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Marvel Tokon: Fighting Souls Review So Far

While we didn’t 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’ latest is a very mechanics-driven game that’s not always the most intuitive, so it took me some time to find my footing – 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.

Let’s start with the fundamentals: Tokon is a 4v4 tag fighter with a bunch 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’s 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.

But what’s especially cool is that while you can be a very strong player by knowing how to play just one character, there’s 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 – 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.

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.

You can be a strong player with just one character, but there's a ton of value to a well-synergized team.

Where things start to get a little strange is when you add assists into the mix. You see, Tokon doesn’t 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.

Tokon has a lot of hyper specific rules surrounding its assists, which leads to a system that can be fairly overwhelming for newcomers – it was certainly a lot to take in for me, even as someone who’s 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’re 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’s most powerful assist.

These neutral assists don’t 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’ll instead get a universal dash-attack assist that costs one bar of the Assemble meter. What’s 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’t 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’re on the screen. It’s 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’s 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.

However, the nerfed strength of active tag in no way means that Tokon doesn’t 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’re 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.

There’s 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’s 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.

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

GTA 5 Actor Auditioned for 60 Roles in GTA 6, But Heard Nothing from Rockstar

Actor Robert Bogue, who played FIB agent Steve Haines in Grand Theft Auto 5, says he auditioned for 60 roles in GTA 6, but was ultimately ignored by Rockstar Games.

The news comes courtesy of X user Burak, who DMed Bogue with some questions on Instagram. Despite the absurd secrecy revolving around Rockstar and GTA 6, Bogue was pretty forthcoming. The actor was asked whether or not he was involved GTA 6, to which he revealed that he's not, much to his dismay.

"I'm a little bit down on Rockstar right now," said the actor. "I had such a great time working with them. [...] I so badly wanted to work on GTA 6. I must've auditioned for over 60 characters. Some were big, some were small. I didn't care. I just wanted to be in it. I didn't get any of them, and they never called me about any of them. I was so disappointed. I thought maybe they have an unofficial policy where they don't reuse actors, because I thought, 'You're gonna say no to me 60 times? Even for a small character?' So, I'm a little furstrated by them. I feel like someone who's in love with a girl and then she just dumped me."

Bogue went on to state that he doesn't know anything about the game beyond what's publicly out there. Once these comments surfaced, Bouge relayed another message through Burak.

"I'm sorry to throw Rockstar under the bus publicly about how many auditions I've had, but the truth is the truth. At the end of the day, the actor's life is about rejection. It's just, sometimes you need a victory once in a while."

Bogue has worked with Rockstar more than once. He was Red Harlow in Red Dead Revolver, Troy in Grand Theft Auto: The Ballad of Gay Tony, and, as already noted, Steve Haines in Grand Theft Auto 5. It seems like Rockstar is definitely open to bringing back actors in other roles if it makes sense. Ned Luke, who played Michael in GTA 5, did a small role in Red Dead Redemption 2, but claims Rockstar removed his lines to avoid distracting players. It's possible Rockstar felt that Bogue would stick out in GTA 6 or simply believed he wasn't the right fit for any parts.

Nevertheless, Bogue's frustrations seem to mainly stem from the fact he was ghosted and never officially given an official rejection. Whatever the case may be, it certainly seems safe to say we won't see Steve Haines running around in GTA 6. That may not come as a total surprise, though, as players kill him in one of the game's multiple endings, and that ending is widely believed to be the canon one.

Bogue's frustrations are also not totally unique. Prior to GTA 5, Rockstar had several fallouts with actors, including Niko Bellic actor Michael Hollick. The actor told press that he felt he was underpaid, as he was only paid $100,000 for 15 months of work on GTA 4. When GTA 4 came out and was a massive commercial hit, Hollick felt frustrated that he didn't see a penny of that. It's believed that this dispute is why Niko didn't get a cameo in GTA 5, while characters like Packie, Michelle/Karen, and Brucie did.

Ray Liotta also made comments about the pay on Grand Theft Auto: Vice City being subpar compared to the films he was used to. Over time, the relationship between Rockstar and actors appeared to become better, with people like Roger Clark, Ned Luke, and Shawn Fonteno having nothing but nice words about their experience. Fonteno has noted that Rockstar has been kind to him, even if he's not entitled to any residuals. Both him and Luke have reprised their GTA 5 roles in updates for GTA Online, providing them additional work in a franchise they love.

Cade Onder is a freelancer for IGN's news team. He covers all things entertainment, including gaming, film, and more. You can find him on Twitter @Cade_Onder.

This K-Pop Star Looks Just Like Ada Wong and Her Fanbase Can't Unsee the Resemblance

K-pop star Asa of BABYMONSTER fame is getting compared to Resident Evil’s Ada Wong after posting selfies sporting an outfit and hairstyle that makes her look strikingly similar to the iconic double-agent.

Ada Wong has a certain style; she’s a badass spy, after all, so she’s gotta look chic. We never catch our girl lacking, either — whether it’s the sultry bodycon dress from Resident Evil 2 or the turtleneck from Resident Evil 4, she knows how to work an outfit.

She’s nothing if not consistent, though, always boasting a short bob with side bangs and wearing some shade of deep red. That’s why, when Asa — the main rapper of K-pop group BABYMONSTER — posted photos with a similar look, fans instantly started comparing the two.

She uploaded the selfies to the official BABYMONSTER community on Weverse, a social media hub for K-pop fans created by HYBE, the parent company of BTS' record label. It didn’t take long for fans of both the band and the Resident Evil games to spot the similarities between them, sparking a wave of comments like, “Asa Wong,” in a clever portmanteau of their names.

“Asa, you are so much like Ada Wong, it’s insane. If you have a PS4 or PS5, go play Resident Evil 4 Remake!” one fan remarked.

“Are you Ada Wong?” another commented.

These are just a few of the oodles of comments Asa has received since posting the vampy pics, and they aren’t the first ones to spark comparisons to Ada. Back in March, photos of the rapper surfaced showing her with a short bob and a black choker necklace, prompting fans to create endless side-by-side graphics with screenshots of Ada wearing her dress in Resident Evil 2 Remake.

Thus far, Asa has not publicly remarked on her resemblance to the beloved Resident Evil character, though that hasn’t stopped fans from begging her to do a cosplay or even portray Ada Wong in a live-action film.

Unfortunately for Ada stans, it doesn’t look like she’ll be making an appearance in the upcoming Resident Evil movie directed by Zach Cregger, which comes to theaters this September. Cregger has made it abundantly clear that his film tells a different story rather than creating a 1:1 adaptation of the games; there will be no major cameos from beloved characters (at least, not that we know of), with the movie instead following an average joe as he navigates the chaos that befalls Raccoon City in a more modern setting.

Cregger told us as much in an interview at San Diego Comic-Con 2026. "I am not trying to adapt a video game. I'm not using the characters from the games. I'm not telling a story that the games tell because I'm not going to be able to do it better than the games. The games are so well executed, and to me, Leon and Claire and these characters, they exist so perfectly in the games that anyone I cast and any difference that I do with them would be, probably, to the detriment of what I was trying to do."

Image Credits: ASA, BABYMONSTER - WEVERSE / CAPCOM

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.

Minecraft Is Coming to Nintendo Switch 2 Soon With an Upgrade Path for Switch 1 Owners

Minecraft is getting a proper Nintendo Switch 2 version very soon, and Switch 1 owners will be entitled to an upgrade.

Mojang has announced that Minecraft will release on the Nintendo Switch 2 on October 27th. The game has been playable through Switch 2's backward compatibility for some time now, but fans will now be able to take advantage of enhanced visuals and performance features. Mojang noted that the Switch 2 version will include the Vibrant Visuals graphics option by default, which will give the game a leg up on the last-gen version. This will give players better lighting, shadows, and other graphical upgrades to make the visual experience more appealing and modern.

Additionally, the Nintendo exclusive Super Mario Mash-Up will also be upgraded to take advantage of the Vibrant Visuals graphics option. If you already own the game on Nintendo Switch 1, Mojang has promised an upgrade path for players so they can enjoy the game on Switch 2. The wording suggests that the upgrade may not be free, however, but it's not totally clear.

Either way, it's another game that Nintendo Switch 2 players can add to their libraries. Minecraft remains one of the most dominant games on the market, and it has managed to achieve that by making itself widely available across almost every modern platform with a screen. Later this year, the game is expected to get a big update which will include a new biome. Presumably, this will also be available on Nintendo Switch 2, but stay tuned for more info.

Cade Onder is a freelancer for IGN's news team. He covers all things entertainment, including gaming, film, and more. You can find him on Twitter @Cade_Onder.

Scalping Has Gotten So Bad That The Pokemon Company Is Limiting Certain TCG Packs to Japanese Citizens Only

Bad news for Pokemon TCG players outside of Japan; you’ll need to be a Japanese citizen in order to buy certain decks and expansion packs from its official online store.

In an apparent effort to discourage scalpers, The Pokemon Company is implementing its first-ever ID-guarded protections for specific items on its online store. Those items are listed below:

Pokémon Card Game Mega Expansion Pack 30th Celebration Box: 7,200 Yen (~$46 USD)Pokémon Card Game Mega 30th Celebration Futuristic Box: 27,500 Yen (~$174 USD)The most expensive of the lot, this includes two Pikachu EX promo cards, shields, a deck case, a display case, play mat, and other goodies.Pokémon Card Game Mega 30th Celebration Espeon and Umbreon Premium Deck Set: 6,200 yen (~$39 USD)Pokémon Card Game Mega 30th Celebration Card Set: 10,800 Yen (~$68 USD)

To snag these packs, you’ll have to be a Japanese citizen with an ID card issued by the Japanese government. If you don’t have one, you’re simply outta luck.

First announced in July, buyers will need to use the Digital Identification App to make these purchases, which is a free, secure online tool that allows citizens to sign documents and verify their identities online. It’s used alongside the My Number Card, a plastic IC-chip card for residents that acts both as an official photo ID and a digital tool to more easily access government services.

It’s a super secure, citizens-only process that severely limits who’s able to get these card packs, but given the sheer amount of scalping that’s taken place within the Pokemon space specifically, it makes sense that these protections are being implemented.

This is the latest measure the Pokemon Company has taken to discourage TCG scalpers after enacting facial recognition scans at select card stores within Japan, affecting adults and children above elementary school age to “provide a safe and secure shopping environment for all customers, to prevent crime, and to ensure compliance with appropriate entry and purchase rules.”

These policies aren’t a total surprise; Nintendo President Shuntaro Furukawa announced that My Number IDs would be necessary for certain purchases in order to combat scalping in the Pokemon TCG space in early July.

“Nintendo also communicates with The Pokémon Company as needed to discuss appropriate ways to deliver products to consumers," Furukawa said. "We believe that The Pokémon Company will continue to take measures to respond to this issue."

It doesn’t seem like scalping as a practice within the trading card community has shown any signs of stopping, though. Recently, Disney theme parks and stores in both the United States and Europe were overwhelmed after customers lined up in droves to purchase new Princess-themed Lorcana packs, forcing one location to temporarily close its doors to prevent chaos that had started unfolding outside among overeager players and scalpers.

It’s not just cards that are suffering from this treatment; merchandise for high-profile IPs in general are suffering from the scalping epidemic, with the One Piece x Popeye’s exclusive bento boxes getting resold on eBay for hundreds, while limited-edition Pokemon Pop-Tarts were also listed online for as high as $50.

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.

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