Can a Game From a Renowned Chinese Animation Studio Be Different? 'Bringer' Hands-On

Over the past decade, China's animation industry has expanded significantly. The market size, including animation, comics, and derivative products, grew from 76 billion yuan (approx. 15.5 trillion won) in 2019 to 400 billion won (8.18 billion won). Rising from a cultural periphery to a core industry, YHKT ENTERTAINMENT was a prominent studio in the Chinese animation landscape. In particular, 'Ling Cage' became a landmark 'Guochuang' (domestically produced Chinese animation) title, surpassing 10 billion cumulative views.

At Gamescom, YHKT ENTERTAINMENT offered its answer in the form of a game. Narrative-driven fantasy action RPG Bringer represents an attempt to transfer nearly a decade of the studio's accumulated cinematic and directorial expertise into the new medium of gaming. Entering the games market leveraging signature strengths in cinematic direction and visual realization is not unprecedented globally or domestically. However, what makes this noteworthy is that it comes from a studio at the pinnacle of Chinese animation.

Setting up a booth in Hall 10 of Koelnmesse in Cologne, Germany, Bringer welcomed gaming fans under the development studio name YHKT ENTERTAINMENT. Here are my impressions of experiencing the title not as an animation, but as a hands-on playable game.

The Bringer demo begins with Nyx, a figure dragged along by something dark and viscous as if consumed by darkness. Nyx, who initially resembled a young girl, soon sprouts wings and mutates into a monster barely recognizable as human. Following this cinematic sequence, the game transitions straight into a boss battle against the monster.

What left the strongest impression in this sequence was the visuals. Since Bringer espouses an animated style, it naturally brings to mind the visuals of anime-style games commonly referred to as subculture games. While specific character modeling and designs vary, anime-style games generally follow a predictable visual direction featuring simplified skin tones, distinct outlines, and stylized, deformed depictions of human anatomy and faces.

However, Bringer takes a different path from this anime-style presentation. While it shares a general framework with anime-style games—such as attractive or small, cute characters—it establishes a distinct feel of its own. Reflecting the studio's background, it brings out a Chinese animation style, which on-site impressions noted felt closer to Korean 3D animation directing. Additionally, certain depictions and lighting evoke the lighting and texture rendering seen in Western 3D animation.

중국 애니메이션 명가가 만들면 게임도 다를까, '브링어' 체험기
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Because of this fundamental difference in art direction, the game delivers a distinct feel despite similarities in overall gameplay, systems, combat mechanics, and target audience. Needless to say, the graphics themselves are quite sleek and refined.

While visually taking a different direction from the standard, the combat feels quite familiar to play. In this demo, play begins with a single protagonist facing the boss. The left mouse button is for basic attacks, the right button for dodging, the E key for skills, along with a dedicated ultimate ability button. As the overall control scheme suggests, combat centers on swapping between characters while utilizing their core abilities.

In the early section where you control only one character, the gameplay is bound to feel a bit straightforward. Fortunately, the ultimate ability—which fills its gauge as you attack—does not share a cooldown timer, allowing players to build up attacks and execute ultimates relatively freely.

중국 애니메이션 명가가 만들면 게임도 다를까, '브링어' 체험기
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Of course, combat does not remain entirely monotonous. The previously mentioned dodges and attacks are implemented at a brisk pace. Dodging enemy strikes and capitalizing on openings to chain attacks creates a simple yet tense atmosphere. There is also a timed parry mechanic. Rather than counterattacking every incoming blow with a defense skill, parrying is triggered when a prompt appears during specific enemy attacks, allowing an input via the R key on the keyboard.

You do not necessarily have to block parriable attacks; dodging them is also an option. However, parrying opens up windows for follow-up attacks, and consistently landing parries brings up a stagger execution prompt. Pressing the F key at that moment unleashes a far more powerful attack.

In short, rather than letting players freely block every attack, the design encourages dodging certain attacks while parrying others. This gives players the choice to dodge and take a measured approach or press the advantage with swift follow-up strikes.

These combat mechanics deepen during the boss fight's second and third phases. Starting in Phase 2, Luohua—who previously appeared only in cinematic cutscenes—joins directly as a party member. Players can switch between characters using the 1 and 2 number keys, managing separate skill sets and ultimate meters. This expands offensive options and allows for more flexible skill usage.

중국 애니메이션 명가가 만들면 게임도 다를까, '브링어' 체험기
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In Phase 3, Luohua leaves the party, and the boss unleashes attacks that require active use of parrying and dodging. The boss executes multi-hit sequences with its long legs, requiring consecutive parries with the R key, with off-beat timing occasionally thrown in to make perfect counterattacks difficult.

In essence, Phase 1 teaches combat fundamentals, Phase 2 introduces party-based combat alongside a companion, and Phase 3 demands advanced mastery of parrying and stagger executions. Unlike Phases 1 and 2, which were relatively easy to clear, Phase 3 is designed so that relying solely on dodge-and-attack tactics makes victory difficult.

Defeating the boss after an extended battle restores the mutated Nyx back to human form, leading into a brief dialogue event. Players can move around the boss arena, speak with characters, and choose from a few dialogue options. During these conversations, close-up camera angles zoom in on character faces, highlighting the distinct visual differences from traditional anime styles even more clearly.

Since the demo took place in the public B2C hall rather than the business hall, playtime was relatively brief. Even so, it was long enough to confirm both intuitive, responsive gameplay and the studio's emphasized visual presentation.

중국 애니메이션 명가가 만들면 게임도 다를까, '브링어' 체험기
©INVEN
중국 애니메이션 명가가 만들면 게임도 다를까, '브링어' 체험기
©INVEN
중국 애니메이션 명가가 만들면 게임도 다를까, '브링어' 체험기
©INVEN
중국 애니메이션 명가가 만들면 게임도 다를까, '브링어' 체험기
©INVEN
This article was originally written in Korean and translated with the help of AI. It was then edited by a native English-speaking editor. All AI-assisted translations are reviewed and refined by our newsroom. [Read Original]

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