Phase Six is here
I’m a big fan of the Marvel vs Capcom fighting game series, but it’s been almost a decade since the last title, Infinite, was released. So, it’s not hard to see why Marvel Tokon: Fighting Souls caught my eyes when it was first announced last June.
Made by the folks at Arc System Works, the Japanese studio behind Guilty Gear Strive, BlazBlue and Dragon Ball FighterZ, the surprise is that Tokon does not simply feel like Marvel vs Capcom (MvC) with an anime makeover. There are similarities, for sure, but Arc System Works has come up with its own wild idea of what a Marvel fighting game should be.
Making it 4v4
Image: Marvel / Sony Interactive Entertainment Inc.
The big difference between MvC and Tokon is that fights are now 4v4 with the latter. If picking three characters in MvC seems complicated, adding another seemed confusing at first. Tokon gets around this by not giving you the team at the start of a match. Each match begins with your leader and teammate number two, while the remaining two become available after a stage transition or when you lose a round. The fight therefore starts almost like a conventional one-on-one encounter before gradually becoming more chaotic.
There is a lot happening once all four start jumping onto the screen. Teammates can appear for assists, continue a combo or replace your active character, sometimes within the space of a few seconds. It’s literally everything, everywhere, all at once – and it looked awesome. This is probably the easiest Arc System Works fighting game to appear competent in, even when you are not.
Image: Marvel / Sony Interactive Entertainment Inc.
That is partly because the controls have been kept relatively simple. Light, medium and heavy attacks are joined by a dedicated button for special abilities, and basic combinations can be performed without having to remember complicated directional inputs. You can launch an opponent into the air, call in a teammate and end with a Super Skill without having to memorise his or her move list. Initially though, I did wonder if the developers had simplified things too much, especially when the automatic combos seemed to do much of the work for me. Then it dawned on me while playing against live opponents; knowing when to block, counter and use assists, rather than using flashy moves, are key.
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