Marvel Tokon: Fighting Souls Raises The Bar For Tag Fighters

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For many fighting game fans, It's impossible to look at Marvel Tokon and not think of Marvel Vs. Capcom. 

The crossover series defined the crossover tag genre, from X-Men Vs. Street Fighter in 1996 to Ultimate Marvel Vs. Capcom 3 in 2011. For some who didn't read comics as a kid, myself included, these games were the introduction to the X-Men, Avengers, and other Marvel faces that fought alongside Capcom's top characters.

With MvC dormant outside of a recent collection, Arc System Works has swooped in with Marvel Tokon: Fighting Souls, its own take on the Marvel tag fighter idea. The result is a wonderful fighting system and flashy new look that quickly establishes its own identity, one that is worthy of standing with the giants of the past--although the PC version isn't as super as the heroes in the game.

Fantastic four

Marvel Tokon's four-on-four gameplay is its most radical change to the tag format, but not for the reasons I first expected. Previous experience would suggest that each player would choose four fighters, each with their own life bar, and the first player to knock out all four of the opposing player's team members would win. That's not how Tokon works; instead, each of the four heroes shares a single life bar, and the first player to win three-out-of-five rounds takes the match. 

This is a fundamental and ingenious shift in how the player interacts with their team; one player could choose to keep their best fighter on point and select their assisting heroes to fit that fighter's style, or they could decide to learn four characters and incorporate tags into their strategy. It allows newer fighting game players to ease into the tag format, while entrenched players can immediately lean into the more advanced elements of the system. For a genre that sometimes struggles to find the balance in catering to new and veteran players alike, Arc System Works nailed it with Tokon's fighting scheme.

Marvel Tokon

Both approaches are impacted by another interesting design choice. Though you choose four fighters before a match, you only start the match with two active: a point character and one assist character. The other two assists have to be unlocked during the match, either by initiating a wall break (a move which slams an opponent into the boundary, "breaking" it and sending the character to another arena) and "assembling" your fighters in other parts of the stage, or by losing a round and gaining a hero as the next round begins. 

While "not having access to all selected fighters" sounds like it could be detrimental to the experience, Tokon once again exceeds my expectations. Limiting heroes is a form of balancing each match; Round 3 could start with one player up 2-0 with only two characters and the other down 0-2 with a full team. Giving the 0-2 player access to all four assists allows them to be more versatile in their approach and perhaps stage a comeback. However, in doing so, that player with the early lead slowly assembles their team, and if the match becomes 2-2, it's a full-strength slugfest in the final round. Every match is different, yet equally thrilling; I am astounded at what Arc was able to do here. 

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Beast Of Reincarnation’s Cinematic Focus Fails Its Flashy Action

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When you start a new game in Game Freak’s Beast of Reincarnation, a prompt asks if you’d like to play in cinematic mode. This locks the cutscene frame rate to 24 frames per second, but, understandably, leaves the gameplay as is. When I first saw this during my 90-minute preview session last month, it felt like a bold statement from Game Freak. Pokemon, Game Freak’s multigenerational smash-hit, can be described as many things, but cinematic it certainly is not. Unfortunately, aside from its flashy combat and a few cutscenes, Beast of Reincarnation isn't really cinematic, either. Flat performances and robotic animations undermine its fascinating story, bland environments sour its beautiful art direction, and an overall lack of polish hampers its intense combat. Though there are aspects of Beast of Reincarnation that I adored, for each one of them there’s always something that holds it back.

Beast of Reincarnation takes place exactly 2,000 years in the future, in 4026. After civilization was nearly wiped out by a phenomenon called The Blight, an infection that causes humans and animals alike to sprout vegetation, humanity transferred their souls into machines called golems to quell the spread. This inadvertently conquered death, but the relocated souls eventually deteriorated, leaving corrupted golems in their wake. The wildlife didn’t fare much better. Infected beasts called Malefacts wander the ruins of Japan attacking everything and everyone in their path. There’s a captivating history here that weaves together multiple science-fiction subgenres to create an intriguing world. The creatures that wander the wasteland feel biopunk-inspired, the aforementioned golem backstory is pulled from the cyberpunk genre, and the landscapes and architecture would feel at home in solarpunk fiction. Despite its many inspirations, Beast of Reincarnation’s world feels distinct.

https://youtu.be/erQ4lIW4Yo8?si=tohRNx3gTrRzvey2

This, in part, is due to the art direction. The futuristic technology juxtaposed alongside the overgrown ruins of Japan creates some memorable vistas that reflect the world’s alluring history. Emma, Beast of Reincarnation’s stoic protagonist, represents that fusion of technology and nature succinctly with her design. Her angular monochrome outfit is punctuated by a braid adorned with flowers that grows longer as she becomes stronger. It’s a nice touch that reflects your progress in her character design.

The plot centers around Emma and her dog Koo as they travel across Japan to reach the capital and hunt down the titular Beast of Reincarnation. Emma and Koo’s journey is frequently halted as they’re tasked with taking down a Nushi in each area--powerful Malefacts that spread The Blight. Each of these semi-open areas share a similar structure: You arrive, battle your way through the area, explore a little, and fight the boss. There are optional enemies to dispatch and loot to find, but these locales start to blend together after a while. Most of them consist of open fields with tall, green grass. As you get closer to the capital, those fields will be replaced with dry deserts. There are some interesting nooks hidden around each map, but it feels like a lot of wasted space.

There’s really not much to say about Emma. She’s a vessel, meaning she can absorb the power from enemies she’s defeated, but she is devoid of personality. She’s been told to fight and that’s exactly what she does. There are lore reasons for her languid disposition, but it doesn’t change the fact that nearly every interaction she has falls flat. In one scene, she robotically asks one of her traveling

Big Walk Is One Of The Best Co-Op Games Ever

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In the three years since Big Walk was announced, I've heard it referred to as a co-op walking sim, a puzzle-adventure game, and friendslop. After spending 20+ hours in the world of the Australian Outback-inspired game, it's no easier to succinctly define it, because it's not actually like anything else. By inventively stripping down the medium to its most essential parts, it invites novices and experts alike to build it back up from scratch, coloring in its mysterious world with their friends by their side. We need a new word for whatever kind of game Big Walk really is, but here's one for now: unforgettable. 

Big Walk is a game about walking and talking with friends, played in first-person for groups of 2-12 players. Embodying vaguely humanoid characters--think multicolored snowmen with long noses and noodly appendages--you and your friends will trek across a vast and open island, hunting down nameless MacGuffins by way of solving an abundance of inventive puzzles together. This intentionally basic setup belies the depth you'll discover the more time you spend on its island.

https://www.youtube.com/watch?v=EWfg9iLq55c&pp=0gcJCaMLAYcqIYzv

Before you head off, you'll convene in a starting area that looks a bit like a playground or a children's gym, full of buttons to push; vibrant, sometimes bouncy objects to pick up and kick; and climbable surfaces. It's here where you'll learn most everything you need to know about what you can do, like all the gestures you can make with your body, how to use proximity chat to your aid, and how to deal with the physics of the world. For example, you may note how falling a great distance doesn't mean taking fall damage, but it may mean you drop what you were holding and lose it in a forest until the sun comes up. 

The first four puzzles act as a tutorial. In a more limited section of the island, you'll seek them out deep in the woods, high atop hills, or along beaches, work together to solve them, and unlock their corresponding MacGuffins, then place them in a console that unlocks virtually the entire rest of the island all at once. From there, it's your group's call to make, and your path through the world won't be the same as any other. 

Unlike Peak, which the game has often been compared to, Big Walk's island is handcrafted, not randomly generated, and it shows. Every inch of the world feels intentional, from the switchbacks down the mountainsides meant to give you the hint of a far-off landmark, to the radio stations you can come across, each of them playing their own special song that you can carry with you if you're in the mood for some music on your journey. Because there are so many puzzles, sometimes you'll even take aspects of one puzzle to solve others, and the game offers clever environmental hints when this is required.

In small ways, puzzles change depending on your group size. The host maintains the save data across sessions, allowing players to join or drop when they may need to, but different versions of the island exist for parties of two, three, or four-plus, with slight tweaks to each puzzle to accommodate the number of people in a group.

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Billy The Kid is being tracked down by Youngblood Marshal to the outlaw hideout

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Billy The Kid is being tracked down by Youngblood Marshal to the outlaw hideout.


Billy The Kid has a bad situation with the outlaws after following them back to their hideout. After an argument, he's been beaten up and then tied up at the outlaw hideout. Youngblood a native american deputy Marshal tracks down Billy The Kid to save him.


Billy The Kid follows outlaws to their hideout

Web Admin 0 73 Article rating: No rating

Billy The Kid follows outlaws to their hideout.


Billy The Kid wanted to finish his talk with the outlaws and didn't like the way things ended earlier at the Saloon. He follows the outlaws back to their hideout and later finds himself in more trouble then worth.


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