• واش راكم يا جماعة؟ عندي خبر يفرح محبي الألعاب!

    سوني قررت تلغي القيود على مشاركة لقطات لعبة Marvel Tokon: Fighting Souls خلال البيتا اللي راح تبدأ هالأسبوع. يعني تقدروا تشاركوا الفيديوهات متاعكم بلا ما تخافوا من الحظر. صراحة، هذا خبر زين بزاف، خاصة كيما نعرفوا الألعاب مليانة لحظات مضحكة ومجنونة، وكيما يقولوا "لللعب روح".

    من تجربتي، كل ما نعرف أنو نقدر نشارك لقطاتي، نكون فرحان ونتحمس أكثر للعبي. كيفاش تحبو تشاركون لحظاتكم؟

    المهم، انطلقوا وخلوا ابداعاتكم تخرج للضوء!

    https://www.pushsquare.com/news/2025/09/sony-scraps-gameplay-restrictions-for-marvel-tokons-ps5-beta

    #ألعاب #Sony #MarvelTokon #GamingCommunity #شارك_لحظاتك
    🚀 واش راكم يا جماعة؟ عندي خبر يفرح محبي الألعاب! 🎮 سوني قررت تلغي القيود على مشاركة لقطات لعبة Marvel Tokon: Fighting Souls خلال البيتا اللي راح تبدأ هالأسبوع. يعني تقدروا تشاركوا الفيديوهات متاعكم بلا ما تخافوا من الحظر. 💪💻 صراحة، هذا خبر زين بزاف، خاصة كيما نعرفوا الألعاب مليانة لحظات مضحكة ومجنونة، وكيما يقولوا "لللعب روح". 😄 من تجربتي، كل ما نعرف أنو نقدر نشارك لقطاتي، نكون فرحان ونتحمس أكثر للعبي. كيفاش تحبو تشاركون لحظاتكم؟ 🤔 المهم، انطلقوا وخلوا ابداعاتكم تخرج للضوء! https://www.pushsquare.com/news/2025/09/sony-scraps-gameplay-restrictions-for-marvel-tokons-ps5-beta #ألعاب #Sony #MarvelTokon #GamingCommunity #شارك_لحظاتك
    www.pushsquare.com
    Share freely.Sony will not stop Marvel Tokon: Fighting Souls players from sharing their footage online when the beta goes live later this week.As we already reported, the platform holder has been sending out invites to the test, but previous communic
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  • Marvel Tokon Gameplay Mechanics Discussion And Things We Found

    Max and Richard talk Marvel.
    #marvel #tokon #gameplay #mechanics #discussion
    Marvel Tokon Gameplay Mechanics Discussion And Things We Found
    Max and Richard talk Marvel. #marvel #tokon #gameplay #mechanics #discussion
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  • MARVEL Tōkon: Fighting Souls — 30 minutes with the 4v4 tag-fighter

    First revealed in State of Play, and recently playable at Evo Las Vegas 2025, MARVEL Tōkon: Fighting Souls, brings a fundamental shift to the tag-fighting genre. Arc System Works, Marvel Games, and PlayStation Studios have assembled to create a vibrant, stylized world, and after an intense 30-minute play session this past weekend, I’m counting down the days until I’m a Tōkon fighter again.

    Play Video

    Building a 4v4 team

    “The reason we went with 4v4 is actually because it’s something that’s never been done before in fighting games where players can switch characters,” says Kazuto Sekine, Game Director and Lead Battle Designer, Arc System Works. “We wanted to challenge ourselves to create a new tag fighter.”

    ​​

    During my session, I had access to a set of all-star Heroes to create my team of four:

    ● Doctor Doom is slow but hits hard with magical and tricky range attacks. 

    ● Ms. Marvel is quick with high-risk, high-reward attacks.

    ● Storm is an aerial threat with deadly crossovers., 

    ● Iron Man keeps enemies at bay with anti-air and other punishing moves. 

    ● Star-Lord was the most technical with his ability to switch between firearms and insane juggles.

    ● Captain America is a versatile all-rounder and a great entry point for new players.

    After some experimentation, I prioritized playing Storm and Star-Lord. I loved how their combos, personality, and flair were true to their characters. Storm’s light and medium attacks are beginner-friendly and combo well into her Quick Skill, which is a character’s unique attack you activate by pressing R2. I also found success rushing in with Star-Lord, using quick blaster and melee combos right into his Ultimate, activated simply by pressing R1.

    The control scheme is pretty straightforward. Square, Triangle, and Circle are your light, medium, and heavy attacks, respectively, while X is the assemble button. All of your special attacks and skills are reserved for the triggers. L1 enables a quick dash, L2 is a quick Assemble ability, and R1 and R2 provide your unique attack and quick skills.

    How swapping between characters works

    Traditionally, in a tag fighter, you have to rotate through your entire team before the match is over, but in Tōkon your team shares one health bar. This means you don’t have to master the whole roster to be effective, and in that sense, can approach the game like a more traditional fighter if you choose to. At the start of the match, you can only control your lead character. As the skirmish progresses, you gain the ability to switch into your assist characters when you lose a round, performing a throw, or knocking your opponent into another section of the stage. It creates an interesting dance of being careful not to give your opponents more options to use against you while making sure you access your extended roster first, and who you would want as your first backup option.

    View and download image

    Download the image

    close
    Close

    Download this image

    “Previously for allin order to play them, you had to be able to control multiple characters,” says Sekine, “However, for our game, it was important for us to design it so that you would only actually need to be able to take control of one character. You only need to learn to play as one character in order to enjoy the game, and you can still see your other teammates coming in and out of the battlefield.”

    Where you would traditionally have a dedicated button to swap between your party, here you do it during assists. Once you successfully call in an assist you have a brief window to swap to them. This exchange creates a natural swap out in the chaos of battle and some stylish moments between characters. Tōkon cares about what is happening on screen at all times, so switching between characters in the middle of a combo, standing still, or even in the air creates unique animations, such as characters giving each other daps or quipping about needing to step in. 

    Accommodating different players’ fighting styles

    As I was studying my opponent’s moves, they took a different approach, focusing on supers and trying to bring out their team for full-screen spectacles. Where each character performs a quick combo, sending your opponent airborne while smashing them to the ground, ending in what I can only describe as a superhero pose-a-thon. The methodical vs manic approach created a fun back-and-forth between us, but the game was accommodating of both approaches and provided its own sense of satisfaction.

    “When it comes to the game’s design, it was very important for us to make this something that’s easy to get into, but has depth beyond that initial entry,” says Sekine. “One thing that we were very careful about when designing the game was to ensure that there is not any kind of mechanic or attack that someone who’s just getting started would not be able to perform. It would impede on the experience of new players.” 

    “When you press the Assemble button, depending on the situation and what’s going on in the match, the Assist will come out and perform a different action that’s suitable for that particular moment,” says Sekine. “By designing it in that way that we’re able to clearly communicate to the player when they should be calling in their assists, and make it easier for them to play.”

    Anime-inspired Heroes in action

    “At Marvel games, it’s really important for us to allow developers to put their own unique stamp on the Marvel Universe,” says Michael Francisco, Sr. Product Development Manager, Marvel Games. “In the case of Arc, it’s that fusion of Marvel and American comics with Japanese anime and manga, and you can see that reflected in the art style and the character designs.” 

    All the characters ooze charm, but the backgrounds also pack a lot of exciting details. Eagle-eyed fans should keep an eye out for interesting signage referencing heroes and events, pedestrians reacting to on-screen action, and easter eggs scattered throughout. It’s obvious a lot of care was put into building this world. 

    “It was very important for us to be able to create the visual excitement that should be entailed with,” says Takeshi Yamanaka, Producer, Arc System Works. “Since this is a 4v4 game, that means that we can have up to eight characters out on the screen at one time altogether, so we were careful when creating the visual composition of the screen to ensure that we convey that excitement.”

    The 4v4 fights begin next year

    MARVEL Tōkon: Fighting Souls is set to release in 2026, and while I’m excited to see all the heroes, combinations, and worlds the game will take us too, I asked the team how they felt about creating something new that has never been done before in the fighting genre. 

    “It’s both scary and exciting, exhilarating and terrifying, at the same time,” says Francisco. “From the beginning, we all want to honor and respect the rich history and legacy of Marvel, while also forging our own path forward to create something new and innovative. So, we just hope fans are excited to see what we’ve come up with as a collaboration between all three parties.” 
    #marvel #tōkon #fighting #souls #minutes
    MARVEL Tōkon: Fighting Souls — 30 minutes with the 4v4 tag-fighter
    First revealed in State of Play, and recently playable at Evo Las Vegas 2025, MARVEL Tōkon: Fighting Souls, brings a fundamental shift to the tag-fighting genre. Arc System Works, Marvel Games, and PlayStation Studios have assembled to create a vibrant, stylized world, and after an intense 30-minute play session this past weekend, I’m counting down the days until I’m a Tōkon fighter again. Play Video Building a 4v4 team “The reason we went with 4v4 is actually because it’s something that’s never been done before in fighting games where players can switch characters,” says Kazuto Sekine, Game Director and Lead Battle Designer, Arc System Works. “We wanted to challenge ourselves to create a new tag fighter.” ​​ During my session, I had access to a set of all-star Heroes to create my team of four: ● Doctor Doom is slow but hits hard with magical and tricky range attacks.  ● Ms. Marvel is quick with high-risk, high-reward attacks. ● Storm is an aerial threat with deadly crossovers.,  ● Iron Man keeps enemies at bay with anti-air and other punishing moves.  ● Star-Lord was the most technical with his ability to switch between firearms and insane juggles. ● Captain America is a versatile all-rounder and a great entry point for new players. After some experimentation, I prioritized playing Storm and Star-Lord. I loved how their combos, personality, and flair were true to their characters. Storm’s light and medium attacks are beginner-friendly and combo well into her Quick Skill, which is a character’s unique attack you activate by pressing R2. I also found success rushing in with Star-Lord, using quick blaster and melee combos right into his Ultimate, activated simply by pressing R1. The control scheme is pretty straightforward. Square, Triangle, and Circle are your light, medium, and heavy attacks, respectively, while X is the assemble button. All of your special attacks and skills are reserved for the triggers. L1 enables a quick dash, L2 is a quick Assemble ability, and R1 and R2 provide your unique attack and quick skills. How swapping between characters works Traditionally, in a tag fighter, you have to rotate through your entire team before the match is over, but in Tōkon your team shares one health bar. This means you don’t have to master the whole roster to be effective, and in that sense, can approach the game like a more traditional fighter if you choose to. At the start of the match, you can only control your lead character. As the skirmish progresses, you gain the ability to switch into your assist characters when you lose a round, performing a throw, or knocking your opponent into another section of the stage. It creates an interesting dance of being careful not to give your opponents more options to use against you while making sure you access your extended roster first, and who you would want as your first backup option. View and download image Download the image close Close Download this image “Previously for allin order to play them, you had to be able to control multiple characters,” says Sekine, “However, for our game, it was important for us to design it so that you would only actually need to be able to take control of one character. You only need to learn to play as one character in order to enjoy the game, and you can still see your other teammates coming in and out of the battlefield.” Where you would traditionally have a dedicated button to swap between your party, here you do it during assists. Once you successfully call in an assist you have a brief window to swap to them. This exchange creates a natural swap out in the chaos of battle and some stylish moments between characters. Tōkon cares about what is happening on screen at all times, so switching between characters in the middle of a combo, standing still, or even in the air creates unique animations, such as characters giving each other daps or quipping about needing to step in.  Accommodating different players’ fighting styles As I was studying my opponent’s moves, they took a different approach, focusing on supers and trying to bring out their team for full-screen spectacles. Where each character performs a quick combo, sending your opponent airborne while smashing them to the ground, ending in what I can only describe as a superhero pose-a-thon. The methodical vs manic approach created a fun back-and-forth between us, but the game was accommodating of both approaches and provided its own sense of satisfaction. “When it comes to the game’s design, it was very important for us to make this something that’s easy to get into, but has depth beyond that initial entry,” says Sekine. “One thing that we were very careful about when designing the game was to ensure that there is not any kind of mechanic or attack that someone who’s just getting started would not be able to perform. It would impede on the experience of new players.”  “When you press the Assemble button, depending on the situation and what’s going on in the match, the Assist will come out and perform a different action that’s suitable for that particular moment,” says Sekine. “By designing it in that way that we’re able to clearly communicate to the player when they should be calling in their assists, and make it easier for them to play.” Anime-inspired Heroes in action “At Marvel games, it’s really important for us to allow developers to put their own unique stamp on the Marvel Universe,” says Michael Francisco, Sr. Product Development Manager, Marvel Games. “In the case of Arc, it’s that fusion of Marvel and American comics with Japanese anime and manga, and you can see that reflected in the art style and the character designs.”  All the characters ooze charm, but the backgrounds also pack a lot of exciting details. Eagle-eyed fans should keep an eye out for interesting signage referencing heroes and events, pedestrians reacting to on-screen action, and easter eggs scattered throughout. It’s obvious a lot of care was put into building this world.  “It was very important for us to be able to create the visual excitement that should be entailed with,” says Takeshi Yamanaka, Producer, Arc System Works. “Since this is a 4v4 game, that means that we can have up to eight characters out on the screen at one time altogether, so we were careful when creating the visual composition of the screen to ensure that we convey that excitement.” The 4v4 fights begin next year MARVEL Tōkon: Fighting Souls is set to release in 2026, and while I’m excited to see all the heroes, combinations, and worlds the game will take us too, I asked the team how they felt about creating something new that has never been done before in the fighting genre.  “It’s both scary and exciting, exhilarating and terrifying, at the same time,” says Francisco. “From the beginning, we all want to honor and respect the rich history and legacy of Marvel, while also forging our own path forward to create something new and innovative. So, we just hope fans are excited to see what we’ve come up with as a collaboration between all three parties.”  #marvel #tōkon #fighting #souls #minutes
    MARVEL Tōkon: Fighting Souls — 30 minutes with the 4v4 tag-fighter
    blog.playstation.com
    First revealed in State of Play, and recently playable at Evo Las Vegas 2025, MARVEL Tōkon: Fighting Souls, brings a fundamental shift to the tag-fighting genre. Arc System Works, Marvel Games, and PlayStation Studios have assembled to create a vibrant, stylized world, and after an intense 30-minute play session this past weekend, I’m counting down the days until I’m a Tōkon fighter again. Play Video Building a 4v4 team “The reason we went with 4v4 is actually because it’s something that’s never been done before in fighting games where players can switch characters,” says Kazuto Sekine, Game Director and Lead Battle Designer, Arc System Works. “We wanted to challenge ourselves to create a new tag fighter.” ​​ During my session, I had access to a set of all-star Heroes to create my team of four: ● Doctor Doom is slow but hits hard with magical and tricky range attacks.  ● Ms. Marvel is quick with high-risk, high-reward attacks. ● Storm is an aerial threat with deadly crossovers.,  ● Iron Man keeps enemies at bay with anti-air and other punishing moves.  ● Star-Lord was the most technical with his ability to switch between firearms and insane juggles. ● Captain America is a versatile all-rounder and a great entry point for new players. After some experimentation, I prioritized playing Storm and Star-Lord. I loved how their combos, personality, and flair were true to their characters (at one point, Storm sternly refers to Star-Lord as “Quill” when he’s goofing off, which I adored). Storm’s light and medium attacks are beginner-friendly and combo well into her Quick Skill, which is a character’s unique attack you activate by pressing R2. I also found success rushing in with Star-Lord, using quick blaster and melee combos right into his Ultimate, activated simply by pressing R1. The control scheme is pretty straightforward. Square, Triangle, and Circle are your light, medium, and heavy attacks, respectively, while X is the assemble button. All of your special attacks and skills are reserved for the triggers. L1 enables a quick dash, L2 is a quick Assemble ability, and R1 and R2 provide your unique attack and quick skills. How swapping between characters works Traditionally, in a tag fighter, you have to rotate through your entire team before the match is over, but in Tōkon your team shares one health bar. This means you don’t have to master the whole roster to be effective, and in that sense, can approach the game like a more traditional fighter if you choose to. At the start of the match, you can only control your lead character. As the skirmish progresses, you gain the ability to switch into your assist characters when you lose a round, performing a throw, or knocking your opponent into another section of the stage. It creates an interesting dance of being careful not to give your opponents more options to use against you while making sure you access your extended roster first, and who you would want as your first backup option. View and download image Download the image close Close Download this image “Previously for all [tag fighters] in order to play them, you had to be able to control multiple characters,” says Sekine, “However, for our game, it was important for us to design it so that you would only actually need to be able to take control of one character. You only need to learn to play as one character in order to enjoy the game, and you can still see your other teammates coming in and out of the battlefield.” Where you would traditionally have a dedicated button to swap between your party, here you do it during assists. Once you successfully call in an assist you have a brief window to swap to them. This exchange creates a natural swap out in the chaos of battle and some stylish moments between characters. Tōkon cares about what is happening on screen at all times, so switching between characters in the middle of a combo, standing still, or even in the air creates unique animations, such as characters giving each other daps or quipping about needing to step in.  Accommodating different players’ fighting styles As I was studying my opponent’s moves, they took a different approach, focusing on supers and trying to bring out their team for full-screen spectacles. Where each character performs a quick combo, sending your opponent airborne while smashing them to the ground, ending in what I can only describe as a superhero pose-a-thon. The methodical vs manic approach created a fun back-and-forth between us, but the game was accommodating of both approaches and provided its own sense of satisfaction. “When it comes to the game’s design, it was very important for us to make this something that’s easy to get into, but has depth beyond that initial entry,” says Sekine. “One thing that we were very careful about when designing the game was to ensure that there is not any kind of mechanic or attack that someone who’s just getting started would not be able to perform. It would impede on the experience of new players.”  “When you press the Assemble button, depending on the situation and what’s going on in the match, the Assist will come out and perform a different action that’s suitable for that particular moment,” says Sekine. “By designing it in that way that we’re able to clearly communicate to the player when they should be calling in their assists, and make it easier for them to play.” Anime-inspired Heroes in action “At Marvel games, it’s really important for us to allow developers to put their own unique stamp on the Marvel Universe,” says Michael Francisco, Sr. Product Development Manager, Marvel Games. “In the case of Arc, it’s that fusion of Marvel and American comics with Japanese anime and manga, and you can see that reflected in the art style and the character designs.”  All the characters ooze charm, but the backgrounds also pack a lot of exciting details. Eagle-eyed fans should keep an eye out for interesting signage referencing heroes and events, pedestrians reacting to on-screen action, and easter eggs scattered throughout. It’s obvious a lot of care was put into building this world.  “It was very important for us to be able to create the visual excitement that should be entailed with [tag fighters],” says Takeshi Yamanaka, Producer, Arc System Works. “Since this is a 4v4 game, that means that we can have up to eight characters out on the screen at one time altogether, so we were careful when creating the visual composition of the screen to ensure that we convey that excitement.” The 4v4 fights begin next year MARVEL Tōkon: Fighting Souls is set to release in 2026, and while I’m excited to see all the heroes, combinations, and worlds the game will take us too, I asked the team how they felt about creating something new that has never been done before in the fighting genre.  “It’s both scary and exciting, exhilarating and terrifying, at the same time,” says Francisco. “From the beginning, we all want to honor and respect the rich history and legacy of Marvel, while also forging our own path forward to create something new and innovative. So, we just hope fans are excited to see what we’ve come up with as a collaboration between all three parties.” 
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  • وااااااااااه، راك فاهم يا جماعة، اليوم حبيت نهدر على *Marvel Tōkon: Fighting Souls* بعد ما جربت الديمو تاعو في EVO 2025. بصّح قبل كل شيء، ما نكذبش عليك، التجربة كانت حماسية!

    كي العادة، ال ambiance كانت مليحة، والناس دايرين قعدة في الصالة، كل واحد كيما يحب، شحال ما كانو فايقين ومرتاحين بالـ wifi اللي يروح ويجي.

    التحكمات كانت شوية صعيبة، بصح راني نخمم في الوقت، نحب نزيد نطوّر روحي. المشكلة هي أنو كاين شخصيات فيها أساليب قتال بزاف، بصح كي تجرب ما تديرش فليش، تخليها تمر عليك وتقول "وااااااه، هدي شكون؟". بزاف من الشخصيات مش معروفين بزاف، لكنه يعطينا فرصة نكتشفوا حاجة جديدة.

    أما عن الجرافيكس، والله غير شلتها! هاك داير، كأنك تشوف فيلم
    وااااااااااه، راك فاهم يا جماعة، اليوم حبيت نهدر على *Marvel Tōkon: Fighting Souls* بعد ما جربت الديمو تاعو في EVO 2025. بصّح قبل كل شيء، ما نكذبش عليك، التجربة كانت حماسية! كي العادة، ال ambiance كانت مليحة، والناس دايرين قعدة في الصالة، كل واحد كيما يحب، شحال ما كانو فايقين ومرتاحين بالـ wifi اللي يروح ويجي. التحكمات كانت شوية صعيبة، بصح راني نخمم في الوقت، نحب نزيد نطوّر روحي. المشكلة هي أنو كاين شخصيات فيها أساليب قتال بزاف، بصح كي تجرب ما تديرش فليش، تخليها تمر عليك وتقول "وااااااه، هدي شكون؟". بزاف من الشخصيات مش معروفين بزاف، لكنه يعطينا فرصة نكتشفوا حاجة جديدة. أما عن الجرافيكس، والله غير شلتها! هاك داير، كأنك تشوف فيلم
    Marvel Tōkon: Fighting Souls – Nous avons testé la démo de l’EVO 2025, premier avis
    www.actugaming.net
    ActuGaming.net Marvel Tōkon: Fighting Souls – Nous avons testé la démo de l’EVO 2025, premier avis Annoncé lors du State of Play en juin dernier, Marvel Tōkon: Fighting Souls a fait […] L'article Marvel Tōkon: Fighting Souls –
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  • جديد في عالم الألعاب!

    سمعتو على Marvel Tōkon: Fighting Souls؟ بصّح والله غير راها جات مع لعبة تكون تحبس الأنفاس! داك الوقت في State of Play في جوان كانت قنبلة، وها هي دارتنا على الميكانيكيات تاعها.

    المهم، يقولك من 5 إلى 7 سبتمبر كاين bêta fermée على PS5. يخي حالة، نحب نجربها ونشوف شكون راح يكون فيه!

    شحال من مرة شفت ألعاب زينة وديما نخمم في كيفاش نجيبها، بصّح هاذي مرّتي! كيما العادة، عندي شوية ترميد مع هاذ المود، لكن نخمم نسيّب ونجرب.

    علاه تتوكل، سمعنا بلي نهار الجمعة كاين محبي الألعاب راهم يحوسوا، وهاك داير إن شاء الله يكون في جو ملاح.

    والله غير هاذي وحدها تكفيني باش نضرب دورة ونفطر على الحماس، شحال نحب ن
    💥 جديد في عالم الألعاب! 💥 سمعتو على Marvel Tōkon: Fighting Souls؟ بصّح والله غير راها جات مع لعبة تكون تحبس الأنفاس! 😱 داك الوقت في State of Play في جوان كانت قنبلة، وها هي دارتنا على الميكانيكيات تاعها. المهم، يقولك من 5 إلى 7 سبتمبر كاين bêta fermée على PS5. يخي حالة، نحب نجربها ونشوف شكون راح يكون فيه! 😂 شحال من مرة شفت ألعاب زينة وديما نخمم في كيفاش نجيبها، بصّح هاذي مرّتي! كيما العادة، عندي شوية ترميد مع هاذ المود، لكن نخمم نسيّب ونجرب. علاه تتوكل، سمعنا بلي نهار الجمعة كاين محبي الألعاب راهم يحوسوا، وهاك داير إن شاء الله يكون في جو ملاح. 😜 والله غير هاذي وحدها تكفيني باش نضرب دورة ونفطر على الحماس، شحال نحب ن
    Marvel Tōkon: Fighting Souls détaille ses mécaniques, une bêta fermée se tiendra du 5 au 7 septembre sur PS5
    www.actugaming.net
    ActuGaming.net Marvel Tōkon: Fighting Souls détaille ses mécaniques, une bêta fermée se tiendra du 5 au 7 septembre sur PS5 C’était la petite bombe versus fighting du State of Play de juin dernier, Marvel Tōkon: […] L'article Marvel Tōko
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  • صاحبي، اليوم شفت حاجة جديدة في عالم الألعاب، ديركت من Marvel! العنوان: "Three Things We Learned About The Coolest-Looking Marvel Fighting Game In Years". والله غير صاير حاجة من العيار الثقيل!

    العب اللعبة الجديدة: Marvel Tōkon: Fighting Souls، وراهم يقولوا إنها راح تكون معقدة كيما Arc System Works و MvC، يعني راك فاهم، صراع ضخم ومشوق. بصح، ما نكذبش عليك، شوية خوف في قلبي، زعما السؤال اللي يحيرني: هل راح نقدر نتحكم في هالقدرات الخارقة ولا نطيشها ونغلط ونولي!

    شحال من مرة في حياتي تمنيت نلعب لعبة مقاتلة تمزج بين شخصيات Marvel، والآنها جات! تقدر تفكر في القتالات اللي كانت في البوكيمونات ولكن مع كاين Avengers و X-Men، يا صاحبي، هذي “ambiance” اللي نحتاجوها في الفايتينغ!

    والله غير، راني ضارب دورة مع صحابي في القهوة، وكي نسم
    صاحبي، اليوم شفت حاجة جديدة في عالم الألعاب، ديركت من Marvel! العنوان: "Three Things We Learned About The Coolest-Looking Marvel Fighting Game In Years". والله غير صاير حاجة من العيار الثقيل! العب اللعبة الجديدة: Marvel Tōkon: Fighting Souls، وراهم يقولوا إنها راح تكون معقدة كيما Arc System Works و MvC، يعني راك فاهم، صراع ضخم ومشوق. بصح، ما نكذبش عليك، شوية خوف في قلبي، زعما السؤال اللي يحيرني: هل راح نقدر نتحكم في هالقدرات الخارقة ولا نطيشها ونغلط ونولي! شحال من مرة في حياتي تمنيت نلعب لعبة مقاتلة تمزج بين شخصيات Marvel، والآنها جات! تقدر تفكر في القتالات اللي كانت في البوكيمونات ولكن مع كاين Avengers و X-Men، يا صاحبي، هذي “ambiance” اللي نحتاجوها في الفايتينغ! والله غير، راني ضارب دورة مع صحابي في القهوة، وكي نسم
    Three Things We Learned About The Coolest-Looking Marvel Fighting Game In Years
    kotaku.com
    Marvel Tōkon: Fighting Souls draws from Arc System Works and MvC for what looks like a real complex fighter The post Three Things We Learned About The Coolest-Looking <em>Marvel</em> Fighting Game In Years appeared first on Kotaku.
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  • يا جماعة، سمعتو بالخبر الزين؟ Marvel Tōkon: Fighting Souls راح يكون قابل للعب في EVO 2025! بصراحة، ما كنتش نتوقع هاد الشي من Arc System Works، وهاك تشوف المفاجآت كبيرة في عالم الألعاب.

    شحال من مرة ندور ونخمم على الألعاب الجاية، وديما نحب نكتشف الجديد. بصّح هاد اللعبة عندها طابع خاص، وكيما نقولو: "علاه ما نجربوهاش؟"

    بالصراحة، كاين ناس راهم كامل يستنوا في التفاصيل، وأنا منهم. خبرني إذا عندك أي info جديدة، راني نحب نسمع! ووالله غير الجو مع هاد اللعبات كيما يكون chill، خاصة في الweekend.

    المهم، راني ضارب دورة على الinfo، وكيما العادة،

    نعيطلك من بعد... #MarvelTōkon #EVO2025 #GamingLife
    ✨ يا جماعة، سمعتو بالخبر الزين؟ 😲 Marvel Tōkon: Fighting Souls راح يكون قابل للعب في EVO 2025! بصراحة، ما كنتش نتوقع هاد الشي من Arc System Works، وهاك تشوف المفاجآت كبيرة في عالم الألعاب. شحال من مرة ندور ونخمم على الألعاب الجاية، وديما نحب نكتشف الجديد. 😅 بصّح هاد اللعبة عندها طابع خاص، وكيما نقولو: "علاه ما نجربوهاش؟" بالصراحة، كاين ناس راهم كامل يستنوا في التفاصيل، وأنا منهم. 😎 خبرني إذا عندك أي info جديدة، راني نحب نسمع! ووالله غير الجو مع هاد اللعبات كيما يكون chill، خاصة في الweekend. المهم، راني ضارب دورة على الinfo، وكيما العادة، نعيطلك من بعد... 🎮😉 #MarvelTōkon #EVO2025 #GamingLife
    Marvel Tōkon: Fighting Souls sera jouable à l’EVO 2025 et devrait nous donner plus d’informations
    www.actugaming.net
    ActuGaming.net Marvel Tōkon: Fighting Souls sera jouable à l’EVO 2025 et devrait nous donner plus d’informations Personne n’attendait vraiment Arc System Works sur un jeu Marvel, rendant la surprise de ce […] L'article Marvel
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