Evo 2025 Review: Marvel Tokon Emerges as Top Anticipated Fighting Game of the Year

In Las Vegas, during Evo 2025, Marvel Tokon: Fighting Souls, the upcoming Arc System Works-developed fighting game, was demonstrated, showcasing a departure from the conventional Marvel vs. Capcom formula. This divergence is not solely attributed to the transition from a 3v3 team format to a unique 4v4 structure, but also encompasses other significant differences that set it apart in the realm of tag fighters.
The demo showcased six playable characters: Captain America, Dr. Doom, Iron Man, Ms. Marvel, Star-Lord, and Storm, representing a diverse array of Avengers, mutants, space heroes, and Marvel’s foremost human villain. Matches are best-of-five encounters, yet the rapid pace is maintained due to teams sharing a single health bar, necessitating proactive engagement and strategic utilization of teammates.
The shared life meter discourages the swapping of valuable, low-energy characters for healing purposes, as found in other tag games. Instead, frequent use of teammates is encouraged through Assists or character swaps, offering two modes of play: a true team format or a single, powerful main character supported by superpowered assistance.
Marvel Tokon differentiates itself from squad-based fighting games such as Ultimate Marvel vs. Capcom 3 and The King of Fighters XV by limiting the roster at match initiation to only the point character and one Assist teammate. To unlock additional Assist slots, you must lose a round, knock an opponent out of play via stage transition, or throw an opponent.
There are three distinct Assist types: Shooter, Vertical, and Assault. Shooter attacks involve projectiles or projectile-like assaults (such as Ms. Marvel’s elongated fist), while Vertical attacks provide anti-air support (like Star-Lord’s flip kick). Assault utilizes a character’s unique ability, such as Star-Lord’s grenade attack. Each Assist enhances your Vital and Skill Gauges, providing a tactical advantage when employed strategically.
Marvel Tokon offers two options for calling in Assists: outside of combos or during active combat sequences at the cost of Assemble Gauge. This freedom aids meter management and adds depth to the gameplay experience. The game also incorporates common fighting game mechanics, such as launchers, super jumps, high-energy aerial attacks, EX moves, specials, supers, and stylish counters.
An opponent can counter your counter in Marvel Tokon, providing unpredictability and new opportunities for strategic maneuvers. Additionally, countering a counter temporarily disables the opponent’s Assists, adding another layer to the gameplay dynamics. The Combo Gauge, which fills as hits are landed on opponents, prevents infinite combos by ending combinations when full.
The game uses Light, Medium, and Heavy attacks, complemented by Unique Attacks (character-specific moves) and Assists for a robust offensive arsenal. Demonstrated unique moves include Captain America’s shield throw that can be kicked back at opponents for additional damage, Storm’s wind gust and iceball attack, and Dr. Doom’s energy shield.
Character-specific movement mechanics, unlike those in Dragon Ball FighterZ, also add a distinct flavor to the gameplay. For example, Captain America boasts a swift air dash that outpaces his ground version, while Storm and Iron Man can hover, and Ms. Marvel uses her limber physique to traverse the stage quickly.
Marvel Tokon embraces auto-combos, allowing for various results when mashing Light, Medium, and Heavy attacks, resulting in super attacks similar to Dragon Ball FighterZ.
For those concerned about Marvel Tokon: Fighting Souls feeling too similar to other ARC System Works games, rest assured that the game offers a distinct identity while building upon its predecessors. The systems show promise and are expected to provide a rewarding experience when it launches for PC and PlayStation 5 in 2026.