And so we are back in Pywel: the super-sized and often super-pretty realm where the deserts are blood-red, the grass is a lurid shade of green, and Kliff and his merry gang of Greymanes seem to be pissed all the time. Yet what's this? Peace seems to have broken out across the region, which means our grizzled action hero is in a reflective mood.
At the outset of Charting the Unknown, Crimson Desert's recently released DLC, I'm tasked with taking Kliff out for a quiet spot of moonlit fishing. The problem is, I seem to have forgotten how to actually fish - and if memory serves, perhaps I never learned because the system was so poorly explained in the base game. So I flail around for a full 15 minutes before eventually relenting and consulting Reddit on how to snag a bite.
You might reasonably assume that these types of basic explanatory wrinkles had been ironed out in the countless updates since Crimson Desert's release in March. Certainly, developer Pearl Abyss has gone to great effort elsewhere to streamline what was, at times, a frustratingly clunky experience (those menus at launch, oh god ) while adding even more stuff , such as all-new cutscenes (to improve the story's legibility) and the ability to ride wolves and tigers (because why the hell not). But for all the tinkering and wholesale additions, Crimson Desert has retained its essential character: the menus remain a total faff and the narrative, which I started afresh some weeks ago, is still bafflingly incoherent (maybe even more than I initially appreciated ).
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