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1v1 | Interview with Will Powers of Pearl Abyss on Crimson Desert

I was lucky enough to speak with Will Powers of Pearl Abyss about the team’s upcoming title, Crimson Desert. From open-world systems to music and story, we covered a range of topics on the exciting, new open-world RPG.

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I was lucky enough to play Crimson Desert twice last year, at Summer Game Fest in June and Gamescom in August. I instantly fell for the game’s movement and combat mechanics. In the interview and today’s subsequent deep-dive, the focus has been on questions about the story and quests.

In this interview, you will see a variety of topics covered over just under half an hour, from Will’s journey through this crazy industry, Crimson Desert’s expansive open-world, why Pearl Abyss decided on a new IP and a few teases on other things, including performance of the game on console.

Please note this interview has been lightly edited for clarity, but you can watch the full thing over on YouTube.


Jesse: Will, thank you for joining me. I’ve played Crimson Desert twice now, once at Summer Games Fest, and again at Gamescom last year. It’s ‘gone gold’, it’s coming out in March and I’m going to hold you to your promise that I saw in the New Game Plus showcase of that. A full month to review?

Jesse: Yeah, that has been one of the most consistent questions I’ve had, because in those demos, I got to do a boss fight, do some sort of siege combat going in. But the question has constantly been; what’s the story going to be? What’s the thing that’s going to sell the open world? Because I know some people talk about open world fatigue and it eventually kind of hit a forefront with Ubisoft, who had their checklist of things that you were always going to see in everything.

Jesse: I’m curious with it being the same publisher as Black Desert Online, was there any crossover? Were there any noticeable things taken from one into this as the team transitions into what is a gigantic-sounding single-player game?

Crimson Desert | Hands-on Preview – XboxEra

Jesse: .Is the open-world built to be reactive to the player’s actions? Do events occur off-screen without player involvement that might change up the map in some way?

Jesse: We talked a lot about the game, but what about you? Could you walk us through your journey through the industry before finally ending up here with Pearl Abyss?

Jesse: Something nowadays where there is so much talk with developers, there are a lot of issues getting funding – and sequels are everything, whether it’s video games or movies or TV. Seeing something new, even if it’s now just sharing a word with a previous IP is great. It is always fun to get to review something like this, because I come into it and I don’t always know what to expect. Whereas with sequels, it is generally iterative in a way where you kind of know what you’re getting.

Jesse: When I last played, we were playing on admittedly pretty powerful PCs. When I asked them about the engine, the chap running the demo was like, yeah, there’s no upscaling. It’s just running – I can’t remember the last time I played something that looked this nice and this clean, but wasn’t a 1400p upscaled to 4K. It looked fantastic.

Jesse: One of the last things that tends to happen in game development is the optimisation. But you guys seem pretty far ahead of it. And with this type of game, we’ve got just roughly under two months left before release. What would the focus of the team generally be at this point when the game has gone gold?

Jesse: That was one of the main things that when I got more into the industry and actually was able to talk to the creatives who make games – day one patches would have always been a thing if there had been a way to get them to you. Instead, they would do new revisions on carts or CDs back in the day.

Jesse: Eventually at some point you have to lock it down and be like, okay, this is as good as we can get it for the date we want to hit. Let’s touch it up where we can in the meantime. But at that point, everything is essentially live service for the most part because you keep working on it after launch. Then people mistake that for game-as-a-service where it becomes this thing you’re supposed to treat as the only thing you ever play. And there’s nonstop drops. And every time I talk to people about it, there are things that they know are broken, they know need to be fixed. Half the time I bring them up during review period, they’re like, yeah, it’s here and it’s in our roadmap or it’s in the day one patch. The system we have now is about as good as we can get.

Jesse: You mentioned music earlier – Crimson Desert fits within a genre that generally heavily focuses on big, epic music beats, whether it’s storytelling or during gameplay. What style and genre of music are the composers and arrangers looking to bring to the table on this one?

Jesse: Last thing I have to ask, and feel free to just say no if you can’t, do you have anything to say about performance targets on consoles yet? That’s the main question I keep getting.

Jesse: You can’t ask for more this far out, especially with something this ambitious. Will, thank you so much for joining us. This was a lot of fun.

Crimson Desert is launching March 19th on PC via Steam, macOS, PlayStation 5 and Xbox Series X|S.

Jesse 'Doncabesa' Norris

Reviews Editor, Co-Owner, and Lead Producer for XboxEra. Father of two with a wife that is far too good for me.

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