I’ve played every big fighting game since the original Street Fighter II, so when Riot’s long-rumored “Project L” got a real name – 2XKO – and a hands-on demo at EVO, my hype meter spiked. Riot has a history of shaking things up (just ask any ex-DotA player), and with League of Legends’ universe backing its new fighter, I had to see if this was just clever marketing – or a genuine contender. After four hours with 2XKO, I’ve got thoughts: there’s real potential here, as well as some big open questions.
It’s easy for developers to promise an “accessible yet deep” fighter, but most miss the mark. I was honestly skeptical when I heard 2XKO wouldn’t require quarter-circle motions or twitchy micro-inputs for supers. Would this just be another button masher? After spending time in the demo’s training and versus modes, I’m happy to report: 2XKO strikes a seriously good balance.
Fights are visually clean and easy to follow – a rarity in today’s genre, where flash often comes at the cost of readability. Inputs are lean, with just enough complexity to keep things interesting but not so much that newcomers will bounce off. Features like auto-combos (à la Street Fighter 6’s modern controls) make onboarding smooth. Sure, the core fighting game crowd may roll their eyes, but this really does lower the barrier for new players. The fact that you can try any champion in training – even the locked ones – is a killer feature if you don’t want to risk hours grinding for a dud.
The quick dash and air-mobility options, diverse attack strengths, and a simple but satisfying super meter system all come together neatly. Riot’s commitment to not overwhelming players paid off – you can literally hand this game to a friend who’s never played a fighter and they’ll be landing flashy finishers in minutes.
If you’ve played tag fighters like Marvel vs. Capcom, you know the chaos – but also the strategy. 2XKO’s tag system is more than flavor. You pick two champs: one as lead, one as support. Swapping mid-combo, deploying assists, activating comeback mechanics… the layers of options are deep, especially when you add the “Fuse” system. Fuses let you tailor your duo’s synergy, and even enable wild alternatives like going all-in on one super-buffed character (Juggernaut style), or layering supers for massive damage. As a long-time main of team games, this stuff has real potential – and it lets creative players break the meta in ways the FGC loves to theorycraft.
Playable in true co-op, where each player controls one champion, the tag system makes teamwork a real asset. I was skeptical this would be useful outside casual couch play, but after partnering up, the coordination element added legit depth. It’s less about perfect execution, and more about game sense, timing, and reading your teammate – which feels fresh in a genre that’s often solitary.
Free-to-play in the fighting game world is a double-edged sword. Riot kept the starting roster to just ten at launch, which sounds sparse if you’re used to the sprawling casts of Tekken or MK. But, based on Riot’s LoL and Valorant track record, regular updates seem likely. The real test: how champions are unlocked. If it mirrors LoL’s system, where you slowly grind or buy with real cash, there’s potential for frustration. The ability to lab any champion in training for free is a nice olive branch, but if core fighters get paywalled, the FGC backlash will be swift and brutal.
Cosmetics and skins were strongly hinted to be the main monetization route. If they don’t veer into “gacha-only waifus” territory, fine. Still, with fighting games, competitiveness is king; if unlocks get in the way, 2XKO’s otherwise strong first impression could sour quickly. For now, the vibe is hopeful – but as always, the devil’s in the patch notes.
Here’s what impressed me most: Riot hasn’t just slapped LoL skins onto a generic base. From Jinx to Yasuo, the fighters genuinely retain their MOBA identity – not just visually, but in how their moves and personalities show up in matches. The art and animation team knocked it out of the park, making every ultimate and super attack pop (except Vi’s level 3, which still feels a bit off). Cohesiveness runs through the experience. You can tell somebody on the dev team genuinely cares about fighting games – and about not alienating the millions of LoL fans who might want to try their first fighter.
2XKO could be the game that finally bridges the gap between hardcore FGC and casual MOBA fans. Smart tag-mechanics, a roster with room to grow, and no-nonsense controls make Riot’s brawler the most promising new entry I’ve played in years – as long as fair monetization sticks. Watch the beta this September: if they get the live service right, this could be a genre landmark.
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