Showing posts with label Fighting Games. Show all posts
Showing posts with label Fighting Games. Show all posts

MARVEL Tōkon: Fighting Souls Throws Hands With History — and Gives Artists Something to Love!


Marvel characters throwing hands in a fighting game isn't anything new. In fact, Marvel has been part of fighting-game history for more than three decades (if you didn't know). What's new is the way Marvel Tōkon: Fighting Souls adds to that history, grabs it by the collar, gives it an... anime makeover, and says, “Alright, let's run this back a little differently.”

Developed by Arc System Works in collaboration with PlayStation Studios and Marvel Games, MARVEL Tōkon: Fighting Souls launched on August 6, 2026 for PlayStation 5 and PC, including the Epic Games Store and Steam. The Standard Edition is priced at $59.99 USD, with Digital Deluxe and Ultimate editions also available.

And if you enjoy fighting games, Marvel Comics, character design, manga, animation, or simply watching ridiculously powerful people punch one another through walls, there's quite a bit here worth paying attention to.

 So, What Exactly Is MARVEL Tōkon? 

At its core, Tōkon is a 4v4 tag-team fighting game.

Arc System Works could've went with the previous 2v2 or 3v3 formula we've seen in previous tag fighters, but they... took it a step further to take things over the top. The developer specifically wanted to challenge the traditional format with something different. You build a four-character team from a launch roster of 20 Marvel heroes and villains, with characters including Spider-Man, Wolverine, Storm, Iron Man, Captain America, Black Panther, Doctor Doom, Magneto, Blade, Ghost Rider, Carnage, Green Goblin and others. The roster might end up looking like something out of a Mugen game after awhile.

Don't allow “4v4” to scare you away if you aren't the type of person who spends six hours in Practice Mode learning what happens when you cancel a cancel into another cancel while standing 3.7 pixels... from the corner. It's awesome to watch your heroes assemble, especially when that's the finishing blow.

Tōkon was deliberately designed so that newcomers can get into the fight without needing to master four different characters immediately. Arc System Works allows players to use beginner-friendly Link Attack combinations, Quick Skills and assists while more experienced players can dig into traditional command inputs, character switching, advanced combos, counters, positioning and team synergy. Traditional command inputs even provide additional rewards, including higher damage and Skill Gauge generation. That was a very smart move.

Accessibility shouldn't mean removing depth from a fighting game. It should mean opening the front door and allowing people to decide how deep into the property they want to go. Explore the crib, know the layout like the back of your hand... or don't. Either way, good luck with that.

Tōkon appears to understand that, but we hope that you aim to get your money's worth.

 Marvel Has Been Throwing Hands for a LONG Time 

For younger gamers who primarily know Marvel through the MCU, Spider-Man games or modern comic releases, it's worth pointing something out:

Marvel has serious fighting-game history, so they've already been here and... it's great to see them making moves yet again. If anything it's been long enough, and I love what they did with Capcom (for the most part)... but that doesn't mean that I don't want them to step away from doing their own thing.

Before there was MARVEL Tōkon, there was X-Men: Children of the Atom.

Capcom released that game in arcades in 1994, putting characters like Wolverine, Cyclops, Storm, Psylocke and Magneto into the type of fast 2D combat the company had already become famous for. Capcom followed that foundation with Marvel Super Heroes, and then things started getting really interesting. If only I had something to capture my gameplay back then, I was a beast... and loved to sweat the competition to exploit their slip ups.

X-Men vs. Street Fighter arrived in 1996 and introduced the two-character tag-team structure that would help define what became the Marvel vs. Capcom style of fighting game. That was followed by Marvel Super Heroes vs. Street Fighter, and then Marvel vs. Capcom: Clash of Super Heroes in 1998.

"This is one of the best years ever!" - Blu (1998)

Then came the monster... Marvel vs. Capcom 2: New Age of Heroes. (I still have it on the Sega Dreamcast, along with other gems.)

Released in 2000, MVC2 became one of those fighting games that didn't simply exist—it became part of fighting-game culture. Massive roster, ridiculous assists, huge combos, wild team combinations and enough chaos happening on screen to make someone walking past an arcade cabinet stop and ask, “What in the hell are they playing?”

Marvel and Capcom would eventually return with Marvel vs. Capcom 3 and Ultimate Marvel vs. Capcom 3, carrying the series into another generation with 3v3 battles. Ultimate Marvel vs. Capcom 3 remains available today, while Marvel vs. Capcom: Infinite followed in 2017.

So when Tōkon arrives with tag mechanics, assists, screen-filling attacks and Marvel characters beating the brakes off one another, there's history behind it.

The difference is that Capcom isn't behind the wheel this time. Arc System Works is... and I'm liking what I'm seeing.

Marvel vs. Capcom Fighting Collection gives you 7 awesome games from the past... for $24.99! Now let's get back to the action... bub.



 Arc System Works Was One Heck of a Choice 

We're talking about the studio responsible for Guilty Gear, BlazBlue, and Dragon Ball FighterZ.

Translation: Somebody knew exactly who to call... and it wasn't the Ghost Busters!

Arc System Works has built a reputation around fighting games that can look like hand-drawn animation while actually operating through carefully constructed 3D character models, camera work and animation techniques. Bad add stuff too.

Marvel also didn't ask Arc System Works to simply imitate an American comic.

Early in development, the team actually experimented with a shader meant to recreate a more traditional Western comic-book appearance. According to producer Takeshi Yamanaka, Marvel encouraged Arc System Works to lean further into the studio's own identity instead. The result was a stronger Japanese animation influence mixed with recognizable Marvel character design.

That was the right call, and I salute them for not tying their hands so they can wow the crowd. Why hire Arc System Works just to tell them, “Okay, now don't look like Arc System Works?” Let the cooks cook... and they showed out on this dish!

Iron Man can look like Iron Man while carrying a little mecha energy. Storm can still be Storm while being reinterpreted through Japanese character-design sensibilities. Spider-Man doesn't suddenly stop being Spider-Man simply because somebody approached his silhouette, animation or visual presentation differently either. That's part of what makes adaptation fun.



 Comic Fans Should Feel Right at Home 

Tōkon doesn't simply borrow Marvel characters for the fights and call it a day.

The game's Episode Mode tells an original Marvel story built around the Challenge of the Champion. The Champion of the Universe has arrived looking for worthy opponents, with Earth facing destruction if its fighters can't satisfy his desire for battle. Teams are assembled, preliminary fights take place, and whoever comes out on top earns the opportunity to challenge the Champion himself.


On the road to fighting... the Champion, your journey is through the pages of a comic book that documents the heroic efforts of your team. My first go round is with the Amazing Guardians.

You get to enjoy their storyline via cutscenes + a wealth of motion... comic art while they figure things out during their preparation to fight this cosmic muscle-bound maniac who's ready to destroy the planet.


All while trying not to stress each other out (excluding Quill in my case).

They pulled no punches on the comic book experience here, and I see comic book fans eating them up. On the other side of that sword... I see some people possibly feeling like the comic book sections of the Episodes are a little too drawn out. I noticed this, but I tried to keep the perspective clear that this is an experience where the art team wanted to flex their muscle and give the episodes a well rounded comic book style experience... where we read/listen to the motion comics to a certain extent, and them boom:

So I look at episode mode differently than I would with a standard game with drawn out dialogue. Arc System Works and Marvel didn't simply rely on the cutscenes, so that's why I feel like comic fans will appreciate these episodes even more. The motion comics blend American comic-book presentation with Japanese manga artwork and full voice acting.

And that brings me to another group I think will appreciate this game. Artists!

There's some low-key love being shown to artists here (in a deeper way), and I appreciate it.

Especially comic book artists.

I'm not saying Marvel or Arc System Works officially labeled Tōkon a “tribute to concept artists.” They didn't. I'm saying look at the presentation. You can see it in the comic art boards displayed all through out the game (i.e. the blue boundary guidelines and marginal data boxes you see here).

The episode panels, the character-select presentation, the exaggerated poses and the visual language connecting Japanese manga with American comic books... shows the work the artists put in.

Arc System Works specifically said the character-select screen drew inspiration from both American comics and Japanese shōnen manga, while certain match-ending sequences are presented using manga-style panels.

That gives parts of Tōkon the feeling of watching ideas leap off a character designer's sketchbook and start fighting each other (and I think they were kinda aiming for that when fights occur after reaching certain pages in the comics). I'm immediately reminded of the concept art that some products have on their packaging (i.e. 1More headphones) and the final design leads to the physical product in the box of their hi-res options.

And for anyone who has spent time drawing characters, designing costumes or working through multiple versions of the same idea before finally saying “Yep, that's the one,” there's something satisfying about that.

Even the game's final key art deserves attention. It was created by Yūki Katō, the game's main character artist, with additional finishing work from Arc System Works' 2D artists.

That's worth highlighting because video game artists can sometimes disappear behind the finished product. That's something I missed about 2D Street Fighter games... and wished gave us an updated version of that via a new badass title.

We celebrate the character. We celebrate the studio. We celebrate the franchise. But somebody had to sit down and actually figure out what these characters were going to look like. Tōkon puts that visual design front and center... and as an artist myself, it's just awesome to see.

 This Isn't Marvel vs. Capcom — and That's Okay 

I think this is probably the most important thing to understand about Marvel Tōkon: Fighting Souls for Marvel vs Capcom fans. It doesn't need to be Marvel vs. Capcom! 

As you know, we've had the pleasure of speaking face to face with plenty of you, so it's safe to say we've heard more than a few thoughts about video games. There are some gamers who have yet to play Marvel Tōkon, and immediately bring up Marvel vs. Capcom's mechanics with fingers crossed for this new IP.

Nothing wrong with wishful thinking... but Marvel Tōkon isn't Marvel vs. Capcom. Those games have their own mechanics, character, history and identity (with Capcom all over and through them). What Marvel needed was another developer capable of looking at their fighting-game history and saying, “What can we do next?”

I believe Marvel Tōkon is a nice answer to that question.

Arc System Works didn't throw away the idea of a Marvel tag fighter. It expanded the team to four, redesigned how players access those teammates, introduced its own visual identity and wrapped the experience in a presentation that sits somewhere between comic books, manga and high-end anime.

That's far more interesting than simply trying to make Marvel vs. Capcom 5... without Capcom. This title is also published by PlayStation, not... Capcom. But again, that's okay! I can only imagine how long we would've had to wait, but I'll leave that alone.

Even Marvel Games has been open about the larger ambition. Marvel Games general manager Haluk Mentes said during development that the goal was to re-establish Marvel as a major presence within the fighting-game community, with Arc System Works' anime-inspired style and tag-team expertise helping drive that direction.

The area where I pump my breaks is the price. The standard edition is fine, but the other two editions are steep. Digital Deluxe is $84.99 and the Ultimate edition is... $99.99! 

In the Digital Deluxe Edition, you get:

  • Base game
  • Year 1 Characters & Stage Pass (result screen character poses, four characters, one stage post-launch)
  • Howard the Duck (Lobby Avatar)
  • Cosmo (Lobby Pet)

In the Ultimate Edition, you get:

  • Base game
  • Everything in the Digital Deluxe Edition
  • Spider-Man "Advanced Suit 2.0" Costume
  • Storm Punk Rock Costume
  • Iron Man Classic Costume
  • Captain America Classic Costume
  • Doctor Doom Supreme Ruler Costume
  • Animated Chromatic color unlock for all 20 launch characters
  • Set of result screen character poses

If you plan to expand your roster, and see yourself buying them Year 1 Character and Stage Pass... then you're better off buying the digital deluxe for less. It's still a pretty penny, so if you make that move... get your money's worth and game on!



Illustration of Blu with headphones and sunglasses.

 + Sophi 

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Straight Outta South Town - Terry Bogard's Journey in Fatal Fury: City of the Wolves

The Return of a Legend

Remember the thrill of those arcade days? The glow of the screen, the sound of coins dropping... while you're racing against the clock to continue, and the iconic words, "ARE YOU READY?" If you do, then Fatal Fury: City of the Wolves will ignite that nostalgic spark while introducing fresh excitement for today’s gamers. Terry Bogard, the legendary Hungry Wolf, is back and ready to show why... South Town remains the epicenter of intense fighting action under the SNK banner.

The Origins: Terry Bogard’s Roots (For those who didn't know) Terry Bogard made his unforgettable debut in... Fatal Fury: King of Fighters in 1991, captivating fans with his determination to avenge his father’s death at the hands of Geese Howard, the ruthless crime boss of South Town. Back then, Terry was more than just a fighter... he was a symbol of resilience, standing tall against injustice with his trademark red cap and “OK!” catchphrase.

Terry Bogard from Super Smash Bros Ultimate
Terry's popularity landed him in the Challenger Pack 4 for Super Smash Bros Ultimate!

What truly set Terry apart, though, was his dynamic mix of martial arts and street brawling, not to mention those iconic moves like Power Wave and Buster Wolf. If you were like some of us in the 90s, you'd scramble to the arcade or... power on your console to attempt those moves you saw on the preview screen and hear that satisfying “KO!” Nothing like going in the arcade back in the day and... realizing that someone popped a quarter in and never played the game, because that meant free game time for us!

Terry in 2025: Evolution in City of the Wolves Fast forward to 2025, Fatal Fury: City of the Wolves picks up after Garou: Mark of the Wolves, where Terry’s life has evolved. As a mentor to Rock Howard, the son of Geese, Terry’s story now explores his dual role as a fighter and guide. This isn’t just about throwing punches anymore—it’s about navigating the emotional complexities of protecting Rock while grappling with the shadows of South Town’s underbelly. Terry's growing up right along with us huh? What's next... annual Doctor visits? (I'm joking.)

The Episodes of South Town mode dives deeper into his personal struggles, relationships, and motivations. And don’t worry... Terry’s hard-hitting moves are more dynamic than ever, enhanced by the new REV System that introduces REV Arts and other mechanics to keep fights unpredictable. I'm not the best Terry Bogard player, but even I was able to work some magic as seen in the gameplay above.

The gameplay in City of the Wolves made me want to grab a fight stick almost immediately. The REV System amps up the excitement with new abilities like REV Guards and REV Blows, giving fights an added layer of strategy and makes it a bit easier to use a controller with certain characters though.

Remember the joy of mastering a character that fits like a glove? The REV System can help in part with that, but... you'll still have to hold your own. Remember that. While Terry remains a powerhouse, the game's diverse roster ensures that you’ll find someone who fits your playstyle and it will remain balanced.

Get ready to fight, reminisce, and discover the next chapter of Fatal Fury from the shoes of Hungry Wolf! And if you’re not already hyped, consider this your wake-up call—South Town’s calling, and Terry’s waiting to throw down. By the way, stay tuned because Ken + Chun-Li are coming!


 + Sophi 

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Fatal Fury: City of the Wolves – A Fighting Game Revolution?

Fatal Fury: City of the Wolves... marks the triumphant return of SNK's legendary fighting game series, delivering a fresh experience for both veterans and newcomers. With its innovative REV System and a roster of iconic characters + new faces, this game is a must-play for fans of the genre. However, as with any game, there are highs and lows that deserve attention. So let's... jump in, after this first 30.




The Fight System: REV Up Your Gameplay

The standout feature of Fatal Fury: City of the Wolves is its REV System, which introduces a dynamic layer of strategy to battles. Players can utilize REV Arts for powerful combos, REV Guards for defensive maneuvers, and REV Blows to turn the tide of combat. The REV Meter adds a risk-and-reward element, as overusing these abilities can lead to an Overheat state, leaving players vulnerable. You will have to get adjusted to using your meter strategically, but at the same time if you don't use it you can lose it... and when you use it is up to you. You can come out powered up in hopes of getting a perfect, or save it for the middle of the road, or... save it until you need a little something to pull you from the brink of defeat when your health is almost gone.

For those seeking a tailored experience, the game offers two control schemes: the classic Arcade Style for purists and a simplified mode for casual players. This flexibility ensures that everyone can enjoy the game, regardless of skill level.


Finding Your Perfect Character

Fatal Fury: City of the Wolves - 17 Character Roster

As someone still exploring the roster to find the best fit for my playstyle, the journey is part of the fun (while avoiding L's as much as possible). While Terry Bogard and Mai Shiranui may not resonate with me as much (even back in the day in terms of controls), my fingers are crossed that characters like Billy Kane and others from the past might offer the familiarity (control wise) and versatility I seek from playing with them back in the day. Just to be clear, it's not that I don't like Terry & Mai, they're the two most recognizable characters from SNK fighting games in my opinion. It all boils down to what characters work for me. By the way, Billy bossed up in Fatal Fury: City of the Wolves! Outside of his new look, he is now the new kingpin of Geese Howard's organization... and he's gunning for Terry.

Billy Kane

The diverse roster includes returning favorites and new faces, each with unique abilities and fighting styles. I like a straight forward style, so regardless of using specials... I'm able to strike and get into my groove. Ryo Sakazaki is one of my go to character's from King of Fighters with a style that almost reminds me of Ryu's from Street Fighter. Ryu + Ryo were my front runners in Capcom VS SNK (on Dreamcast). My next character to try out is Marco Rodrigues for sure (his gi grabbed my attention). So I'm testing them out slowly but sure... and I look forward to seeing who connects with who on the roster.

Salvatore Ganacci

There are some really interesting additions to say the least, which includes the anime loving DJ... Salvatore Ganacci (that Salvatore) + Cristiano Ronaldo (yep, that one)... who looks like they both can serve up some crazy combos in a tournament.

Cristiano Ronaldo

Seeing someone else work magic with a select character is one thing... but if you aren't big on fighting games, the goal is to find the one or more that work well for you. That said, once you find a few characters, practice... practice... practice.

The Good, the Bad, and the UI

Fatal Fury: City of the Wolves shines once you make it through the tutorial, but the user interface (UI) leaves much to be desired. The eye catching home screen contrasts sharply with the clunky map navigation, which feels more suited to a mouse than a controller. A snap-and-move selection system would have been much better. The goal is to minimize the frustration and keep the cool on 10! Right?

The arcade selection screen, while functional, lacks the appeal expected from a modern fighting game. Where's the oomph? I was looking at it like... what is this?! It's 2025, there could've been movement from the character when you select them and have action in the background... based on the characters location. This gets the job done, but... it stinks and it doesn't feel cohesive:


This is the South Town character selection screen:

 Additionally, the dialogue screens in the Episodes of South Town mode could benefit from voiceovers to enhance immersion. While animated cutscenes after defeating the final boss could have been an option, I'm not mad at the comic-style presentation.

Up Your Game... Get A Fight stick!

For the ultimate Fatal Fury: City of the Wolves... experience, playing with an arcade fight stick is highly recommended. It enhances precision and brings the nostalgic arcade feel to your gameplay. You can find great options here. The PXN 008 Fight Stick is less than $40 right now (34% Off).


Fatal Fury: City of the Wolves is available on both PC and console. Choose your platform and dive into the action!

Despite its flaws, Fatal Fury: City of the Wolves is a solid addition to the fighting game genre. Its innovative mechanics and diverse roster make it worth exploring, especially for fans of the series. With a few updates, this game could truly become a lovely return to the franchise. Either way, nice job overall.

 🥋 Andy Bogard Joins the Fight in Fatal Fury: City of the Wolves 

The first DLC warrior to enter the fray is none other than Andy Bogard, the disciplined shinobi and younger brother of Terry Bogard. Making his return with a refined moveset and a deeper narrative arc, Andy arrives as part of City of the WolvesUpdate 1.2.0, available now for all Season Pass holders.

Andy’s fighting style blends Koppōken and Shiranui-style taijutsu, delivering a precise, fluid combat rhythm that rewards timing and spacing. His animations are smoother than ever, with bone-crunching impact that reflects his evolution as both a fighter and a mentor. Andy was one of the characters I preferred to use in KOF '95, and for some reason I thought he grew up in France. I was wrong, but his team's stage set was in Paris, France so it threw me off.

In Episodes of South Town (EOST), Andy’s story explores his role as a teacher in Mai’s village and his desire to test his pupil Hokutomaru in a true battle. But beneath the surface lies a deeper tension—his long-standing rivalry with Terry, which simmers toward a climactic confrontation in Arcade Mode.

🆕 DLC Highlights:

  • Fully voiced by Kieran Regan (EN) and Hiroshi Okamoto (JP)
  • Playable in Arcade Mode and EOST
  • Includes five new uniform variants
  • Part of the City of the Wolves Special Edition (no standalone Season Pass available)

Andy’s arrival sets the tone for a stacked DLC lineup, with Ken Masters, Joe Higashi, Chun-Li, and Mr. Big slated to follow. Whether you’re a longtime fan or new to the series, Andy’s return is a must-play that blends legacy with fresh energy.



 + Sophi 

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