Showing posts with label PS5. Show all posts
Showing posts with label PS5. Show all posts

The Mound: Omen of Cthulhu makes Preparation + Teamwork... a serious matter of Survival!

The Mound: Omen of Cthulhu puts you and your crew in the position of explorers setting out into dangerous lands to earn your keep. Before an expedition begins, you have a chance to consider what you're taking with you. Weapons are important (Duh of the day), but so are the tools and other items that may get you through whatever is waiting beyond the safety of your ship.

The setup is simple enough. You leave the galleon, accept contracts, escort an ox cart through hostile territory, hunt for food and valuables, and hopefully bring enough back to make the expedition worth it. The farther you venture, however, the more dangerous things become as the game starts mixing actual monsters with a madness system that can screw with what you see and hear.

Speaking of see and hear, let's play:


 Pack Like You Plan to Come Back. This is not a joke. 

There is something slightly concerning about a game that gives you a selection of weapons, tools, supplies, and a crucifix before sending you out. In this game, one of the crew members is glad he never steps foot onto land because people rarely ever make it back.

That crucifix tells you quite a bit, but you need to have the right teammates too, because teamwork is a weird concept to some.

That's one annoying element in this game, especially when gear is limited and they're nabbing it all. So prepare and squad up the right way. Teamwork makes the... come on, you know the rest. I think!

I like that preparation actually feels like a serious part of the adventure. You aren't simply choosing your favorite weapon and charging forward. What you bring matters because this isn't a normal treasure hunt.

Normal treasure hunts generally require fewer crucifixes, but I'd take some CPU characters over some questionable teammates. As a matter of fact, this will be presented to the team by the time you read this article in hopes that we eventually have the option to play Solo, Online, plus a new CPU Crew option.

 On Dry'ish Ground 

The basic goal sounds reasonable enough... you head out, gather what you can, and return with enough food and valuables to make the trip worthwhile.

The problem is everything between leaving and returning. [Dun Dunn Dunnnnnnn!]

There are unnatural threats waiting for your crew, and that uncertainty is where The Mound becomes interesting. You can prepare for a fight, but preparation only goes so far when the situation you're walking into doesn't necessarily follow the rules you expect.

Your sanity can mess with you without throwing a big flashing "YOU'RE LOSING IT" meter on the screen. You might hear a horn nobody else hears, see blood raining down that your teammates can't see, or look at one of your own people and see an undead creature standing there instead. That last one can turn friendly fire into a very unfriendly surprise.

That also makes greed an interesting part of the experience. Once you've collected something valuable, there is always the question of whether you should keep searching or get everyone back with what you already have to cover your agreement goal.

That in itself is a challenge because you could wrap it up, but some of us want to see if we can pack in as much as possible. Good luck with that, because one more item might have you calling for help.

I tend to appreciate games that make me think about what I'm carrying and whether another few minutes in dangerous territory are worth the risk. (Tenchu veteran over here!) The Mound gives you plenty of reasons to have that conversation with yourself, but make it quick before something else has it for you.

 Know Your Gear... And Know What Is Trying to Get You 

This is where I'm going to save some of you a little pain, because there are items in The Mound that can be far more important than another weapon. There are also monsters you shouldn't approach as if they're all interchangeable bags of health. So yeah. Pack accordingly and use our survivor guide:

SDGT Entertainment Survivor Guide

The Mound: Omen of Cthulhu

Tap a weapon, tool, item, or monster to open its field note. Know what the gear actually does before the jungle teaches you the hard way.

Quick rule: Being able to hurt a monster is not the same thing as having a hard counter. Loud gunpowder weapons can solve one problem while attracting another, and wet weather can make firearm-heavy loadouts a bad idea.

Weapons, Tools & Artifacts

Open an item to see its role, what it pairs well against, and where it can get you into trouble.

Crucifix
Support · Control

What it does: Delays Y'm-bhi aggression. It buys time rather than acting like a universal anti-monster button.

Best match: Y'm-bhi. Hold its attention while a teammate circles behind for a backstab.

SDGT tip: Think crowd control, not holy hand grenade.

Torch
Light · Utility · Emergency Melee

What it does: Provides portable light and can help create an opening against Y'm-bhi in darkness. A lit torch can also be used on forest growth attempting to regenerate a fallen Y'm-bhi.

Best match: Y'm-bhi. Use the light during the encounter, then watch the body. If the forest starts bringing it back, deal with the vines before Round 2 begins.

Oil Lamp
Light · Thrown Fire

What it does: Provides dependable light and can be thrown to create a burst of fire when the situation becomes less about illumination and more about survival.

Useful against: Threats affected by strong light and situations where fire gives the crew breathing room.

Tradeoff: Once you throw the lamp, you have also thrown your lamp.

Medallion
Treasure Tool · Noise Risk

What it does: Strike it to help reveal the direction of nearby Tulu-metal treasure.

Defeats: Nothing directly. The tradeoff is noise and unwanted attention.

SDGT tip: Do not stand there ringing the dinner bell every ten seconds because something shiny might be nearby.

Jar of Black Ichor
Distraction · Creature Manipulation

What it does: Can attract and enrage supernatural creatures. Throw it away from the group to redirect trouble, or use it to make another target much more interesting to nearby horrors.

Best match: Encounters involving multiple supernatural creatures where redirecting aggression can save ammunition and lives.

SDGT tip: Sometimes the best weapon is introducing two monsters to each other.

Mask of Nyarlathotep
Disguise · Stealth

What it does: Helps you blend in as one of the turned and can reduce the need to fight your way through every hostile presence.

Best match: Avoiding Y'm-bhi and other situations where slipping through is smarter than starting a battle.

Friendly-fire warning: Tell the squad what you are doing before somebody solves the mystery with a musket.

Divining Rod of Yig
Treasure Tool

What it does: Helps locate buried treasure by giving you directional feedback as you close in.

Defeats: Nothing. It saves time and helps the crew search with a purpose.

Ammonia Salts
Support · Revive

What it does: Restores a fallen teammate to the expedition.

Best match: The person who just went down while carrying something your crew really needs.

Slave Finder
Detection · Recon

What it does: Helps detect nearby human or human-like presences, including Y'm-bhi.

Best match: Y'm-bhi detection. Information is nicer than walking blindly into a human-shaped surprise.

Crossbow
Quiet Ranged Weapon

What it does: Gives you ranged damage without announcing the fight to the entire forest, and remains useful when wet weather makes gunpowder less dependable.

Good for: Y'm-bhi and other standard killable threats where quiet ranged pressure is preferable to a loud firearm.

Bow / Longbow
Quiet Ranged Weapon

What it does: Keeps combat quieter than gunpowder weapons, remains useful in poor weather, and rewards accurate shots.

Good for: Patrols, Y'm-bhi and ordinary threats when you would rather not turn one fight into three.

Machete
Melee · Stealth

What it does: Gives dependable close-range damage without ammunition or gunpowder concerns.

Best match: Y'm-bhi backstabs. Pair it with a teammate using the Crucifix.

Risk: Quiet does not mean safe. You still have to stand next to the nightmare.

Francesca Axe
Melee · Throwable

What it does: Gives the crew a physical option that does not depend on ammunition or dry gunpowder and can also be thrown.

Good for: Standard killable threats. No universal monster-specific hard counter is being claimed here.

Flintlock Weapons
Loud Ranged · Emergency Burst

What it does: Gives you hard-hitting ranged damage when something needs to stop being close to you.

Best use: Immediate killable threats after stealth has already failed. Loud shots, limited resources and weather mean this should not be the crew's only plan.

Translation: You may win the gunfight and still lose the argument with the forest.

Matchlock / Arquebus
Heavy Ranged · High Burst

What it does: Delivers heavy single-shot damage when stopping power matters more than keeping quiet.

Best use: Tough killable threats and emergencies. Slow reloads, noise and wet conditions make backup weapons important.

Monster Counter Guide

Open a threat to see the safer current response. If there is no dependable monster-specific weakness, the guide says so instead of making one up.

Y'm-bhi
Turned Human · High-Priority Threat

A fallen Y'm-bhi may not stay fallen if the forest starts working on the body.

Counter kit: Crucifix + backstab + Torch. Use the Crucifix to delay aggression while another explorer gets behind it. After the kill, watch for forest growth attempting to regenerate the body and use the Torch when needed.

Crawling Canopy
Ambush Creature · Isolation Punisher

A spider-like tangle of vegetation that can blend into the surroundings until the surroundings decide to grab you.

Counter: Stay together, identify it early and create distance. No dependable item-specific hard counter is being claimed here.

Prowler
Forest Stalker · Ambush Threat

A root-and-bark humanoid predator that fits into the jungle a little too well.

Counter: Awareness, spacing and quiet ranged damage. Bow or Crossbow pressure lets you fight without automatically inviting everything nearby.

Deep One
Amphibious Horror

An aquatic Lovecraftian threat that gives firearm-only crews another reason to reconsider their life choices around wet terrain.

Counter: Coordinated damage with a rain-safe Bow, Crossbow or melee backup. No universal artifact weakness is being claimed here.

Mi-Go
Otherworldly Creature · Separation Threat

A fungal, winged, crustacean-like problem that becomes worse when the crew stops communicating.

Counter: Regroup and focus damage. Do not let one explorer become the entire encounter.

Doppelgänger
Impostor · Social / Sanity Threat

It can imitate a member of the crew, which is particularly useful when everybody is already questioning what they see and hear.

Counter: Voice check first. Weapon second. If a four-person group suddenly looks like a five-person group, ask a question before unloading.

Haunter of the Dark
Boss-Scale Threat

Big wings, an unsettling central eye, and absolutely no concern for whatever plans your crew had five seconds ago.

Primary counter: Avoidance is a legitimate strategy. The eye is an important target when you are forced into the situation, but treating the encounter like an ordinary firefight is asking a lot.

SDGT decision tree: See eye. Understand what the game is suggesting. Also locate the nearest exit.

Hound of Tindalos
Hunter · Treasure Pressure

A threat that can make greed considerably more expensive than the treasure looked a few seconds earlier.

Counter: Be ready before the crew commits to the loot. Keep a ranged response prepared and decide who is carrying treasure versus who is covering them.

Tue Tue Undead
Undead · Aerial Pressure

A bird-like undead threat that can make poor visibility and bad positioning even worse.

Counter: Identify it quickly and use controlled ranged fire. Avoid turning low visibility into friendly-fire roulette.

Flesh Shambler
Territorial Otherworldly Horror

A grotesque mass that deserves considerably more respect than the average thing wandering through the jungle.

Counter: Evade unless the objective or situation gives you a reason to commit. No trustworthy universal quick-kill item is being claimed here.

Shoggoth Worm
Boss-Scale Centipede Horror

A giant many-legged nightmare that can turn a normal expedition into a resource check very quickly.

Counter: Coordinated team firepower or disengage. Long, loud fights can make the rest of the jungle part of the encounter.

SDGT rule: “We can probably take it” is not the same sentence as “We should.”

SDGT Survivor Guide
The game can change through patches and balance updates. Re-check item behavior, monster behavior and balance-dependent tactics after major updates.

I won't completely crap on multiplayer, because I've been saved. It's scary, the environment looks great, it makes me feel paranoid with the various sounds, but it's fun too (if horror is your thing).

Playing with a crew adds another layer because everyone going out needs to be useful. Someone having a weapon is nice. Someone remembering that the expedition needs more than weapons is better. The loadout before the trip becomes part of the group strategy rather than a screen to rush through.

The multiplayer experience, when firing on all cylinders, makes this so much better and tempts you to venture farther, if you dare.

Going back to the audio, I used the Immerse Gaming Hive software + Audeze Maxwell 2 ANC headphones. I don't know what you're working with, but that combo has me on edge. (Shout out to the audio team.)

The Mound: Omen of Cthulhu is available now on the Epic Games Store, Steam, Xbox Series X|S, and PS5. So squad up, pack smarter than the person trying to carry every weapon by himself, and... game on!


Illustration of Blu with headphones and sunglasses.

 + Sophi 

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FTS: tinyBuild's SpeedRunners 2 Dashes onto PC and Consoles Now


tinyBuild’s Competitive Platformer SpeedRunners 2: King of Speed Dashes onto PC, Consoles & Game Pass

Race and ruin friendships across a variety of multiplayer game modes featuring new player characters, maps, power-ups, and more!


SEATTLE – The sequel to one of the most beloved indie games from the 2010s is here. tinyBuild (Graveyard Keeper, Kingmakers, ReStory) and developer Fair Play Labs (Nickelodeon All-Star Brawl 2) are thrilled to launch SpeedRunners 2: King of Speed today on Steam, PlayStation 5, Xbox Series X|S, Nintendo Switch and Xbox Game Pass for PC and consoles. SpeedRunners 2 brings the adrenaline-fueled, parkour-style racing of the original game to a new generation of players.



SpeedRunners 2: King of Speed is available on Steam for $9.99, with a bonus 10% launch discount for a limited time. The game is also available on PlayStation 5, Xbox Series X|S and Nintendo Switch for $14.99. PlayStation Plus subscribers can get the game for 20% off for a limited time to celebrate the launch, and owners of the original SpeedRunners can save an extra 10%.


Too fast, too furious? The ultimate competitive platformer is back and better than ever! Become the King of Speed with the next generation of speedrunners in this fast-paced platformer that refuses to slow down. With the timeless formula of the original Speedrunners, Speedrunners 2: King of Speed offers new multiplayer modes that allow up to eight contestants to compete head to head online, as well as a single-player campaign featuring adrenaline-fueled boss battles and a story that expands on the original game’s lore. Master competitive platforming in 64-player elimination tournaments, a variety of multiplayer modes, ranked play, and couch co-op.


FEATURES


Gotta Go Fast: Master movement, build momentum, swing with a grappling hook, and outmaneuver opponents using speed boosters, shortcuts, and traps scattered across maps.


Tools of Destruction: Unleash an arsenal of power-ups, featuring fan favorites like fireballs, freeze rays, and golden hooks alongside new additions like blasters and portable teleporters.


Save the Day: Save New Rush City, meet new and returning heroes, and gear up for multiplayer mayhem in a campaign that expands the original story and lore.

Hilarious PvP Chaos: Kick back in Quick Play, get sweaty in Ranked, compete in brand-new 64-player elimination tournaments, or check out a variety of rule-bending modes in the Playground.


SPEEDRUNNERS 2 OVERVIEW

  • Chaotic 2D racing for up to 8 players online
  • Fluid, high-skill movement system
  • 12 playable characters
  • Dozens of unlockable cosmetic items
  • Expanded arsenal of new and returning power-ups
  • 16 map layouts with unique challenges
  • Local multiplayer & custom games
  • New experimental, rule-bending modes 


Play SpeedRunners 2: King of Speed on PC, consoles, and Game Pass and get ahead of the competition now!





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FTS: Focus Entertainment to Publish "CLUTCH," an Open-World Racer Coming Spring 2027 to PC, PS5 & XSX

This game has badass written all over it!  

FOCUS ENTERTAINMENT PUBLISHING PARTNERS WITH MAVERICK GAMES
 TO PUBLISH CLUTCH, THE FORZA HORIZON VETERANS' NEXT OPEN-WORLD RACING GAME

PARIS Aug. 24, 2026   Focus Entertainment is pleased to announce a major publishing partnership with Maverick Games, an independent developer founded by award-winning game creators, for CLUTCH. The agreement strengthens Focus Entertainment’s portfolio with its first entry into the open-world racing space, driven by a shared ambition to deliver a standout experience and establish CLUTCH as a major new racing IP. CLUTCH is scheduled for release in Spring 2027 on PlayStation 5, Xbox Series X|S, and PC.

CLUTCH puts players inside the double life of a new generation of racing outsiders - competing at the highest level of professional motorsport by day and entering a dangerous underground world of racing, reputation and pursuit by night.

With an original story from Jamie Brittain, co-creator of Skins, CLUTCH brings a new level of character-driven, cinematic storytelling to the open-world driving experience, alongside deep vehicle customization that gives players the freedom to express their style and shape their progression.

"At Focus, we look to partner with creators who are redefining their genre. Mike Brown and his team are regarded as one of the defining creative voices in the racing genre, and CLUTCH embodies exactly the creative ambition Focus Entertainment wants to champion," said Vincent Chataignier, Deputy Chief Executive Officer of Focus Entertainment Publishing.

"We founded Maverick Games to build the open-world racing experience we'd dreamed about for years. Focus shares our creative bar and our ambition for CLUTCH, and we can't wait for players everywhere to discover this world," said Mike Brown, Founder & CEO of Maverick Games.

More information about CLUTCH is available on ClutchGame.com and on Steam.




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MARVEL TĹŤkon: 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 TĹŤkon: 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 TĹŤkon: 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 TĹŤkon? 

At its core, TĹŤkon 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.

TĹŤkon 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.

TĹŤkon 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 TĹŤkon, 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 TĹŤkon 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 

TĹŤkon 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 TĹŤkon 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 shĹŤnen manga, while certain match-ending sequences are presented using manga-style panels.

That gives parts of TĹŤkon 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. TĹŤkon 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 TĹŤkon: 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 TĹŤkon, and immediately bring up Marvel vs. Capcom's mechanics with fingers crossed for this new IP.

Nothing wrong with wishful thinking... but Marvel TĹŤkon 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 TĹŤkon 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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