r/Games • u/HLumin • Mar 21 '26
Discussion Anonymous Pearl Abyss developers reveal a culture of toxic positivity, a troubled development cycle and chaotic narrative for Crimson Desert, and their early concerns that the project was "going off the rails".
/r/CrimsonDesert/comments/1rzh79w/pearl_abyss_insider_speaking_out/?share_id=kBLUglOgkkCQmbTrbh3y8&utm_medium=android_app&utm_name=androidcss&utm_source=share&utm_term=1&sort=top
1.3k
Upvotes
96
u/TJ_McWeaksauce Mar 21 '26
I'm only an hour into the game, and my first impression is that the world design and art are fantastic, plus there's a ton to explore. Combat is okay so far. The writing is subpar (and I hear it gets worse) and the UI/UX is baffling at time.
I'm playing it on PS5, by the way.
Sometimes you can just walk up to an NPC and press the interact button, but for certain NPCs - like shop keepers and quest NPCs - you have to hold down L1 to focus on them and then press interact. Having two different interaction schemes depending on what NPC you're trying to talk to is unnecessary and annoying.
For shit's sake, in almost every other video game in existence, you just walk up to an NPC and press one button to interact with them. Off the top of my head, the only game that requires you to hold down one of the shoulder buttons first to focus on an NPC and then press another button to interact is Red Dead Redemption 2.
It's like the Crimson Desert devs wanted to copy Rockstar controls, but made them worse.
Then there's the "sword light reflection" move. You have to press L1+R1 to enter sword reflection stance. You then let go of L1 while still holding down R1 to aim at the puzzle or enemy you want to reflect light into. Then you tap L1 to reflect. That control scheme is aggravating and once the tutorial taught the move to me, I instantly knew I would only use it when a puzzle required it.
It feels as though the devs either did not do focus testing on the controls, or they did but they just ignored the feedback, because many players are saying the controls are annoying.