Or, rather, the combat portion is. The developer out of South Korea shipped a demo to Gamescom all about the fighting in Crimson Desert. There will be a huge open world connecting all the battles together, along with many other systems, features, and mechanics, but the studio has chosen to focus on enemy engagements for a German residence in Hall 6.
We don't think the final game will take this approach, but outside of an introductory cutscene and fight against standard enemies, we were then escorted in-game to a computerized, Animus-like environment where we could approach four portals containing different boss fights. They were the Staglord, Reed Devil, White Horn, and a big Queen Stoneback Crab.
Frantic and fast-paced most of the boss battles were, as we hurriedly tried to learn the core controls and keep the main character Kliff alive long enough to get a sense of our foe's own moveset. That's a pretty tall order, especially given our nemesis' could never be considered a pushover. In the heat of the moment, combat feels a bit like Elden Ring meets Devil May Cry meets Dragon's Dogma 2. Two of the four boss fights had us clashing swords with enemies resembling something of a human, then the White Horn is like a gigantic polar bear with moose-like antlers. The Queen Stoneback Crab, meanwhile, didn't operate like the previous three foes, in that its life wasn't dictated by a traditional health bar. You instead need to destroy its three weak points and then perform a special attack the demo had not communicated to us to down it permanently. You reach those weak spots by scaling the monster's back, grabbing on for dear life when it tries to shake you off. A stamina bar dictates this, which also limits how often you can perform sword swipes.
When you encounter these boss fights in the full game, you'll have a much better grasp of how fights work than we did, so this shouldn't be a problem when you play it for yourselves. We're feeling positive about the entire thing, though, because the amount of depth we witnessed, prodded at, and accidentally activated occasionally teases a lot of combat depth overall. When you're thrown into the air, you can glide back down with a set of wings. There's a mechanic we accidentally activated sometimes that slows down time and lets you pinpoint specific parts of the body to shoot with a bow and arrow. We couldn't tell you how it's triggered, but it's definitely there!