The universe of League of Legends has exploded in popularity thanks to the Arcane series and the expansion of Riot Games in terms of new releases, among which it enters 2xko.
Meanwhile, The world of fighting games goes for a sweet moment Thanks to the arrival of games such as Street Fighter 6, Tekken 8 or proposals such as the recent Fatal Fury: City of the Wolves.
So, we are in the perfect storm for Riot Games to finally release 2xko (previously known as Project L), his fighting game with League of Legends characters.
We have been knowing about the existence of this game for PS5, Xbox Series X | S and PC since 2019, and since then it has been updating the information of its development little by little, with dropper. We needed to try it … and it is something we have already been able to do.
Riot Games has granted us 2xko Alpha 2 access Before the official launch in 2025 and here I will tell you the main keys. Of course, before starting I want to clarify some points.
This test is an Alpha, so I will not enter each point of the gameplay to the end, since from the first test many aspects have been touched and more that will be changed to the launch.
Take this more like a First contact with the 2xko spiritits general playability, audiovisual section, characters and competitive view.
2xko gameplay: This is how this fighting game is felt
2xko is a 2D free to play fighting game by 2 against 2 where each player can choose a couple of characters and develop different synergies between them with the aim of winning each fight.
Riot Games searches 2xko to enter a new competitive ecosystemin the same way that he has achieved it with League of Legends in the Moba and with Valorant in the tactical shooters.
So, the first thing that comes to light after trying this fighting proposal is a duality. 2xko feels accessible to those who enter this genre, but also very deep and dense For those who want to dominate it and become a Pro.
The system of attacks and combos is based on six buttons (light attacks, media, heavy, two types of specials and support). This is joined by resources such as grips or ruptures and fury (which follow the spirit of the Drive movements of the last game of the Capcom saga).
To this we must add the “super” bars and actions that can serve as epic ending movements where the characters look with kinematic actions. Of course, we also have a good repertoire of defensive resources (really powerful facet seen what has been seen).
At a playable level, 2xko feels very solid and agile At the same time as fresh thanks to a system of controls where you go to dedicate yourself to body and soul to the realization of combos, cons and very powerful air attacks.
And it is that the management combinations lose prominence in favor of elevations, synergies with remote skills and a constant exchange of characters that offers Burst and unique advantages with which to surprise the rival.

Accessibility shines from the outset thanks to The Self -Comfos option called “Pulse combos”. Activating this mode allows you to perform actions of a medium complexity by clicking combinations of simple and fast buttons.
It feels good for those who have just started playing, but The game explodes in complexity once you decide to remove “the wheels”. In fact, you can overwhelm you play without aid because your gameplay reaches frankly unexpected depth and level of demand.
This is thanks to The “tag” identity of the game. Being a 2 against 2, the key action of 2xko is the call of allies or second characters (also playable). The “Tag” actions take the secondary fighters to the battlefield to perform all kinds of actions.
When I say “all kinds” I mean that not only is there a change button or small interactions, but 2xko has a merger system that is configured before fighting. Each one gives the relationship between both characters with a series of advantages.

It is a real madness the combinations that can be made when calling the second character (which can be controlled by another player). Titles like Dragon Ball Fighterz allowed unique plays, but I see in 2xko a possible evolution within the “Tag” games.
In addition, mergers provide variety to solve one of the problems of the game right now. Seven playable characters are few And more when we talk about a game 2 against 2. However, it is expected that they arrive more with the final launch.
Ahri, Ekko, Jinx, Darius, Braum, Illaoi and Yasuo They feel very well and quite differentiated in combat, but insist, more characters are missing (taking into account that in League of Legends we have dozens and tens to choose from).
Of course, their playable similarities with the original skills of each in League of Legends are perfectly represented. The orb of the rapose, all the crazy Arsenal of Jinx Cachivaches, Darius’s noxian guillotine … Everything flows on the screen to hook the fans.
There are also winks in The scenarios (The Piltover bridge or the islands of stagnant waters), although these They do not have a level of detail too remarkable. It would have been cool to see more public reactions or elements to interact. Maybe for the final version?
Monetization, social aspects of 2xko and content
It is true that it is a free to play, but I would have liked to see some more personality in the most social aspects and in the monetization of the game. Open 2xko is to open any other free title born in the Fortnite domain era.
That is, we have a battle pass, a section to see the characters with their skins and other customizable aspects such as player cards, a store to leave the wallet with cosmetic payment content and sections of challenges and statistics.
There is nothing truly new or different and while these elements will be key to convincing fans (Lol classic skins as a “pool party” sure they convince a few), I would have liked to see something more unique.
In the social aspect, when looking for a game or entering a room we can access A recreational area that follows the style of the Battle Hub of Street Fighter 6 where we control an avatar “head” customizable. As I say, it is not an idea that surprises too much.
Perhaps having had something similar, but more set in the Romanterra universe would have given this facet a much more personal touch. A Zaun tavern or a Demacian market would have been more curious to see and more after having had games as well set as Song of Nunu or Ruined King.
Although I understand that the Esports/Gamer roll is what has ended up arriving, since 2xko will be very focused on the competitive aspect. Everything is online games (with rankeds included) and a complete training mode.
I miss somehow alone that enhances and enrich the side of the content of the game (we will have to see if they add something in this regard for the launch) and since it was a regional test, I could not experience the online mode too much, so in this section I prefer to wait before drawing greater conclusions.
2xko audiovisual section
The gameplay can change, monetization can vary and the content can be expanded, so we still have a lot to see 2xko. Fortunately, where there is not a single doubt in its audiovisual section.
The “hypercolor” touch “enhanced with a slight cell-shower It makes 2xko a wonder in combat. At times, especially in terms of effects, the game reminds works such as Guilty Gear Stive, but I think it exceeds it.
This is also amazed by another of the brands of the house. The design of League of Legends characters has always been outstanding and Riot Games takes advantage of it to take it to a new horizon. Jinx, Yasuo, Ahri, everyone looks great and in a way … renewed.

The only thing that can overwhelm is when more than two characters come together on screen. The presence of so many attack effects with flashes and vivid tones makes chaos impede and it is difficult for you to see what is happening, but I think it cannot be done much more in this matter.
Another great detail is that 2xko will be folded to Spanish with the voices of the original actresses and actors of League of Legends. And it is always a pleasure to listen to Isatxa Megíbar as Jinx and the rest of the professionals.
I really wanted to try 2xko and the truth is that what has made me clear the game is that it will be one of the most powerful free to play that we have had in a long time and a rather refreshing fighting title.
I have already removed the “thorn” and now I would only want to continue playing. However, I am sure that There are aspects that must be improved for the launch of this Fighting Game. And in playable matters, everything will depend on how Riot Games reacts to the constant feedback of the community.
And, it will be difficult to gather in the same field to players and new veteran players of the genre. What was seen in 2xko so far makes the balance somewhat decompensated to the side of the “pros” community. There are many adjustments to see.
However, so far, 2xko has convinced me thanks to your own style and ideas As far as GamePlay and artistic design are concerned. The game has stuck, although, I repeat, there is still much to travel and many fights to free. See you in Runeterra!
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