Marvel Tōkon: Fighting Souls Offers 4v4 Tag Mayhem With Solid Potential
While there have been a decent number of fighting games with Marvel characters, there’s one in particular that steals the show: the Marvel Vs Capcom series, which has produced countless classic fighting game moments thanks to its chaotic, freeform gameplay. While Arc System Works’ upcoming Marvel Tōkon: Fighting Souls isn’t directly related to MvC, it will almost certainly be compared to this genre legend simply by sharing some of the same spandexed heroes.
It’s a tag fighting game with Marvel characters that was recently announced but already received its first closed beta test over this weekend, one that I was lucky enough to be invited to (and I mean that quite literally, press and content creators didn’t receive special treatment, so it was pure luck of the draw). Having played around seven hours of the game over the weekend, it has some very solid potential, that is, as long as you leave your MvC-flavored expectations at the door.
To lay out the game’s mechanics and main gimmick, this is a four-versus-four tag fighting game, which means that both players pick a team of four characters. For context, that’s a lot! Three characters per team has more or less been the standard for tag games for a long time, with some games having as few as two. A big difference, though, is that instead of each character having their own health bar, allowing them to be knocked out prematurely, here they all share the same one. Basically, you can primarily play as a single character for the entire match, instead of being forced to switch between them as they get knocked out. You’ll still be calling in allies for assist attacks and can switch to your other fighters during a battle if you want to, but this change means you won’t need to know how to play every character on your team. Having a team of four also allows you to call in quite a bit of backup, filling the screen with shouting superheroes.
However, it doesn’t begin that way. At the start of a match, both players can only call in one of their supporting characters via an assist, with additional ones unlocked over the course of a bout until you have all four characters available. Basically, there’s something called the Assemble Gauge, with each bar representing how many allies you have access to. Players earn additional bars by either causing a “wall break” (basically performing certain moves while their opponent is cornered) or by losing a round.
As for other aspects that convey the flavor of this experience, most of the game’s fighters have an air dash, which lets them quickly approach from above, along with a grounded dash, resulting in a reasonably quick pace of play. Additionally, this is a five-button game: there are light, medium, and heavy attacks, an assist button, and a “Unique Attack” which varies from character to character. There are also a whole bunch of other assist-based actions besides just calling in your allies to attack, such as a universal armored overhead, an attack that lets you break out of block pressure, and more.
Now with the basic explanations out of the way, let’s discuss the actual feel of the experience. For dedicated fighting game heads, the quickest way to explain things is that the game incorporates elements from many of Arc System Works’ most recent titles, with Guilty Gear Strive, Granblue Fantasy Versus, and Dragon Ball FighterZ all being good jumping-off points; its core feel and speed of play similar to Strive, it has Granblue Fantasy Versus’ simplified input system, and it uses autocombos and a general magic series combo structure that is similar to Dragon Ball FighterZ (don’t worry if you don’t get these references).
To put it somewhat uncharitably, this is a relatively “on-rails” kind of experience, that some Marvel Vs. Capcom fans may bristle at. While the game is still in beta and it’s far too soon to say anything definitive, there doesn’t seem to be advanced movement techniques like wavedashing, and while some characters have an eight-way airdash, these can’t be used to set up lightning-fast mix-ups where you perform low-to-the-ground aerial attacks, like Storm and Magneto could in Marvel Vs. Capcom 2. Instead, battles very much play out at a speed that, while reasonably fast, doesn’t quite reach the pace of things like older Guilty Gear games, MvC-era tag fighters, or Dragon Ball FighterZ.
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