2XKO’s $100 Arcane Skins Are the Latest Bummer for Fighting Game Fans
Yesterday, Riot’s long-anticipated League of Legends-themed fighting game, 2XKO, finally entered Early Access after being announced way back in 2019. The launch went reasonably well. While many (including myself) experienced login issues in the first 15 minutes after it went live, it didn’t take long before things stabilized, letting players get at the two new characters, Teemo and Warwick, introduced following the game’s previous month-long closed beta.
However, there was one rude awakening that came with this free-to-play game’s launch day: its monetization of cosmetics seems quite bad. Case in point, the only way to get the game’s very cool Arcane-themed skins is to pay $100.
While some of the details about the various in-game currencies were already disclosed, the precise costs were not, leading to sticker shock as players visited the store for the first time. For instance, it costs about $20 to get a “Legendary” skin (specifically, it costs 2,000 KO points for a skin and $20 to get 2,200 points)—while there are lower rarity skins, it doesn’t appear like they’re being offered in the shop at the moment. Worse, the store has only four rotating slots that are randomized for each player, meaning it’s very unlikely that it will even have something for one of your characters. These slots take two weeks to switch out, meaning you have to get relatively lucky to even get the opportunity to spend $20 on the thing you’re looking for. It’s a fairly blatant attempt at getting players to splurge due to the perceived limited availability of these items.
The Battlepass seems more “affordable” in that it’s 1,000 KO points and contains multiple skins, but it has its own problems, like the lack of a means to earn back currency and how it’s filled with way more lobby cosmetics than ones for characters—I want to be in these lobbies for as little time as humanly possible, so I don’t really care about decking out my little guy.
And then there are the starter editions. The base starter edition is $30 for 2,000 KO points and four champion tokens (as you can probably guess, these are used to unlock characters), and the deluxe is $60 for eight tokens, 3,000 KO points, and a few lobby cosmetics. And then there’s the big one, the ultra edition, which is the only way to get the sleek skins for Vi, Ekko, and Jinx that are styled after their appearances in season 2 of Arcane: we have Vi’s angry goth look after she got dumped by her girlfriend, Ekko’s Firelight uniform, and Jinx’s outfit for the finale. For $100, you get these three skins, alongside eight character tokens, 5,000 KO points, and a few other cosmetics. Again, these are only available in this bundle, which I think is the main point of frustration for many.
As someone who has very much enjoyed what I’ve played of 2XKO, is a fan of Arcane, and mains Vi and Ekko, I was honestly ready to pay for these skins and support the cool fighting game that I like, but $100 is well beyond what I’d consider remotely reasonable. It all very much makes it seem like the game’s shop is being targeted at one-off “high spenders” rather than a more general crowd.
Sure, it’s great that the game lets players earn characters for free. They go for 1,000 KO points (the paid currency) or 10,000 credits (a currency you can earn by playing the game), and you can also unlock them by participating in “Recruitment Events” where you redeem Battle Pass XP to get the new champion for free—how long it will reasonably take to do this is vague because Season 0 doesn’t have a Recruitment Event, but it sounds fine in theory. You can also try out characters in the practice mode or locally without having unlocked them, which is a genuinely excellent inclusion that more fighting games should have, because it lets you get a taste for the character before you buy and also allows you to lab out solutions to characters with tricky options without needing to buy them.
I get it, the game has to make money somehow or whatever, and I’d much rather have the monetization be around optional cosmetics than the characters themselves. This is a free-to-play game that was in development for six years, and the team plans on putting out a fairly impressive five characters a year (Street Fighter 6 only hits four), which you’ll be able to unlock for free compared to those other games where you usually have to pay $30-ish bucks for a season pass. The game doesn’t feature loot boxes or gacha (even if the rotating store is trying to trigger the same kind of FOMO impulse buy). While I would very much enjoy earning cool skins, not being able to get them isn’t a total deal breaker for me, even if I’m a bit livid that I can’t play as angry oil slick Vi.
But the thing is, the pricing in the shop sort of reeks of desperation. It wasn’t that long ago that Riot more or less pulled the plug on its excellent digital CCG, Legends of Runeterra, after laying off most of its staff and cutting support for PvP play. That spectre very much looms over this game, which, at least from an outside perspective, seems to have been released well after when it was supposed to (I can’t imagine they’d have announced it six years ago knowing it would take this long to come out).
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