
Game intel
EVILBANE
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.
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.
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.

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

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.
Under the hood, server architecture will define EVILBANE’s feel. Four-player co-op demands low latency and fairness:
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.
EVILBANE isn’t inventing four-player PvE, so Netmarble can learn from recent hits:
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.

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.
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.
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.
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