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Entrevista con Marvel Tōkon: Almas en Combate

Entrevista con Marvel Tōkon: Almas en Combate


Marvel legends, gather up! In 2026, Marvel Tōkon: Fighting Souls will arrive on PlayStation 5. A 4v4 team-based fighting game developed in collaboration with Arc System Works (known for the Guilty Gear series and Dragon Ball Fighter Z), PlayStation Studios, and MARVEL Games.

The game has captured the attention of both fighting game enthusiasts and MARVEL fans. We spoke to Arc System Works producer Takeshi Yamanaka, the game’s director and lead combat designer Kazutoshi Sekine, and SIE PlayStation Studios XDEV senior producer Reed Baird about the game’s standout features, unique elements, and the reveal of Spider-Man and Ghost Rider as playable characters at the Tokyo Game Show 2025.

From Japan to the world: a tribute to MARVEL and its fans

PlayStation Blog: How did you choose the title of MARVEL Tōkon: Fighting Souls?

Yamanaka: A flash of light appears between characters when they exchange attacks, and we interpreted that light as a «soul,» which inspired the inclusion of «Fighting Souls» in the title. However, «MARVEL Fighting Souls» by itself didn’t reflect the Japanese identity they wanted to convey, especially since one of the project’s goals was to offer something unique from Japan to a global audience. That’s why we added the Japanese word «Tōkon,» meaning «fighting spirit.»

With heroes and villains able to team up, does the game aim to be a chaotic and epic crossover of MARVEL characters?

Yamanaka: I can’t share specific details yet, but each character has its own detailed lore and story. As for why heroes and villains can team up, we have more to reveal in future updates.

What was the most important aspect for you when bringing MARVEL characters to a fighting game?

Yamanaka: We made sure to respect each character by preserving their iconic elements that fans know and love. At the same time, our goal was to showcase our unique Japanese perspective and the identity of Arc System Works in the designs. MARVEL Games responded particularly strongly to Iron Man and Storm. With Storm, I believe we were able to deliver the vision that the creators hoped to see from Japanese artists.

What did you prioritize in terms of presentation?

Sekine: We refreshed the character selection screen, giving it a distinctive look inspired by both American comics and tijeras manga from Japan. Combat finishes with scene transitions or super moves are presented in a manga panel style, creating a unique effect never seen before.

Spider-Man and Ghost Rider have become playable characters for the first time. What was the concept behind Spider-Man’s design?

Sekine: Our goal with Spider-Man was to faithfully capture his defining traits while making it fun to play. We wanted it to be an easy choice, reflecting his role as a friendly neighborhood hero. We refined his mechanics and made sure to include Spidey Sense*, which had never appeared in a fighting game before.

*In the game, Spidey Sense allows Spider-Man to evade attacks and automatically counterattack.

And what about Ghost Rider?

Sekine: The standout mechanic for Ghost Rider is the vengeance meter, designed to resemble a tachometer. When the meter overheats, Ghost Rider becomes vulnerable, but when it enters the red zone, his abilities strengthen. This system encourages Ghost Rider (a typically long-range fighter) to get closer. Managing the meter is quite challenging, but the thrill of entering the red zone perfectly reflects his ferocious spirit.

Caña: That kind of mechanic is exactly what makes Arc System Works stand out. Storm, which we mentioned earlier, also fights in a completely new way, which is very exciting.

How have people reacted to previous demos and the closed beta test?

Yamanaka: We have received a lot of feedback, and I didn’t expect such overwhelmingly positive responses. Of course, I’ve also received constructive criticism, which we will use to make significant improvements.

Sekine: At EVO, the demo stations were always packed, indicating how much love the game has received and how well it is meeting expectations. The players’ passion is what keeps us moving forward.

Yamanaka: I saw a father watching his children with bright faces and big smiles as they played. As a creator, seeing people enjoy the games I’ve worked on is deeply fulfilling.

Finally, is there anything you’d like to tell the fans who are excited to play the game? Are there any more details that players can look forward to?

Caña: I hope you will play this game. May it become a cherished memory for players. I still remember how much I was moved by fighting games when I was a child. We created this project with a lot of love and, keeping the theme of «from Japan to the world» in mind, we hope to reach fans around the globe.

Yamanaka: We’ve thought a lot about the role of music in fighting games, so I’d love for players to pay attention to the soundtrack. Listen closely as the music changes throughout the battle.

Sekine: The closed beta test proved that the multiplayer battles work well, and the stage designs are truly unique. We aimed to present MARVEL in a new light while pushing the team-based fighting genre further. The game is full of hidden treasures, and we can’t wait for players to discover them.


fuente
https://blog.es.playstation.com/2025/10/03/entrevista-sobre-marvel-tokon-fighting-souls/