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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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GTA 6 Launch Pushed Back Once More to November 2026, Frustrating Fans
GTA 6 Launch Pushed Back Once More to November 2026, Frustrating Fans
11:23 am

The eagerly awaited Grand Theft Auto VI has once again been postponed by Rockstar Games, with the latest delay pushing GTA 6’s launch back by another six months, much to the displeasure of fans.

The announcement of the delay surfaced online on Thursday, coinciding with the quarterly earnings results from Take-Two for July to September. Take-Two revealed that the highly anticipated open-world game will now debut on November 19, 2026, an additional six months beyond its previously announced release date. This accumulates the total delay to around 12 months after it was originally moved from the Fall 2025 window to May 2026 last year. Consequently, Grand Theft Auto 6 won’t be available for at least another full calendar year.

This marks the second significant delay announced by Rockstar Games for GTA 6. Although the information was shared during a financial briefing, Take-Two CEO Strauss Zelnick did not provide a specific rationale for the delay, only expressing the company’s “excitement and confidence” that Rockstar Games will produce an “unrivalled blockbuster entertainment experience.” The official release delay notice from Rockstar Games is displayed below.

Hi everyone,

Grand Theft Auto VI will now arrive on Thursday, November 19, 2026.

We apologize for extending the wait, which we understand has been lengthy, but these extra months will enable us to complete the game to the level of polish you have come to expect and… pic.twitter.com/yLX9KIiDzX — Rockstar Games (@RockstarGames) November 6, 2025

With the revised delay announcement, fans have flocked to online forums to voice their discontent with the persistent delays of GTA 6’s release. In a thread posted yesterday, Reddit users criticized Rockstar for the delayed announcement, with some fans attempting to make light of the situation. One commenter quipped, “My therapist will hear about this Rockstar,” which drew support from four other users. Another fan noted, “I was 17 when GTA 5 was released; I’ll be 30 when this drops,” to which another replied, “I was 26 when GTA 5 came out; I’ll be on Medicare when GTA 6 arrives.”

When GTA 6 was initially delayed back in May 2025, Rockstar Games cited the need for more time for “polish,” claiming, “we require this additional time to ensure a level of quality you expect and deserve.” Nonetheless, fans continue to express their irritation online over the ongoing uncertainty regarding release dates.

Despite the new launch date for GTA 6 being November 19, 2026, skepticism among fans persists. As one Reddit user succinctly stated, “Only 180 days until the next delay, we’re getting closer!”

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Matthew Mercer Astounded by Critical Role's Significant Expansion
Matthew Mercer Astounded by Critical Role’s Significant Expansion
3:03 am

Lucca Comics & Games, the prestigious festival dedicated to fantasy, provided an ideal backdrop for a thought-provoking discussion with Matthew Mercer, the celebrated voice actor and Dungeon Master of Critical Role. What began as a simple streaming project among friends has evolved into a worldwide cultural sensation, enchanting millions of fans across the globe. With each new campaign, the audience keeps expanding, and with the launch of the group’s novel role-playing game system, its reach is poised to grow even more.

Despite encountering travel setbacks, Matthew Mercer showed up at the press conference brimming with excitement, ready to connect with participants and fully dive into the festival’s lively environment. Commemorating the 10th anniversary of Critical Role, Mercer reminisces about the show’s transformation from its tabletop beginnings into a multimedia giant, featuring an animated series, publishing partnerships, and a video game collaboration. The path has not been without obstacles, as sustaining creative authority amidst swift expansion demands meticulous decision-making.

Mercer’s enthusiasm for Dungeons & Dragons ignited in the late 1990s, an era when nerd culture was not widely embraced. Nowadays, he is amazed by the presence of cosplayers portraying his characters at conventions globally, symbolizing the game’s evolution and broad acceptance. Despite the achievements, Mercer remains approachable and thankful, keen to discuss his creative projects and the encouraging fan base.

In a candid interview, Mercer expresses his astonishment at Critical Role’s success, recognizing the niche appeal of actual play prior to their initiative. The journey of protecting the brand while maneuvering through the entertainment industry has proven both thrilling and intimidating. Nevertheless, the team’s commitment to maintaining the spirit of their creation is unwavering.

Looking back on his connection with Dungeons & Dragons, Mercer fondly remembers his early playing days in high school, when the game was cloaked in myths. His enthusiasm for the game prompted him to introduce it to friends and colleagues, watching them develop a newfound admiration for its creativity and fellowship. Before Critical Role, Mercer championed tabletop RPGs, eager to spread the joy and connection they inspire.

The surprising triumph of Critical Role has enabled Mercer to observe the game’s influence on a global scale. From large cosplay communities to emerging game designers, the community’s expansion fills him with excitement and inspiration. For Mercer, the most fulfilling aspect is hearing how these games have fortified relationships among friends and families, reflecting his own experiences.

As Lucca Comics & Games honors the fantasy genre, Matthew Mercer’s adventure with Critical Role exemplifies the strength of storytelling and the lasting charm of tabletop role-playing games.

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