Looks like it has camera issues.
Hands-on with Crimson Desert reveals a gorgeous game, but one that struggles to feel as good as it looks.
www.eurogamer.net
"Crimson Desert is hard. It's by no means a Soulslike, though feels inspired by that level of challenge. It's hard because enemies are relentless and charge from all sides, because the odds are stacked against you, because the controls are fiddly. I just never found my rhythm.
The biggest boss of all, though, is the camera. Rather than being set close behind the protagonist as with most third-person games, it floats over the top and around, swooping down for cinematic moments, and clumsily fails to frame the action. What's more, Pearl Abyss is clearly aiming for a visceral experience with Crimson Desert, as the camera shudders and shakes and spins with every punishing smack against Kliff. Yet it's style over usability and too often had me spinning the camera to desperately see the action instead of the inside of a wall. Throw in sparks of weapon clashes, flames in the night, and myriad particle effects, and it's a dizzying, disorientating experience.
The camera issues are further exacerbated by the lack of a proper lock-on. Shielding does target the nearest enemy, but the camera doesn't adjust accordingly (something Ocarina of Time managed decades ago). Enemies don't just surround you, they actively smack you from all sides and most of the time, thanks to the camera, that means they're hiding off-screen. Instead of playing the hero by brutally punishing my enemies with elegant use of targeting, I ended up standing pathetically batting off attacks, spinning the camera in a hurricane twirl to seek out the next blow, and praying I was facing the right way to block properly. Most of the time, I was wrong."