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Marvel Tōkon: Fighting Souls Reveals Last 3 Playable Characters — and a Blink-and-You’ll-Miss-It Look at a PlayStation Icon

Marvel Tōkon: Fighting Souls has revealed the final three playable characters rounding out its roster, and there are a number of fan-favorites in there as well as a quick look at a PlayStation icon.

The fifth team in Arc System Works’ tag fighting game is called Samurai Outriders, and it includes the previously announced Ghost Rider and three new playable characters: Blade, Deadpool, and Loki.

The look at Deadpool, voiced by Nolan North, is particularly fun, as it includes a number of Easter eggs. We see Deadpool perform his own version of ‘Toasty!’ from Mortal Kombat, do Johnny Cage's famous Ball Buster move, perform the Jack-O'-Pose from Arc System Works’ own Guilty Gear series, and there’s even a fun nod to the fan expectation that the team would be called Midnight Sons.

Samurai Outriders slash their way through MARVEL Tōkon: Fighting Souls!

The fifth and last team to enter the Challenge of the Champion is led by Robbie Reyes as Ghost Rider, and features three new playable characters: Blade, Deadpool, and Loki! pic.twitter.com/JF19AwhU99

— MARVEL Tōkon: Fighting Souls (@MARVELTokon) June 29, 2026

But my favorite moment in the trailer is a true blink-and-you’ll-miss-it look at Polygon Man of PlayStation fame. At the 1:43 mark, Deadpool attacks with what he calls “random bulls**t go!” and as part of that he repeatedly hits his opponent with the geometric head that is Polygon Man.

Polygon Man is a giant purple floating face made of geometric shapes who served as the original marketing character and intended mascot for Sony's PlayStation brand in North America in 1995 before being famously scrapped, and later resurfaced as the main antagonist and final boss in the 2012 crossover fighting game PlayStation All-Stars Battle Royale. So, perhaps we can say PlayStation All-Stars Battle Royale, which includes Dante from Devil May Cry, shares a universe with Marvel Tōkon: Fighting Souls? Sure, why not?

It’s a really fun addition for Marvel Tōkon: Fighting Souls, which is a PlayStation-published game set for PlayStation 5 and PC on August 6, 2026. As part of today’s reveal, Sony also announced that an open beta is set for PS5 and PC 24-26 July, which will let everyone try the game before launch.

I’m particularly excited by the addition of Deadpool, not just because it’s a welcome return to the character for Nolan North, but because I’m looking forward to all the character specific banter. We hear some of that in the trailer, when Deadpool goes up against Wolverine, for example, And of course you can expect Deadpool to break the fourth wall.

Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Dead or Alive 6 Last Round Pummeled by Negative Reviews as Koei Tecmo Asks Players to Rebuy DLC

Dead or Alive 6 Last Round has fallen to "Mostly Negative" reviews on Steam as players warn of persistent bugs, lacking features, and a requirement to rebuy some previously owned DLC.

At the time of this story's publication, only a staggering 23% percent of ratings for the PC version of the 3D fighting game are positive following its June 24 launch. It all stems from a variety of criticisms being lobbed against the re-release, as veteran players and newcomers alike demand fixes.

When Dead or Alive 6 Last Round arrived last week, it replaced the now-delisted original 2019 version of the game. Koei Tecmo and Team Ninja positioned the new version as a slight upgrade that bundles in new features, with the promise that new DLC is also in development.

Priced at $40, it also includes five previously released add-on characters, as well as five new costumes. A free-to-play version, subtitled "Core Fighters," is also available but does not include the story mode and limits the roster to Kasumi, Marie Rose, Honoka, and NiCO.

In the seven years since its first launch, the game has accumulated a list of 440 DLCs. Although a portion of that includes bundle offers, some quick math makes it painfully clear that there is a lot that does not come with Dead or Alive 6 Last Round. This point of contention is just the tip of the iceberg for fans, with many also pointing out that those who previously owned the add-on content can transfer most – but not all – of it to the new game.

"Good game but the negative review stays until the game comes with all the seven-year-old DLC from the previous edition of the game," one Steam review said.

Even if one player had theoretically purchased every last character and costume pack prior to that June 24 launch date, Dead or Alive 6 Last Round would still bar them from two of its playable DLC fighters: Mai Shiranui and Kula Diamond. An explanation on the Team Ninja website clarified that Mai and Kula and their costumes cannot be carried over.

The two King of Fighters crossover characters are the exceptions to Koei Tecmo's transfer plan, meaning players need to pay extra cash to unlock them even if they had already done so for the 2019 release. To make matters worse, as pointed out by GameSpot, both Mai and Kula used to cost $8 each – now they're $11.

Realistically, the fact that Mai and Kula are crossover characters from SNK Corporation would be the factor at play here. It would appear that, whatever agreement Koei Tecmo has in place with SNK for the appearance of Mai and Kula, it does not include the ability to wheel them out in re-releases in perpetuity. Unfortunately, Koei Tecmo's updates to the base experience have done little to cushion the blow. The main selling point here, as laid out on the Dead or Alive 6 Last Round website, is the promise that the game has been "improved and updated for current-gen hardware." However, most players are struggling to find any noticeable changes. Some of the more vicious "copy-paste" allegations point out that the pause menu still features a graphic for the 2015 iteration of the Steam controller.

"It's the same exact game with the same bugs that were reported six years ago with a few changes," another Steam review said. "So my review is the same but without the 5.5K hours of modding the game... and no mouse navigation in the menus too. Also, mods are now broken."

"I thought there would be some sort of differences to this than base DOA6, like noticeable graphics improvements or better character models with more details," another said. "But it's the exact ******* same. No wonder there was basically no info on this before its release. If there are any differences, they're so minor that I can't tell. There is literally no need to currently buy this if you already have base DOA6."

Dead or Alive 6 Last Round's other major selling point is its new photo mode, though it appears to be a drop in the bucket compared to what was expected. Instead of sharing creations online, most players are voicing concerns about bugs that have persisted through releases, as well as missing features, such as crossplay or rollback netcode.

"There [are] no balance changes, no major visual change; all they did was add a new photo mode and lighting changes," one reviewer said. "The new character coming is DLC and didn't release with the launch of the game, so who knows if it will be free or not."

They continued: "This hurts, man. It feels like Team Ninja/Koei Tecmo just don't care about DoA anymore. I honestly don't even dislike DoA6 mechanics outside of the meter system, but Last Round just feels kinda scammy."

Steam reviews for Dead or Alive 6 Last Round are filled with comments calling it "shameful," "too expensive," an "absolute joke," and much, much more. Koei Tecmo and Team Ninja have not officially commented on the uproar. What they have commented on, however, is the first post-launch DLC: a new character named Minato. How much they will cost is unclear.

IGN's 6/10 review called Dead or Alive 6 Last Round a "great fighting game wrapped up in a very bad package" when it launched for PC, PS5, and Xbox Series X|S last week. We added that it does "little to justify why this re-release wasn't just another DLC pack." IGN gave the original version of the game a 7.7/10 review.

Michael Cripe is a freelance writer with IGN. He's best known for his work at sites like The Pitch, The Escapist, and OnlySP. Be sure to give him a follow on Bluesky (@mikecripe.bsky.social) and Twitter (@MikeCripe).

SNK Explains Why They Couldn’t Make Terry Bogard Explode While Fighting Kenshiro in City of the Wolves

SNK told us how they managed to pull off one of Kenshiro's most iconic moves without sacrificing their Teen ESRB rating.

Kenshiro is the latest guest character from an anime to make a splash in a mainline fighting game, punching his way into Fatal Fury: City of the Wolves this June.

We got the chance to sit down with producer Shinya Tamaki and director Hayato Konya ahead of his release at Evo 2026, who explained the difficulties they faced in translating Hoktuo No Ken’s comparatively gory fighting style into Fatal Fury’s decidedly less grisly hand-to-hand combat.

Part of this problem necessitated finding a balance between Kenshiro’s status as a Bruce Lee-inspired martial artist and the use of his special technique, the Hokuto Shinken, which sees him press opponents’ pressure points, causing them to explode seconds later. It’s arguably the most iconic thing about the show, and despite how bloody it is, it’s something the team wanted to make sure they included in the game.

To fix this, they covered the character model of Ken’s opponents in a dark shadow against a deep red backdrop, where they then explode — but no blood is directly shown, and everything is implied. That doesn’t stop it from being any less satisfying, though.

“As you know, Kenshiro’s main fighting style uses channeling points on his opponents, and typically after he uses them, they explode in three seconds,” Tamaki told us. “It's a very striking feature of the show. But he's also a fighter, and for a fighting game, specifically, we wanted him to showcase both features. We wanted him to be a fighter and be able to use the channeling points as an actual gimmick. But of course, we couldn’t have our characters exploding on screen, so we had to balance accordingly and make sure that it's not too gory, but also have these parts that fans are expecting and want to see properly come to life in the gameplay.”

"Of course, we couldn't have our characters exploding on screen, so we had to balance accordingly."Kenshiro Was a Perfect Fit for Fatal Fury: City of the Wolves

Kenshiro isn’t the wildest addition to City of the Wolves by far, following the likes of Cristiano Ronaldo and Salvatore Ganacci. Tamaki admitted that Kenshiro was an obvious choice for a DLC pick, given his popularity both in Japan and abroad. But apart from being a seriously cool guest character, slotting in a face from such a beloved anime was also a big marketing play from the folks at SNK to help appeal to a broader audience outside of the fighting game community.

“The First of the North Star series and the brand are quite popular in Japan,” he began. “Just looking at that, and the fact that Kenshiro himself was also previously a fighting game character in another fighting game and how the overall aesthetic kind of fits with Fatal Fury, where it's the Wolves fighting for their own cause… it fits. So we just thought, ‘Alright, this is a great fit for our character. Everything aligns correctly, so we should go forward with developing the character, as well.’”

“Fighting games are a niche genre, for sure,” Tamaki continued. “I think one of the biggest hurdles that we need to address is getting people that are not typically interested in the whole fighting game thing to actually turn around and say, ‘Hey, what's that? I want to try that out, I want to play that.’ We want to get new faces, new people to touch these games, and I think this is one of the most popular ways to do it.”

“Our main focus when choosing a new character to join the game is to give the current fans something fun to play with, but also something to get other people that previously would not be interested in the fighting game to give it a look and say, ‘Oh, actually this looks interesting, we want to try this.’ It might be bold, but really, this is our main priority, and we try to achieve that every time we release a new character.”

The Kenshiro Hype Doesn't Mean a New Fist of the North Star Game is Coming from SNK

This is the latest fighting game Kenshiro has starred in following Arc System Works’ 2005 Fist of the North Star. It’s been over 20 years since then, and the game still boasts a dedicated playerbase of fans who occasionally go viral on social media by sharing absurd clips of the wildly unbalanced but equally fun fighter. Of course, we had to ask the good folks at SNK if they had any interest in creating a new fighting game centered around the iconic eighties anime — and while Tamaki admitted that it's something the team would love to do, it’s not a project the company is looking to pursue.

“Of course, some of the developers at SNK would love the chance to make a First of the North Star fighting game,” he laughed. “Absolutely. But this version of Kenshiro is actually not based on the old anime TV series. This is [based on] the new reboot series. So we were able to have a good synergy with that. We have a new show coming out, and we’ll be in a good place to help support both [the game and the show]. The focus for this game is for the new character and his story, and we hope the fans enjoy that.”

"The Art of Fighting's Story Isn't Finished Yet"

Fatal Fury: City of the Wolves is the most recent old-school SNK title to get a new game, following Samurai Shodown in 2019. That just leaves the Art of Fighting series without a new iteration, but fans should take heart – Tamaki cautiously confirmed that a new AoF project is, indeed, in the works, but remained cagey as to what exactly that project entails.

“Previously, SNK announced that we are working on something, though we can't go into the specifics of what the plan is,” he said. “But that news is out there, and yeah, we are happy to say that there is something that we are working on. The Art of Fighting’s story isn’t finished yet. Please stay tuned for more information.”

At Evo 2026, SNK revealed The Path of the Warrior: Art of Fighting 3 R, an updated version of The Art of Fighting 3, which is set to release on Steam with rollback netcode, re-balanced gameplay, and two new characters on an as-yet unreleased date.

Virginia (she/her) is IGN’s News Editor. With ten years of experience reporting on games and entertainment, she’s got a storied background in the fighting game community, influencer news, and viral online trends. Find her on Twitter at @TheeMissGlaze.

Five of the Hottest Games From Summer of Gaming 2026

The 2026 Summer of Gaming is upon us, and that naturally means wallet pain - in a good way. So what should you be earning your bucks for over the next 12 months?

Thankfully, this year’s game announcements and reveals have delivered big-time for every major platfom. Friends, we’re eating good. This is our pick of the biggest and best titles coming to PS5, Xbox Series X and Nintendo Switch 2.

New release? Earn when you want stuff. Deliver with Uber Eats.

Final Fantasy VII Revelation

It’s hard to believe that the third and final installment of Square Enix’s brilliantly remastered Final Fantasy VII series is nearly here. Anticipation for this reveal (or Revelation, as it were) was understandably high, but even the most ardent fan couldn’t be disappointed with Final Fantasy VII: Revelation.

Revelations will finally allow players to traverse the entire world map in Cid’s Highwind, creating the interconnected planet that has been teasing us since Rebirth.

The massive and monstrous roaming boss battles from the PS1 classic known as Weapons - specifically Diamond, Ruby and Emerald varieties, also make a return. This is the perfect high-level end game content that will ensure this entry has additional staying power.

The development team has also teased how player choices and interaction moments will subtly change the story flow. While there will be one definite ending, we’re curious to see just how far we can push certain directions. Final Fantasy VII: Revelation is slotted for Spring 2027 release in the US, which translates to between March and May 2027 for Aussies.

Gears of War: E-Day

We’re so back. After years of fans begging Xbox to stop dancing around the past and give us the gritty, chainsaw revving horror that made Gears a phenomenon, The Coalition has finally done exactly that.

Gears of War: E-Day takes us back to Emergence Day itself, 14 years before the original game, as Marcus Fenix and Dom Santiago witness the Locust Horde tearing through Sera for the very first time. The latest gameplay reveal shows a return to the darker tone and horror in a way that feels much closer to the original trilogy - perhaps even the first entry - than Gears 5.

Unreal Engine 5 powers environments that are denser, with levels of destruction cranked up during scripted moments. The new Horde Siege mode also looks like an absolute time sink for co-op diehards. Gears of War: E-Day launches on October 6, 2026 in Australia and it already feels like the easiest day one Game Pass download of the year.

Stuntman Hollywood

Remember when games were allowed to just be games? An emphasis on fun over realism and logic? Well, Stuntman Hollywood looks like a glorious throwback to that era, reviving the chaotic movie making premise of the cult classic series and modernising it with current-gen technology and gameplay refinement.

Instead of simply following scripted sequences, players are now encouraged to improvise and chain together dangerous stunts for higher scores and bigger paydays. The reveal trailer featured everything from leaping between speeding muscle cars to crashing helicopters through giant billboards and, frankly, we’re here for it. It might just scratch that Burnout itch.

There is something deeply appealing about a game that knows exactly what it wants to be. Stuntman Hollywood looks like the kind of game that is made by people who are equally as hungry for game-games. Sometimes games should simply be fun and that’s why Stuntman Hollywood makes the list.

God of War: Laufey

For years, fans have wanted to know more about Laufey the Just. Apparently Santa Monica Studio was listening, because God of War: Laufey shifts the focus away from Kratos and Atreus. The reveal suggested a more agile and magical combat system, with elemental attacks and traversal mechanics that feel more nimble and kinetic than the heavy, deliberate style of the recent God of War entries. We think there’s room for both styles, but we’re loving the change for now. It feels refreshing.

Perhaps most exciting is the opportunity to explore a side of Norse mythology we have only ever heard about through stories and memories. Laufey has always been presented as someone capable of reshaping destinies and standing toe-to-toe with the gods. Finally getting to see those feats for ourselves feels like a natural next step for the series. If this reveal is anything to go by, God of War's future remains in very safe hands.

The Legend of Zelda: Ocarina of Time

Nintendo truly delivered a showstopper with their teaser of a fully “reborn” The Legend of Zelda: Ocarina of Time. Often at the tip-top of many gamers’ lists of their favourite games of all-time, Nintendo clearly knows how important it is.

Thankfully, even with just a glimpse of the approach Nintendo are taking, we are assured that this reimagined Ocarina of Time is being treated with the utmost respect. So what do we know for sure about this reveal? Not a whole lot. But we can see a new engine with razor-sharp texture work, a realistic but stylised Young Link sleeping in his tree canopy bed.

We also see the return of voiceover narration, a stirring, symphonic score that returns to the beloved melodies of the N64 game, and a subtle reworking of the game’s logo, fraying the edges of the Zelda typography along the same lines of Breath of the Wild and Tears of the Kingdom most recently.

It might have been the worst-kept secret of the showcase, but even early rumours couldn’t sour our delight. The best part? A 2026 release date means we won’t have to wait long for more information from The Big N. We’re ready.

New release? Earn when you want stuff. Deliver with Uber Eats.

Marvel Tokon Developers Explain How They Made the Coolest Version of Magneto They Could | Evo 2026

The announcement of Marvel Tokon: Fighting Souls from developer ArcSystem Works was met with near universal excitement when it was revealed last year at Sony's State of Play. Some of that excitement took a hit during the first beta due to some issues with the games' tag and assist mechanics, but the changes made in the subsequent play tests seem to have brought people back around. At Evo 2026, I got a chance to speak with Battle Director Kazuto Sekine, Producer Takeshi Yamanaka, Michael Francisco of Marvel Games, to talk about the feedback gained from that first beta, the design philosophy of creating Tokon characters, and how they approached creating their version of Magneto, one of the most iconic Marvel characters in the world of fighting games.

IGN: Tokon has changed a lot since we first saw it, specifically gameplay-wise, since the first beta. Can you talk a little bit about the feedback you gained from the betas and how that has shaped the game into it what it is today?

Kazuto Sekine, Battle Director on Marvel Tokon Fighting Souls: I feel like we’ve been able to maintain the core of the mechanics, while also we’ve had this continued communication between ourselves and the player base as we work on development and I feel that has helped us establish a great balance in the game design. I feel that this process of communication has helped us achieve both the direction that we are looking for, from a development perspective to where we want to take the game, as well as for the players to be able to have the game experience that they're looking for. So I think that it's been a very mutually positive interaction. And for me, I think that it's really helped me keep a really positive attitude during the development process.

Michael Francisco, Senior Producer at Marvel Games: I'll add to that. We really welcome and encourage feedback. We understand that the FGC is one of the most hardcore communities in all of gaming, so we understand it comes from a place of love and people want the game to succeed. So keep it coming.

We understand that the FGC is one of the most hardcore communities in all of gaming.

When it comes to the story mode, you've said in the past that it's around ten hours' worth of content and that there would be playable battles throughout. Can you talk a little bit about how that mode will be structured? Will we be following a single team, or creating our own team of four, or bouncing around between the perspectives of multiple teams as the game goes on?

Takeshi Yamanaka, Producer on Marvel Tokon Fighting Souls: So there's a shared overall structure of the story where the promoter and the champion, these characters have, they've arrived on Earth, um, and the champion is searching for powerful fighters to face him. And so the promoter has sent these invitations to battle to the heroes and villains throughout the Earth. So the characters who've received these invitations are characters, like Captain America, Storm, and the other characters we've announced as leaders. The story follows those leaders throughout and covers the challenges that they face.

Going back to gameplay, for characters like Dr. Doom, Storm, Spider-Man, Magneto… all these characters have appeared before in Marvel versus Capcom. Do you try to take inspiration from those previous iterations and try to deliver upon the kind of experience that fans of those characters from those games might expect? Or do you treat Tokan as kind of a blank slate where you can craft your own completely unique versions of these characters? Or is the answer somewhere in the middle?

Sekine: Of course, with the previous Marvel related games, I've played a lot of those myself and have a deep respect for them, but for us, our policy when we’re looking at creating the characters for Tokon is that we want to create the coolest possible version of these characters that we can make at ArcSystem Works. But within that, the Marvel characters, they each have their own identity. So we look to things like the comics, the movies, the animated series for those characters' identities, and try to consider how we can express their, that character's identity and their abilities, the kind of powers that they have. So the final result is our interpretation of how we can take that identity of the character and make them fun to play, which leads to their actual battle style, or how they play in our game. Of course, for some characters, they have this core ability that's very central to their character that couldn't really be changed.

We want to create the coolest possible version of these characters that we can at ArcSystem Works.

Whereas for other characters, I think we had more leeway to make our own adjustments to kind of what the expectations might be for that character. Or there's things like, of course, if it's Iron Man, everybody expects him to be firing beams, so that's not something we'd be looking to change necessarily. So I think that when players look at the result, they might feel that some aspects could be an homage to other games. But for us, they're a result of looking at all of those different aspects of the character, and this is the answer that we've come up with as far as how we can make them as cool as possible.

You kind of touched upon something that I've always been really interested about. In the West, Marvel Comics are ubiquitous. Everyone knows about Iron Man, Captain America, all these characters. But this is a game that's being made in Japan, and I've always wondered how familiar the team has been with Marvel Comics, and what kind of research did you have to do to make these characters feel as authentic as possible?

Yamanaka: I think that compared to the West in general, we did start with less knowledge about the Marvel Comics source material. But from the start, there actually were several staff members of our team who are extremely familiar, like big fans of Marvel Comics, who we started out by learning about them from these staff members. Thankfully, [Michael Francisco] is here with us today, and the rest of the Marvel team, introduced us to things like the Marvel Unlimited service where you can read Marvel comics, and then we've also sought out a lot of reference material by buying comics for ourselves. So actually, the bookshelf that we have on the development floor is now filled with the comics. As I mentioned, there are fans of the comics, longtime comic fans within the team. So often they would pick up ecommended comics about the characters that we're working on the development of, so everybody can read the comics about that character. In addition, if there's something that they really want everybody on the whole team to know about this character, they’ll have a presentation, and we’ll give them the stage to talk about the character.

Sekine: And I think as a result of all of that effort we were able to get to the point where Tokon itself will become a comic. And when we saw that on the table, we were all celebrating. Like “Yeah! We did it!”

At Marvel, we were always impressed by the amount and level of research that [ArcSystem Works] would do to understand the Marvel Universe.

Francisco: I'll add as well that at Marvel, we were always really impressed by the amount and level of research that these folks would do to understand the Marvel Universe. To be able to adapt that into a fighting game. Of course, we provided a lot of resources for them, but they even sought it out on their own, as they're saying. I think they had, um, like Akitomo-san, who used to actually do the official translations in Japan for the comics, was also on their team consulting and translating comics that had not been yet translated to Japanese in real time for them.

And also, you know that ArcSys is also very particular and meticulous with their research so that every attack in the game actually they found like a panel from the comics that they used as a reference for their key frames. So, they know their stuff. I'm always really impressed by them.

To kind of dive into some of the stuff that I think hardcore fighting game fans, fighting game fans are interested in, we know that there's gonna be a story mode, there's online modes, but will there be any sort of in-game character guides or combo trials or features like replay takeover that you guys are looking to implement into Tokon?

Sekine: At the current moment, I apologize, we can only discuss what's actually available within the hands-on demo. And so, while I can't say anything more, I would just like to say that we have a long history of creating fighting games, and that myself, I'm personally a fighting game fan. So take that how you will.

I think one of the really awesome aspects of Tokon, especially leading up to the release, has been thesethese trailers that all kind of grouped together these canonical teams of four. When it comes to DLC, are you planning on continuing this trend? Like, will there be a season built around a specific team of four, or will they be characters that are from more disparate backgrounds?

Yamanaka: Yeah, I apologize that we can't answer that.

I had a feeling. Had to try though. It's obviously kind of early to say, but do you have a hope of how long you'd like to continue supporting Tokon with new characters and updates?

Yamanaka: I can't say any specific numbers or anything, but I would like to say that as a team, we want to answer the expectations as long as the players are excited about the game.

We had Magneto playable on the show floor for the first time at Evo, so can you talk a little bit about the direction you took when it came to designing this character? Especially because, like I said before, this is a character that has a lot of expectations coming from Marvel vs. Capcom 2 and Marvel vs Capcom 3 especially. He was one of the top tiers and most notable characters of those games. So with that level of expectation on your shoulders, how did you approach the design of Magneto?

Sekine: So I think that for Magneto, everybody knows him as like this super, super cool character, like everybody likes him. I think that everybody here would all like, I mean, in the event, everyone would think of him as an iconic character. So we do of course have a certain level of pressure as far as like, how can we create Magneto for ourselves? So when we were setting out to create our version of Magneto, one thing that we really wanted to achieve was to take his magnetic abilities, those kind of gravity related aspects, and make that the center of his battle mechanics. Um, so you can see in the game that he does things like he, um, creates debris, which he can use to form weapons, or he can draw the opponent in towards him with magnetism to attack them. I think that previous versions of the character haven't really focused on that aspect of him before. So we have these things like the magnetized state that he can inflict on the opponent, and I think that this creates an aspect of Magneto we really haven't seen in games before, which is what we are really focusing on here as a way to make our Magneto super cool. So that's kind of our starting point for how to achieve that.

One thing we really wanted to achieve [with Magneto] was to take his magnetic abilities and make that the center of his battle mechanics.

Also when you press his unique attack, you can see he sends out objects using magnetism. And actually, depending on what stage you're playing on at the time, whether it's like New York or Ice Mansion, you’ll see different objects that he's using. So that's one aspect we put a lot of effort into recreating. And it’s just one of those things that I look at and I think “our Magneto is awesome,” I was curious as to what you think about him?

I think it's so cool. Like I said, Magneto is such an iconic character for how he plays in MvC, but how he plays in those games isn't really Magneto. It's just kind of a really fast moving character that flies, shoots beams, and uses energy blasts. But when I think of Magneto, I think of him like manipulating metal, doing things like raising Wolverine up because of his adamantium and doing awful things to him, So I think you guys did a really good job.

Sekine: See, our Magneto is super cool!

Francisco: To add on top of everything [Sekine-san] has said, our one request at Marvel was can you find a way to show him manipulating metal as much as possible? Yeah. And that sounds really novel 'cause he's the Master of Magnetism, but in a video game, it's actually really hard to achieve both from a design standpoint and a technical standpoint because he's got a lot of particles and debris that persist on the stage for a long time.

So, but I think what they've achieved here is that he feels like a more of a zoner or a conductor that's throwing a lot of, like, metal girders and cars at you. And it's like he's warping the battlefield to put you at a disadvantage, which feels a lot more like Magneto from the comics. A lot of the reference material we sent them was, if you look at, like, covers or key poses or even action figures, like, he'll be, like, surrounded by steel girders and, and metal shards and things like that. So that's kind of the key image that, they were trying to go with for Magneto.

Mitchell Saltzman is an editorial producer at IGN. You can find him on twitter @JurassicRabbit

Primary Portal Games

World of Warcraft

Sturmgrenadier is more organised, more active, and more structured than most guilds you would come across in WoW. We believe this gives us a distinct advantage in being the best guild we can be for our members, because everyone knows where they stand, and are treated equally. Players with negative attitudes will not be tolerated. That means that there is no epeen measuring, no belittling of other players, and no trolling.

 

EVE

EVE Online is Sturmgrenadier’s longest-played game, with over 16 years of continuous influence throughout New Eden. Traditional hallmarks of our gaming syndicate; organization and leadership, have propelled our in-game history to include participation in many of the defining moments of EvE gameplay.

New World

New World is an upcoming massively multiplayer online role-playing video game by Amazon Game Studios set to release in May 2020. Set in the mid-1600s, players colonize a fictional land modeled after British America in the Atlantic Ocean. Players scavenge resources, craft items, and fight other players.

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