2025 is the year we finally get there, at last Saw 2XKO come out. If it feels like it's been a while since rumors of an in-house fighting game at Riot have been circulating… you'd be right! The developers of Radiant were acquired back in 2016 – about 8 years ago. This year, we'll finally see how much of a splash Riot can make in the fighting game world.
I think this is going to be a big deal, and a game that has the potential to really change the genre in a few important ways. Very few games can do this. Guilty Gear Strive was the straw that broke the digital camel's back during the height of the coronavirus pandemic, prompting developers to finally adopt improved network infrastructure industry-wide. Back in 2009, Street Fighter 4 kicked off the fighting game renaissance, introducing a new generation (including me) to the genre and igniting a spark that led to the release of several major IPs that had been dormant. release. I have no doubt that 2XKO has the potential to be in the same boat in terms of impact.
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The reason is clear. Riot Games takes a particular approach to making new games because it wants to be a major player when it decides to venture into a new gaming scene. Valorant is the best example of this, adding a heroic twist to tactical shooters and bridging the gap between Counter-Strike and Overwatch. It also proved influential, building a significant player base that rivaled the popularity of Counter-Strike.
But as it turns out, that doesn't always guarantee industry-shaking success. Legends of Runeterra is still around, but it's really fallen into trouble during its lifetime. This game is designed to be a player-friendly online card game that's very reliable! However, despite the shift in approach, it hasn't been able to truly compete with popular games like Magic: The Gathering Online or Hearthstone. Still, it's still around, but probably far from the crown jewel it was.
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As a newcomer, it remains to be seen whether 2XKO will hit the wider fighting game scene, but with a forward-looking network system, a cool lobby system that replicates the real-life arcade and spectator experience, and a streamlined approach to control, it's clear that the developers Great strides have been made in terms of accessibility, looking to open up the game to people outside of the fighting game fan base.
Whether it works is a big question. During our time at Alpha Labs, we did see a segment of players who were new to fighting games getting frustrated with parts of the experience. Maybe we'll find out just how strict the barriers to entry really are. Games like League of Legends, Dota 2, Rocket League, CS2, etc. aren't particularly easy to get into – maybe what's needed is exposure and a big IP like League of Legends.
This is also the first traditional fighting game to truly embrace a free-to-play model. While developers like Capcom and Bandai Namco have dabbled in live services, Riot Games is built on this model. If any company could attempt a free-to-play fighting game in this format, it would be Riot. The challenge will be convincing a user base that may not be used to this kind of monetization in games. Still, we've seen big games like Tekken 8 and Granblue Fantasy Versus Rising adopt the idea.
While I'm optimistic, I do foresee some hurdles post-launch. First, it is necessary Keep People invested. Assuming the game will hit the 10-character milestone, that's not a huge roster compared to other games, especially in a tag team game. While the fuse system provides an extra layer of depth that will certainly muddle the experience for many, one hopes the game doesn't get stale quickly. There's a lack of single-player content at the moment, and while I've never been convinced that a larger story mode or other single-player activities would really have long-term appeal, it's still a component that many casual players will value greatly.
Finally, I'm excited. If 2XKO drops and becomes a hit, we could see broader growth in the genre. As they say, a rising tide lifts all boats. Most importantly, a truly successful free-to-play model can push other developers to embrace it and bring in legions of curious players as the financial barriers to entry are deconstructed. I have no doubt that the development team was primarily focused on making a great fighter – and after playing it a few times over the past few years, I feel like they've done just that. I do worry about the level of player expectations for this game, although me writing this may be adding to that pressure. oops.
With the game launching this year, expect a lot of noise around 2KXO, especially here. This game has a lot to offer, not just to Riot Games, but to fans of the genre as a whole. The team has been patiently tending the 2XKO garden for some time, but how sweet the fruits of this labor will be, and how many people will jump over the fence to taste the juice, are the big questions I'm eager to see answered in 2XKO. in the coming months.