Forget the flat sections and run towards the hills
The difference between having fun and being bored in Crimson Desert is the decision you have to make at the beginning of the game.
Forget the flat parts and run towards the mountain peaks
Climbing the platform above Shivering Gorge took time, energy, and—when I misjudged my magic use—much of my health.But it was worth it for the stunning view of Hernand's eastern undulations.
Toward the south bank, behind the mountain-top ridge, hides a strong fort;a stone spiral rises into the sky to the west, from which a path winds its way up the slope through a rock crevice.To the north lies a circular city on a high plateau, and beyond it the distant red hills, almost as flat as a plain, a thin, impossible structure jutting out from a single peak.
The world of the Crimson Desert glows in all its glory as it unfolds beneath your feet and your eyes follow natural paths between three, four, or five landmarks without having to consult a map.I often found empty quests or empty streets at these landmarks, but developer Pearl Abyss did some particularly good things to encourage exploration from above, and I'm still motivated to conquer each peak.
Its landscape is clear and, if so, transparent.Their peaks glow against the blue sky, and some glow with green to yellow ground light.Color changes mark new areas: a surprise of snow or, north of the starting point, Hernand, a sudden wall of red leaves.Its distant translation distance, at least on a good computer, suggests that distant cues invite you to come closer.
As the night filled the horizon, every town and camp was gazing at the flickering flames and flames.The 'Blinding Flash' ability - activated by pressing two top buttons - reflects light from my sword and all unlockable fast travel points gradually light up, helping me find hidden spots in dense treetops.
From any high point you can look in any direction and immediately know where to go.I like that the minimap doesn't highlight the route to the sign: you have to plan your trip instead of looking at the corner of the screen.I usually open the map before I go, just to familiarize myself with the terrain, then follow the road, cardinal directions, and landmarks.
Plus, it's fun to ride.As my skills improved, I launched myself from high places, alternating between gliding and flying with my wings, testing how far I could go before crashing.If you choose the right upgrade - double jump, palm, air move, air wave - you can jump over any obstacle.Or uproot trees to create a giant slide.
The world encourages me to explore, but punishes me for doing it too soon
The terrain stretches in sections, and when you reach your destination, you'll often see parts of the map that were previously hidden from view.From the trembling vale I flew Down and over the towers of Thornbriar Keep;Then I spun through a hail of arrows fired by a group of bandits sitting in a nearby castle and made my way to the Wise Needle.As I went over the list I looked west again and saw for the first time the fishing village of Vellua far below me and the ship sinking a short distance from the shore.
The same thing happened in the snowy Star Needle in the western part of the map.I ignored his calls for about 15 hours, but when the main mission took me to that place, I couldn't stand it anymore.I ran down into the valley and up a cliff too steep for my horse;The corners of my screen are covered in ice.When I reached his feet,The stone and symmetrical gardens of the Institute appeared before me.I didn't know Scholastone was there, but it's now my favorite place in the game.It's like someone squeezed Roman ruins into the side of a mountain and squeezed colorful pots into every available hole.
I wish these places looked more alive, or at least offered me more things to do.
Velloa's specialty was selling trout.Hundreds of soldiers guarded Thornbriar Castle, and I couldn't interact with any of them, so it felt like a waste of a trip: just one of the many locations behind the main battle.
Scholastone is another example.When I arrived, the door to the Star Spire was locked.When I got down to the institute, I found myself facing a tedious task that involved talking to a number of NPCs about a lost book.A glowing puzzle of electrified poles, clearly marked on the map, distracted me, but when I solved it nothing happened.So I snuck away, only to return to the main quest two hours later and complete the same puzzle, this time triggered by a minibus battle.Ten minutes later, the tower magically opened.
It's very easy to clear the boring main mission. It's as if the world encourages me to explore, but punishes me for doing it too early. If not by hiding a puzzle behind the story, then by blocking my journey to a distant part of the map by a group of crazy patrolling guards who will kill me on the spot.
Red Desert was more or less enough motivation to keep me interested. A hidden cave in the middle of a nearby waterfall west of Vellua;an enchanted forest of fairy children that I could only get into by stealing a relic from the top of a giant walking tree. Nothing really impressed me and the narrative generally seemed boring, but the satisfaction of planning the journey, the verticality of the landscape and the multitude of points on the horizon meant I kept climbing for now.
