
Netmarble just opened global mobile pre-registration for The Seven Deadly Sins: Origin, and on paper it’s a clean win: free hero, free weapon, and a PS5 console-exclusive launch alongside Steam and mobile. This caught my attention because Netmarble knows how to build flashy, content-rich RPGs-and also how to push monetization to the edge. If you played Grand Cross or Solo Leveling: ARISE, you know the drill: excellent presentation and satisfying combat wrapped around gacha systems that can either respect your time or devour it. Origin pitches itself as a true open-world RPG across Britannia with a multiverse storyline spanning The Seven Deadly Sins and Four Knights of the Apocalypse, which puts it squarely into “Genshin-adjacent” territory. That’s exciting if they nail traversal, party synergy, and performance across platforms. It’s concerning if the world is gated by energy systems, stingy pity rates, or limited-time banners that punish late adopters.
Pre-registration is live across Google Play and the App Store, plus wishlist options on PS5 and Steam. Mobile pre-reg nets you a guaranteed hero, Tioreh, alongside draw tickets, upgrade materials, and healing dishes. Email registration through the official site adds the Skyborne Gale Dual Swords and weapon upgrade materials (and, yes, straight-up Gold). Netmarble is also lining up Tokyo Game Show 2025 (September 25-28) with hands-on demos and on-site events, plus social giveaways. The game will launch simultaneously worldwide on PS5 (console exclusive), PC via Steam, and mobile, with 12 language options. The pitch: an expansive open world across Britannia, a fresh multiverse storyline, and a roster that pulls from both Seven Deadly Sins and Four Knights of the Apocalypse so you can mix-and-match combat styles. On the hype meter, trailers at Summer Game Fest, Future Games Show, and gamescom Opening Night Live did their job: it looks slick.
Here’s where I pump the brakes. Netmarble’s catalog is stacked-Marvel Future Fight, The Seven Deadly Sins: Grand Cross, Ni no Kuni: Cross Worlds, Solo Leveling: ARISE—but it’s also a case study in how monetization can shape (or warp) an RPG. Grand Cross delivered a fan-pleasing celebration of the IP with robust combat and events, but its banner cadence and power creep punished anyone who didn’t keep pace. Cross Worlds looked gorgeous and then tripped into controversial economy decisions. ARISE launched strong with punchy combat and slick presentation, yet it still leaned on stamina systems and banner FOMO to drive spending. None of that dooms Origin, but it sets expectations: if Origin is truly an open-world adventure first and a gacha second, great. If it’s an energy-timed world touring you around banner funnels, that’ll show fast.

“Open world” isn’t a feature anymore—it’s a promise you have to keep. The competition is fierce: Genshin Impact defined cross-platform polish and traversal bliss; Wuthering Waves is iterating hard on combat depth; Tower of Fantasy showed how rough launches can bite. For Origin to stand out, it needs confident exploration (verticality, secrets worth finding, traversal tools that evolve), party synergies that reward build crafting, and meaningful side content that isn’t just checklists. The pre-reg rewards already hint at a gacha core—Tioreh as a guaranteed unit, draw tickets, and a named weapon. That’s fine if the pity system is fair, banners are paced thoughtfully, and late joiners can reasonably catch up. It’s not fine if every major patch invalidates your roster or locks traversal behind limited-time pulls.
Hands-on time at TGS 2025 should reveal the truth behind the sizzle. Here’s what I’ll be looking for: how stable the PS5 build is (frame pacing, loading, hitches in busy hubs), whether the camera and lock-on can handle chaotic multi-enemy fights, and how responsive dodge/counter windows feel. I want to see if exploration is just node-to-node checklisting or if there’s environmental interplay—wind currents, climbable surfaces with stamina risk, puzzles that use character kits. I’m also curious about party swapping speed and whether co-op exists and feels meaningful. Finally, UI parity matters: if this is launching on PS5, Steam, and mobile, the controller mapping needs to be intuitive without the usual “mobile-first” cruft. If there’s an always-online requirement (likely), it needs graceful reconnects and no aggressive AFK penalties.
PS5 being the only console at launch is a statement—Sony gets a console exclusive, while PC and mobile broaden the base. What Netmarble hasn’t said (yet) will be just as important: cross-save/cross-progression across PS5, Steam, and mobile; controller support on PC; rate parity and event timing across regions; and whether the game respects your time with offline-friendly content loops. If I can bounce between PS5 and a phone with shared progress, that’s a huge win. If banners or events are staggered, that’s a trust hit. Localization across 12 languages is great; now match it with voice and UI quality that doesn’t feel machine-translated in edge cases.
Pre-register if you’re curious—the guaranteed Tioreh and weapon are genuine value for day-one accounts, and it’s smart to bank early resources in any gacha ecosystem. But go in eyes open. If Origin leans into exploration with satisfying combat and a fair economy, it could be the next big cross-platform time sink. If it leans into pressure tactics and treadmill power creep, we’ll all feel it within a month. Netmarble’s best games respect the grind and give you reasons to log in beyond the shop; here’s hoping Origin chooses that path.
Seven Deadly Sins: Origin pre-registration is live with solid rewards and a PS5/Steam/mobile launch on the horizon. It looks like a polished open-world gacha ARPG—now it needs to prove the world is worth exploring and the economy won’t punish late or free players.
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