Showing posts with label PS5. Show all posts
Showing posts with label PS5. 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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FTS: Warhammer 40,000: Space Marine 2’s “Confrontation Update" Out Now (PC, PS5, XSX)

Warhammer 40,000: Space Marine 2’s "Confrontation Update" Is Out Now on PlayStation 5, Xbox Series X|S & PC

Today’s Patch 14 comes with two new PvP maps, a new Thousand Sons Terminus enemy, plus new heroic weapons, armor pieces, and the final Season Pass 2 DLCs!

PARIS July 28, 2026 – Focus Entertainment and Saber Interactive are excited to announce the release of Warhammer 40,000: Space Marine 2's free "Confrontation Update," the final major update of the game's action-packed second year of ongoing content. Available now for free for all PlayStation 5, Xbox Series X|S, and PC players, "Confrontation" brings a host of free content alongside two new DLCs for the Salamanders and Raptors.

Patch 14 features new Eternal War arenas, a new enemy and more!

Space Marine 2’s PvP modes are the focal point of today’s Confrontation Update, but Patch 14 also comes with a number of new additions for all available game modes:

  • Two New PvP Arenas: Sanctum and Facility, Eternal War’s sixth and seventh playable maps.

  • New Weekly PvP Rewards & Ordeals: Earn Accolades and cosmetic rewards by playing Eternal War matches and completing Datavault challenges.

  • New Terminus Enemy: The Thousand Sons’ Scarab Occult Terminator Sorcerer joins the fray! You may encounter him in every Operation involving Chaos and throughout Siege waves.

  • Six Heroic Weapon Variants: Spend Accolades to unlock a new Melta Rifle variant, Chainsword, Bolt Carbine Combi-Flamer, Power Fist with integrated Meltagun, Deathwatch-inspired Stalker Bolt Rifle, and Executioner’s Axe variant for the Thunder Hammer.

  • Three Heroic Armor Pieces: Earn a new Ultramarines pauldron and new Deathwatch breastplate and gauntlet.

New Cosmetics Await for Season Pass 2 Owners

The Confrontation Update also comes with two cosmetic DLCs for all Season Pass 2 owners. Set your enemies ablaze with the Salamanders Champion Pack 2, featuring a new champion skin for the Heavy class and a Multi-Melta skin, or strike them by surprise with the Raptors Cosmetic Pack and its five unique armor pieces honoring their signature combat doctrine.

But the battle isn't over yet. A third year of additional content for Warhammer 40,000: Space Marine 2 will kick off this September!

Heed the call of battle with Warhammer 40,000: Space Marine 2’s Confrontation Update, free for players on PlayStation 5, Xbox Series X|S, and PC. 



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Monopoly: Star Wars Heroes vs. Villains – The Force Has Entered... Game Night!

Growing up, Monopoly was one of those games that could turn family game night into a battle of patience. Monopoly: Star Wars Heroes vs. Villains changes that formula by speeding things up and giving every character special abilities that can shake up the match. Instead of everyone playing the same way, you'll build a team of iconic heroes or villains and use their unique powers to gain the upper hand.


 Gameplay 

There are plenty of ways to play, including local multiplayer, online multiplayer, and team-based matches, making it easy to gather friends whether they're on the couch or across the internet. The Star Wars presentation also adds plenty of personality, with animated scenes and familiar locations helping the game feel more like an adventure than a traditional board game.


 Future Update Suggestions 

One thing I would love to see in future updates is a larger variety of animated scenes. They're fun the first few times around, but after several matches you'll notice the same animations repeating. Adding more scenes—and even trimming them slightly—would help keep the game feeling fresh without extending the overall playtime beyond a comfortable length.



 Price 

At $29.99, Monopoly: Star Wars Heroes vs. Villains offers a fun twist on a classic that's much more engaging than simply buying properties and waiting for someone to go bankrupt. If you've been looking for a Monopoly game that feels more interactive and less predictable, this may be worth checking out on Epic, Steam, Xbox, PlayStation, and Nintendo.



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LEGO Batman: Legacy of the Dark Knight — A Brick‑Built Hero’s Journey


When you first step into LEGO Batman: Legacy of the Dark Knight, it’s clear this isn’t just another brick‑by‑brick adventure. It’s a celebration of Gotham’s most iconic protector — a journey that captures the humor, heart, and heroism that LEGO and DC fans have come to love.

 🦇 The Adventure 

The story unfolds as a cinematic tribute to every era of Batman, from his comic origins to modern interpretations. You don’t just play Batman — you become him. The game’s narrative builds momentum as you rise from a rookie vigilante to the fully realized Dark Knight, with each chapter unlocking new layers of Gotham’s mystery. The pacing is fantastic, allowing the experience to flow naturally while keeping you hooked from start to finish. It's play time!

 🎮 Game Mechanics 

The gameplay blends smooth action with clever puzzle design. Each Batsuit introduces unique mechanics — stealth, flight, combat, and detective work — that make every mission feel fresh. The co‑op system lets friends jump in seamlessly, while solo players can enjoy fluid controls and responsive combat that make every punch, glide, and gadget deployment satisfying.

Exploration is key: Gotham is alive with secrets, side missions, and villains waiting to test your skills. The transitions between story beats and gameplay are seamless, creating a rhythm that keeps you engaged whether you’re chasing down the Joker or gliding across rooftops under the moonlight.

 💥 Why It’s Worth Adding to Your Library 

Rated Everyone 10+, this is one of those rare titles that bridges generations. Kids will love the humor and colorful world, while teens and adults will be drawn into the story’s emotional depth and polished gameplay. My hands‑on experience left me wanting more after I put the controller down — I had to force myself to stop, especially once I suited up as the Bat. The journey to becoming him was a treat, and the way the story unfolds makes it one of the most replayable LEGO adventures to date.

If you’re looking for a game that balances fun, storytelling, and craftsmanship, LEGO Batman: Legacy of the Dark Knight deserves a spot in your collection. It’s not just a game — it’s an experience that reminds you why we love heroes who rise from the shadows.


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007 First Light Proves IO Interactive Was Always the Right Studio for James Bond

Some partnerships just make sense.

You don't have to see the final product to know when the ingredients are right. Sometimes you can look at the people behind a project, study their history, understand their passions, and confidently say, "Yeah, they're going to rock this."

That's exactly how I felt when IO Interactive was announced as the developer behind 007 First Light (when it was just a 007 project).

Long before the name and gameplay reveal. Long before the trailers. Long before anyone knew exactly what kind of James Bond experience we were getting.

I knew Bond was in good hands. Not because IO Interactive had made a Bond game before... and not because they had experience with licensed properties.

Because they spent decades proving they understood spycraft better than almost anyone in gaming.

Before we go any further, let's jump into 30 minutes of the initial mission. If you choose to watch the rest of the mission, the option is there... but we leave it at that so you can enjoy the adventure first hand.


 The Hitman Connection 

If you really want to understand why IO Interactive was the perfect studio for James Bond, you have to stop looking at 007 First Light and start looking at Hitman.

For years, IO Interactive has treated espionage like an art form. Agent 47 doesn't have the charisma of Bond, but... plenty of the targets from the franchise have pizzazz.

The Hitman series wasn't simply about eliminating targets. It was about planning. Observation. Adaptation. Infiltration. Reading a room. Manipulating situations. Becoming someone else. Finding creative solutions when things inevitably go sideways.

Those are the exact ingredients that have made James Bond one of the most iconic characters in entertainment history. And I do enjoy a good spycraft film, especially when it's well rounded.

Beyond Bond's smirk and Agent 47's cold stare, the DNA is remarkably compatible.

What separates IO Interactive from many other developers is that they genuinely love the fantasy of being a spy. Not just the action movie version. The strategic version.

The thinking version.

The version where intelligence is just as important as firepower, that's why I believed in this project from day one.

Their passion for spycraft is nearly unmatched in gaming. Outside of the writers and creators behind major spy franchises like 007 and Mission: Impossible, it's a limited amount of teams who have spent as much time exploring the mechanics and psychology of espionage. Hideo Kojima is definitely a... Big Boss in the espionage area, and Splinter Cell gets a shout out, but... when it comes to a Bond game... IO Interactive is the best match in my opinion.

But yeah... this wasn't a studio taking a paycheck from what I see. This was a studio getting the keys to a dream project... and I say that because James Bond was the primary inspiration behind the Hitman series. I can just about imagine what their reactions were when this opportunity first presented itself.


 The Bond Game I Was Hoping For 

The funny thing is that I had absolutely no idea what 007 First Light was going to look like.

Would it lean heavily into stealth?

Would it become an action shooter like the legendary 007 Golden Eye game?

Would it focus on gadgets?

Would it try to emulate the films?

Nobody knew. But after finally getting my hands on it, my reaction was pretty simple:

This is badass with the right tools for the adventure.

The game feels confident in its identity... because it already had one to call it's on. It doesn't feel like it's desperately chasing trends or trying to imitate whatever is popular this month. It feels like a studio that knew exactly what kind of experience it wanted to build. It feels like Bond without being the 007 we know today... but that's part of the journey.


 The Combat Makes You Think 

One of the biggest surprises for me was how much I enjoyed the combat, I didn't feel like I was going from one situation to the next with the same moves.

Different button combinations create different outcomes, forcing you to think about how you're engaging enemies rather than mindlessly cycling through the same routine over and over again. For those concerned with getting your can kicked... don't sleep on the easier mode if you need it or just want to get your spy fix with a lower chance of catching L's.

The choice is yours. Either way... if you're willing to meet the game halfway, the combat becomes significantly more rewarding. I have to get better with grabbing and shoving enemies in the direction of others, executing the takedowns, and parrying in time. During training, you will definitely get a feel for hand-to-hand combat, driving, and shooting. Its not one specific thing more than another... unless we're talking about agility, and I like the way training is presented here because it gets you on-board in glorious fashion. Its not stale in the least.



 Don't Ignore the Haptics + Audio 

By the way, can we talk about the haptic feedback for a minute? And this isn't to crap on anyone else, but I don't come across as many games as I'd like that truly deliver on the haptic feedback well. 007 First Light gets two thumbs up for the haptics... because its a legitimate enhancement to immersion.

You feel more connected to what's happening on-screen. Actions have weight. Interactions have texture. Combat gains an additional layer of physical feedback that helps sell the fantasy.

It's one of those features that works best when developers understand restraint and purpose (aka... they understood the assignment).

And while we're handing out compliments, the audio team deserves some recognition too.

If you're planning to play 007 First Light, do yourself a favor. If you have access to a quality surround sound setup... use it. If not, throw on a good pair of hi-fi headphones. This further cranks up the value you'll get from the experience.

The environmental audio, effects, and overall presentation help pull you deeper into the experience. Combined with the haptics, it creates a package that feels complete... and when you're on missions you need to know who's lurking around.

If you're already investing your time into becoming James Bond, you might as well let the experience fire on all cylinders... and get your money's worth out of this $69.99 game!

 Two Thumbs Up(dated) 

Overall, 007 First Light isn't just a Bond game. It feels like it was made by people who genuinely understand why Bond works. That's a much harder achievement than just stringing missions together with some cutscenes in between the action.

Understanding the balance between intelligence, strategy, action, and style is an entirely different challenge.

IO Interactive spent years developing those skills through the Hitman franchise, and now we're seeing the payoff through the character that started them down the path to Hitman. I also respect that this game doesn't feel like a skin of a Hitman game. I greatly appreciate that, not because its bad but... that would've been a cheap move. 

There are complaints out there about this version of Bond... but no one is going to just become 007 out of the gate. We talk to various gamers, and I'll just say that someone visiting Orlando wasn't aware that this was Bond's first mission... they were just annoyed because someone else was annoyed.

We don't know what's to come as things continue to take shape, so on that note I'd say... relax and enjoy the backstory of why he's the best of the best today. The argument got squashed when I mentioned the 2013 relaunch of the Tomb Raider franchise. Lara Croft wasn't the bold gun wielding archaeologist from the jump, we were able to enjoy the journey that built her into a household name.

In regards to launch bugs, IO Interactive is fully aware of them and is on the move. They rolled out an update 1.008 already with the 1.0.1 patch. This resolves a number of issues like narrative crashes, AI triggers, NPC pathing, etc. If you have any to report, submit them accordingly.

IO Interactive saw an opportunity to build the James Bond game they were born to make, and the mission was... successful in my opinion. You can grab the game on Epic Games, PS5, Xbox Series X, Switch 2, and Steam!