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League of Legends IP fighting game 2XKO is essentially dead on arrival, game has only been officially out for a month, pseudo-out for a year, and Riot is laying off half the dev team (www.riotgames.com)
posted 134 days ago by redman012 134 days ago by redman012 +18 / -0
An Update on 2XKO
What’s Changing and Why
www.riotgames.com
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– redman012 [S] 5 points 134 days ago +5 / -0

One of the multitude of Riot's problems is that this game was scrapped and restarted 3 times.

First it was a 1v1 game, then it was a 1+assist vs 1+assist (think the most recent Mortal Kombat), then it became what it is now, a 2v2 tag fighter with active/handshake tag.

This game should have either stayed a 1v1 game, or if they really wanted to do multiple characters, do it KoF format where its 1v1 with alternating characters.

One of the main reasons that Marvel vs Capcom Infinite died so quickly was because it was 2v2, and playing UMVC3 on a regular basis now has made me realize that there's so much that developers of tag fighters need to do in order to match up to UMVC3 gameplay wise, that only really DBFZ has done.

Riot wanted the Arcane audience to pick up the game, like the primary reason duos exists as an options is so that casuals could play with friends, but considering the fact that they removed motion inputs and the button cluster is so crowded, it tried to appeal to everyone and appeals to no one.

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– truenationalist 4 points 134 days ago +4 / -0

MOBAs/HeroShooters generally got popular because with a team of ~5 you can always blame your loss on shitty teammates. But in a fighting game it's still inherently 1 on 1 (even tag fighters).

This is a big self-own not being able to understand the psychology of average gamers.

I'd say an additional problem with a tag fighting game is you need a big roster. 2XKO has 11 champs. It's absurd they can't knock out 20-30 champs with Riot's resources.

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