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Preventing Souls Interview – PlayStation.Weblog


MARVEL legends, assemble! Coming to PlayStation 5 in 2026, MARVEL Tōkon: Preventing Souls is a 4v4 team-based combating recreation created in partnership with Arc System Works — famend for Responsible Gear and Dragon Ball Fighter Z — PlayStation Studios, and MARVEL Video games.

The sport has captured the eye of each combating recreation fanatics and MARVEL followers alike. We spoke with Arc System Works Producer Takeshi Yamanaka, Sport Director and Lead Battle Designer Kazutoshi Sekine, and SIE PlayStation Studios XDEV Senior Producer Reed Baird in regards to the recreation’s standout options, distinctive components, and the debut of Spider-Man and Ghost Rider as playable characters at Tokyo Sport Present 2025.

Takeshi Yamanaka
Producer, Arc System Works

Kazutoshi Sekine
Sport 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 followers

PS Weblog: How was the title MARVEL Tōkon: Preventing Souls chosen?

Yamanaka: A beam of sunshine flashes between the characters after they’re swapped, and we interpreted that mild as a “soul,” which impressed the inclusion of “Preventing Souls” within the title. Nevertheless, “MARVEL Preventing Souls” alone didn’t seize the Japanese identification we needed to convey, particularly when one of many undertaking’s objectives was to ship one thing particular from Japan to a worldwide viewers. That’s why we added the Japanese phrase “Tōkon,” which suggests combating spirit.

With heroes and villains in a position to be part of forces, is the sport meant to be an epic but chaotic crossover of MARVEL characters?

Yamanaka: I can’t reveal specifics simply but, however every character has their very own detailed lore and backstory. As for why heroes and villains can workforce up, we’ll have extra to share in future updates.

What was most essential to you when bringing MARVEL characters right into a combating recreation?

Yamanaka: We made positive to respect every character by retaining their iconic components that followers know and love. On the identical time, our purpose was to showcase our distinctive Japanese perspective and the Arc System Works identification throughout the designs. MARVEL Video games responded most strongly to Iron Man and Storm. With Storm, I imagine we had been in a position to ship the imaginative and prescient they had been hoping to see from Japanese creators.

What did you prioritize when it comes to presentation?

Sekine: We gave the character choose display screen a recent, distinctive look, drawing on each American comics and Japanese shōnen manga for inspiration. Matches that conclude with a stage transition or a brilliant transfer are introduced in a manga panel model, creating a singular impact not like something earlier than.

Spider-Man and Ghost Rider had been made playable for the primary time. What was the idea behind Spider-Man’s design?

Sekine: Our intention with Spider-Man was to faithfully seize his defining traits whereas making him really fulfilling to play. We needed to make him simple to choose up, reflecting his function because the “pleasant neighborhood” hero. We fine-tuned the best way he performs, and I needed to verify we embrace Spidey Sense*, which has by no means appeared in a combating recreation earlier than.

*On this recreation, Spidey Sense permits Spider-Man to evade assaults and throws whereas mechanically putting again.

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 turns into weak, however when it hits the crimson zone, his skills develop stronger. This technique encourages Ghost Rider — sometimes a long-range fighter — to maneuver in shut. Managing the gauge is difficult, however the exhilaration of getting into the crimson zone completely captures his fiery spirit.

Reed: That type of mechanic is precisely what makes Arc System Works stand out. Storm, which you talked about earlier, additionally fights in methods we’ve by no means seen earlier than, which could be very thrilling.

How has the suggestions been from previous demos and the closed beta take a look at (CBT)?

Yamanaka: We’ve acquired a whole lot of suggestions, and I didn’t count on it to be so overwhelmingly constructive. In fact, we additionally acquired constructive criticism, and we are going to use that to make significant enhancements.

Sekine: At EVO, the demo stations had been at all times packed, which spoke volumes about how beloved MARVEL is and confirmed how nicely this recreation is assembly these expectations. The gamers’ ardour is what retains us going.

Yamanaka: A father stood by as his youngsters performed, their faces glowing with huge smiles. As a creator, seeing folks benefit from the video games I labored on is profoundly rewarding.

Lastly, do you’ve any phrases for followers wanting ahead to the sport? Are there different particulars you’d like them to search for?

Reed: I hope enjoying this recreation will turn into a cherished reminiscence for gamers. I nonetheless bear in mind being deeply moved by combating video games after I was a child. We’ve poured a whole lot of love into this undertaking, and with the theme of “from Japan to the world” in thoughts, we hope to succeed in followers all around the world.

Yamanaka: We put appreciable thought into the function of music in combating video games, so I’d love for gamers to concentrate to the soundtrack. Hear intently to how the music shifts because the battle unfolds.

Sekine: The CBT proved that battles run easily on-line, and the stage designs are a spotlight in their very own proper. Our intention is to current MARVEL in a brand new mild whereas additionally evolving the team-based combating style. The sport is stuffed with hidden treasures, and we will’t await gamers to find them.

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