{"id":1543505,"date":"2026-04-02T15:18:23","date_gmt":"2026-04-02T15:18:23","guid":{"rendered":"http:\/\/TXmbNxcgSayMnkjGHfirYA"},"modified":"2026-04-02T15:18:23","modified_gmt":"2026-04-02T15:18:23","slug":"crimson-deserts-commitment-to-cleaning-up-its-clunky-controls-shines-the-brightest-in-how-satisfying-it-feels-to-fly-around-pywel-now","status":"publish","type":"post","link":"https:\/\/arcader.org\/news\/crimson-deserts-commitment-to-cleaning-up-its-clunky-controls-shines-the-brightest-in-how-satisfying-it-feels-to-fly-around-pywel-now\/","title":{"rendered":"Crimson Desert&#8217;s commitment to cleaning up its clunky controls shines the brightest in how satisfying it feels to fly around Pywel now"},"content":{"rendered":"<article>\n<p>It&#8217;s wild to look at <a href=\"https:\/\/www.pcgamer.com\/games\/action\/crimson-desert-guide\/\" target=\"_blank\">Crimson Desert<\/a>\u2014a game I reviewed not even three weeks ago\u2014and 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&#8217;t think I&#8217;ve ever seen a singleplayer game shift and change in such a short period of time.<\/p>\n<p>That&#8217;s not to say that&#8217;s a <em>bad <\/em>thing, mind. Much of the unnecessary friction I had issues with in my review have been fixed. <a href=\"https:\/\/www.pcgamer.com\/games\/action\/crimson-desert-fast-travel-mysterious-energy-abyss-nexus\/\" target=\"_blank\">Fast travel<\/a> points are more convenient and numerous. There&#8217;s actual private storage now, so I don&#8217;t have to carry around every unique piece of armour and weaponry in my inventory. You no longer have to worry about accidentally <a href=\"https:\/\/www.pcgamer.com\/games\/action\/crimson-desert-locked-doors\/\" target=\"_blank\">automatically breaking into locked doors<\/a> with your stash of keys. Do I wish Pearl Abyss was a little less\u2026 flimsy in its whole design philosophy? Sure. But hey, the game&#8217;s a lot less annoying now.<\/p>\n<figure class=\"van-image-figure inline-layout\" data-bordeaux-image-check >\n<div class='image-full-width-wrapper'>\n<div class='image-widthsetter' style=\"max-width:2560px;\">\n<p class=\"vanilla-image-block\" style=\"padding-top:56.25%;\"><img loading=\"lazy\" decoding=\"async\" id=\"rggAnubb3KxDx5VFVksAKE\" name=\"20260313093637_1\" alt=\"Kliff sits atop a stone cube and looks at snow-capped mountains.\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2026\/04\/crimson-deserts-commitment-to-cleaning-up-its-clunky-controls-shines-the-brightest-in-how-satisfying-it-feels-to-fly-around-pywel-now.jpg\" mos=\"\" align=\"middle\" fullscreen=\"\" width=\"2560\" height=\"1440\" attribution=\"\" endorsement=\"\" class=\"inline\"><\/p>\n<\/div>\n<\/div><figcaption itemprop=\"caption description\" class=\" inline-layout\"><span class=\"credit\" itemprop=\"copyrightHolder\">(Image credit: Pearl Abyss)<\/span><\/figcaption><\/figure>\n<p>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&#8217;s sprawling map. <\/p>\n<p>Instead, it was a bit naff.<\/p>\n<p>It consumed far too much stamina, for one. That led to me playing a game of cat-and-mouse with both my stamina and Kliff&#8217;s health. Fly a tiny bit, start dropping to my death to regenerate my endurance. Unsheathe the wings once more, float around for a second or two. Rinse and repeat until I touch the ground, my final destination not all that far from where I first started.<\/p>\n<p>Nothing about it felt satisfying in the way donning a strange charcoal-coloured cloak and flying around mid-air <em>absolutely should. <\/em>An uncharacteristically unenchanting experience even further weighed down by how clunky the entire thing felt. Leaping into the air to initiate flight seemed to bring about an incredible resistive force, draining a quarter of my stamina bar while Kliff dabbled in some airborne dilly-dallying, powerless to whatever magical wind drag was holding him back.<\/p>\n<p>Grand flights warped and contorted into clunky gap-closers and an easy way to chuck myself off the side of a mountain without taking any fall damage. <\/p>\n<div>\n<blockquote>\n<p>It&#8217;s completely reinvigorated my desire to journey around Pywel on foot. <\/p>\n<\/blockquote>\n<\/div>\n<p>I&#8217;m doing all of this moaning in hindsight, thank goodness, because upon booting the game up after its most recent patch, something had changed. Kliff zipped into the air at a moment&#8217;s notice, snappily soaring across the gap I had expected to instead float my way over with all the grace of an overweight sodden cat leaping between two broken fence panels.<\/p>\n<p>It feels <em>incredible. <\/em>It feels exactly how it should have at launch\u2014quick and responsive while still maintaining a sense of weight. It no longer sucks the absolute life out of my stamina bar either. It&#8217;s finally a tool for exploration, one that opens the door for so much more freedom, and it&#8217;s completely reinvigorated my desire to journey around Pywel on foot. <\/p>\n<p>Getting between two points of interest is wonderfully smooth. Sure I might have to cat-and-mouse <em>a little <\/em>still\u2014or quickly chug a stamina potion\u2014but I&#8217;m finally able to traverse grand distances the way I would expect to from a literal <em>flight <\/em>ability. I have never felt so giddy about being able to go from one patch of land to another. <\/p>\n<figure class=\"van-image-figure inline-layout\" data-bordeaux-image-check >\n<div class='image-full-width-wrapper'>\n<div class='image-widthsetter' style=\"max-width:1920px;\">\n<p class=\"vanilla-image-block\" style=\"padding-top:56.25%;\"><img loading=\"lazy\" decoding=\"async\" id=\"YDo24CMPxZnajDCrJSNXn5\" name=\"CD Preview World\" alt=\"Screenshots of Crimson Desert from a preview event, displaying Kliff cooking, leaping off a sky island, and chopping down a tree.\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2026\/04\/crimson-deserts-commitment-to-cleaning-up-its-clunky-controls-shines-the-brightest-in-how-satisfying-it-feels-to-fly-around-pywel-now.png\" mos=\"\" align=\"middle\" fullscreen=\"\" width=\"1920\" height=\"1080\" attribution=\"\" endorsement=\"\" class=\"inline\"><\/p>\n<\/div>\n<\/div><figcaption itemprop=\"caption description\" class=\" inline-layout\"><span class=\"credit\" itemprop=\"copyrightHolder\">(Image credit: Pearl Abyss)<\/span><\/figcaption><\/figure>\n<p>All of this is ultimately part of Pearl Abyss&#8217; ongoing effort to tighten up how Crimson Desert feels, and it&#8217;s working wonderfully. Even things like a massively reduced loading cutscene that made me dread any time I had to zip between fast travel points have encouraged me to explore and venture out in ways I was increasingly drawing back from as I racked up the hours in this game.<\/p>\n<p>And it shows that Pearl Abyss was capable of making a game this snappy and responsive all along. When it comes to friction born of clunkiness\u2014feeling like playing a videogame stuck in quicksand or knee-deep in a quagmire\u2014I am more than happy for the developer to discard whatever ethos it was designing this thing around. I&#8217;ll be taking to the skies far more now, and Crimson Desert is going to be a much more enjoyable game for it.<\/p>\n<\/article>\n<p><a href=\"https:\/\/www.pcgamer.com\/games\/action\/crimson-deserts-commitment-to-cleaning-up-its-clunky-controls-shines-the-brightest-in-how-satisfying-it-feels-to-fly-around-pywel-now\/\">Source<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>It&#8217;s wild to look at Crimson Desert\u2014a game I reviewed not even three weeks ago\u2014and 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&#8217;t think I&#8217;ve ever seen a singleplayer game shift and change in such a short period of time. That&#8217;s not to say that&#8217;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&#8217;s actual private storage now, so I don&#8217;t have to carry around every unique piece of armour and weaponry in&hellip;<\/p>\n<p class=\"excerpt-more\"><a class=\"blog-excerpt button\" href=\"https:\/\/arcader.org\/news\/crimson-deserts-commitment-to-cleaning-up-its-clunky-controls-shines-the-brightest-in-how-satisfying-it-feels-to-fly-around-pywel-now\/\">Read More&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":1543506,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[336],"tags":[23,748],"class_list":["post-1543505","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-pc-gamer","tag-action","tag-games"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.3 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Crimson Desert&#039;s commitment to cleaning up its clunky controls shines the brightest 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