Can Riot’s Upcoming League of Legends Fighting Game Succeed Where Others Have Failed?
Originally announced in 2019, Project L is an upcoming fighter developed by Riot that, despite lacking a release window or even an official name, has been at the forefront of discussions in the fighting game community (FGC) for years. There is a relatively simple explanation for its spot in the limelight: it’s set in the world of League of Legends, a title whose player count, viewership numbers, and tournament prizes far exceed anything found in even the most popular fighting games. Some see Riot’s involvement as something that, for good or ill, could fundamentally alter the nature of the scene forever. If it ends up a runaway success, its design elements and monetization scheme would likely be emulated by others attempting to capture a similarly large slice of the pie.
Beyond its attachment to League of Legends, there are more than a few reasons that Project L is worth keeping an eye on. For one, it’s being developed by Radiant Entertainment, who previously worked on Rising Thunder, a beginner-oriented fighting game that was a great gateway into the genre for those who found it. Speaking from personal experience, its simplified inputs and streamlined design made it easy to get past the mechanical complexities that make these games initially intimidating, helping me see enough of the appeal to journey deeper. Unfortunately, Rising Thunder was never fully released due to the company being acquired by Riot, making it difficult to extrapolate how this previous approach would have worked in the long run (although there is a freeware Community Edition that the studio has since made available).
Another boon for Radiant Entertainment is that it’s headed by the Cannon brothers, who have been key figures in the FGC for years. The two co-founded EVO, a mega-tourney that is essentially the Super Bowl of the genre, and created the well-known fighting game forum Shoryuken, which was an important repository of information for years. However, perhaps their most significant contribution came when Tony Cannon crafted GGPO, an open-source middleware that can dramatically improve the quality of online matches. GGPO uses something called “rollback netcode,” which, through clever programming, can mask small drop-offs in internet connectivity to make bouts feel far more fluid than those using traditional delay-based netcode. After Cannon lobbied for Capcom to implement GGPO, rollback netcode has since caught on in most new fighters and has dramatically improved the quality of matches played online. All of this to say is that the people leading development on Project L are deep in the weeds of the genre, having made several huge contributions to the space. While none of this is a guarantee that their entry will pan out, it is still encouraging nonetheless.
What we’ve seen of Project L itself is also promising. Its cast, which is made up of well-known characters from League of Legends like Jinx, Ekko, and Ahri, seem to sport unique mechanics that will hopefully provide a broad range of play styles and make matchups feel distinct. For instance, Ahri is the only character shown so far with an air dash, meaning she has access to exceedingly quick aerial mobility. Ekko can re-position quickly by snapping backward through time, leading to unique setups. Despite being relatively early in development, the art style is colorful and sharp, conveying these novel powers and abilities.
If there’s one aspect of its core gameplay that may be off-putting to some, it’s that it is a tag fighter, meaning you swap between two different characters during matches. This style isn’t loved by everyone, in part because it can lead to somewhat chaotic and overwhelming situations where multiple characters can be used to enable brutal scenarios. Additionally, these titles can sometimes be more of a time sink because they require learning more than one cast member. While I usually don’t gravitate towards tag fighters, the most recent development trailer showed a variety of slick combos and seemingly complex offensive sequences which were only possible due to this setup, which helped convince me of the appeal. They showed off ways to fluidly switch between characters, resulting in elaborate sequences that imply a high skill ceiling. We also saw a way to escape combos, and there was noticeable push-block while defending, meaning there may be a decent balance between defense and aggression. Additionally, the game’s creative director showed off the variety of movement options, making it seem like there may be a lot of depth regarding positioning, a hallmark of many of the genre’s best outings. While it’s impossible to say anything definitive until we get hands-on time, its core systems look intriguing thus far.
However, there are two major points of concern: its monetization and how its mechanics will try to appeal to those not usually interested in fighting games. These topics have defined conversations over the genre’s future for years, and some believe that if Project L is popular, its implementation of these ideas could become the new norm. For monetization, most genre entries are currently full-priced releases, with DLC characters eventually added after launch. By contrast, Radiant has said their title will follow League of Legends’ lead and be Free To Play. The only notable F2Ps in the space I can think of are Multiversus and Brawlhalla, both of which are platform fighters and thus frequently perceived as “separate” from more traditional offerings
While the F2P model seems likely to bring an influx of players, many implementations of this kind of monetization are predatory, encouraging pseudo-gambling over items or the like. While free up-front, these titles can often feel more expensive than their premium counterparts. For instance, it’s possible that individually purchasing the entire launch roster of Project L could cost more than the standard $60 that big-budget entries charge. While we shouldn’t jump to conclusions, as nothing specific has been announced about the game’s F2P system, some fear that if it’s a fiscal success, this model could become standard practice throughout the space.
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