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Crimson Desert's commitment to cleaning up its clunky controls shines the brightest in how satisfying it feels to fly around Pywel now

It’s wild to look at Crimson Desert—a game I reviewed not even three weeks ago—and see it as an entirely different beast to the one that was released in March. Even as I was in the midst of my 75-hour review playthrough, Pearl Abyss was continuing to nip and tuck away at the thing. I don’t think I’ve ever seen a singleplayer game shift and change in such a short period of time.

That’s not to say that’s a bad thing, mind. Much of the unnecessary friction I had issues with in my review have been fixed. Fast travel points are more convenient and numerous. There’s actual private storage now, so I don’t have to carry around every unique piece of armour and weaponry in my inventory. You no longer have to worry about accidentally automatically breaking into locked doors with your stash of keys. Do I wish Pearl Abyss was a little less… flimsy in its whole design philosophy? Sure. But hey, the game’s a lot less annoying now.

Kliff sits atop a stone cube and looks at snow-capped mountains.

(Image credit: Pearl Abyss)

One thing that had been mildly bothering me since the beginning, though, was flying. A giant black, hooded cape that Kliff can don in mid-air to descend through the skies. It should have been the perfect vessel to explore Pywel’s sprawling map.

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