Riot making a 2D tag fighter set in Runeterra was always going to turn heads, but what grabbed me was how 2XKO (formerly Project L) keeps edging closer to Marvel vs. Capcom territory while promising that Riot-grade online play. After public Alpha Lab tests and a PC-only closed beta on the way, we finally have enough signal to separate hype from reality-and a clearer picture of when we’ll actually play it.
Officially, 2XKO is “coming 2025” to PC, PlayStation 5, and Xbox Series X|S. Unofficially, the timeline has stretched. A global playtest penciled in for March 2025 got shelved, which quietly killed the fantasy of a summer launch. The upside: 2XKO game director Shaun Rivera didn’t mince words in April on a Twitch stream with Rooflemonger: “Hell yeah, we’re launching in 2025.” That confidence plus a September closed beta reads like a runway to a late-2025 release-holiday window or shortly after.
If you’re planning pre-release hands-on, the beta is PC-only for now. Invites prioritize players from the earlier Alpha Lab test (the August 8-19 run) and they can hand out a referral. It’s very Valorant-coded in approach: seed a core, expand in waves, mine feedback, and keep comms tight about the final date until the netcode and balance settle.
2XKO’s identity is now firmly a 2v2 assist-based fighter. You pick a Point and an Assist and weave between three core tag tools: Assist Actions (with charge variants), Handshake Tag (swap on-screen), and Dynamic Save (a burst-like combo breaker that can be countered). It’s a smart, readable system: easy to map in your head and immediately comparable to MvC and DBFZ, but with Riot’s own rules for counterplay and momentum.
The coolest twist is Duo Play. 2XKO supports one player controlling both characters, but it also enables true two-player teams—four people total, each piloting a single character. That’s not just a marketing bullet; it fundamentally changes the social texture. Think dedicated partners, labbing setplay with your best friend, and real “team chemistry” becoming a skill. If tournament organizers embrace 2v2 teams, this could carve out a distinct niche on the FGC circuit.
Riot’s online pedigree is the card they keep flashing, and fair enough: rollback netcode plus Riot Direct’s network and dedicated servers is the right cocktail. Alpha Lab feedback flagged combo length, touch-of-death scenarios, and netcode issues; Riot responded quickly, promising combo and netcode tuning in subsequent tests. I’m glad they’re saying “rollback,” but the proof is in cross-region and stability under load—Alpha Labs didn’t support cross-region matches, and we’ll see if the beta does.
The closed beta progress won’t carry into launch, but cross-progression is planned across platforms—great for bouncing between PC and console. What’s missing right now is a console beta. If we’re shipping in 2025 on PS5 and Xbox, they’ll need public console testing sooner rather than later, especially with Duo Play and team desync edge cases.
Confirmed champs include Yasuo, Darius, Braum, Ahri, Ekko, Illaoi, Jinx, Vi, and Blitzcrank—the latter stepping in as the game’s first true grappler. That spread hits classic archetypes: shotosque mids, big bodies, setplay, rushdown, and a command-grab monster. Importantly, characters retain DNA from League kits (Ekko’s time tricks, Illaoi’s tentacles) without being shackled by 5v5 MOBA pacing.
Riot’s stated design target is “easy to learn, hard to master,” and the tooling supports it: a proper tutorial per character, a command list that actually matters, and a training mode with robust bots to grind against before hopping online. If they keep TODs rare and burst-counterplay meaningful, this could become a very onboarding-friendly tag fighter—something the genre could use more of.
2XKO will be free to play, with cosmetics and a battle pass in the mix. The headline promise: DLC characters can be unlocked without spending money. That’s the right move—Riot already cracked this with League and Valorant. The question is friction. If unlocks mirror Valorant’s agent grind, hardcore players will be fine, but casuals could feel stuck on a tiny roster, which is extra rough in a tag fighter where you ideally own multiple picks. Give us generous starter kits and reasonable earn rates, and the community will meet you halfway.
Short term, the September PC beta is the inflection point. I’m watching three things: netcode stability across regions, how often Dynamic Save actually turns neutral back in your favor, and whether grappler Blitzcrank’s gameplan shines without degenerating into 50/50 hell. Medium term, console betas and four-player Duo Play stress tests need to happen. Long term, a late-2025 launch with a healthy opening roster and a fair unlock economy could make 2XKO a fixture at EVO rather than a curiosity.
2XKO still targets 2025, but with a PC-only closed beta and earlier test delays, pencil in late-year. The tag mechanics are smart, the netcode plan is promising, and the roster hits key archetypes. Now Riot has to stick the online landing, avoid grindy unlocks, and prove Duo Play works just as well on console as it does on a LAN stage.
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