.
· Stamina is consumed while swimming, and continuous damage is taken if stamina is depleted. There appear to be no other naval activities besides swimming.
· The shield on your back cannot be removed. While some armor pieces can be removed from the weapon wheel to wear only the basic shirt, the shield could not. This might change in future updates.
05:37 - 06:21
5. 🚶‍♀️ Lifeless World & NPC Behavior
· The cities and world don't feel particularly lively.
· Most NPCs stand in place, reminiscent of an MMORPG (Crimson Desert originally started as an MMO, and the developer's previous work is Black Desert Online).
· Some NPCs walk around, but many are static.
· NPC behavior doesn't change with the day/night cycle (e.g., children standing in the street at night).
· From a distance, it might look lively, but up close, it's not.
06:22 - 07:46
6. 🔥 Combat System & Soulslike Status
· Combat has been greatly improved and feels excellent.
· Parrying, in particular, is much better than in earlier versions.
· Overall, combat is surprisingly satisfying.
· It's completely different from Soulslike games.
· You can stack an infinite number of food items for combat.
· You can obtain several items that allow for one resurrection during combat early in the main story.
· There is no 'bonfire' like system.
· You will primarily fight against multiple enemies.
· Headshots with a bow do not deal special bonus damage; it's simply a damage-dealing method like in an RPG/MMO.
07:47 - 09:08
7. 🎮 Console Controller Customization Not Available
· On consoles, controller buttons cannot be customized (e.g., jump button cannot be changed).
· On PC, controls can be remapped through keyboard settings.
· The development team put a lot of thought into controller mapping, designing various character actions to share the same button combinations to leverage muscle memory.
· This game requires time to learn the controls to the extent that players need to focus solely on it. Playing other games concurrently might make you feel overwhelmed again.
09:09 - 10:13
8. 📜 Story & Narrative Evaluation
· The story progression is very slow at the beginning and not particularly engaging.
· I used the option to speed up dialogue.
· The voice acting feels somewhat simplistic.
· The protagonist, 'Kliff,' doesn't seem particularly surprised by magical phenomena (there might be a story-related reason for this).
· I hope the story improves as it progresses, but currently, open-world exploration is more enjoyable than main story missions.
10:14 - 11:03
9. 🗺️ Open World Exploration Style
· It's not a typical 'checklist' style open world.
· The map doesn't display much information, only small question marks, requiring players to explore and discover things themselves.
· Players will find themselves focusing on different activities each hour (bounty hunting, combat, skill unlocking, boss fights, puzzles, main story, etc.).
· It's difficult to focus on just one activity; you naturally encounter content as you explore the world.
11:04 - 11:43
10. 🎒 Inventory & Storage System
· Inventory space is very limited in the early game.
· You can gain additional inventory slots (e.g., 3 slots) by progressing through the main story or helping villagers.
· You can check your journal or map for quests that grant inventory expansion.
· The existence of a storage box is uncertain, but there might be one at a hub you reach later.
· Since you pick up many items in the game, a storage system would be very useful.
11:44 - 14:16
11. 🧩 Mandatory Puzzle Difficulty & Characteristics
· Mandatory puzzles exist (experienced 2 during 2 hours of main story gameplay).
· These are not easy puzzles like in recent Sony or Ubisoft games, and clear hints are not provided.
· Players must find solutions themselves and may experience trial and error.
· If you return to a main story puzzle after exploring the open world, you might struggle because you've forgotten previously learned abilities.
· Early puzzles are 'not extremely difficult' but require a shift in mindset and self-solving.
· It's highly likely that more mandatory puzzles will appear throughout the game.
14:17 - 14:34
12. 🚀 Console Performance Status
· There are no specific answers regarding console performance yet.
· Gameplay footage for the console version has not yet been released.
· Information will be updated immediately once it is released.
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