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    PlayStation October 6, 2025

    Fighting Souls Interview – PixelArena.io

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    Fighting Souls Interview – PixelArena.io
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    MARVEL legends, assemble! Coming to PlayStation 5 in 2026, MARVEL Tōkon: Fighting Souls is a 4v4 team-based fighting game created in partnership with Arc System Works — renowned for Guilty Gear and Dragon Ball Fighter Z — PlayStation Studios, and MARVEL Games.

    The game has captured the attention of both fighting game enthusiasts and MARVEL fans alike. We spoke with Arc System Works Producer Takeshi Yamanaka, Game Director and Lead Battle Designer Kazutoshi Sekine, and SIE PlayStation Studios XDEV Senior Producer Reed Baird about the game’s standout features, unique elements, and the debut of Spider-Man and Ghost Rider as playable characters at Tokyo Game Show 2025.

    Takeshi Yamanaka
    Producer, Arc System Works

    Kazutoshi Sekine
    Game Director & Lead Battle Designer, Arc System Works

    Reed Baird
    Senior Producer, SIE PlayStation Studios XDEV

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

    PS Blog: How was the title MARVEL Tōkon: Fighting Souls chosen?

    Yamanaka: A beam of light flashes between the characters when they’re swapped, and we interpreted that light as a “soul,” which inspired the inclusion of “Fighting Souls” in the title. However, “MARVEL Fighting Souls” alone didn’t capture the Japanese identity we wanted to convey, especially when one of the project’s goals was to deliver something special from Japan to a global audience. That’s why we added the Japanese word “Tōkon,” which means fighting spirit.

    With heroes and villains able to join forces, is the game meant to be an epic yet chaotic crossover of MARVEL characters?

    Yamanaka: I can’t reveal specifics just yet, but each character has their own detailed lore and backstory. As for why heroes and villains can team up, we’ll have more to share in future updates.

    What was most important to you when bringing MARVEL characters into a fighting game?

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

    What did you prioritize in terms of presentation?

    Sekine: We gave the character select screen a fresh, distinctive look, drawing on both American comics and Japanese shōnen manga for inspiration. Matches that conclude with a stage transition or a super move are presented in a manga panel style, creating a unique effect unlike anything before.

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

    Sekine: Our intention with Spider-Man was to faithfully capture his defining traits while making him truly enjoyable to play. We wanted to make him easy to pick up, reflecting his role as the “friendly neighborhood” hero. We fine-tuned the way he plays, and I wanted to make sure we include Spidey Sense*, which has never appeared in a fighting game before.

    *In this game, Spidey Sense allows Spider-Man to evade attacks and throws while automatically striking back.

    What about Ghost Rider?

    Sekine: Ghost Rider’s standout mechanic is the “Vengeance Gauge,” designed to resemble a tachometer. When the gauge overheats, Ghost Rider becomes vulnerable, but when it hits the red zone, his abilities grow stronger. This system encourages Ghost Rider — typically a long-range fighter — to move in close. Managing the gauge is tricky, but the exhilaration of entering the red zone perfectly captures his fiery spirit.

    Reed: That kind of mechanic is exactly what makes Arc System Works stand out. Storm, which you mentioned earlier, also fights in ways we’ve never seen before, which is very exciting.

    How has the feedback been from past demos and the closed beta test (CBT)?

    Yamanaka: We’ve received a lot of feedback, and I didn’t expect it to be so overwhelmingly positive. Of course, we also received constructive criticism, and we will use that to make meaningful improvements.

    Sekine: At EVO, the demo stations were always packed, which spoke volumes about how beloved MARVEL is and showed how well this game is meeting those expectations. The players’ passion is what keeps us going.

    Yamanaka: A father stood by as his kids played, their faces glowing with big smiles. As a creator, seeing people enjoy the games I worked on is profoundly rewarding.

    Lastly, do you have any words for fans looking forward to the game? Are there other details you’d like them to look for?

    Reed: I hope playing this game will become a cherished memory for players. I still remember being deeply moved by fighting games when I was a kid. We’ve poured a lot of love into this project, and with the theme of “from Japan to the world” in mind, we hope to reach fans all over the world.

    Yamanaka: We put considerable thought into the role of music in fighting games, so I’d love for players to pay attention to the soundtrack. Listen closely to how the music shifts as the battle unfolds.

    Sekine: The CBT proved that battles run smoothly online, and the stage designs are a highlight in their own right. Our aim is to present MARVEL in a new light while also evolving the team-based fighting genre. The game is full of hidden treasures, and we can’t wait for players to discover them.

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