Will a Game From a Top 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). Amid the rise of Chinese animation from a cultural periphery to a core industry, YHKT ENTERTAINMENT was a prominent production studio. In particular, 'Ling Cage' became a flagship 'Guochuang' (domestically produced Chinese animation) title, surpassing 10 billion cumulative views.

At Gamescom, YHKT ENTERTAINMENT presented its answer in the form of a game. Narrative-driven fantasy action RPG Bringer represents an attempt to transfer the studio's nearly 10 years of accumulated video and directorial know-how into a new medium—gaming. Entering the games market with its signature strengths in cinematic direction and visual realization as a weapon is not unprecedented globally or domestically. However, what makes this noteworthy is that it comes from a studio at the top of Chinese animation.

Bringer set up a booth in Hall 10 of Koelnmesse in Cologne, Germany, welcoming game 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 by something dark and viscous as if consumed by darkness. Nyx, who initially resembled a young girl, soon grows wings and mutates into a monster barely recognizable as human. Following this cinematic scene, 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 ACG or subculture games. While specific character modeling and design approaches vary, anime-style games generally follow a recognizable aesthetic with simplified skin shading, distinct outlines, and stylized human and facial proportions.

However, Bringer takes a different path from this anime-style presentation. While it shares a general framework with anime games—such as attractive characters or small, cute character designs—its overall feel is uniquely distinct. Reflecting the studio's background, it brings out a Chinese animation style, though on site it was described as feeling closer to Korean 3D animation direction. Furthermore, certain depictions and lighting give an impression similar to 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 foundational difference in art direction, the game delivers a distinct feel despite similarities in overall gameplay, systems, combat mechanics, and target audience. And it goes without saying that the graphics themselves are quite sleek and refined.

While visually taking a non-traditional direction, the combat feels quite familiar to play. In this demo, play begins with a single protagonist facing off against a boss. The left mouse button is assigned to basic attacks, the right button to dodges, E to skills, along with a dedicated button for the ultimate skill. As suggested by the overall button layout, combat revolves around swapping characters while utilizing each character's core abilities.

In the early section where you control only a single character, combat is inherently somewhat repetitive. Fortunately, the ultimate skill charges its gauge as you attack rather than being tied to a cooldown, allowing you to build up attacks and use ultimates relatively freely.

중국 애니메이션 명가가 만들면 게임도 다를까, '브링어' 체험기
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Of course, combat does not remain entirely monotonous. The aforementioned dodges and attacks are executed at a brisk pace. Evading attacks and seizing openings to continue combos creates a simple yet tense tempo. There is also a timed parry mechanic. Rather than parrying as a defensive skill that counters any enemy strike at will, a button prompt appears during specific enemy attacks, allowing you to press R on the keyboard to execute the parry.

Naturally, you don't have to parry parryable attacks—you can choose to dodge them instead. However, parrying creates openings for follow-up strikes, and successfully parrying repeatedly triggers a stagger execution prompt, allowing you to press F to perform an even more powerful attack.

In short, rather than letting players block every incoming attack at will, the design encourages dodging certain attacks and parrying others. This gives players the choice between dodging to strike methodically or parrying to land rapid follow-up attacks.

These combat concepts deepen in Phases 2 and 3 of the boss fight. 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, cycling through different skills and ultimate gauges. This opens up greater freedom in both attack options and skill utilization.

중국 애니메이션 명가가 만들면 게임도 다를까, '브링어' 체험기
©INVEN

In Phase 3, Luohua leaves, and the boss launches attacks that require aggressive use of parries and dodges. Unleashing relentless combo strikes with its long legs, it demands consecutive parries using the R key, with off-beat timing occasionally making a perfect counter tricky to pull off.

In essence, Phase 1 teaches the combat fundamentals, Phase 2 introduces party combat alongside a companion, and Phase 3 presents advanced mechanics focused on parrying and stagger executions. While Phases 1 and 2 could be cleared quite easily, Phase 3 is designed so that relying solely on dodging and attacking makes victory difficult.

Upon defeating the boss after a lengthy exchange, Nyx reverts from a monster back into human form, triggering a brief dialogue sequence. Players can move around the arena, talk to characters, and make a few dialogue choices. During this section, dialogue scenes zoom in closely on character faces, making the stylistic distinctions from standard anime art even clearer.

Since the demo took place in the B2C hall rather than the business hall, play time was relatively short. Nevertheless, it was long enough to appreciate both the visually highlighted style and gameplay that felt naturally responsive within a familiar framework.

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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