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Marvel Tokon: Fighting Souls Was the Most Unexpected Reveal of State of Play

Marvel Tokon: Fighting Souls Was the Most Unexpected Reveal of State of Play

Yahoo11 hours ago

Sony held its regular State of Play event on Wednesday, showing some of the new games coming to its PlayStation. The biggest surprise was a new Marvel fighting game, and no, this isn't coming from Capcom.
Marvel Tokon: Fighting Souls is a new tag fighting game coming to the PS5, developed by Arc System Works, a studio known for its excellent contributions to the genre. This new title will feature only Marvel characters and will be a four vs. four tag battle.
The Marvel characters shown in the video include Captain America, Iron Man, Dr. Doom, Spider-Man, Storm, Star-Lord, Ms. Marvel and Ghost Rider. Each character has a distinct 2D anime-inflected visual style that Arc System Works is known for. Characters will have their own super moves, and it appears there is another mechanic that allows for parrying or avoiding attacks.
Arc System Works is best known for its fighting game franchises BlazBlue and Guilty Gear, as well as 2018's Dragon Ball FighterZ. They're considered some of the best 2D fighting games around, and are regularly selected as one of the premier games at the Evo Championship esports series, which is coming up in August.
The last official Marvel vs. Capcom game was back in 2017 with Marvel vs. Capcom: Infinite. It didn't go over well with the fans, and the franchise seemed to have been forgotten until the release of Marvel vs. Capcom Fighting Collection: Arcade Classics last year. That collection breathed new life into the fanbase.
Marvel Tokon: Fighting Souls will be released in 2026 for the PS5 and PC.

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FANTASTICS from EXILE TRIBE, Former Taipei City Tourism Ambassadors, to Present "BACK TO THE MEMORIES PART5" via Livestream!
FANTASTICS from EXILE TRIBE, Former Taipei City Tourism Ambassadors, to Present "BACK TO THE MEMORIES PART5" via Livestream!

Yahoo

timean hour ago

  • Yahoo

FANTASTICS from EXILE TRIBE, Former Taipei City Tourism Ambassadors, to Present "BACK TO THE MEMORIES PART5" via Livestream!

Presenting a special experience to fans around the world. TOKYO, June 15, 2025--(BUSINESS WIRE)--ZAIKO will begin ticket sales on Sunday, June 15, 2025, at 6:00 PM JST for "BACK TO THE MEMORIES PART5," starring FANTASTIC 6 -- a special unit of six members from LDH JAPAN's FANTASTICS from EXILE TRIBE: Natsuki Sawamoto, Reiya Seguchi, Natsuki Hori, Keito Kimura, Yusei Yagi, and Sota Nakajima. [Event Details]BACK TO THE MEMORIES PART5 - Osaka PerformanceStart Times:Matinee: Saturday, June 21 at 12:00 PMEvening Show: Saturday, June 21 at 5:00 PMTicket Purchase URL: *Tickets are available for purchase and viewing in most countries and regions, with some exceptions.*Livestream is available exclusively for international audiences. View source version on Contacts For event inquiries: info@ For ticket support:-- ZAIKO Customer Support: -- Business hours: Weekdays 10:00 AM - 6:00 PM JST (Closed on weekends, national holidays, New Year holidays, and Golden Week) Error in retrieving data Sign in to access your portfolio Error in retrieving data Error in retrieving data Error in retrieving data Error in retrieving data

The Switch 2 Proves Nintendo Never Misses On Music
The Switch 2 Proves Nintendo Never Misses On Music

Gizmodo

time2 hours ago

  • Gizmodo

The Switch 2 Proves Nintendo Never Misses On Music

Nintendo is a lot of things to a lot of people for a lot of different reasons. Mario helps, and so do the host of other iconic first-party titles and the movies, toys, theme parks, and endless other IP offshoots they spawned. But beyond how Nintendo looks and plays and sells, it also has a sound, and thanks to the Switch 2, that sound is just as iconic as ever this time around. Seriously, though, listen to the Mario Kart World soundtrack, right now. There's a lot of newfangled Switch 2 music I love already, but Mario Kart really hits home for me. As a listener of some prog rock out of Japan—Masayoshi Takanaka, I'm speaking to you directly—this feels like some kind of lab-grown earworm that I'd let take up residence in my brain rent-free. No utilities or broker fees, either. You can have the whole place; there's not much going on in there outside of some useless facts about Jim Henson's Labyrinth and Maslow's hierarchy, anyway. For Nintendo, it's always been about the details, and the Switch 2 is no different. The games are the games—they're the reason for Nintendo's existence—but the Nintendo whimsy doesn't just happen in the gameplay; it's in the blips and beeps and absolute bops that sound engineers and composers have been churning out for decades now. The Switch 2, while still fresh out of the oven or womb or volcano—wherever Nintendo conjures its powerful gaming magic from—seems poised to give us even more of the same legendary music. For real, some fans agree that even the Switch 2 Welcome Tour, Nintendo's infuriatingly paid $10 tutorial, doesn't miss on music. New chill Nintendo Switch 2 music just dropped. Why is Nintendo so good at making chill music — Ray Wong (@raywongy) June 5, 2025 And it's not just in the games; it's in the menus, too. Setting up a console sucks (trust me, we found that out the hard way), but Nintendo's crew of music magicians definitely makes it a little less annoying. Unlike Mario Kart's virtuosic, prog-influenced jazz-funk guitar music, we get some calm, playful synth dub. That's a new genre I just coined, and even if it's not real, it's the perfect level of chill for the occasion—that occasion being the realization that your failed system-to-system transfer just deleted all your Mario Kart saves. But damn, this song wrecks. I know I sound like a Nintendo shill right now, but you know what… I'll own that. There's a lot to be grumpy about—the Switch 2 is expensive, the games are expensive, Virtual Game Cards are nightmarish, and third-party controllers and gen-one Switch controllers don't freaking wake the console because of the use of a different 'protocol.' No console launch is perfect, but it's clear to me that there are just some things that Nintendo will never miss on, and music is one of them. That being said, if you're reading this, Nintendo, you need to add music back into the eShop right now. I don't even care if it makes the whole thing stutter, like I just tried to load Cyberpunk 2077 on a desktop running Windows XP, I will happily glitch out mid-purchase to hear a song even half as good as Aquatic Ambience.

How Covid-19 Changed Hideo Kojima's Vision for ‘Death Stranding 2'
How Covid-19 Changed Hideo Kojima's Vision for ‘Death Stranding 2'

WIRED

time3 hours ago

  • WIRED

How Covid-19 Changed Hideo Kojima's Vision for ‘Death Stranding 2'

Jun 15, 2025 6:30 AM The video game legend tells WIRED that connection and isolation are major themes of his highly anticipated sequel. The game will be available on PlayStation on June 26. Hideo Kojima Photograph: Hiromichi Uchida/Kojima Productions When legendary game designer Hideo Kojima announced to the world that Death Stranding 2 would soon be released, he made it known that Covid-19 had completely changed his idea for this sequel. 'We released Death Stranding before the Covid-19 pandemic, when the world was moving toward isolation and division—as with Brexit. The idea behind it was 'Let's connect. We'll face disaster if we don't connect.' The theme, the story, and the gameplay of the first chapter all revolved around that idea,' Kojima tells WIRED. 'After the release, just three months later, a pandemic broke out, and I was very surprised. It really felt like Death Stranding , in a way.' WIRED headed to Tokyo in April for a long and comprehensive preview of the game and asked Kojima about all the secrets behind Death Stranding 2 's creation. The game is set to be released June 26 and will be available on PlayStation. The Meaning of Human Connections 'In the real world, in the 21st century, we have something similar to the Chiral Network—the internet. It was different than, for example, the Spanish flu pandemic a century earlier. We survived the pandemic because of the internet and the fact that people were about to connect online. Now there are people who work for our studio from home and whose faces I don't even know. Live concerts were canceled, and everything moved to online streaming. I understand that it was inevitable during the pandemic. It was the same with school. Instead of playing with friends or learning from teachers, you watched a screen, as if you were watching a YouTube video. 'Everything was converging toward the metaverse. You'd turn on the TV and everyone was talking about how we were now in the metaverse era, where there was no need to physically interact with people. I thought we were going in the wrong direction. Communication between human beings shouldn't be like that. You meet people by chance and see unexpected things. With the path we were on, all of that would be lost.' As Kojima explains, the initial concept for Death Stranding 2 was very different, and even his idea of connections between people changed after the pandemic: 'I already had an idea for Death Stranding 2 before the pandemic,' he says, 'but after going through that experience I felt something wasn't right, and I rewrote it.' 'The strangest thing was that after creating a game with the theme 'let's connect instead of isolating,' the pandemic came along, and I started thinking, 'Maybe connecting so much is not such a good thing.' So we went back to the stick-and-rope theory [from Death Stranding ] again. There is a lot of anticipation of that theme in the game, and I'm sure many people will understand what I meant by coming to the end of the experience. For example, there's a character who will express the same feelings that I felt during the pandemic.' 'In the logo of the first Death Stranding , the strands started from the bottom, and the general theme was 'let's connect.' In Death Stranding 2: On the Beach , however, the strands in the logo come down from the top and are somewhat reminiscent of [the puppeteer's strings from] the Godfather logo. Even within the game, you will see threads that start from many people and go upward, like Dollman and the robotic soldiers. These are all clues. When you really start to think about what it means to connect, you start to ask questions. But that's all I'll say for now. Play the game when it comes out in June to learn more!' 'I know everyone experienced the pandemic, so I think certain feelings will seem familiar to many, although I can't be totally sure. I'm not saying the metaverse is evil, but you have come all this way and played the game for four days. Today, something like that would normally only happen online.' 'This game, however, is about connections. You'll understand it better as you progress through Death Stranding 2 ; I think you'll start to feel it after a while. That's why we invited you to come here physically, despite your busy schedules. People from all over the world have gathered here in our studios, meeting each other and starting conversations. You have seen the view from Tokyo Station, or maybe you've wandered into a random restaurant. These things are part of the human experience. These coincidences and unintended events tie together naturally, but none of this exists in the metaverse.' Elle Fanning's character in Death Stranding 2 Courtesy of Kojima Productions In Death Stranding 2: On the Beach the gameplay is much more action-oriented. The player can choose to fight much more often than in the first part, although it's not required. If the first chapter often tried to avoid firefights, almost punishing those who killed enemies, something has also changed in terms of this when it comes to the sequel, Kojima says. 'I've talked about the 'we shouldn't have connected' theme before, and I've also told you about the stick-and-rope theory in Death Stranding in the past. Today, even though the world is connected via a rope, which we know as the online world, people still play games where they use the 'stick,' shooting each other. That's why I wanted to create a game where you use a rope above all else, and that was Death Stranding . 'There are so many conflicts in the world today. In the end, connecting with the rope isn't the solution to everything. Higgs [Monaghan] will tell you something similar in the game: to connect, you also need a stick. The further you go into the game, the better you will understand what Higgs means. That's one of the reasons I said 'we shouldn't have connected,' and it's not just about the game aspect, it's also a reflection on a social level.' Among the many important themes in the game are those related to loss and mourning, and Kojima reveals that the inspiration to include them also partly stems from personal experiences: 'It comes from within, so I'd say it's half based on real experiences I've had and half from fiction. It comes from a very intimate place, from thoughts like a sense of loneliness, the mystery of where the dead go, and the pain of not having had a true goodbye with someone we have lost.' Transportation in Death Stranding 2 Courtesy of Kojima Productions The Birth of Death Stranding 2 The new Death Stranding expands and improves on every element of the game's first installment. Kojima says the transition from PlayStation 4 to PlayStation 5 means most changes focused on game design and story. 'I hope you remember the first Metal Gear Solid , where you really had to concentrate on infiltration, otherwise it was 'game over.' At the beginning of the game, before you got to the lift, you had no weapons, but once you got past that part, you could get access to some. The reason I had done this was that if I had put a weapon there from the beginning, players would have used it to eliminate enemies. It would no longer have been a 'stealth' game. That's why I deliberately removed it, but many hated that choice and many couldn't even get to the lift. 'In the first Metal Gear Solid we included a lot of mechanics to teach what stealth was. So for MGS 2 , I knew that people now understood the concept better, and so I made the weapons more accessible. You could even target specific body parts of enemies.' Fighting in Death Stranding 2 Courtesy of Kojima Productions In fact, all of Metal Gear can be considered an increasingly exponential and often experimental evolution (such as the open world of the fifth chapter) of the formula born with the saga's historic progenitor. The Death Stranding saga seems to be following a similar evolution: 'For Death Stranding 2: On the Beach , I used the same approach. At the beginning it was a game focused on deliveries, something no one had ever seen before, so some people might feel frustrated by that. 'But now the public is familiar with the idea, so I wanted to give players more freedom, even those who want to fight, for example. Now you can use weapons—you can, but it's not compulsory. You can use vehicles and motorbikes. Everything is more accessible in this second installment. It's still a delivery game, but I wanted to offer more freedom in terms of game mechanics—that was the goal.' This freedom is also reflected in the combat. Indeed, the game is now much more focused on firefights, but the main thing was, above all else, the ability to give players a choice in how they approach the various missions—something that doesn't force them to fight at all costs: 'Well, I don't want to suggest to people that they focus on combat or anything like that, but there are a lot of players all over the world asking me to make another Metal Gear , so here too I added more options for combat.' 'This, however, is still a game focused primarily on deliveries. You can avoid enemies by taking a longer ride around the map or by quickly passing a vehicle or motorbike through an encampment, or you can fight them. I wanted the choice to be up to the player. In case he chooses combat, we had to change the design of the weapons to make them easier to use. When we were working on these mechanics, I was a little worried, because many of the team members who worked with me on Metal Gear still work with me, and we kept asking ourselves, 'Does this feel too Metal Gear ?' but we didn't do it deliberately.' This freer approach was also shared by his colleagues: Yoji Shinkawa, art director of character and mechanical design, who has worked with Kojima since M etal Gear Solid ; Hirohaki Yoshiike, lead level designer; Takayuki Uchida, technical art director, lead environment artist; and, finally, Akio Sakamoto, chief technology officer, technical director. Whether in exploration, combat, or stealth, the development team's approach has always been to provide the player with the tools to act as he or she prefers, which is why over the years they have focused heavily on improving gunfights and stealth, incorporating new weapons, new mechanics and the ability to adapt Sam's character to each user's play style. Death Stranding 2 Courtesy of Kojima Productions Kojima says Mexico was a natural choice to continue the path that started with the first game, even though it wasn't his original plan: 'In Death Stranding you connected the North American continent from east to west, mirroring the exploration of the American frontier. America already had the [United Cities of America], so for the sequel I wondered whether or not to use a similar setting. In the first idea I had, the player would have had to disconnect everything he had previously connected, because he would discover that these connections had been a big mistake. But I was not convinced, especially since I would have reused the exact same setting.' The choice to use Australia as Plate Gate in the second chapter was because of its geographical features: a place that was not too large and which ran from east to west along an ocean was needed. This portal connecting the continents provides some interesting possibilities for sequels: 'The concept of the Plate Gate would allow me to create infinite sequels! I obviously have no plans to do that, but I do have an idea in mind for one possible one. I don't think I will make it, but if I passed the project on to someone else, they probably could.' Kojima says he decided to introduce a day/night cycle to give players the freedom to choose their favorite time of day to play, as it will be possible to change the time simply by sleeping in Sam's room. This choice, however, has led to some minor problems in the direction of the cutscenes, which are also managed in real time according to the time of day. He mentions how important it is for him to analyze player behavior in his games, particularly with regard to the asynchronous multiplayer of the first Death Stranding , which allows players to share objects and constructions, such as bridges and ladders, with other users. Kojima is surprised by the success that the highways have had, and especially the fact that even today, five years after the launch of the first chapter, there are still people who continue to build and maintain them. He says he's not much of a construction guy, preferring to use simpler tools like ladders when playing. Combat vehicles in Death Stranding 2 Courtesy of Kojima Productions For players who are fans of this mechanic, however, he has added many elements in Death Stranding 2 , such as the monorail, which is a new addition. He went on to explain the meaning of likes, which work very much like social media likes in the game: 'A like is not a currency—you don't get any items or become stronger because of them. The team was very hesitant about adding them at first. They are closer to likes in the real world. They have no concrete value, but they make you feel good. From a game design point of view, it's strange. Normally you accumulate points and get a rank or rewards, but in our case the like is just a personal incentive. It's exactly like on social. I wanted to create something like that, and in the end, people seemed to enjoy it. I expected more criticism. Even the team, who were initially opposed, changed their minds.' How Kojima Chooses Actors The first and now also the second Death Stranding unite the worlds of film and video games thanks to the presence of many famous actors. Kojima has said the criteria he uses to choose them is always based on the connections he has with people and their work. Kojima says he usually contacts these stars personally and, on many occasions, including with Luca Marinelli, who plays Neil in the game, the actor or their agent turns out to be a fan of the game designer. 'That is generally my selection process. I also audition, of course, but it's mostly a matter of connections. This also applies to Od , Physint , and other projects.' Luca Marinelli's character in Death Stranding 2 Courtesy of Kojima Productions 'I have already mentioned on several occasions that I saw the Italian film Martin Eden , with Luca Marinelli. It had a big impact on me. I may have seen it before the pandemic, but I wrote a commentary for the promotion of the film in Japan. After that, Luca sent me an email. He told me that he has been a fan of mine since his childhood and that he had read my comments. He asked the distributor for my contact details, and we got to know each other.' 'When I thought about involving him, I knew that his character had to surpass the one played by Mads Mikkelsen. I asked myself: 'Is that possible?' Mads' character could not return in Death Stranding 2 , and I knew some fans would be disappointed. I had to find someone who could go further. I remembered Luca, wrote to him directly, and offered him the role. He accepted immediately.' Shooting for a video game, however, is not as simple as shooting a film, as Kojima tells us: 'It's a job that requires a lot of strength, both physical and mental. Before shooting we have to scan the actor, decide on a hairstyle, makeup, and costumes and then create the digital data. And in order to record the scenes we have to coordinate everyone's schedules. 'Unlike a film, however, we can't shoot everything in three or four months, and we meet periodically during the development. It's a tiring process, both for us and for the actors. It's not a matter of three months and we're done. After that there is also the ADR [automatic dialog replacement, or dubbing], for example. Marinelli doesn't just appear in cutscenes. When the character appears as an NPC, you also have to record sounds, moans, breaths, grunts … and that part never seems to end. It's tough. And, of course, the actors are also working on other projects at the same time. Death Stranding 2 also features Marinelli's wife, Alissa Jung: 'I was also looking for someone to play Lucy, but in the midst of the pandemic it wasn't easy. One day, Luca asked me if I had found his 'counterpart.' I told him no. He told me that his wife is an actor and also a director, so we met and I found her really brilliant, intelligent, perfect for the role of Lucy. We scanned them both at the height of the pandemic. Neil also has scenes with Norman, while Alissa, who plays Lucy, has mostly scenes with Luke. I can't say more, or I'll reveal some spoilers.' The worlds in Death Stranding 2 Courtesy of Kojima Productions Among Kojima's favorite scenes filmed for Death Stranding 2 , he mentions one shot by Marinelli and Jung: 'Luca, meanwhile, was filming the series Mussolini: Son of the Century , directed by Joe Wright. When I offered him the role he was beautiful, he looked like a young Alain Delon. But when I scanned him he had changed: I asked him what had happened. He replied: 'I'm getting fat to play Mussolini.' We couldn't do much, so we scanned him as he was. 'A year later, at the time of motion capture, he had changed again. I thought: 'Oh God, it's not the Luke I expected,' but we then solved it digitally. It was quite a problem, but what he shot is really good! Most of the scenes with Alissa and Luca are just between the two of them, and the interesting thing is that, because they are husband and wife in real life, they have an incredible chemistry. 'Luca comes from the theater, and Alissa is a director as well as an actor. Sometimes she tried to take over on the set too! We shot at the SIE studio in Los Angeles. It's a huge studio, almost like a big Hollywood set. Me and a couple of my staff went to manage the shoot, but there were many other people including technicians, makeup artists, and others. When Luca started acting, however, everyone came over to watch. This had never happened to me before.' The Music of Death Stranding Kojima's games also impress with their beautiful soundtracks, and Death Stranding 2: On the Beach is no exception. One of the star artists of the new title is Woodkid, and the game director recounted that he met him by chance in Paris in 2020, when the artist wanted to introduce himself, being a fan of Kojima's, by playing one of his songs. Kojima was also struck by Woodkid's music videos, which have atmospheres like that of Death Stranding , and Kojima decided to contact him to have him work on some songs for the soundtrack of the second chapter. The music was an important legacy to continue, especially after the passing of Ryan Karazija of Low Roar, whose musical style had profoundly marked the first chapter. Kojima explained that he had also included some unreleased Low Roar tracks in the new game, sent to him by the singer's family. Kojima follows the same approach for the music in his games as he does for the choice of actors: 'Just like for the casting of actors, I contact them directly: Sometimes I ask if I can use one of their songs, other times they offer to write a new one, and an exchange takes place.' Many other artists contributed to the new game, such as Caroline Polachek, the Mongolian singer-songwriter Magnolian, and the Polish pianist Hania Rani. Each musical choice, the game designer explains, reflects his personal taste: a mix of different sensibilities that further enriches the atmosphere of the game. Kojima's Pride At the end of our interview, Kojima talks about what was the most rewarding aspect of creating Death Stranding 2: On the Beach : 'That's a difficult question. I wrote the concept for this game completely on my own, during the pandemic. 'Yoji [Shinkawa] would come by maybe once a week, but otherwise I worked without seeing anyone in person. It was a really tough time. Some people still worked from home. Yet, despite all the challenges, we're almost done now. 'During the pandemic I thought we would never make it. I think all the studios felt the same. We couldn't shoot anything, everything was at a standstill, and I wondered: 'How can I make a game like this?' But, thanks to the support of so many people, we are now really close to the end. I think we started performance capture in 2021. At that time I couldn't go to Los Angeles to direct; the studio wouldn't allow it. It was like that for all the studios. So we had to do everything remotely. I was working from Tokyo and connected online with Los Angeles. Sam and Lou in Death Stranding 2 Courtesy of Kojima Productions 'The actors obviously had to go to the studio, but I had to explain everything from a distance: 'Stand here, walk there, do this...' It was very difficult. We used iPads and smartphones, but it didn't work very well. At one point I thought I was going crazy. 'Then an acquaintance of mine at Sony created something called Mado, which means window in Japanese. It's like a giant smartphone, a two-way monitor that almost looks like a door. If you stand in front of it, you can see inside the studio in Los Angeles. You see and hear everything in real time. Unfortunately you can't walk through to the other side but they lent us two of these devices and we managed to get the footage we needed. Even Norman got close to that 'window.' It was difficult, but there was also something beautiful about the process. 'When you work in person, you can talk directly and change things on the spot. But remotely, you'll have a meeting every week or every month, and everything slows down. Sometimes you find out too late that someone was working on an idea that had already been rejected. I think all studios faced similar problems. So what was the most rewarding part? Simply the fact that we managed to go all the way and finish this game.' This interview was originally published by WIRED Italia . Translation by John Newton.

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