Hands-on: Crimson Desert – Gamescom 2025

I walked into the booth knowing Crimson Desert has been hyped for years, but even then I was not ready for what was waiting for me. In the space of one hour the game managed to overwhelm me, excite me, frustrate me at times, and then win me back with moments of absolute spectacle. This was not just another medieval open world fantasy. It felt like something rawer, heavier, more ambitious. The kind of game that wants to pull you into its rhythm and will not accept half-hearted attempts.

The demo opened with a tutorial, and for once I was glad it did. Crimson Desert does not hand you a sword and tell you to mash buttons. It asks you to learn, to focus, to actually think about how you are going to use every input on your controller. At first it was intimidating. I had a sword in one hand and the potential of magic in the other, and suddenly the screen filled with combinations I could pull off. Light and heavy strikes chained into dodges, aerial moves could be woven with magic bursts, and certain actions demanded precise timing across several buttons. It felt like learning choreography. For the first ten minutes my thumbs were trying to catch up, like dancers stumbling through a routine. But already there was a spark of something special. Beneath the complexity was a promise: if I mastered this, the game would let me do things I had not felt possible in this genre before.

 

 

The first taste of freedom came when I lifted off into the sky. Using my magic to soar above the battlefield was one of those moments that defines a demo. It was not a gimmick. It felt empowering. Gliding over fields scarred by conflict, looking down at patrols and siege engines, I felt less like a soldier and more like a hawk deciding where to strike. The controls may have been demanding, but suddenly they opened up possibilities. I could descend on enemies from above, dive straight into a tower, or swing around with a grappling move that gave me new angles on the battlefield. In a genre where traversal is often secondary, here it was alive. My route into every encounter became a choice. Do I take the front gate like a reckless knight, or do I claim the skies and break their defenses from above? That freedom made the world feel alive in a way screenshots can never capture.

What followed was pure chaos: a siege scenario that threw me into the middle of a clash between armies. I ran to a cannon and felt the weight of the battle immediately. Firing into enemy fortifications, watching stone and wood shatter into pieces, was intoxicating. Towers crumbled under the force, walls broke apart, smoke filled the air. It was not just background noise. The destruction changed the flow of the fight. Soldiers spilled out of broken defenses, gaps opened where none had been before, and I charged through them with sword blazing and spells bursting from my fingertips. For a moment it felt like the game wanted me to feel unstoppable, but it never tipped into brainless spectacle. Every move still required focus. Missing a timing meant losing momentum, and the battlefield punished mistakes as quickly as it rewarded precision.

 

By the time I reached the heart of the fortress my fingers were trembling from the pace. That is when the boss emerged. A hulking enemy, armored and relentless, swinging massive strikes that could flatten me in two hits. The fight was not only about dodging and slashing; it was about improvising. At one point I spotted a broken pillar and realized I could use my magic to lift it, slam it down, and crush the boss with it. That one action sold me on Crimson Desert’s philosophy. Combat is not just about pressing attack until the health bar empties. It is about adapting, about noticing the tools around you and turning them into weapons. I chained sword combos with fire spells, grabbed pieces of the environment, and watched the boss stagger under the weight of my creativity. Every successful hit felt like an earned victory, not a scripted animation.

And yet, for all this exhilaration, I have to be honest: the controls are complex. In a noisy hall, under time pressure, I never felt like I had full command. Too often I wanted to pull off a move I had glimpsed in the tutorial and ended up fumbling the input. For some players this might feel frustrating, especially in the first hours. But here is the thing: that complexity is also what makes Crimson Desert exciting. It refuses to flatten itself for instant gratification. It wants to be learned, to be absorbed at home where you can take time, practice moves, and feel them click into place. If you are willing to invest in that, I can already see the payoff will be enormous.

 

When the demo ended, I took off the headset and just sat still for a moment, catching my breath. Crimson Desert had not just shown me a flashy trailer’s worth of ideas. It had made me feel like I had glimpsed a full game that wants to demand as much from me as I want from it. Flying across battlefields, toppling towers with cannons, ripping apart a boss with pillars of stone; these are moments that will stay with me. And beneath the spectacle is a system deep enough that I know I barely scratched its surface.