After Six Years, The League of Legends Fighting Game 2XKO Finally Soft Launched, And It Seems Rad
Move over Silksong, you’re not the only game originally announced in 2019 that finally came out this week: Riot’s long-in-development fighting game, 2XKO, is finally here. Or well, sort of. Technically, it only entered its Closed Beta and isn’t accessible to everyone yet, but this test will run uninterrupted until the game comes out officially later this year, essentially marking a soft-launch.
And thankfully, it seems the long wait was worth it, because in an era where many fighting game fans criticize the genre’s decreasing complexity, 2XKO appears to combine a relatively accessible control scheme with a sky-high skill ceiling. It’s fast, freeform, and allows for some truly grimy nonsense—in a good way!
For those who haven’t been following, 2XKO is a fighting game set in the League of Legends universe that features well-known characters like Vi, Jinx, Ekko, Ahri, and more. It was developed by the team formerly known as Radiant Entertainment, which worked on Rising Thunder, another genre entry designed with beginners in mind. The studio was founded by Tony and Tom Cannon, brothers who are well-known figures in the fighting game community (FGC) for co-creating the Evo tournament series and for developing GGPO, which is the foundation for rollback netcode and its improved networking functionality.
I mention all this because this pedigree created some high expectations in the FGC, something that wasn’t helped by the game’s extremely long lead time and its relatively small launch roster of 10 characters. Thankfully, though, now that it’s more or less out, the discourse can finally shift from a combination of hype and doomposting to discussing the actual thing itself.
To get the obligatory description of its central mechanics out of the way, 2XKO is a 2v2 tag game, meaning you switch back and forth between a pair of combatants. As for the button layout, there are light, medium, and heavy attacks alongside a button for Tag-related mechanics and two buttons for Specials. You should probably also map a macro for dashing and parrying, too, but those are optional.
As suggested by having buttons dedicated to Specials, 2XKO is the latest fighting game to ditch traditional arcade-inspired motion inputs for a simplified control scheme where you just press a button and a direction, a little like Super Smash Bros. On this note, there is also the option to utilize autocombos, where you can mash a single button to perform an attack sequence. This can be useful for beginners and annoying for veterans who trigger it by accident, but luckily, you can turn it off completely, offering the best of both worlds. Beyond picking two fighters, players also choose a Fuse, which are playstyle modifiers that range from Juggernaut, a mode that lets you play as a single character with enhanced powers instead of two, to Freestyle, which makes it so that you can tag between your characters multiple times in a sequence, jumping between the two to maximize their pressure.
Like most modern fighting games, there are several attempts here at getting new players in the door: the lack of motion inputs, autocombos, and the ability to play one character instead of needing to learn two. While the complete absence of motion inputs will undoubtedly be a sticking point for some veterans, the rest of these are toggleable, allowing the game to cater to multiple groups at once. And beyond offering these kinds of affordances for newcomers, 2XKO is one of the few recent entries in the genre that manages to do this while still seemingly maintaining a high skill ceiling.
Where this game really shines is in how its distinct characters combine with a freeform tag system that allows for tricky mix-ups and stylish combos. Case in point, many pro players have already devised positively diabolical pressure sequences that will require quite a bit of practice to pull off, indicating that there’s plenty to discover.
Much of this depth extends from the general lack of guardrails around how tagging works. You can switch to your ally at any point during an assist, and as previously mentioned, the Freestyle Fuse allows you to hop back and forth multiple times, leaving your foe dazed and confused. Since assists recharge fairly quickly, you’ll have ample opportunity to chain raw overheads into combos or keep your opponent locked down for a devious crossup attempt. Add in some smooth, fast-paced movement thanks to the ability to chain dashes together, and you have a high-speed experience that feels quite dynamic.
Another boon so far are the characters, who each offer very different playstyles. Vi is an agile boxer who can perform extremely sick uppercut combos seemingly inspired by Kazuya’s Electric Wind God Fist from Tekken. Blitzcrank is a grappler with nightmare extendo arms that can pull you in for a hug, and the ability to attack from above by transforming into a flying orb. Ahri has unique air movement and the ability to combo into her projectiles. And then there’s my personal favorite, Ekko, who can travel through time to mix up his opponents; this is as cool in practice as it sounds in theory.
However, while the core of this experience is quite strong and provides a sturdy foundation to build on, there are also quite a few concerns. While the previously mentioned characters play quite differently from one another, there just aren’t enough of them at the moment: 10 characters is a fairly tiny launch roster, free-to-play or not (and the beta only has nine of them).
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