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Discovering Petit Planet: Thrilling Journeys on Miniature Realms
Discovering Petit Planet: Thrilling Journeys on Miniature Realms
1:23 am

I was always going to approach *Petit Planet* with a bit of skepticism. In my review of [*Animal Crossing: New Horizons*](https://www.cgmagonline.com/review/game/animal-crossing-new-horizons-review/), I highlighted how significant the series was to my childhood, which undoubtedly makes me somewhat protective of it, especially when [imitators attempt to exploit](https://www.cgmagonline.com/review/game/hokko-life-switch-review/) what they believe reactionary YouTubers desire from it.

Clearly, I’ve never been entirely against developers crafting their interpretation of *Animal Crossing*, but like all [forms of inspiration](https://www.cgmagonline.com/articles/editorals/game-design-inspiration/), there needs to be an elevation—*Petit Planet* took that notion perhaps too literally and ascended into space. I’m joking, of course, because aside from its distinctive setting, the game genuinely presents a quite substantial experience.

I’ve encountered many previews labeling *Petit Planet* as “HoYoverse’s *Animal Crossing*,” and I honestly tried to steer clear of such derivative analogies, but separating the two is nearly impossible given their shared core attributes. Nevertheless, *Petit Planet* does succeed in forging its identity in ways that are quite captivating.

### “Petit Planet does manage to find ways to create its own identity that make it pretty interesting.”

I couldn’t help but laugh a bit since *Petit Planet* starts almost identically to *Animal Crossing: New Horizons*. You create your character, select a residence, are treated to a brief cinematic about the wonders of ~~island~~…I mean, planetoid life, and then set out to dwell among the stars. It even has you collecting fruits and various items to prepare a modest celebratory meal for your inaugural night on the planet.

However, once you navigate through these resemblances, *Petit Planet* begins to tap into its HoYoverse strengths. While one of *Animal Crossing’s* most significant advantages is its largely hands-off gameplay approach, that same style can sometimes result in boredom due to a lack of direction. One aspect I truly valued about *Animal Crossing: New Horizons* was its gentle guidance towards objectives during the initial days, all while allowing freedom of choice.

*Petit Planet* functions on a comparable principle but enhances it with more RPG-inspired features. It starts with the game’s central mechanic: Luca and the Luca Tree. Luca represents the essence of a planet, its life energy. As players nurture both their planet and friendships, they will accumulate Jars of Luca to nourish the Luca Arbour situated in their planet’s main hub.

With each Jar of Luca poured into the Arbour, players’ planets will develop and transform in subtle ways—whether by uncovering new regions of a planet or introducing new flora/fauna. *Petit Planet* also incorporates *Animal Crossing’s* real-time clock mechanic—which is tied to the HoYoverse server clocks, apologies to time travelers—so while daily events unfold, filling the Luca Jar entails completing small assignments for your neighbors in a quasi-MMO quest manner.

### “And *Petit Planet* does have some interesting ideas that serve to separate it from its inspiration.”

It operates in a somewhat focused live-service format, which felt to me like HoYoverse leaning into its strengths. Moreover, every new character that relocates to the player’s planet comes with an extensive variety of unlockables—very similar to Talent Trees in an RPG—based on how frequently players engage with them to strengthen their bonds. As players enhance these bonds, they can unlock various items for crafting or online socializing.

Comparable to titles like *Genshin Impact* or *Honkai: Star Rail*, a great deal of emphasis is placed on the characters themselves, with each possessing a unique personality and backstory. Unlike *Animal Crossing’s* Villager types (i.e., Jock, Lazy, Big Sister, etc.), characters in *Petit Planet* feel significantly more authentic, and discovering who they are becomes part of the motivation to befriend them.

Additionally, *Petit Planet* presents some intriguing concepts that help distinguish it from its inspiration. I appreciate how tool usage requires energy that can be restored by cooking and consuming food—offering a differentiated incentive for farming and crafting elements compared to *Animal Crossing’s* breakable tools. I enjoy the game’s Starsea Voyages, which function similarly to visiting Nook Miles islands, but with a much more immersive experience of exploring a cosmic ocean in your Space Car.

And since it is an always-online game, *Petit Planet* enhances interaction with other players significantly.

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Presenting Horizon Steel Frontiers: An Innovative Mobile MMORPG Situated in Horizon's Universe
Presenting Horizon Steel Frontiers: An Innovative Mobile MMORPG Situated in Horizon’s Universe
5:03 pm

At Korea’s leading gaming event, G-Star 2025, NCSOFT introduced its latest global MMORPG, *Horizon Steel Frontiers*, designed as a mobile multiplayer experience within the *Horizon* universe.

This new MMORPG is crafted in partnership with Guerrilla, known for their work on the core *Horizon* series and *Killzone*. *Horizon Steel Frontiers* is an MMORPG situated in the *Horizon* realm, created solely for mobile devices. This announcement puts to rest earlier speculations that the project had been abandoned.

The game is somewhat separate from the main series, taking place in the Deadlands, the territory of the machine hunters. *Horizon Steel Frontiers* expands upon *Horizon*’s hunting-action gameplay, integrating MMORPG elements that offer highly customizable combat and expansive player agency. The game aspires to provide a unique *Horizon* experience for players worldwide, and NCSOFT has released a new trailer accompanying the announcement that can be viewed below.

The *Horizon* franchise has been a fundamental part of the PlayStation lineup since the launch of *Horizon Zero Dawn* for the PlayStation 4 in 2017. Following its debut, the series has sold millions of copies worldwide, with both *Horizon Zero Dawn* and its sequel ported to Steam, plus a brick version introduced with *LEGO Horizon Adventures*. The main character of *Horizon*, Aloy, has also appeared in the popular HoYoverse game, *Genshin Impact*, as a fully playable character. It’s clear that *Horizon* is a significant franchise.

NCSOFT Chief Corporate Officer, Taekjim Kim, stated, “When I first encountered *Horizon Zero Dawn* in 2017, I was immediately captivated by its vivid and enchanting world. The battles against enormous machine lifeforms were thrilling, and the enigmatic story piqued my interest, making me eager to discover every part of that universe. However, I couldn’t shake the feeling of longing that such an amazing world had to be navigated alone,” adding, “I envisioned how exciting it would be to connect with others, to unite and confront these gigantic machines together.” *Horizon Steel Frontiers* embodies a dream fulfilled for the NCSOFT team.

Further details about *Horizon Steel Frontiers* will be disclosed in due course through the [NCSOFT website](https://www.nc.com/).

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Valve Unveils Three Upcoming Steam Devices Set for Release in Early 2026, Broadening Hardware Portfolio
Valve Unveils Three Upcoming Steam Devices Set for Release in Early 2026, Broadening Hardware Portfolio
12:13 am

Valve is making a notable stride into the gaming hardware sector with the unveiling of three new devices intended to broaden the Steam ecosystem beyond the Steam Deck. Following the triumph of the Steam Deck, Valve plans to launch the Steam Machine, Steam Controller, and Steam Frame, all of which are crafted to elevate the gaming experience for PC gamers by providing additional avenues to access their game libraries.

Gabe Newell, the president of Valve, conveyed the company’s pleasure with the Steam Deck’s achievements and emphasized the interest from PC gamers for more adaptable gaming alternatives. The new devices will utilize Valve’s hardware expertise and SteamOS to deliver a unified gaming experience.

The Valve Steam Machine is tailored for living room gaming, showcasing a sleek design with a robust AMD Zen 4 processor and RDNA3 GPU, capable of supporting 4K gaming at 60 fps. It delivers notable performance upgrades over the Steam Deck and is prepared to rival modern consoles such as the Xbox Series X and PlayStation 5.

The upcoming Steam Controller blends design features from both the Steam Deck and the original Steam Controller, ensuring compatibility across different platforms. It boasts advanced thumbsticks, trackpads featuring haptic feedback, and programmable buttons, along with a battery life lasting up to 35 hours.

The Steam Frame is an independent VR headset aimed at rivaling Meta’s Quest series. It boasts a lightweight design, high-resolution displays, and eye-tracking technology for improved performance. The headset accommodates both standalone VR experiences and streaming from a PC via Wi-Fi 6E.

These devices will become available in multiple regions, including North America, Europe, and Asia, with specific launch details and pricing expected to be revealed in early 2026. Gamers can add these devices to their Steam wishlists and stay updated through Valve’s Steam Hardware blog.

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Prime Video to Air The Game Awards 2025 via New Collaboration
Prime Video to Air The Game Awards 2025 via New Collaboration
7:13 am

The Game Awards, an internationally acclaimed occasion in the gaming sector, is poised to become even more reachable to viewers around the globe through a new collaboration with Prime Video. Announced through a press release, The Game Awards will, for the first time, be streamed live on Prime Video worldwide, wherever the service is available, at no extra cost to Prime members. This development complements the event’s regular broadcasts on Twitch and YouTube.

Scheduled to be broadcast live from the Peacock Theater in Los Angeles on Thursday, December 11, 2025, from 5–8 PM PT / 8–11 PM ET, The Game Awards 2025 promises an exhilarating lineup. The evening will showcase world premieres, significant new game revelations, and musical acts, alongside accolades honoring the year’s finest games and creators. Adding to the thrill, stars from the Amazon MGM Studios-produced show “Fallout” will make special guest appearances during the event.

Geoff Keighley, the creator and CEO of The Game Awards, shared his excitement about the partnership, declaring, “We’re delighted to extend our global celebration of video games to even more viewers with the inclusion of Prime Video.” He emphasized Prime Video as an ideal platform for the show, especially with the imminent release of “Fallout” Season 2 and a variety of game adaptations.

In another first for the event, The Game Awards 2025 will be available to stream on Twitch in full 2K (1440p) resolution. Viewers tuning in on Twitch will also gain advantages from Twitch Drops, receiving exclusive in-game items and a limited-edition TGA chat badge for watching for 30 minutes or longer. Moreover, Amazon will restart its dedicated shop, “amazon.com/thegameawards,” featuring exclusive, limited-time offers on nominated games, new releases, hardware, and more.

The Game Awards 2025 is set to be streamed live on December 11th, 2025, from 5–8 PM PT / 8–11 PM EST, promising an unforgettable experience for gaming fans around the globe.

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NetEase Unveils Launch Trailer for Marvel Rivals Season 5: Love Is A Battlefield Before Update
NetEase Unveils Launch Trailer for Marvel Rivals Season 5: Love Is A Battlefield Before Update
10:53 pm

Following months of anticipation, NetEase Games has at last revealed the newest information regarding Season 5 for *Marvel Rivals*, which is set to launch in just a few days. Season 5 of *Marvel Rivals* will prominently showcase the [X-Men](https://www.cgmagonline.com/review/movie/deadpool-and-wolverine-review/), commencing with the introduction of Gambit, the beloved Cajun-accented trickster.

This update will bring forth a fresh, non-combat map located in Times Square, New York City, along with new modes and features, including an exciting Conquest (Annihilation) mode. NetEase also assures smaller yet significant quality-of-life improvements and updates to enhance the overall experience, featuring cross-platform progression, which has been accessible in early access, allowing players to synchronize their accounts across both PC and console versions of *Marvel Rivals*.

The Season 5 update of *Marvel Rivals* will also commemorate the first anniversary of the well-loved Hero (and Villain) shooter, with the update’s theme revolving around Gambit and Rogue’s wedding, which, in true comic book style, goes awry, setting the stage for the new season that NetEase cleverly names *Love is a Battlefield*.

Moreover, *Marvel Rivals* Season 5 will introduce a new mode, the 18 vs 18 Conquest (Annihilation). In this mode, players “will engage in epic clashes on the brand-new Grand Garden map, ensuring unforgettable chaos and enjoyment.” The Conquest mode is scheduled to launch on November 27th, 2025. The team has also mentioned the ongoing development of the recently launched [*Marvel Zombies* PvE mode](https://www.cgmagonline.com/news/marvel-rivals-zombies-pve-trailer-mode/), stating, “In 2026, players can look forward to more PvE content, with further details to follow.”

Season 5 of *Marvel Rivals* is set to debut on November 14, 2025, but for those eager to learn more about the latest update, NetEase has released the newest [Dev Vision 11](https://www.youtube.com/watch?v=YgH0wM59_Sk), which outlines the thrilling season ahead. The full one-year celebration for *Marvel Rivals* will commence later this month on November 27, 2025.

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PlayStation State of Play Japan Set to Reveal New Asian Games on November 11
PlayStation State of Play Japan Set to Reveal New Asian Games on November 11
2:33 pm

This Tuesday’s PlayStation State of Play will be a distinctive episode, emphasizing games developed in Japan and throughout Asia. With The Game Awards approaching and the year’s end drawing nearer, announcements regarding games continue to come in. This Tuesday’s PlayStation State of Play will be a distinctive episode, emphasizing games developed in Japan and throughout Asia. The presentation will be led by voice actor Yuki Kaji, who will be presenting games, conducting interviews, and providing fresh insights on eagerly awaited titles. This State of Play is set to commence at 7:00 AM JST (2:00 PM PT / 5:00 PM ET). The Japanese PlayStation YouTube channel will feature a complete Japanese-language version, while the PlayStation YouTube channel will showcase Japanese audio with English subtitles.

As stated by Sony, the show is anticipated to exceed 40 minutes in duration, mainly “concentrating on games produced in Japan and across Asia, along with a few other thrilling updates.” While this might suggest that Western-developed PlayStation first-party titles such as Housemarque’s Saros, Marvel’s Wolverine, and Naughty Dog’s Intergalactic: The Heretic Prophet may not take center stage in this State of Play, there are numerous exciting prospects to showcase. One of these titles is Marvel Tokon: Fighting Souls, currently in development in Japan by Arc System Works alongside Sony and Marvel Games. This is the same studio responsible for the Guilty Gear and BlazBlue series.

Another potential highlight in this special State of Play could involve Where Winds Meet. It is an upcoming action game developed by Chinese studio Everstone Studio. The game was previously confirmed as a PlayStation exclusive upon release. Where Winds Meet is an epic Wuxia open-world action-adventure RPG set in ancient China during the tenth century. Players take on the role of a young sword master on a quest to unveil the secrets of their own identity. With a global launch anticipated this Friday, November 14th, it wouldn’t be unexpected to see a final promotional piece.

Additional noteworthy titles include the Elden Ring Nightreign DLC, Phantom Blade Zero, Tides of Annihilation, and Petit Planet (a new cozy life simulation game from the creators of Genshin Impact and Honkai Star Rail). And like many Souls enthusiasts out there, we can only keep hoping for a new teaser for Bloodborne.

State of Play Japan will be broadcast on YouTube on November 11 at 2pm PT / 5pm ET / 11pm CEST | November 12 at 7am JST.

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Mobile Game "Resident Evil Survival Unit" Scheduled for Release on November 18
Mobile Game “Resident Evil Survival Unit” Scheduled for Release on November 18
9:53 pm

Capcom’s Renowned Franchise, Resident Evil, Expands Globally Once More with New Mobile Release

Capcom, in partnership with Aniplex and JOYCITY, is poised to broaden the horizons of its iconic Resident Evil franchise with the soon-to-be-released mobile game, Resident Evil Survival Unit. Slated for a worldwide debut on November 18th, this free-to-play horror strategy game will be accessible in 151 countries and regions, marking a pivotal moment in the franchise’s timeline. With more than 2 million pre-registrations already tallied, excitement for this latest addition is tangible among fans across the globe.

Resident Evil Survival Unit provides a new perspective on the cherished series, blending the ease of mobile gaming with the strategic intricacies of real-time strategy. This fresh installment encourages players to dive into a survival-themed quest within the Resident Evil realm. Those who pre-order or pre-register will receive an exclusive bonus pack, offering valuable items to support early gameplay and character progression.

Set against a city devastated by an unexplained infection, players must maneuver through the turmoil and carve out a route to survival. The game focuses on strategic resource allocation, base construction, and extending influence, all while confronting the hurdles of a disintegrating world. Players will meet a variety of survivors, each possessing distinctive abilities, and must make crucial choices regarding collaboration or conflict resolution.

The cinematic trailer, presented at the Tokyo Game Show 2025, showcased iconic locales such as Raccoon City and featured beloved figures like Leon S. Kennedy, Jill Valentine, and Claire Redfield. The trailer, energized by the song Mountain Hunt by QUEEN BEE, enthralled viewers with its engaging presentation.

Drawing parallels to other survival strategy titles, Resident Evil Survival Unit pledges familiar mechanics with refined execution. The game distinguishes itself with its cinematic flair and nostalgic charm, utilizing well-known franchise characters to enhance player engagement.

Pre-orders are currently available on the App Store, while pre-registration can be accomplished through Google Play and the official site. As the release date nears, enthusiasm continues to escalate for this groundbreaking addition to the Resident Evil saga.

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Discovering Phasmophobia: Nell's Diner and Its Terrifying Encounter
Discovering Phasmophobia: Nell’s Diner and Its Terrifying Encounter
1:23 pm

I wasn’t prepared to become as engrossed in *Phasmophobia* as I have been in the last few years. When the game initially debuted, it came across as a light-hearted multiplayer experience ideally suited for streamers or those who didn’t approach horror with much seriousness. However, the more I engaged with the game, the more I found I was mistaken. The Kinetic team has consistently focused on creating a true horror experience—whether playing solo or with companions.

Following the recent addition of the Point Hope Lighthouse map and the significantly reimagined Bleasdale and Grafton Farmhouses, we now have the thrilling new Nell’s Diner—a straightforward yet profoundly atmospheric map that injects a lot of energy without overwhelming gamers.

One aspect I appreciated about the *Phasmophobia* Point Hope map was its exploration of verticality, and I found maps that utilized somewhat traditional designs to be more intriguing than simply crafting haunted houses. Nell’s Diner embodies this design ethos. From the instant you exit your mobile ghost-hunting unit, an unsettling ambiance pervades the air.

The sound of flickering fluorescent lights disrupts the hush as a gigantic neon sign hovers above. An abandoned police car stands outside the diner, casting the front of the establishment in a swirl of red and blue hues. Once you step inside, players are taken back to a previous era. Between two dining spaces adorned with crimson leather booths lies a front counter marked by signboards displaying daily specials and long-neglected coffee pots.

Players can gain access to the rear of Nell’s via the kitchen, which has an ominous atmosphere. A central island grill is encircled by prep counters, giving the space a claustrophobic feel and offering few hiding spots during a hunt. Beyond the kitchen are the staff area, manager’s office, and maintenance rooms.

From the dining space, a brief hallway links to the customer restrooms and staff area. Though the layout is modest, it crafts a maze-like impression of distinct rooms and interconnecting corridors. Since Nell’s closely resembles an authentic diner—speaking from my experience working in one—it also restricts the number of hiding spots players have come to anticipate in the *Phasmophobia* experience.

### “…little signs and newspapers scattered throughout the building reference other locations and occurrences within the *Phasmophobia* lore.”

That’s what makes Nell’s Diner remarkable. At first glance, it’s a fairly uncomplicated map—size-wise, it’s just slightly larger than *Phasmophobia’s* inaugural map, 10 Tanglewood Drive. Yet, its design emulating a real restaurant renders navigation somewhat disorienting—especially in the darkness. It fosters a feeling of continual dread and anxiety where, despite its small size, there’s hardly anywhere to flee and even fewer places to conceal oneself.

Similar to Point Hope and the renovated Farmhouses, the environmental detail and the array of interactable objects in Nell’s are exceptional. A solitary jukebox plays a single rock ‘n roll tune, arcade machines illuminate the title screen, accompanied by thematic music, and small signs and newspapers dispersed throughout the building allude to other locales and events within the *Phasmophobia* lore.

I’ve mentioned previously that an [effective horror game](https://store.steampowered.com/app/739630/Phasmophobia/) doesn’t necessitate grand spectacles—just captivating gameplay and a strong atmosphere—and with each update, Kinetic reinforces its understanding of this. Nell’s Diner is a compact yet incredibly engaging new map that showcases the team’s dedication not only to crafting a robust horror game, but also to developing an experience that is intriguing, visually unique, and continually evolving.

Additionally, there’s a particularly eerie sign for something called “Cyric’s Carnival,” and I am DEEPLY thrilled about the prospect that it could be an upcoming map.

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Character Introduction Trailer for Code Vein 2: Discover the Enigmatic Lou MagMell
Character Introduction Trailer for Code Vein 2: Discover the Enigmatic Lou MagMell
5:03 am

Bandai Namco has released a new trailer for the eagerly awaited sequel, *Code Vein 2*, highlighting the game’s principal companion, Lou MagMell. This enigmatic girl is pivotal to the storyline as she gives the protagonist half of her heart, forging an unbreakable connection that enables her to join the hero on a journey into the past. The trailer offers a peek into Lou’s backstory and presents brief glimpses into the gameplay.

*Code Vein 2* upholds the legacy of its predecessor by incorporating a companion system, where an NPC ally battles alongside the player. While the first game featured several companions, Lou is the sole one disclosed thus far for the sequel. Nonetheless, the game’s site affirms the existence of multiple partners.

While the gameplay mechanics remain consistent with the original *Code Vein*, the sequel unveils a new narrative set in a distinct world, unlinked to the initial game’s connections with the God Eater series. The story progresses in a future where humans and Revenants exist together. The sudden rise of Luna Rapacis has turned Revenants into mindless Horrors. Players step into the shoes of a Revenant hunter, responsible for thwarting the world’s downfall by journeying to the past with Lou, who possesses the ability to wield time manipulation.

*Code Vein 2* guarantees an extraordinary adventure filled with exploration, intense combat, and an enthralling tale that transcends time. The game is scheduled for release on January 30, 2026, for PlayStation 5, Xbox Series X|S, and PC.

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Interview with KPop Demon Hunters Co-Director Chris Appelhans
Interview with KPop Demon Hunters Co-Director Chris Appelhans
7:43 pm

There is no question that Netflix and Sony Pictures Animation’s *KPop Demon Hunters* has captivated audiences worldwide in 2025, following its debut on the streaming service. Overall, K-pop has been integrating more into the global music scene, reminiscent of the 2010s when PSY’s Gangnam Style became a phenomenon in 2012. This era also marked the height of music videos on YouTube. As the 2010s advanced, BTS (also known as the Bangtan Boys) made their entrance in 2013 and truly captured the affection of fans all over. I would contend that Big Bang established the groundwork in the early 2000s to connect with a more Western audience. However, BTS elevated the genre to unprecedented heights globally, collaborating on various projects from *Fortnite* to McDonald’s.

Currently, a fictional K-pop ensemble named HUNTR/X from *KPop Demon Hunters* has been making waves since this past summer. I refer to them as fictional, yet there are actual voices behind these animated characters. Real performers who can both act and sing. Arden Cho (Rumi), May Hong (Mira), and Ji-young Yoo (Zoey) contributed emotional depth and narrative to their roles, while EJAE (Rumi), Andrey Nuna (Mira), and Rei Ami (Zoey) showcased their stunning vocal skills for the trio. Recently, the three artists made their live debut on *The Tonight Show Starring Jimmy Fallon*. In essence, HUNTR/X can be just as real as the talents voicing them.

CGMagazine had the incredible chance to sit down and converse with one of the visionary minds behind *KPop Demon Hunters,* co-director Chris Appelhans, at SCAD AnimationFest 2025. We talked about Appelhans’ favourite K-pop artists and explored the assembly of the powerhouse vocals that bring the animated, iconic female K-pop group to life. Although a second installment has not been formally confirmed by Netflix and Sony Pictures Animation, Appelhans expressed how much he enjoyed collaborating with these remarkable women who animate HUNTR/X—including his exceptional co-director Maggie Kang.

With *Kpop Demon Hunters* presenting an exciting genre blend of supernatural fantasy and music, I’m interested to know if you were a K-pop fan before engaging in this project, or did you become one while working on this film?

Chris Appelhans: Yeah, my first K-pop crush was Rain. That was around 2007-2008. Over the years, I’ve witnessed its growth, observing the musicianship and production become more sophisticated. In the last four or five years, artists like Sunmi have truly impressed me—there’s so much rawness and character in her music. And, of course, BTS. I think BTS inspired both Maggie and me during the pandemic as they put on all those virtual concerts.

[Meanwhile], throughout our discussions, we thought, ‘we’re creating this film about the power of music, but could it fall flat? Is it feasible?’ Then we realized, ‘Wait, it’s happening right now.’ People worldwide are smiling because these seven individuals are dancing and performing their incredible music. So yes, I’d say it’s been about 20 years or so [of enjoying K-pop]. But I’ve been a musician my whole life, so my deeper connection to the film comes from being a musician and someone who has written songs and lived immersed in music for as long as I can remember.

Yes, I read that crafting *KPop Demon Hunters’* soundtrack took approximately three years.

Chris Appelhans: Actually four years. Yes, it was four years from the first demo that EJAE created.

Wow, four years! Apologies! When HUNTR/X is attempting to compose their final, significant song in the film, I was wondering if that mirrored both of your workflows and everyone’s approach to the music for this film, either before or after writing the original story?

Chris Appelhans: One of our primary goals with the songs was always to push the narrative forward, which included the girls’ relationships. The songs that the girls perform reflect the evolution of their thoughts. The first track, How It’s Done, is a bold assertion—like, we’re here; we’re fierce; you can’t take us down; we’re going to safeguard the world, you know?

Golden touches on our fears and insecurities; it’s about starting as nothing and transforming into heroes. It’s more open and vulnerable, expressing how close we are to achieving our dream. Takedown represents a setback in their personal development. It’s quite simplistic, black and white, encompassing everything they’ve been taught, which may be overly strict. It’s clearly directed at the

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