Crimson Desert: Initial Thoughts

Last night, I spent the first 45 minutes after the launch of Crimson Desert, watching the 92GB pre-downloaded game files slowly decompressing and installing. I finally launched the game at about 10:50 PM GMT. I then waited a further 5 minutes while shaders were downloaded. It took me about 15 minutes or so to read through the various game settings and choose those that are optimal for my PC. I suspect even if you have a beast of a computer, you’re still going to have to spend some time tweaking settings. As for those players like myself with a gaming rig that is somewhere in the middle of the game’s specifications, be prepared to do a lot of fine tuning both within Crimson Desert itself and your Windows settings.

Last night, I spent the first 45 minutes after the launch of Crimson Desert, watching the 92GB pre-downloaded game files slowly decompressing and installing. I finally launched the game at about 10:50 PM GMT. I then waited a further 5 minutes while shaders were downloaded. It took me about 15 minutes or so to read through the various game settings and choose those that are optimal for my PC. I suspect even if you have a beast of a computer, you’re still going to have to spend some time tweaking settings. As for those players like myself with a gaming rig that is somewhere in the middle of the game’s specifications, be prepared to do a lot of fine tuning both within Crimson Desert itself and your Windows settings.

I can run the game at 2K with a mixture of Ultra and Cinematic graphics settings. I’m getting about 60 FPS when standing idle but the moment my character does anything substantive, the frame rate drops to about 40 FPS. However, this isn’t a deal breaker for me. Lengthy loading times are a reality due to the scale of the open world but the game plays animated sequences over them to distract from the waiting. The only technical issue I had initially was the game music intermittently cutting out while other audio, such as sound effects and dialogue, continued as normal. This was resolved by turning off “Signal Enhancements” within the “Advanced” tab of “Speaker Properties” in Windows.

Upon starting Crimson Desert, you’re dropped into the story of a rapidly unfolding conflict between two factions. There’s nothing unusual about this story telling trope but when the fighting starts you get a lot of on-screen information regarding combat that is hard to digest. Fortunately, this part of the game is effectively a tutorial so the enemies are relatively weak. Your character is injured and awakes in an unexplained realm which they traverse and thus learn the game’s various movement mechanics. They are subsequently transported back to reality, healed and acquire a mount which they use to travel to Hernand, the first major quest hub, to begin the main game. Upon arrival, a primary quest is granted but the player is free to start exploring the town and surrounding area. It is a reactively safe area so presents a perfect opportunity to start looking through the various menus such as inventory, quests, skills etc. There are a lot and this aspect of Crimson Desert along with some others make the game feel very much like a single player version of an MMO.

The combat controls for Crimson Desert on the PC are based around left and right mouse buttons, which are used for light and heavy attacks. These are appended by using the CTRL and ALT keys to guard and dodge. Other keys are similarly used for other abilities requiring your hand movement to be dextrous. There was a similar keyboard layout for Middle-earth: Shadow of Mordor and I struggled with that initially, although I did finally master it. Apparently, if prefer to use a controller the layout used is incongruous and the keys cannot be re-mapped. Hence a game with an abundance of systems also has a complex control layout, making the initial learning curve quite steep.

This is why I think it’s important to take your time in the first major quest hub and take the opportunity to explore the immediate world and figure out the different ways to interact with it. Also to spend time familiarising yourself with the games systems. Crafting is an important part of the game, especially making consumable that buff your health. Although a single player game, Crimson Desert does not have the complex branching dialogue options of other RPGs. NPCs provide quest prompts in a more arbitrary fashion. Sometimes you may just hear some dialogue while passing them that provides a clue. You will frequently have to use your menu to organise your inventory and switch between equipment. These menus often have multiple pages, so you have to drill down to access the data you require. The game seems to provide only the most essential information via on screen prompts and encourages you to explore both the world, GUI and menus on your own.

Some players will find this initial complexity and the measured pace of the opening hours of Crimson Desert frustrating. If you’ve played Skyrim, then jumping into Witcher III is not a culture shock, because they are broadly similar with a lot of common systems. Crimson Desert is very similar to the initial pace of a MMORPG and I suspect that there is a requirement of a substantial time investment before the story elements, familiarity with the game’s systems and players confidence align. In fact I wouldn’t be surprised to learn in the next few months that a percentage of players who usually favour single player games, abandon Crimson Desert simply because it has a much more measured pace at the start of the game. I can also see old school MMO players warming to this title because there are so many parallels.

With regard to the games aesthetic and style, Crimson Desert is a singularly handsome game with an incredibly well realised world. The draw distance is very impressive. This is something that the game keeps in reserve until one specific sequence at the beginning of the story, where you cross a bridge and suddenly see a valley stretching out to your left. It is a stunning revelation and something that is already becoming a common point of note in the various YouTube videos about the game. The game certainly seems well optimised to accommodate as much graphical performance as possible. The sound design and ambient music is also very impressive. The voice acting for the English version is broadly very good, although a few performances remind me of dubbed Hong Kong movies from the seventies. Some of the language is quite choice as well and I was surprised to hear the use of the word “cunt” within the opening 5 or 10 minutes.

So far, despite quite a lot of fine tuning the game settings, my interest is certainly being held by Crimson Desert. It seems to be a huge game with a great deal of content. Something that will take months to complete. Furthermore, to accommodate the scope of its vision, the game goes about it in its own unique way. That may enthral some players and annoy others. I usually come to RPGs and similar games, several months after launch. Hence there are a wealth of player curated resources available, telling you come to complete quests, create and optimal build and where the best gear is located. This time round I have started playing right from launch and so I am flying blind by my own standard. Oddly for me, that is proving to be fun. It is also nice to play a game that hasn’t been designed around a relatively short life cycle. I suspect there is plenty of life in Crimson Desert and that it potentially could have the longevity of Skyrim. As ever, time will tell.

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Tainted Grail: The Fall of Avalon - Initial Thoughts

I first played The Elder Scrolls V: Skyrim in June 2013. This was over 18 months after the game’s initial release and the base game and DLC were bundled together in a “Legendary” edition. Although a seasoned gamer at the time, familiar with the RPG genre with such titles as Mass Effect and Grand Theft Auto IV, I had not played a game from this franchise before. It only took a few hours of gameplay to realise that this was a special title. The scope of the story, the art design and the size of the world were immediately notable. Tamriel was immersive in a way I had not experienced with other titles. Often simply traversing the terrain and watching the dawn break while the game soundtrack swelled, was sufficient to hold my attention. I instantly picked up on the voice acting of Christopher Plummer and Max Von Sydow. All of which indicated that this was a gaming landmark.

I first played The Elder Scrolls V: Skyrim in June 2013. This was over 18 months after the game’s initial release and the base game and DLC were bundled together in a “Legendary” edition. Although a seasoned gamer at the time, familiar with the RPG genre with such titles as Mass Effect and Grand Theft Auto IV, I had not played a game from this franchise before. It only took a few hours of gameplay to realise that this was a special title. The scope of the story, the art design and the size of the world were immediately notable. Tamriel was immersive in a way I had not experienced with other titles. Often simply traversing the terrain and watching the dawn break while the game soundtrack swelled, was sufficient to hold my attention. I instantly picked up on the voice acting of Christopher Plummer and Max Von Sydow. All of which indicated that this was a gaming landmark.

I spent 286 hours over the next 18 months playing through the game and its DLC. When I ran out of new content to play in the game, I spent hours experimenting with mods. During that time, I became familiar with the subtleties of the various in-game systems within Skyrim. It was a wrench to leave but eventually new titles lured me away. However, the game left a very strong impression upon me and continues to do so today. For me, it is what I immediately think of when someone mentions a fantasy based action RPG. As such, Skyrim is a hard act to follow. I’ve played other RPG’s since then, many of which have been good. But few have the same emotional impact, with the possible exception of Witcher III: Wild Hunt and Red Dead Redemption 2. However, I recently stumbled upon Tainted Grail: The Fall of Avalon and the associated buzz around it. Is this game the spiritual successor to Skyrim?

Tainted Grail: The Fall of Avalon is an Indie fantasy based action RPG made by Questline and published by Awaken Realms. Played primarily in first person, although there is third person support, this game draws heavily from Bethesda games, especially Skyrim. Set on the island of Avalon, you undertake various quests in a decaying realm that is slowly being assimilated by the “Wyrdness”. You are aided by the spirit of Arthur Pendragon in your journey across three distinct zones. There are abilities and skills to level along with points to spend in skillstrees. Crafting comes in the form of cooking, smithing and alchemy. The game is also awash with loot. All in all, Tainted Grail: The Fall of Avalon at first glance does strike as a shameless clone of Skyrim, yet there are subtle distinctions that give it an identity of its own. The more you play the more these become apparent.

Perhaps the most noticeable is the art design. The game has a striking aesthetic, drawing from both H. R. Giger and the Cthulhu Mythos. The ambient music and sound design are also very good, instantly creating an enigmatic atmosphere. At night when the threat level from the “Wyrdness” increases, the soundscape becomes especially disconcerting. NPCs are also quite engaging, often flying in the face of your expectations. Traditionally, vendors in RPGs are functional or expositional in nature. Here, they can be quite quirky and off beat. While exploring a minor crypt, I discovered an oddly friendly supernatural entity who was quite chatty. I was expecting a fight and instead I got an amusing quest that resulted in a permanent skill increase. So despite appearing generic, Tainted Grail: The Fall of Avalon has subtle differences. This extends not only to the world and NPCs but to in-game systems as well.

An essential aspect of the RPG genre is character progression. In this game, while your overall level increases at quite a sedate pace, default skills grow upon use. Hence when out in the world, whenever you run, jump, sneak, craft, or fight with specific weapons or spells, these skills are levelling. Furthermore, there are no level restrictions imposed by your stats or due to the points you’ve spent in the various skills trees. You get better at crafting by making things and are not excluded due to a recipe level. Initially, when your crafting abilities are low, you may well fail to produce a top tier item but persistence remedies this. As for skills points themselves, they’re quite plentiful and so you can afford to be generous in how you spend them. Assigning one in a new tree can often lead to a useful set of improvements. For example, spending points in Practicality enhances crafting as well as increasing damage to enemy weak spots. It also reduces both stamina and mana costs.

Combat is challenging, once you move on from the story prologue. This is not a game where you stand your ground and key mash. Movement, parrying and blocking are essential for melee combat. If you prefer to use magic then it all comes down to mana management and finding the right combination of spells. You can equip two spells or weapons per weapon slots, of which you have four. You then hot swap between these according to your combat requirements. You can summon multiple AI companions if you like and attempt to rush enemies. For those who favour traditional weapons, swords have weight and as such take a time to swing. Combat is therefore about timing and the more satisfying as a result. Enemies can also vary greatly in power and often you have no idea how strong they are until you attack them. Therefore it pays to be cautious when exploring and is wise not to jump into a fight unnecessarily.

Over the course of future blog posts, I shall be exploring various aspects of Tainted Grail: The Fall of Avalon in more detail. Mainly because this game has taken my fancy. It is doing something familiar but doing it in its own way and not always in a manner you would expect. To use an analogy, if Skyrim is Star Wars then Tainted Grail: The Fall of Avalon is Battle Beyond the Stars. This game is inherently janky, although with each patch the jank is slowly being addressed. It is also very old school because the games it is emulating are themselves old school. But it has a charm and character of its own and I admire the ambition of the developers who are trying to do, with a small team, the same thing that a multimillion dollar mainstream studio has already done. And they’re putting their own stamp on the results. That is a rare quality these days. That and a game that is actually “fun”.

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The Lord of the Rings: The Rings of Power Season 2

Two years ago, The Lord of the Rings: The Rings of Power premiered on Amazon Prime to mixed reviews and a tedious and predictable internet brouhaha. I have no interest in that debacle as I consider it spurious, to say the least. Representation is a commercial imperative for any big budget television production. As for any deviation from the established canon, that’s due to the show being an “adaptation” of Tolkien’s work. At no point were viewers promised a literal interpretation of the source text. Therefore I am only interested in legitimate critiques of the show based upon its production, writing and acting. As far as I’m concerned, the first season was broadly entertaining and had outstanding production values. Overall I enjoyed The Lord of the Rings: The Rings of Power as an exciting and inventive take on Tolkien’s legendarium. Hence, I have been looking forward to the second season, which began today.

Two years ago, The Lord of the Rings: The Rings of Power premiered on Amazon Prime to mixed reviews and a tedious and predictable internet brouhaha. I have no interest in that debacle as I consider it spurious, to say the least. Representation is a commercial imperative for any big budget television production. As for any deviation from the established canon, that’s due to the show being an “adaptation” of Tolkien’s work. At no point were viewers promised a literal interpretation of the source text. Therefore I am only interested in legitimate critiques of the show based upon its production, writing and acting. As far as I’m concerned, the first season was broadly entertaining and had outstanding production values. Overall I enjoyed The Lord of the Rings: The Rings of Power as an exciting and inventive take on Tolkien’s legendarium. Hence, I have been looking forward to the second season, which began today.

As I have only watched the first three episodes of Season 2, this is not a review. It is simply some initial thoughts. My opinion may change when I have seen all eight episodes. So far, relocation of the production from New Zealand to the UK does not appear to have had a detrimental impact on the show’s aesthetics or high quality. Weta FX and Industrial Light and Magic still continue to produce the lionshare of visual effects. Long term Tolkien illustrator John Howe, remains the main conceptual artist and although there has been changes in staff relating to costume and production design, there still appears to be a sense of visual continuity between this show and Peter Jackson’s feature films. Bear McCreary has also been retained to provide the score and has again provided some outstanding new themes. I was pleasantly surprised to see cast member Benjamin Walker singing “Golden Leaves” in Sindarin. Song is such an integral part of Tolkien’s work.

Narratively, Season 2 quickly resumes where the previous ended. Here are a few of the ongoing plot points. In an extended flashback we see why the transition of power from Morgoth to Sauron did not go well. We also get to see Sauron in an earlier physical guise played by Jack Lowden. The “meteor man” has reached Rhûn with Nori the Harfoot and it would appear that they are being tracked by the minions of a “Dark Wizard”. The unnamed sorcerer refers to the “meteor man” as an Istar, a Quenya term for “wise”. The Wizards of the Third Age were known as the Istari; “wise ones”. In Khazad-dûm, seismic activity caused by the eruption of Mount Doom leads to the collapse of many of the city’s light wells, disrupting the Dwarves’ means of food production. In Eregion, Sauron takes the guise of Annatar, Lord of Gifts and tricks Celebrimbor into making further rings of power. 

So far it seems that show runners, J. D. Payne and Patrick McKay, are working more within the parameters of Tolkien’s legendarium than previously. This may be due to the story moving forward into more closely defined “history”. The addition of further canonical characters such as Narvi (Kevin Eldon) and Círdan (Ben Foster) certainly makes the proceedings feel more “Tolkienesque”. Adar, the Dark Elf chieftain of the Orcs, is played by a different actor to season one but due to the prosthetic makeup, it doesn’t make any significant difference. I am extremely curious to see Rory Kinnear as Tom Bombadil and I saw via the IMDb that Jim Broadbent is providing a voice for what may be an Ent. I find the presence of so many established UK actors reassuring. Also the fact that the show uses Hammer’s old studios at Bray, in Berkshire.

Season 2 of The Lord of the Rings: The Rings of Power has gotten off to a good start. With five more episodes to go, it can still cover a lot of ground. At present it is the non canonical material that holds my interest the most. The introduction of a “Dark Wizard” in Rhûn is not an implausible plot element. The Blue Wizards travelled to that region and were ultimately lost. Saruman himself dwelt there at one point. And then there is the Dark Elf Adar, allegedly one of the first to be corrupted by Morgoth. In another bold choice, there is a brief appearance in episode three of a female Orc holding an Orc baby. Rather than being perturbed by the creative choices of the showrunners, I find them a source of fascination. If I want pure Tolkien, then there are the source texts and audio productions to enjoy. The Lord of the Rings: The Rings of Power is ultimately just one of many interpretations of Middle-earth. I suspect in the years to come there will be more. Not all will be to everyone’s tastes. However, if they introduce people to the original texts then that is no bad thing.

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The Lord of the Rings: The Rings of Power

Having watched the first two episodes of The Lord of the Rings: The Rings of Power, I wish to express my thoughts on what I’ve seen and my overall impressions so far. I do not think it would be fair to frame this post as a review as the two episodes only constitute 25% of the show’s total content. A formal review of the first season seems more appropriate when I have seen it in its entirety. Before I begin commenting on specific points about the two premier episodes, I wish to point out that I have no problem with “representation” and have expressed my thoughts on this matter in a previous post. It also covers the matter of “adaptation” and how complex texts can at times require augmenting to be made accessible to wider audiences. Hence those viewers who want 100% canonical purity are unrealistic in their expectations. Objections based in racism and sexism can simply be ignored. NB I shall endeavour to keep my thoughts spoiler free.

Having watched the first two episodes of The Lord of the Rings: The Rings of Power, I wish to express my thoughts on what I’ve seen and my overall impressions so far. I do not think it would be fair to frame this post as a review as the two episodes only constitute 25% of the show’s total content. A formal review of the first season seems more appropriate when I have seen it in its entirety. Before I begin commenting on specific points about the two premier episodes, I wish to point out that I have no problem with “representation” and have expressed my thoughts on this matter in a previous post. It also covers the matter of “adaptation” and how complex texts can at times require augmenting to be made accessible to wider audiences. Hence those viewers who want 100% canonical purity are unrealistic in their expectations. Objections based in racism and sexism can simply be ignored. NB I shall endeavour to keep my thoughts spoiler free.

It seems an obvious thing to say but the production design, visual effects and overall aesthetic for The Lord of the Rings: The Rings of Power is beautiful. The visual style created in Peter Jackson’s trilogy is broadly adhered to here and these two separate productions do not clash in this sense. The cinematography by Oscar Faura is sumptuous in its style and epic in its scope. The landscapes exude character and feel alive. So far the visual style is very cinematic and doesn’t look purely functional as some TV productions do. The visual effects both CGI and practical, are of a very high standard, as you would expect from such studios as Weta Digital and ILM.

One of the first things that strikes you about The Lord of the Rings: The Rings of Power is the music by Bear McCreary. It is in the idiom of material written by Howard Shore for the film trilogy (Shore has written the theme for the show). But McCreary’s material is very much his own. There is a striking Dwarven theme that plays when Elrond enters Khazad-dûm and I hope that the show continues to have memorable cues which add to the overall ambience and personality of the story arc. 

At present there are four storylines running broadly in parallel. Galadriel’s ongoing hunt for Sauron, Elrond’s diplomatic mission to Khazad-dûm, Bronwyn and Arondir’s adventure in The Southlands beyond the Sea of Rhûn and the arrival of “meteor man” among the Harfoots. So far, all are engaging with many direct and indirect lore references. Classic character’s such as Gil-Galad, Celebrimbor and Durin III have already made an appearance thus inferring that certain major historical events will be depicted in future episodes and seasons. Original characters are used to expand historical events and bridge any narrative gaps. Also, there is a certain amount of compressing the time frame to accommodate the story pacing. This is not new and PeterJackson did this in his cinematic trilogy. Performances are fine and the absence of A list celebrity actors is a wise decision as that would no doubt detract from the proceedings. Director J.A Bayona creates a sense of tension in these first two episodes, especially around the first appearance of an Orc. He is, after all, an exponent of the horror genre.

I viewed the first two episodes of the show in HDR 4K on a 43 inch TV. Mrs P also watched and felt that there was no requirement to be a major fan to enjoy what was happening. She does not consider herself a Tolkien aficionado but has seen Peter Jackson's films several times and has read the source text once. The plot and characters are accessible and the story so far, is not excessively convoluted or arcane. So far there has not been anything included in this “adaptation of Professor Tolkien’s work that I consider to be beyond the pale or a deal breaker. Overall this is a robust and sumptuous imagining of Middle-earth, so we will certainly continue to watch The Lord of the Rings: The Rings of Power, mainly because we want to know more.

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