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Crimson Desert Review (So Far) - Kinda Funny Gamescast (Ad-Free) (Patreon)

·1 hr 7 min·6 clips
Blessing Adeoye says Crimson Desert looks like Rockstar made a fantasy game but without the engaging writing.
This episode features hosts Greg Miller and Paris Lilly sharing their early impressions of the open-world action-adventure game Crimson Desert. They are joined by Andy Cortez, who provides additional commentary, while regular contributor Blessing Adeoye Jr. submitted written thoughts due to his absence. Greg has played approximately 20 hours, Paris has played nearly 30, and Andy has played around two and a half hours of the game. The game is set on the continent of Pywell and follows a protagonist named Cliff. Greg describes Crimson Desert as a "mediocre video game" that directly cribs mechanics and ideas from titles like *The Legend of Zelda: Breath of the Wild*, *The Witcher 3*, and *Assassin's Creed*. Paris feels the game is "an ocean that's an inch deep," with a map he describes as "gigantic" and possibly suited to be a "forever game." Blessing's written review, read by Greg, compares the game's scope and pace to Rockstar titles but criticizes its mission structure and writing. A recurring criticism is the weak narrative and character development, with all hosts expressing a lack of connection to Cliff and the story's stakes. Paris notes the inclusion of two other playable characters, an ogre and a female character named Damien, but finds their implementation similar to Cliff's. The hosts discuss the polarizing review scores from other outlets, citing examples like IGN's provisional 6/10, Forbes' 9.5/10, and the game's current Metacritic score of 77. Greg finds the core gameplay loop unsatisfying, stating the game made him want to play the superior titles it imitates. Paris highlights frustration with vague puzzle design that lacks clear direction without resorting to excessive hand-holding. Andy mentions enjoying the physics-based combat, such as punching enemies into walls, which reminds him of *Breath of the Wild*. The control scheme, particularly a "precise jump" mechanic activated by holding a bumper, is singled out as unintuitive and clunky. The hosts note the game's technical achievement, praising its gorgeous visuals, vast draw distances, and diverse biomes. Greg points out that facial animations and lip-syncing are subpar, breaking immersion during conversations. They speculate the game might appeal most to players who prioritize open-ended exploration and creating their own fun within a massive sandbox over a compelling narrative. The tone is conversational and critical, structured as a roundtable discussion where each host shares their detailed, personal experience with the game. The style is informal, with hosts frequently referencing each other's points and engaging with live chat comments. This episode is ideal for players curious about *Crimson Desert*'s divisive critical reception and those who value detailed, early gameplay analysis from multiple perspectives. Listeners seeking a spoiler-free, narrative-driven review or those who only want definitive final scores might prefer to skip it.

As heard by us

A skeptical first-pass take on whether Crimson Desert’s early hours feel worth the time.

Crimson Desert Review treats the game as a straightforward test of whether a large fantasy world can repay the time it demands. Kinda Funny’s discussion lands on a guarded first impression: one speaker finds the opening hours boring and soulless, and sees it as built for people…

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Want a blunt read on Crimson Desert's opening hours?

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