{"id":17070,"date":"2025-11-05T01:36:17","date_gmt":"2025-11-05T01:36:17","guid":{"rendered":"https:\/\/topat10.com\/?p=17070"},"modified":"2025-11-05T01:36:17","modified_gmt":"2025-11-05T01:36:17","slug":"general-manager-sheds-light-on-future-of-marvel-games","status":"publish","type":"post","link":"https:\/\/topat10.com\/?p=17070","title":{"rendered":"General Manager Sheds Light On Future Of Marvel Games"},"content":{"rendered":"<p> <br \/>\n<\/p>\n<div property=\"schema:text\">\n<p>We interviewed the general manager of Marvel Games for insight into several of the big projects the team has been working to bring to life, and where the games division is headed next.<\/p>\n<p><a href=\"https:\/\/gameinformer.com\/theouterworlds2\">Our recent issue of <em>Game Informer<\/em><\/a> included a big look at some of the major game projects currently in development connected to Marvel Games. As the entity overseeing and partnering with studios to bring those efforts to life, Marvel Games has an impressively wide selection of connections across the games industry, with games the run the gamut in terms of genre, gameplay style, and artistic direction.\u00a0<\/p>\n<p>We had a chance to ask\u00a0Haluk Mentes, General Manager of Marvel Games, about several of the games we featured in our magazine rundown, as well as briefly ask about Marvel Games\u2019 intentions as it continues to expand in new directions.\u00a0<\/p>\n<p>Check out our full interview below. Subscribers can dive into full in-depth features for the games discussed below in our <a href=\"https:\/\/gameinformer.com\/theouterworlds2\">digital or print issue 372, featuring The Outer Worlds 2 on the cover<\/a>.\u00a0<\/p>\n<hr\/>\n<article data-entity-type=\"file\" data-entity-uuid=\"96d5f7a8-7992-408f-8a4d-2ef72aa5efc6\" data-embed-button=\"image_browser_uploader\" data-entity-embed-display=\"image:responsive_image\" data-entity-embed-display-settings=\"{&quot;responsive_image_style&quot;:&quot;content_body&quot;,&quot;image_loading&quot;:{&quot;attribute&quot;:&quot;lazy&quot;},&quot;image_link&quot;:&quot;&quot;,&quot;link_url&quot;:&quot;&quot;,&quot;link_target&quot;:0,&quot;link_original&quot;:0,&quot;image_source&quot;:&quot;&quot;,&quot;embed_source&quot;:0,&quot;image_caption&quot;:&quot;Marvel Rivals&quot;,&quot;embed_caption&quot;:0,&quot;content_warning&quot;:0}\" data-langcode=\"en\" class=\"embedded-entity\">\n<picture><source srcset=\"https:\/\/gameinformer.com\/sites\/default\/files\/styles\/body_default\/public\/2025\/11\/04\/60e77f22\/rivals.jpg.webp 1x\" media=\"all and (min-width: 851px)\" type=\"image\/webp\" width=\"800\" height=\"450\"><source srcset=\"https:\/\/gameinformer.comhttps:\/\/gameinformer.com\/sites\/default\/files\/styles\/content_default_mobile_\/public\/2025\/11\/04\/60e77f22\/rivals.jpg.webp 1x\" media=\"all and (min-width: 315px) and (max-width: 450px)\" type=\"image\/webp\" width=\"450\" height=\"253\"><source srcset=\"https:\/\/gameinformer.comhttps:\/\/gameinformer.com\/sites\/default\/files\/styles\/content_default_mobile_\/public\/2025\/11\/04\/60e77f22\/rivals.jpg.webp 1x\" media=\"all and (max-width: 314px)\" type=\"image\/webp\" width=\"450\" height=\"253\"><img loading=\"lazy\" decoding=\"async\" alt=\"\" loading=\"lazy\" width=\"800\" height=\"450\" src=\"data:image\/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==\" data-src=\"https:\/\/gameinformer.com\/sites\/default\/files\/styles\/body_default\/public\/2025\/11\/04\/60e77f22\/rivals.jpg.webp\" class=\"lazyload\" typeof=\"foaf:Image\"\/><\/p>\n<p>  <\/source><\/source><\/source><\/picture>\n<p>Marvel Rivals<\/p>\n<\/article>\n<p><strong>Marvel Games has a number of projects in the works right now, and with several different developer partners. What have been some guiding principles to those collaborations, in particular as it relates to letting developers find some freedom to shape these familiar characters into new and interesting genres or variations?<\/strong><\/p>\n<p>Haluk Mentes: So glad you asked this. Our north star is deceptively simple: make great games that are authentic to Marvel, whether it\u2019s on console, PC, mobile or VR.\u00a0<\/p>\n<p>The challenge is more complex: authenticity doesn\u2019t necessarily mean one-to-one fidelity to source or reference material, whether it\u2019s comics or animation or movies. It\u2019s much deeper in that we allow our collaborating teams to reimagine &#8220;familiar yet original&#8221; incarnations of our characters based on their own creative DNA, whether it\u2019s Insomniac Games with\u00a0Marvel\u2019s Spider-Man\u00a0or\u00a0Marvel\u2019s Wolverine, NetEase with\u00a0Marvel Rivals, Motive Studio with the forthcoming Iron Man game, Arkane with\u00a0Marvel\u2019s Blade, and many more. We absolutely do not want to be derivative. Otherwise, what\u2019s the point of working with some of the best talent out there?<\/p>\n<p>In full transparency, our games can only achieve the necessary level of creativity when we as Marvel Games have 100% cultural alignment with our collaborators. In fact, we actively seek people who have the same passion and ambition as us, who dream the same dream, as in: &#8220;wouldn\u2019t it be cool if we made THIS character in THIS genre in THIS style?,\u201d and then we let them, for the lack of a better word, cook. We do actively help, guide, and enhance, but it\u2019s unmistakably their voice.<\/p>\n<p>There have been so many moments where creative teams on both sides have said: \u201cWe\u2019ve been dreaming of this all our lives.\u201d That\u2019s when you know magic is about to happen.<\/p>\n<article data-entity-type=\"file\" data-entity-uuid=\"61cdc1b7-59a1-4e45-987c-8b3bd7ace1b3\" data-embed-button=\"image_browser_uploader\" data-entity-embed-display=\"image:responsive_image\" data-entity-embed-display-settings=\"{&quot;responsive_image_style&quot;:&quot;content_body&quot;,&quot;image_loading&quot;:{&quot;attribute&quot;:&quot;lazy&quot;},&quot;image_link&quot;:&quot;&quot;,&quot;link_url&quot;:&quot;&quot;,&quot;link_target&quot;:0,&quot;link_original&quot;:0,&quot;image_source&quot;:&quot;&quot;,&quot;embed_source&quot;:0,&quot;image_caption&quot;:&quot;Marvel T\\u014dkon Fighting Souls&quot;,&quot;embed_caption&quot;:0,&quot;content_warning&quot;:0}\" data-langcode=\"en\" class=\"embedded-entity\">\n<picture><source srcset=\"https:\/\/gameinformer.com\/sites\/default\/files\/styles\/body_default\/public\/2025\/11\/04\/88bc770a\/marveltokon.jpg.webp 1x\" media=\"all and (min-width: 851px)\" type=\"image\/webp\" width=\"800\" height=\"450\"><source srcset=\"https:\/\/gameinformer.comhttps:\/\/gameinformer.com\/sites\/default\/files\/styles\/content_default_mobile_\/public\/2025\/11\/04\/88bc770a\/marveltokon.jpg.webp 1x\" media=\"all and (min-width: 315px) and (max-width: 450px)\" type=\"image\/webp\" width=\"450\" height=\"253\"><source srcset=\"https:\/\/gameinformer.comhttps:\/\/gameinformer.com\/sites\/default\/files\/styles\/content_default_mobile_\/public\/2025\/11\/04\/88bc770a\/marveltokon.jpg.webp 1x\" media=\"all and (max-width: 314px)\" type=\"image\/webp\" width=\"450\" height=\"253\"><img loading=\"lazy\" decoding=\"async\" alt=\"\" loading=\"lazy\" width=\"800\" height=\"450\" src=\"data:image\/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==\" data-src=\"https:\/\/gameinformer.com\/sites\/default\/files\/styles\/body_default\/public\/2025\/11\/04\/88bc770a\/marveltokon.jpg.webp\" class=\"lazyload\" typeof=\"foaf:Image\"\/><\/p>\n<p>  <\/source><\/source><\/source><\/picture>\n<p>Marvel T\u014dkon Fighting Souls<\/p>\n<\/article>\n<p><strong>Marvel T\u014dkon Fighting Souls is distinct among many historical Marvel fighting games, as it is squarely focused on Marvel characters. What was the working relationship like with the Arc System Works team, and what has it been like seeing the studio explore a Japanese art-and-culture-informed take on some of these classic comic characters?<\/strong><\/p>\n<p>HM: Others have said it better, but I\u2019ll repeat here: working with ArcSys and PlayStation has been a dream. From inception, the goal was to reinstate Marvel as a pillar of the fighting game community, and to do it with a unique, anime-inspired art-style and some of the best tag-team fighting mechanics out there. From the get-go, we collectively started pushing the envelope in terms of design to bring out that unmistakable ArcSys identity. I particularly love how Iron Man looks in the game &#8211; super unique but instantly recognizable. We\u2019re incredibly proud of Marvel T\u014dkon and I think players are in for a real treat when it comes out next year.<\/p>\n<article data-entity-type=\"file\" data-entity-uuid=\"aa4b25bf-be35-466b-8af3-abcbe6e47154\" data-embed-button=\"image_browser_uploader\" data-entity-embed-display=\"image:responsive_image\" data-entity-embed-display-settings=\"{&quot;responsive_image_style&quot;:&quot;content_body&quot;,&quot;image_loading&quot;:{&quot;attribute&quot;:&quot;lazy&quot;},&quot;image_link&quot;:&quot;&quot;,&quot;link_url&quot;:&quot;&quot;,&quot;link_target&quot;:0,&quot;link_original&quot;:0,&quot;image_source&quot;:&quot;&quot;,&quot;embed_source&quot;:0,&quot;image_caption&quot;:&quot;Marvel\\u2019s Deadpool VR&quot;,&quot;embed_caption&quot;:0,&quot;content_warning&quot;:0}\" data-langcode=\"en\" class=\"embedded-entity\">\n<picture><source srcset=\"https:\/\/gameinformer.com\/sites\/default\/files\/styles\/body_default\/public\/2025\/11\/04\/2d62bbb9\/marveldeadpoolvr.jpg.webp 1x\" media=\"all and (min-width: 851px)\" type=\"image\/webp\" width=\"800\" height=\"450\"><source srcset=\"https:\/\/gameinformer.comhttps:\/\/gameinformer.com\/sites\/default\/files\/styles\/content_default_mobile_\/public\/2025\/11\/04\/2d62bbb9\/marveldeadpoolvr.jpg.webp 1x\" media=\"all and (min-width: 315px) and (max-width: 450px)\" type=\"image\/webp\" width=\"450\" height=\"253\"><source srcset=\"https:\/\/gameinformer.comhttps:\/\/gameinformer.com\/sites\/default\/files\/styles\/content_default_mobile_\/public\/2025\/11\/04\/2d62bbb9\/marveldeadpoolvr.jpg.webp 1x\" media=\"all and (max-width: 314px)\" type=\"image\/webp\" width=\"450\" height=\"253\"><img loading=\"lazy\" decoding=\"async\" alt=\"\" loading=\"lazy\" width=\"800\" height=\"450\" src=\"data:image\/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==\" data-src=\"https:\/\/gameinformer.com\/sites\/default\/files\/styles\/body_default\/public\/2025\/11\/04\/2d62bbb9\/marveldeadpoolvr.jpg.webp\" class=\"lazyload\" typeof=\"foaf:Image\"\/><\/p>\n<p>  <\/source><\/source><\/source><\/picture>\n<p>Marvel\u2019s Deadpool VR<\/p>\n<\/article>\n<p><strong>Deadpool VR provides a chance to bring a largely comedic character into the VR gaming space. Given that Deadpool is traditionally irreverent, mature in tone (or immature, depending on perspective) and fourth-wall-breaking, how did Marvel Games approach approvals for jokes and visuals in that game?<\/strong><\/p>\n<p>HM: It speaks yet again to our yearning for authenticity. We were culturally aligned with the teams at Twisted Pixel Games and Oculus Studios from the get-go and all agreed that we simply wouldn\u2019t make the game if we weren\u2019t going to all-gas-no-brakes deliver on Deadpool, which encompassed everything from the frenetic gameplay to the comedic, mature, fourth wall-breaking tone. Filtering the &#8220;Merc with a Mouth&#8221; was never an option, as it would betray what makes the character unique. Then there\u2019s the added benefit of working in VR: the humor and gags hit harder when it\u2019s literally in your face. The result is a game that\u2019s unhinged, slightly manic, and, most importantly, fun.<\/p>\n<article data-entity-type=\"file\" data-entity-uuid=\"3197edc0-4579-4b88-97f8-bc4dfaa4a144\" data-embed-button=\"image_browser_uploader\" data-entity-embed-display=\"image:responsive_image\" data-entity-embed-display-settings=\"{&quot;responsive_image_style&quot;:&quot;content_body&quot;,&quot;image_loading&quot;:{&quot;attribute&quot;:&quot;lazy&quot;},&quot;image_link&quot;:&quot;&quot;,&quot;link_url&quot;:&quot;&quot;,&quot;link_target&quot;:0,&quot;link_original&quot;:0,&quot;image_source&quot;:&quot;&quot;,&quot;embed_source&quot;:0,&quot;image_caption&quot;:&quot;Marvel Cosmic Invasion&quot;,&quot;embed_caption&quot;:0,&quot;content_warning&quot;:0}\" data-langcode=\"en\" class=\"embedded-entity\">\n<picture><source srcset=\"https:\/\/gameinformer.com\/sites\/default\/files\/styles\/body_default\/public\/2025\/11\/04\/33b809b1\/marvelcosmicinvasion.jpg.webp 1x\" media=\"all and (min-width: 851px)\" type=\"image\/webp\" width=\"800\" height=\"450\"><source srcset=\"https:\/\/gameinformer.comhttps:\/\/gameinformer.com\/sites\/default\/files\/styles\/content_default_mobile_\/public\/2025\/11\/04\/33b809b1\/marvelcosmicinvasion.jpg.webp 1x\" media=\"all and (min-width: 315px) and (max-width: 450px)\" type=\"image\/webp\" width=\"450\" height=\"253\"><source srcset=\"https:\/\/gameinformer.comhttps:\/\/gameinformer.com\/sites\/default\/files\/styles\/content_default_mobile_\/public\/2025\/11\/04\/33b809b1\/marvelcosmicinvasion.jpg.webp 1x\" media=\"all and (max-width: 314px)\" type=\"image\/webp\" width=\"450\" height=\"253\"><img loading=\"lazy\" decoding=\"async\" alt=\"\" loading=\"lazy\" width=\"800\" height=\"450\" src=\"data:image\/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==\" data-src=\"https:\/\/gameinformer.com\/sites\/default\/files\/styles\/body_default\/public\/2025\/11\/04\/33b809b1\/marvelcosmicinvasion.jpg.webp\" class=\"lazyload\" typeof=\"foaf:Image\"\/><\/p>\n<p>  <\/source><\/source><\/source><\/picture>\n<p>Marvel Cosmic Invasion<\/p>\n<\/article>\n<p><strong>Marvel Cosmic Invasion focuses on bringing the Marvel characters into a decidedly old-school retro aesthetic. Why was that setting attractive? Were there older Marvel video games that helped inform the desire to make that project happen?<\/strong><\/p>\n<p>HM: We all grew up with these games, so it was a no-brainer! My own first-ever Marvel game was X-Men: Children of the Atom, followed by Punisher and X-Men Arcade, and I didn\u2019t even grow up in the United States. The rest of our team has similar memories and origin stories, whether at the arcade or at home. What we now call retro games were pretty current in their time and carried the torch for Marvel where comics didn\u2019t always permeate. Add to that the amazing opportunity to work with Dotemu and Tribute to help make Marvel Cosmic Invasion\u00a0 after all the hours poured into TMNT: Shredder\u2019s Revenge, and it was truly yet another \u201cthis has to happen\u201d moment.\u00a0<\/p>\n<article data-entity-type=\"file\" data-entity-uuid=\"f521bdf0-c94c-4930-8ea8-dd237b934ba7\" data-embed-button=\"image_browser_uploader\" data-entity-embed-display=\"image:responsive_image\" data-entity-embed-display-settings=\"{&quot;responsive_image_style&quot;:&quot;content_body&quot;,&quot;image_loading&quot;:{&quot;attribute&quot;:&quot;lazy&quot;},&quot;image_link&quot;:&quot;&quot;,&quot;link_url&quot;:&quot;&quot;,&quot;link_target&quot;:0,&quot;link_original&quot;:0,&quot;image_source&quot;:&quot;&quot;,&quot;embed_source&quot;:0,&quot;image_caption&quot;:&quot;Marvel\\u2019s Wolverine&quot;,&quot;embed_caption&quot;:0,&quot;content_warning&quot;:0}\" data-langcode=\"en\" class=\"embedded-entity\">\n<picture><source srcset=\"https:\/\/gameinformer.com\/sites\/default\/files\/styles\/body_default\/public\/2025\/11\/04\/fd3ecd4b\/wolverine3.jpg.webp 1x\" media=\"all and (min-width: 851px)\" type=\"image\/webp\" width=\"800\" height=\"450\"><source srcset=\"https:\/\/gameinformer.comhttps:\/\/gameinformer.com\/sites\/default\/files\/styles\/content_default_mobile_\/public\/2025\/11\/04\/fd3ecd4b\/wolverine3.jpg.webp 1x\" media=\"all and (min-width: 315px) and (max-width: 450px)\" type=\"image\/webp\" width=\"450\" height=\"253\"><source srcset=\"https:\/\/gameinformer.comhttps:\/\/gameinformer.com\/sites\/default\/files\/styles\/content_default_mobile_\/public\/2025\/11\/04\/fd3ecd4b\/wolverine3.jpg.webp 1x\" media=\"all and (max-width: 314px)\" type=\"image\/webp\" width=\"450\" height=\"253\"><img loading=\"lazy\" decoding=\"async\" alt=\"\" loading=\"lazy\" width=\"800\" height=\"450\" src=\"data:image\/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==\" data-src=\"https:\/\/gameinformer.com\/sites\/default\/files\/styles\/body_default\/public\/2025\/11\/04\/fd3ecd4b\/wolverine3.jpg.webp\" class=\"lazyload\" typeof=\"foaf:Image\"\/><\/p>\n<p>  <\/source><\/source><\/source><\/picture>\n<p>Marvel\u2019s Wolverine<\/p>\n<\/article>\n<p><strong>Given the breadth of announced projects on the way for Marvel Games in the coming months and years, can you share anything about the philosophy guiding Marvel Games in the interactive games space? What factors help to inform whether you want to move forward on a project?<\/strong><\/p>\n<p>HM: We\u2019ve spent upwards of a decade building the Marvel Games portfolio, and it\u2019s been fun watching the tapestry unfold game-by-game and to see players&#8217; reactions. There\u2019s been a tremendous level of thought that went into the games we decided to pursue. We&#8217;ve almost instinctively operated from this place of \u201cno regrets,\u201d meaning if we projected ourselves 20 years into the future and looked back, we don\u2019t ever want to say \u201cwe should\u2019ve made that game\u201d or \u201cwhy did we not push harder to make this happen?\u201d<\/p>\n<p>There\u2019s a great sense of responsibility at play here: Marvel is an almost 90-year-old creative brand, yet it\u2019s as fresh as ever because during all that time, each new generation grew up with Marvel, ultimately became creators and left their mark, and then passed the torch to the next generation. We happen to be here now, carrying this torch, and we feel we have a debt of gratitude to deliver for the players and future creators, whose first encounter with Marvel might well be one of our games.<\/p>\n<p>We also actively seek collaborators that want to take on the same mantle. As is usually the case, once we complete a project together, they, too, become \u201cMarvel.\u201d Marvel\u2019s Wolverine with our dear friends at Insomniac Games is perhaps the epitome of this philosophy. We have been working together for more than a decade and developed such a shorthand across multiple Marvel\u2019s Spider-Man\u00a0games that when the time finally came to bring Logan back in spectacular and visceral fashion, it was obvious to everyone on our team that Insomniac was the perfect choice. It was our shared culture and values that brought us together, and we\u2019re so proud to continue collaborating for many years to come.<\/p>\n<\/div>\n\n","protected":false},"excerpt":{"rendered":"<p>We interviewed the general manager of Marvel Games for insight into several of the big projects the team has been working to bring to life, and where the games division is headed next. Our recent issue of Game Informer included a big look at some of the major game projects currently in development connected to [&hellip;]<\/p>\n","protected":false},"author":124,"featured_media":17071,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_uag_custom_page_level_css":"","_jetpack_memberships_contains_paid_content":false,"footnotes":""},"categories":[161],"tags":[],"class_list":["post-17070","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-online-games"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.5 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>General Manager Sheds Light On Future Of Marvel Games | Unlock Informed Choices with Us<\/title>\n<meta name=\"description\" content=\"We interviewed the general manager of Marvel Games for insight into several of the big projects the team has been working to bring to life, and where the 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