{"id":12588,"date":"2026-08-06T02:56:29","date_gmt":"2026-08-05T23:56:29","guid":{"rendered":"https:\/\/imdbnews.ir\/?p=12588"},"modified":"2026-08-06T04:48:15","modified_gmt":"2026-08-06T01:18:15","slug":"marvel-tokon-fighting-souls-review-so-far","status":"publish","type":"post","link":"https:\/\/imdbnews.ir\/index.php\/2026\/08\/06\/marvel-tokon-fighting-souls-review-so-far\/","title":{"rendered":"Marvel Tokon: Fighting Souls Review So Far"},"content":{"rendered":"<div><img decoding=\"async\" src=\"https:\/\/imdbnews.ir\/wp-content\/uploads\/2026\/08\/marvel-tokon-fighting-souls-review-so-far.jpg\" class=\"ff-og-image-inserted\"><\/div>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">While we didn\u2019t get pre-release access to the full version of Marvel Tokon: Fighting Souls, I did play many hours of online matches during its recent open beta, and can already confidently say that its fighting is a lot of fun. ArcSystem Works\u2019 latest is a very mechanics-driven game that\u2019s not always the most intuitive, so it took me some time to find my footing \u2013  but once I did, I got sucked right in. Its gorgeous action, its fantastic roster of characters, and especially its unique take on tag fighting allow for some flexibility in how many characters you actually need to learn to be competitive. I need to spend some more time in the arena and check out all the trimmings before my final review but Tokon seems primed to live up to the legacy of Marvel fighting games.<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Let\u2019s start with the fundamentals: Tokon is a 4v4 tag fighter with a <em>bunch <\/em>of unique rules that attempt to control the inherent chaos of having eight swappable characters in a single match. For example, all characters on a team share the same lifebar, removing one of the core elements of traditional tag fighting games, which typically let you swap in a fresh fighter and let the damaged one restore health while they sit on the sidelines. It\u2019s a smart adjustment that allows for a much cleaner UI, avoids the pitfall of 4v4 matches that would otherwise run too long, and removes one of the big barriers of entry to any traditional tag fighter: the need to learn multiple characters in order to have a competitive team. <\/p>\n<p><span data-cy=\"poll-view-trigger\"><\/p>\n<section class=\"box-wrapper jsx-2673806401\"><\/section>\n<p><\/span><\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">But what\u2019s especially cool is that while you <em>can <\/em>be a very strong player by knowing how to play just one character, there\u2019s still a ton of value in crafting a well-synergized team and swapping between them. For instance, if you know that your main struggles in a particular match up, like maybe your opponent plays Magneto and you would have trouble against his strong zoning, you could have a better option waiting in the wings. Or maybe you have a character that you really like but have trouble opening opponents up with, like in my case, Blade \u2013  you could lead with a more mix-up-heavy character, and once you land the hit, swap to continue the combo and get more damage than the mix-up character might have been able to get on their own. <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">What I really love about this system is that you can add new elements to your gameplan piece-by-piece rather than feeling like you need to have everything on lock right from the start. When I first started playing, all I needed to do was get competent with Spider-Man. I learned some high\/low mix-up options, some bread and butter combos, got a basic understanding of how to use his web-zip to maneuver around the screen, and I felt ready to start playing against other people online. When I started to feel like I hit the ceiling of what I could do with just Spider-Man, I went back into training mode to learn more about Blade, and was able to add new layers to my gameplan. This process of being able to start with a small foundation and build upon it is the ideal way to learn a fighting game, and Tokon feels designed specifically for it. <\/p>\n<div class=\"display-title jsx-684634384 jsx-2659527929 quote-container\" data-cy=\"quoteBox\">You <em>can <\/em>be a strong player with just one character, but there&#8217;s a ton of value to a well-synergized team.<span class=\"stack jsx-2959124702 jsx-326843967\"><span>\u201c<\/span><\/span><\/div>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Where things start to get a little strange is when you add assists into the mix. You see, Tokon doesn\u2019t begin as a 4v4 fighter. Instead, every match starts with just two of the characters on each team available, with the remaining fighters needing to be unlocked by either landing a light auto-combo, hitting the opponent with a move near the corner that causes a stage transition or wallsplat, connecting with a throw, or losing a round. Unlocking these characters is important, because each one adds another bar to your Assemble meter, which governs the ability to call assists during specific moments.<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Tokon has a lot of hyper specific rules surrounding its assists, which leads to a system that can be fairly overwhelming for newcomers \u2013 it was certainly a lot to take in for me, even as someone who\u2019s played lots of tag fighters like Marvel vs Capcom, Dragon Ball FighterZ, 2XKO, and many more. Before a match begins, you place your four characters into various positions: Leader, Shooter, Vertical, and Assault. These placements determine what kind of assist is used when you call them out in neutral (meaning when you\u2019re just standing still or walking without pressing a button or blocking). Leader is whoever the current point character is, Shooters will use a projectile, Verticals predictably cover a vertical hit box, and the Assault spot is generally reserved for each character\u2019s most powerful assist. <\/p>\n<p><span data-cy=\"playlist-view-trigger\"><\/p>\n<section class=\"box-wrapper jsx-2673806401 user-list-embed\" data-cy=\"user-list-embed\">\n<div class=\"card jsx-2310533475 jsx-1355461925 box\">\n<section class=\"stack jsx-806034919 carousel-section jsx-282394234\" data-cy=\"carousel\"><span class=\"stack jsx-3647836811 jsx-1304765713\"><\/p>\n<h3 data-cy=\"title3\" class=\"title3 jsx-12333944 jsx-2321054750\">Mitchell&#8217;s Favorite Fighting Games<\/h3>\n<p><span class=\"stack jsx-3647836811 jsx-2980091846\">See All<button class=\"button-text jsx-729543028 button button--secondary jsx-3027214138 action-button contained centered large\" data-cy=\"more-actions-btn\" type=\"button\" title=\"More Actions\"><span class=\"ign-icon icon-ellipsis jsx-2750866048 jsx-2919720488\" role=\"presentation\" aria-hidden=\"true\" data-cy=\"icon-ellipsis\"><\/span><\/button><\/span><\/span><\/section>\n<\/div>\n<\/section>\n<p><\/span><\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">These neutral assists don\u2019t cost any meter, but if you try to call an assist after landing an attack to pick up a combo or to cover your recovery after a blocked move, you\u2019ll instead get a universal dash-attack assist that costs one bar of the Assemble meter. What\u2019s finicky about this system is that you have to be very precise with your assist call, because if it happens too early (or too late) the assist won\u2019t come out. This extends to the active tag system, which allows you to switch control to your assist character for a brief period while they\u2019re on the screen. It\u2019s very similar to 2XKO, but here it feels much more restrained. In 2XKO, you can basically swap to the assist character at any point, enabling some really tricky mix-up opportunities. Tokon, on the other hand, seems to be much more hesitant to allow these kinds of unrestrained mix-ups. While that\u2019s understandable considering how crazy it could be with three assist characters, it does lead to an active tag system that feels awkward, unintuitive, and less fun on the offensive side of things.<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">However, the nerfed strength of active tag in no way means that Tokon doesn\u2019t have depth or flair. Every character oozes style; Spidey is able to zip all across the stage, baiting anti-airs by hanging and then jumping off his webs; Storm can manipulate the weather to push and pull objects and enemies (or even snatch her opponent in a command grab from half-a-screen away with a gust of wind that pushes her forward); Magneto fills the screen with literal metallic garbage that he can utilize as a weapon. We\u2019re no stranger to seeing a lot of these characters in fighting games before, but ArcSystem Works has gone above and beyond in terms of making them feel authentic to their comic book counterparts, while also ensuring they are each a blast to play in their own particular way. <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">There\u2019s still a ton left to cover, from the story mode that promises a 10+ hour original story that follows the various teams that make up Tokon\u2019s roster, to the teaching and training tools, to the gigantic online lobby that I only briefly got a glimpse of. I also plan to test the PC performance on live servers thoroughly given the issues that plagued the platform during the most recent open beta. Check back for all of that and more in my full review early next week. <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\"><em>Mitchell Saltzman is an editorial producer at IGN. You can find him on twitter <\/em>@JurassicRabbit<\/p>\n<div class=\"media_block\"><a href=\"https:\/\/imdbnews.ir\/wp-content\/uploads\/2026\/08\/marvel-tokon-fighting-souls-review-so-far-1.jpg\"><img decoding=\"async\" src=\"https:\/\/imdbnews.ir\/wp-content\/uploads\/2026\/08\/marvel-tokon-fighting-souls-review-so-far-1.jpg\" class=\"media_thumbnail\"><\/a><\/div>\n","protected":false},"excerpt":{"rendered":"<div class=\"media_block\"><a href=\"https:\/\/imdbnews.ir\/wp-content\/uploads\/2026\/08\/marvel-tokon-fighting-souls-review-so-far-1.jpg\"><img decoding=\"async\" src=\"https:\/\/imdbnews.ir\/wp-content\/uploads\/2026\/08\/marvel-tokon-fighting-souls-review-so-far-1.jpg\" class=\"media_thumbnail\"><\/a><\/div>\n","protected":false},"author":1,"featured_media":12589,"comment_status":"open","ping_status":"closed","sticky":false,"template":"Default","format":"standard","meta":{"footnotes":""},"categories":[49],"tags":[51],"class_list":["post-12588","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-49","tag-51"],"_links":{"self":[{"href":"https:\/\/imdbnews.ir\/index.php\/wp-json\/wp\/v2\/posts\/12588","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/imdbnews.ir\/index.php\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/imdbnews.ir\/index.php\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/imdbnews.ir\/index.php\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/imdbnews.ir\/index.php\/wp-json\/wp\/v2\/comments?post=12588"}],"version-history":[{"count":1,"href":"https:\/\/imdbnews.ir\/index.php\/wp-json\/wp\/v2\/posts\/12588\/revisions"}],"predecessor-version":[{"id":12590,"href":"https:\/\/imdbnews.ir\/index.php\/wp-json\/wp\/v2\/posts\/12588\/revisions\/12590"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/imdbnews.ir\/index.php\/wp-json\/wp\/v2\/media\/12589"}],"wp:attachment":[{"href":"https:\/\/imdbnews.ir\/index.php\/wp-json\/wp\/v2\/media?parent=12588"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/imdbnews.ir\/index.php\/wp-json\/wp\/v2\/categories?post=12588"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/imdbnews.ir\/index.php\/wp-json\/wp\/v2\/tags?post=12588"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}