Showing posts with label concept art. Show all posts
Showing posts with label concept art. 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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Hey Blu: Where Can I Find Game Industry Opportunities?




I won't mention any names, but I was contacted about opportunities in the industry. Who you know is honestly one of the faster tracks to gain access, but... it isn't the only one. A previous article touched on this... which is more than likely the reason for the message, but... I'll deliver more information here.

One thing I will say is... you don't have to work at an established game studio in order to gain access to the game industry (as mentioned in the previous article). Having the ability to develop games gives you access as an indie developer, but if you want to work for an established company... click here.

Regardless of working for yourself or a company (which is great experience and a resume builder), you will have to do indie in some form so that you can gain experience for that job you desire.

Full courses are available outside of a college classroom, without the debt... including courses for game development using the new Unreal Engine 5 (literally 8 courses for $25, which this sale lasts until May 26, 2022). Learning how to create levels and characters is great, but don't feel left out if you're more so skilled with music, programming, or even making cool voice impressions, these all play a hand in games.

At times it will require you to work a day job while honing your skills, but at least you have a goal... and these skills won't go up in smoke. You have the ability to actually do something with them. Once you get the ball rolling, consider creating a LinkedIn account so that you can rub shoulders with other developers and companies. You will be able to include your work history, skills, and all that good stuff, which can turn heads and possibly get someone's attention. You will also see jobs promoted on this platform also, so... take advantage of every avenue possible when it's go time.

There are also Mod and Indie platforms out there that allow you to collaborate with others, just make sure you get with people you vibe well because it could actually turn into a game studio before you realize it. Ultimately, just avoid wasting your time and you will be fine. If you're a teen reading this, you and do the same things as far as learning and developing your own games, but consult with your parents before taking the step to share or release them so that your ideas are protected.




Xencelabs Quick Keys Remote... Reviewed!

Many thanks to Xencelabs for sending over this product for a review. My opinions are my own. That said, let's jump in... after this quick unboxing.


Look who finally arrived to the party! The Xencelabs Quick Keys Remote showed up ready for some plus-one action to compliment the Xencelabs Pen Tablet! Is it useful? Let's find out!


Build: Like the tablet, I want to start off with the build. Right off the bat the first thing I notice when I held this remote in my hand was that... it's definitely solid (weighing in at 5.3oz exactly). The pen case weighs 3.5oz more... but it houses several things including the rubber grip that holds those items.

The same material can be found on the quick keys remote + its underbelly, and I appreciate that. It's not a variety of materials to try and break the mold, the product design does that. I likes, and I will get back to the underbelly in the next section.

The build also includes the physical dial with a dip to better spin it on top + the grip around the dial, it feels great and it doesn't have that loose feeling. I really like how it feels, its quality. There is also a button in the middle of the dial to change modes, which leaves no second guesses on whether it was pressed or not because it's nice and clicky. 

There is also an outer ring that changes different colors around the dial. The LED ring isn't just there to look pretty... even if it's eye-catching, but I will also get back to this in the next section.

The build also includes... the Quick Keys buttons (duh of the day), and a SET button on the face of the remote which have a lighter click (they also have bumps and dips on certain buttons). Outside of the other things on the face of the remote, I had to save the best for last, which is the OLED display (baby)!

Looking at the competing remotes, I have no problem with them... they are what they are and I'm sure members of the Xencelabs team had a hand in making a few of them (as veterans of the industry), but this is the first I saw with a display. Thoughts to be continued in the next section!

The head of the remote has a USB-C connector, while at the foot of the remote you have the Power button, the Power indicator + the Connection indicator. I can't ignore what's to the left of the remote either, which is the Kensington Nano Lock slot, so not only will you be able to secure your tablet but... also the remote. Something else you're able to see on the sides of the remote are the dips that run down the side, which allow for it to be held better.




Usefulness: I had to include this section in the review, especially for those of you considering the Xencelabs Quick Keys Remote as an add-on. This is my very first time using a shortcut remote with any tablet... so I had to get adjusted to using one. I'm still getting adjusted to it, but mainly in terms of remembering my settings... and deciding ultimately on what my settings will be.

I would generally just bounce from option to option in a software toolbar as I create, but this truly eliminates that once you know what to do. 

Another Duh of the day: This decreases production time once you get the hang of it. It's like having dual analogs on a game controller, you can use one, but... It's so much better with two. Having the ability to zoom, rotate, undo, redo, and so on... with your other hand while working your Xencelabs thin pen or 3-button pen with the other, just feels... right.


Going back to the underbelly of the remote, I like that it has that full rubber grip... because it prevents the product from slipping while trying to use it. It also works as a nice grip when holding the remote in your hand (think of a cellphone case that gives you a better grip on your phone)... which allows you to easily spin the dial with your thumb and press the buttons. The dips you see running alongside the grip not only match the tablet's design but also increase the grip on the remote.


The buttons seen above can be easily identified once you get adjusted to the way they feel and what settings you've set. They all don't have the same bumps and dips, which is great, so you can identify them based on the way they feel versus looking at the screen when it isn't needed. That's not to say that the screen would be neglected because you have 8 keys with 5 different sets per key, so you will need to check out the screen which you switch things up from set to set (using the SET button).

By the way, that LED ring is sweet because it looks nice but it's not simply a cosmetic touch. The LED ring let's you know which mode the physical dial is on, and those colors are decided by you... as seen in the Xencelabs Quick Keys Remote UI.

I say all that to say... it's comfy, and the OLED display eliminates guessing games. By the way, I haven't charged the remote since the initial charge (you'll find out why in the next section).

By the way, I appreciate that all the products are under one digital roof.



In the Box + Specs: The Xencelabs Quick Keys Remote includes the following:

Max Programmable Shortcuts: 40 shortcut key options available
Hours per charge: 25 - 53 hours (1.5 hour charge time)
Display: OLED Display (text displayable vertically and horizontally)
Dial: Up to 4
Connectivity: Wireless or USB-C
Limited warranty: 2 Years


I wanted to include what you can expect in the box... since yours will be in a box:

Xencelabs Quick Keys
Dongle
USB-C cable L / USB-A to USB-C Right Angle 9- Degree
Carrying Case
Quick Start Guide
Warranty Booklet


Price: The Xencelabs Quick Keys Remote comes in at $89.99, which is a damn good price. This is a professional art tool equipped with an OLED display, on top of the other kick-ass features that decrease productivity. I don't want to hate on the other options out there (I don't), but I don't want the guessing games either... when I can actually see the quick key. Time is money, so having such a thing that you can also with a lock + a 2-year warranty, I call it a win.

Before I forget, you can bundle up and get the Xencelabs Pen Tablet (Medium) Bundle because... that comes with the Quick Keys Remote. I'm including this because with everything included in the bundle, it's still lower in price than the Wacom Intuos Pro (Medium)... so I hope this gives you a more informed decision.


Build 5

Usefulness 5

In the Box + Specs 5

Price 5

5 out of 5 Cool Points


Check out our review of the Xencelabs Pen Tablet Medium here:



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Xencelabs Pen Tablet (Medium)... Reviewed!

Before we jump in, I would like to thank the team over at Xencelabs Technologies for supplying a tablet for this review. As always... my opinions are my own. When this package arrived from Xencelabs, I was both curious + excited so... before we jump in I want to share the unboxing action with you, enjoy!


Now that you've seen the unboxing... let's get into the review.

So here you have the Xencelabs Pen Tablet, and this is the medium one... which is the first on the market (congrats to the team for making it this far). As far as releasing this size first, it makes... Xence as the most commonly used pen tablet size. Rather than just create the next cheap generic tablet that's not a Wacom, Xencelabs stepped it up for the purpose of making a professional drawing tablet... with professional quality and value wrapped into one.

Build: As far as the body of this tablet goes, you have a nice metal underbelly with a durable plastic surface.

I literally had to feel this thing numerous times just to make sure that the top and the underbelly were different materials... and the pen tablet's case utilizes the same durable plastic. It's heavy and could definitely double as personal security if needed. I'm just kidding, or... am I?

Seriously though, I really like the quality put into this case... because it's not exactly the main product and didn't have to be included at all.

Going back to the tablet, the body has rubber feet on the underbelly for desktop drawing, and these areas to the side of the underbelly for you to hold during wireless drawing (thank you for that). I probably would've added some pen grip material to this area... to ensure that the tablet doesn't slip. It hasn't slipped out of my hands yet, but that would increase the chance of it not slipping (x 2).

The buttons of the tablet are also located in an area that just makes Xence in the north location of the surface. You don't have to worry about your grip on the tablet activating a shortcut or something. You have to intentionally press a button... which is just around the corner from the power button located on the top (which is next door to the USB-C port and down the hall from the Kensington lock port).

One thing I appreciate about this tablet is that it doesn't have that... drop-off near the bottom of the tablet which allows you to be able to flow without a potential bump affecting your artwork.

As far as the pens go, the build quality feels as good as my Wacom pen... just to give you an idea of feel. This isn't a plus or a minus but the Xencelabs Pens (6.25") are shorter in size when compared side by side to my Wacom Cintiq pen (just shy of 7").


The thin pen gives you the standard feel of your everyday pen, except... it's digital, and the 3 button pen gives you that pro digital pen feel with one noticeable difference when compared to my Wacom pen. 

These digital pens have grip that extend further, which allow you to hold them as close to the nib as possible... if you fancy drawing that way. 

The 3-button pen's grip is up to a comfortable degree to where you're gripping beyond the thick of it, and the thin pen's grip literally runs all the way down to the nib. Love it.


The erasers aren't stuck out further than necessary either, which prevents them from loosening over time as quickly as other digital pens I've used (even the Wacom pen I currently have). 

The buttons are nice and clicky too, not to a degree where you have to manhandle them to get a response, but you will know that you've clicked them.

The pens are just as important as the tablet, so I appreciate the quality build of both pens, the case that protects them, and the tablet.

Before getting to the extras, I want to highlight one more thing about the case. 

Outside of housing the pens... which gives you access to them anytime you want to switch up, the case also houses the nibs + nib replacer + USB-C adapter + wireless dongle. I know this is the "Duh of the day", but this is great for portability... keeps everything in one place for immediate access.

Functionality: When it comes to functionality, you're able to use the Xencelabs Pen Tablet in both wired and wireless modes. I will personally try to avoid drawing with it in wired mode for the most part and reserve the cord for charging purposes only, but having the option is great for artists in a time crunch. Wireless is a beautiful thing so that you can... break free from the restrictions of the cord. You can draw from a distance when needed, possibly on a larger display for your team (i.e. socially distancing at this time + a group meeting where you may be fleshing something out or explaining something).

By the way, this tablet's drawing surface serves up a native 16:9 aspect ratio for your drawing pleasure.

Also, you may not feel like leaning on a desk or sitting in a certain position, you want to kick back in your favorite chair a draw without the old... cord yank reminding you to reel it back in.

The pen tablet also includes 3 programmable buttons, the Thin Pen also includes the same number of programmable buttons, while the 3 button pen includes... 4 (didn't see that one coming did ya?). Here's a small vid showcasing the Tablet + Pen UI:


There is also protection for your investment by way of the Kensington Lock Port. Feel free to take a look at the Kensington Cable Lock to see how durable it is as far as securing your device from... sticky fingers.

As far as the pens go, you have pressure levels of 8192 for both pens and a + 60-degree tilt range... which are professional grades just like other pro drawing tablets. The remaining two sections will further highlight why this is a better buy.

This is my drawing from the live preview seen in the recap below. Just FYI, I'm not big on using drawing tablets without a screen... but this one is easily the best product I've used thus far. I look forward to tightening my skills with it. I thought of doing something extra with this outside of the live preview but... I wanted to stick with everything seen in the live preview so you can confirm that this actual tablet was used.



Extras: Check out this recap of the live preview!


As seen in the live preview... you not only get the obvious tablet and pen, but you get two drawing pens of different sizes. Come on son! Who does that? Xencelabs does that. I'm not trying to fanboy it up... but seriously the option to have both sizes are great and they threw it in at no additional charge.

That comes with the standard Pen Tablet from the company + a smudge protector so that the gunk doesn't build up on your tablet as easily. If you aren't familiar with these types of gloves, they really come in handy... not only from gunk but also it increases the smoothness of your glide.

The Pen Tablet Medium bundle includes everything above in addition to a tablet sleeve with a really soft interior that protects the device. The sleeve also has an additional section for your cord with two pockets for your pen case + the Xencelabs Quick Keys. By the way, the quick keys remote is included in the bundle. Stay tuned for a review of the remote, but for now, I will focus on the package I received.

Price: Pricewise the Xencelabs Pen Tablet Medium comes in at $279.99. This is $100 less than the Wacom Intuos Pro - Medium ($99.95 less if you want to be technical), and it comes with more. This isn't to sway your buying decision, but with a new product on the market like this pro tablet... I hope it helps you make a more informed decision.


Build 5

Functionality 5

Extra 5

Price 5

5 out of 5 Cool Points


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