Is Netmarble’s EVILBANE the Co-op RPG We’ve All Been Waiting For?

Is Netmarble’s EVILBANE the Co-op RPG We’ve All Been Waiting For?

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EVILBANE

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EVILBANE’s demo actually matters for one reason: intent

Netmarble showing a playable EVILBANE demo at G-STAR 2025 isn’t just another flashy trailer drop—it’s a signal. The company best known for mobile, monetization-heavy hits is building a third-person, four-player co-op action game in Unreal Engine 5 for PC and consoles, complete with cinematic presentation and territory-focused objectives. That blend—fast melee and ranged combat plus team-based map control—puts EVILBANE in the same arena as the co-op heavyweights we actually sink hundreds of hours into. If Netmarble wants to be taken seriously on console and PC, this is the right swing.

Key Takeaways

  • Four-player co-op with snap-tight melee and ranged weapon swaps is the core hook.
  • “Territorial objectives” could mean a living war board or just flavor-text missions—details still TBD.
  • UE5 visuals look cinematic, but frame-rate stability and input responsiveness will make or break the feel.
  • Global testing is coming; fair monetization and satisfying progression are the real tests ahead.

Breaking down what was shown (and what wasn’t)

Floor reports and show-build footage confirm EVILBANE leans hard into a dark fantasy vibe: armored knights and nightmare beasts clashing in wide, arena-style zones with a lot of cinematic flair. The combat hook is the blend—charge in with heavy slashes and counters, then instantly swap to bows, crossbows, or magic to peel elites or control space. That style can feel incredible when it’s tight (think Remnant 2’s weapon-swapping urgency or Warframe’s mobility-meets-gunplay flow) and immediately frustrating if animations lock you or hit feedback feels mushy. The demo’s rapid cuts suggest aggressive, readable attacks and generous stagger windows, which is promising for co-op synergy.

On the flip side, “territorial objectives” remains a buzzphrase until we see persistence—capturing regions, defending chokepoints, and watching a world map shift over time rather than just toggling control points in instanced missions. Helldivers-style “we really moved the front line today” moments would be ideal. The G-STAR slice didn’t spell out persistence, timers, or fail states, so I’m keeping expectations measured. But if Netmarble nails it, we could get a strategic meta loop that rewards weekly coordination.

Why this move from Netmarble is interesting right now

This matters because Netmarble has been a mobile-first powerhouse—if you remember EvilBane: Rise of Ravens on phones, you also remember energy timers and power creep. Courting PC/console players with a hands-on UE5 build tells me they know that crowd won’t tolerate mobile-style friction. They’re launching into a post-Helldivers 2 world where co-op PvE with a larger communal purpose is suddenly the thing again. Meanwhile, Korean studios are doubling down on Unreal Engine 5 (see The First Descendant), so the tech stack is becoming table stakes. The real differentiators will be feel, fairness, and respect for players’ time.

Timing a playable demo at G-STAR is smart. It plants a flag in front of hardcore co-op fans who will stress-test your netcode, clip UI screenshots, and roast you on monetization slides if they sniff a cash grab. If Netmarble keeps iterating publicly, invites feedback, and proves they can pivot, EVILBANE might escape the “just another live service” trap.

Skeptic’s corner: the five questions EVILBANE must answer

  • Monetization: Premium, free-to-play (F2P), or hybrid? If it’s F2P, lock power behind play—not purchases. Cosmetics, battle passes, expansions: fine. Stat sticks and time-gated power: no.
  • Combat feel: Do melee hits land with proper hit-stop and audio punch? Can you dodge-cancel long animations? Are ranged weapons more than filler between cooldowns?
  • Territory meta: Is map control persistent, server-wide, reactive—or just mission dressing? Co-op war stories require stakes and visible change.
  • Netcode & difficulty: Dedicated servers, rollback netcode (predictive input correction), and difficulty scaling that rewards coordination, not sponge HP bars. Four-player co-op lives or dies on this.
  • PC/console parity: 60 fps targets, FOV sliders, motion blur and camera-shake toggles, plus DLSS/FSR options. Avoid forced lens flares; precompile shaders for consistent frame pacing.

What to look for in the upcoming tests

When global testing kicks off, lean into extremes—two melee bruisers and two ranged controllers—to see if complementary roles are rewarded or if everyone just gravitates toward one cookie-cutter build. Test revive mechanics and failure penalties; the best squad games create tense save-points without griefing the team. On the territory side, check whether captured zones unlock new mission types, modifiers, or shift enemy behavior. Time-limited events that reroute missions for a weekend? That’s the kind of living world loop that lights up Discord between major drops.

And poke at the options menu. Forced camera shake or depth-of-field without toggles is an immediate red flag for readability. Controller aim assist should be strong but fair; melee lock-on needs to be precise without whiplash. These “boring” settings separate a flashy demo from a game you actually want to grind for months.

Dissecting Monetization Models: What’s at Stake?

Netmarble built its name on live-service monetization, so EVILBANE’s business model is a make-or-break. Here’s a high-level breakdown:

  • Premium: One-time purchase, optional DLC/expansions. Pros: clear player expectations, no grind-walls. Cons: smaller ongoing revenue, tougher competition in F2P-dominated co-op space.
  • Free-to-Play: Free entry, revenue from cosmetics, battle passes, maybe boosters. Pros: massive audience potential, steady cash flow. Cons: pay-to-win risk if progression or power unlocks tie to purchases.
  • Hybrid: Base game purchase + seasonal F2P elements. Pros: buy-in commitment and recurring revenue. Cons: mixed messaging, potential community split.

Best case: EVILBANE locks combat progression behind skill and playtime, reserving monetization for purely cosmetic items, emotes, and optional story packs. Anything less risks turning dark fantasy knights into energy-timer grind slogs.

Netcode & Servers: The Backbone of Co-op Combat

Under the hood, server architecture will define EVILBANE’s feel. Four-player co-op demands low latency and fairness:

  • Dedicated servers offer consistent ping and reduce host advantage. Essential for drop-in/drop-out stability.
  • Peer-to-Peer can cut costs but risks lag spikes and desync if one player’s connection falters.
  • Rollback netcode (predicts inputs and rewinds on corrections) minimizes perceived lag in tight, frame-precise combat. Great for dodge-cancels.
  • Interpolation (buffered input smoothing) works for slower movement but can feel sluggish in fast melee exchanges.

EVILBANE should aim for dedicated servers with rollback netcode for ranged and client-side hit detection for melee. Pre-selectable server regions and precompiled shaders will help maintain stable frame rates and minimize pop-in on day one.

Learning from the Best: Case Studies in Co-op Success

EVILBANE isn’t inventing four-player PvE, so Netmarble can learn from recent hits:

  • Helldivers 2: A living war map with persistent meta, developer transparency on balance, and smooth, dedicated-server performance. Its easy drop-in/drop-out and celebratory world events keep communities engaged.
  • Remnant 2: Fast weapon swaps and tight stagger windows make every fight feel kinetic. Almost no downtime between melee and ranged, and a difficulty curve that rewards coordination over raw stats.
  • Warframe: Masterclass in F2P without frustration. Deep progression loop, meaningful cosmetics, cooperative world events, and a player-friendly economy that proves you can monetize extensively without blocking content.

If EVILBANE combines Helldivers’ meta depth, Remnant’s fluid combat, and Warframe’s fair F2P approach, it could carve out a new co-op niche on PC and consoles.

The gamer’s perspective: cautious optimism

I want EVILBANE to hit because the pitch—dark fantasy, four-player co-op, hybrid melee/ranged combat, and a strategic map layer—is exactly my kind of weekend sink. The G-STAR showing suggests Netmarble understands the brief. Now they have to prove they can deliver tight feel, transparent systems, and a live game that genuinely respects players. If they pull it off, this could be the studio’s breakout on PC and console. If not, it’ll be another pretty trailer lost in a crowded genre.

TL;DR

The G-STAR EVILBANE demo puts Netmarble on the co-op action map with slick UE5 combat and a tempting territory meta. The promise is there; now the studio must nail combat feel, fair monetization, solid netcode, and a living meta in global tests. I’m cautiously optimistic—and ready to squad up if those pieces land.

Conclusion

Netmarble’s EVILBANE shows real potential to break free from live-service clichés by focusing on feel, fairness, and meaningful strategic layers. The coming global tests will be crucial for combat responsiveness, server stability, and monetization clarity. If the studio listens to feedback and iterates on these core pillars, EVILBANE could redefine co-op RPGs in 2026—otherwise, it risks fading into the background of a genre hungry for innovation.

G
GAIA
Published 11/17/2025Updated 1/2/2026
7 min read
Gaming
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