[Editorial] K-Games Take the Stage: The Rise of PC and Console Titles
[이구동성] PC·콘솔 패키지 종목 출전한 K-게임들
2025.08.22 16:58 UTC+9
AI Summary
South Korean developers are shifting focus from mobile to PC and console packages. They made a major impact at Gamescom 2025 with diverse, high-quality titles. The industry now faces the ultimate test of global market reception.


In recent years, the South Korean gaming industry has seen a surge of interest in developing PC and console package games, moving beyond the traditional focus on PC online and mobile titles. To succeed in this endeavor, entering the major North American and European markets has become essential.
This shift was clearly evident at this year's Gamescom. While many Korean game companies have attended events like Gamescom or E3 in the past, they were previously limited by a heavy focus on PC online games, mobile MMORPGs, or subculture titles, often failing to reach the 'main stage' of premium package gaming. This year, however, the focus was overwhelmingly on PC and console packages, with genres spanning healing crafting, life simulation, action, apocalypse, and shooting. They have successfully moved from the periphery to the center stage.
Furthermore, at showcases including the Gamescom Opening Night Live, these studios demonstrated their structural depth through trailers and gameplay footage. They also provided hands-on demo stations for both PC and console, leaving a lasting impression on local gamers and industry insiders. The contrast with the industry atmosphere just a few years ago is significant.
The titles showcased at Gamescom 2025 are scheduled for release between now and next year. How will the global market receive these efforts from the Korean industry? I hope they seize this opportunity to meet gamers from across the globe, refine their strengths, address any shortcomings, and ultimately achieve the success they are striving for.


최근 몇 년 새, 국내 게임업계에서는 PC온라인과 모바일 말고 PC와 콘솔 패키지게임 개척에 대한 붐이 불기 시작했습니다. 그러려면 주요 시장인 북미/유럽권에 진출하는 것이 필수입니다.
이런 움직임은 이번 게임스컴에서 두드러지게 드러났습니다. 게임스컴이나 E3 등의 문을 두드리는 국내 게임사는 예전부터 많았지만, 과거엔 PC온라인이나 모바일 MMORPG 혹은 서브컬처에 쏠려 있어 '메인 무대'라 불리는 패키지 무대엔 서지 못헀습니다. 반면 올해의 경우 대부분이 PC·콘솔 패키지에 집중돼 있었고, 장르 역시 힐링 크래프팅, 인생 시뮬레이션, 액션, 아포칼립스, 슈팅 등 다양한 장르에 포진했습니다. 사이드가 아닌 메인 무대에 진출한 것입니다.
또한 게임스컴 오프닝 나이트 라이브를 포함한 여러 쇼케이스에서는 트레일러나 플레이 영상 공개를 통해 게임의 짜임새를 제대로 선보였고, PC와 콘솔을 가리지 않고 핸즈온 데모 공간도 마련해 현지 게이머들과 업계 관계자들에게 눈도장을 찍었습니다. 몇 년 전과 비교해 보면 국내 게임사들의 분위기가 얼마나 변했는지 알 수 있습니다.
올해 게임스컴 2025에 출전한 작품들은 올해에서 내년 중 출시를 앞두고 있습니다. 이러한 국내 게임업계의 노력은 글로벌 시장에서 어떤 평가를 받게 될까요? 전 세계 게이머들을 한 자리에 만나볼 수 있는 이번 기회를 확실하게 잡아, 부족한 점은 면밀히 채우고 장점은 더욱 벼려내 모쪼록 훌륭한 성과를 이뤄낼 수 있기를 바랍니다.
This news was translated by AI.
I am dedicated to games and writing. viina@gamemeca.com
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