Can 2XKO Enter the Team Game Hall of Fame?
ฝัง
- เผยแพร่เมื่อ 27 ก.ย. 2024
- If you keep mashing on "its BBTAG" its an easy litmus test for me
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#FGC #2xko #projectl #riotgames #fightinggamecommunity #fightinggames #leagueoflegends #runeterra
"YOU KNOW WHAT IT IS THE 2 X K O!!!!"
this game is the most
S T A N K
Since I'm an old-head with middling articulation skills, I'm just gonna sip my tea and watch this comment section.
You and me both!
I like all these videos. Its like watching car fix tutorials when you don't own a car.
On the S1 and S2 thing, holy smokes did it take me an extra second to be able to read the combo notation lol. Like 6S1 5S1 J5S2 its uhh a bit odd.
yeah im hoping they call it something better on release, especially since they seem to be designing kits around s1 and s2 interacting with character mechanics in specific ways
for example illaoi, whos s2 specials place tentacles, and s1 uses them
2xko sounds like a smash players' dream game. huge i.p., simplified special inputs, wavedashing, leffen getting smoked by a fox. i wonder what smash players have had to say about this alpha lab and if riots control method really worked well at onboarding non traditional fgc players.
Longtime melee/league player here. I think the game is sick and I'm excited for the release but I'll be honest, I got absolutely curbstomped for 80-90% of the games I played. I wasn't too worried about it though because it was definitely a skill issue on my part lol eventually I just gave up on playing people and just labbed out in the training mode so I could get comfortable and see what the game felt like when I could do some combos. I think if the tutorial was more complete and in depth I might've had a better experience but riot has already addressed the tutorial thing. I got my key late and only got to play for a few days so I doubt I would've had the time to really get comfortable with the game but that's okay, I got a taste of what's possible and I'm excited for when the game comes out. I've played traditional fighters against friends like MK and DBZ so I was kinda prepared for the noob-hazing period that every new player has to go through but i doubt most league players will be ready for it so it'll be interesting to see if riot will have like a training wheels space for all the non fighting game players. As far as the transition from melee to this game I was basically a flailing baby, none of the offensive or defensive mechanics are remotely similar and it reminded me just how truly different the smash games are from all of the traditional fighting games.
@@spookedwastaken262 i had the opposite impression regarding the mechanics, i think that a lot of it should feel natural to a smash player. 2xko has a get up attack similar to smash that you can use to get opponents off of you as you wake up and similar to a tech chase, you can call an opponent out and bait them into using it for a big punish. if i called darius down special 2 an up b out of shield would that make sense? although the input isn't the exact same, the concepts should apply. in my head retreating guard on block/wavedash backwards on shield is the same.
@@kobep206 I do agree with you on the get up attack and retreating guard, those were the only defensive mechanics I really knew how/when to use. The dash macro is nice, making quick movement simple and having the specials on dedicated buttons is definitely smash-like which makes it much easier to access those parts of each character so saying that none of the mechanics were similar or intuitive for smash players definitely isn't a fair take. My b
@@spookedwastaken262 no youre good, i think this only proves that riot really needs to go all in on onboarding new players. better tutorial and mission mode and in game glossary please riot
The only people who complained about the control scheme are people who only play 2 fighters.
Fuck 22 inputs for real.
I think it'll have its place among fg players but I don't see many newcomers sticking around. It's got simple inputs, yeah, but it's juggling so many mechanics with such long combos that it's honestly kind of overwhelming.
Little Jimmy is going to pick this up expecting it to be easy because there's no DP motion and get absolutely creamed by an Ekko player constantly putting him in unseeable 50/50s that lead to 20 second long combos. The systems are there for experienced players to deal with that but Jimmy's not going to understand when and how to take advantage of them.
Jimmy is definitely going to have fun once matchmaking is a thing. I know many casual fighting game players who really enjoy playing even SF6 at Rookie and Bronze
Riot's server infrastructure is going to give us the final answer on whether "the bestest possible matchmaking" is going to help retain newbies in a fighting game.
Right now the developers are still trusting the player to not get demoralized over constant losses. "I just suck", "This is not for me"
Without a unique approach with the game directly addressing the issue, it's basically up to luck for someone to have enough patience to seek out the answers, or to have a friend as their mentor.
I'm fine if many beginners give up, but right now most of them have no idea what they sign up for! The game just hopes that it looks and plays well enough while concealing the monstrous challenges that the person will get to face.
Advertise it, make it scary, make it cool. Fighting games pack a huge fun adventure inside them, and we're doing a terrible job at telling people about it
playing this game for about 20 hours during the lab made me way better at skullgirls and umvc3. like i broke through so many barriers in how i think abt versus games, i’m very excited to play more. also the 2v2 made teaching ppl the basics so fun and i got two ppl pretty interested in fg’s through this alpha alone
I had to stop and closely inspect that thumbnail to make sure that BBTAG wasn't in there lmao
I was quite impressed with how intuitive the process of implementing new ideas into my gameplan was. This is something I noticed when I was teaching a newer player the game. Like the combo structure for instance is very flexible where you can really mix and match ideas to make it as difficult as you want it to be. Each jump in the difficulty seems achievable but still rewarding.
It also isnt overly punishing to not have the best combos.
You will get a damage increase with optomized combos but the ABC into ABC combos do decent enough damage that you don't feel like you are missing out too much. You just wont be able to 2 touch someone consostently.
Thanks for sharing!
I just love fighting games and have played league on and off since I was in highschool (a decade ago lol). I'm definitely going to be playing it a ton, as long as connections are good I'm gonna have a good time. These are characters I've loved for years!
Go for it!
I played it and it seems like it's in good hands. I just want it to come back again with more characters so I can play it more.
That #1 pointing to CvS2 in the thumbnail is not only accurate, but also based and groove-pilled.
I like this more abstract over-arching thought process you give, It touches upon cornerstones while giving direction to the feedback. I really resonate with many aspects of this video.
thanks for hearing me out man
They're going to be absolutely digging through Survey dissertations for quite a while.
I queued up 2v2 to try it and it easily ate 3 hours of my session, whenever the fatigue of 1v1s set in the team play was just hours of boolin with homies in discord
I think the game, despite all it is trying to do and all its cut for it, is really failing at being accessible. There’s just nothing that makes the gameplan simple and understandable to new players. I’ve been playing with a friend who learned SF to get hype for 2xko, and he’s been struggling a lot with getting the main ideas of the game down. The pressure is really hard for non-tag players and buttons are awkward to turn into threats without having a tag sequence to dial into. Mind you this guy is well into plat in sf6.
I think you're right. People will jump online, get rushed down time and time again, and quit.
Wasn't able to play with a friend but the solo experience of 2XKO was still fun. Stuck with Illaoi on point since i liked her the most and ill probably have her as a main. Hopefully Wukong gets added bc I'm definitely picking him up.
i need to see non humanoids characters. I'm afraid they'll go that route, and at most put 1/2 Yordles and the rest all humans.
i wish this game had inputs or at least the option to have them because the control scheme was very cumbersome to me.. also inputs are just fun and cool and i don’t want games to keep tossing them out
Big ups to SG. A game the deserve its spot up there.
From playing the alpha I feel like I seen whats to come with 2xko and while its a great game with solid mechanics at this moment dont have as creative of combat like the other tag fighters and doesnt look as hype like when you see supers.
I am not a league player but im willing to stick around for a while . Hopefully im wrong about the combat and it get better and not as stiff
I think this game needed Seth Killian
I think the make or break is what the game will have for casuals outside of just fighting people, how is this going to onboard people onto the concepts of fighting games. How is it going to introduce the mentality and the conditioning that can make a game YOUR game to play when you have a few hours to spare.
Why they couldn't put motion inputs in will never make sense to me, thank God other games have done both so people can't say it's hard to implement
Appreciate you putting sg up there
? I legit think the game has appeal to those players
@@doogies oh it does forsure!
I hope there's a motion input groove maybe they could change the damage or speed ir damage for it
Where is 2002um on that thumbnail i don’t see it where is it
I really enjoyed my time with the alpha. It actually made me appreciate the League series a little bit more. There are some mechanics that hope tweaked a bit like Fuses and combos.
I do agree that the 2XKO Devs should do what they want within reason. It’s hard to make game to please to everyone. So I hope they take feedback seriously. Make their vision of a League fighter to be replayable as much as possible.
I have a gut feeling this game will go the opposite route of most FG life cycles. It actually won’t release to much fanfare or insane numbers. The foundation, the depth and hype Marvel culture will eventually elevate the game to a mainstay title with its own strong fanbase. It just won’t happen out the gate.
I think S1 and S2 should probably have different names (even if one is just a synonym for special or something), but otherwise I adjusted to the controls pretty quickly. I've played a lot of traditional fighters over the years, but I'm a lot more comfortable playing platform fighters, so the controls were pretty easy to get used to. I think something they could do is have a "classic" control scheme, where both specials are combined into one, and while some specials would have Smash-styled inputs, others would use motions so all specials and supers can fit on one button. I'm not sure how it'd work with some characters (mainly ones that have a lot of followups on some of their specials like Yasuo), but I'm sure it wouldn't be impossible.
Good video. I will say that FG players have a weird idea that only current FG players are capable of grinding and learning a game. Valorant and League and even their card game can be complicated to someone at first, and I'm sure plenty of people quit and never touched the game after. If matchmaking is good, people aren't going to get mixed and one touched every single game. Not saying it'll be a guaranteed success, but I've just seen so many people point to how grimy top level play can be and say that it's a mistake. The devs want a game with depth and complexity at high level. Just more accessible at low level, which I think pulse and playing with friends and no motion controls will make it easier for newer players to start. I hope the cast gets more fleshed out with weird type characters.
Hey Obama you see Biker Mai. She looks so freaking cool.
I’ve never been good at “links” or tag mechanics in anime/tag team fighters, I remember spending like an hour and failing a basic ass Frieza combo when I tried DBFZ.
I think a game thats been in development for 8 years still debating over the direction of the game with a slop ip like league of legends which only really encourages one orientation of play and nothing else is gonna lead to an eventual trash fire of esports and a dispassionate impotent playerbase where no one wins
100%. The alpha felt like a releasable F2P game in its current state.
2vs2 coop seems really fun though
It's gonna be an uphill battle. Fighting games made for people who don't like fighting games tend to not do so great in the long run.
From what I played of it, it definitely is not a fighting game made for people who don't like fighting games. Do not let the simple inputs fool you the game is almost annoyingly complex and dynamic, especially when you run 2v2.
Yeah this is definitely a fighting game for tag game players.
you ah, must not have played it.
@@lowkeyajaxIt's not really that complex. The simplified inputs make degenerate stuff just way easier. It's like a fan game kusoge
This game is not made for people who don't like fighting games. Removing motion inputs isn't removing everything people love about the genre lol
The fucking game isn't even out yet.
10:55 lil Yordle Mane laming this poor fool out.😂 welcome to the real world
yeah honestly this game kinda feels like it is in a similar situation that multiversus was in, where you have a unique 2v2 hook (granted, 2XKO isn't necessarily strictly focused on 2v2 in terms of amount of players), strong IP, and a community interaction based dev team, which is to say, I really hope 2XKO doesn't make the same mistakes MVS did
MVS listened to the community pretty much exclusively, and it felt like the game got completely stripped of any vision it had, which shows extra hard in the MVS re-release, it is a shell of its former self
basically, hopefully 2XKO stays a ridiculous game, and I hope they push the actual 2v2 (4 players) aspect a bit more, cause that is really the only thing that has me interested in the game currently (although to be fair, I haven't played it yet)
no dbfz om thumbnail is cray ww
Games ass
any game that lord obama shills has a chance
it's already bigger than all of those games
I was completely skeptical on 2xko, I got a late invite to the beta n I absolutely loved the game. I also played a lot of power rangers bftg so I adapted pretty quickly.
i hear ya man not a fan of 22 always felt mad clunky to do compared to like a dp motion or half circle
If they add Nami im all in.
they should just call them Special A and Special B. unambiguous, no more notation problems
i hated the alpha, hope major changes come and hope it comes in 2027
ALL MY HOMIES HATE 22
What’s the issue with the special name? Didn’t have the first problem with that myself. You’re the first person I’ve heard say something like that
Bro special 1 special 2? Gonna be so nasty to write out info and combos
@@doogies S1 & S2 don’t work? I’m not being sarcastic for what it’s worth, genuinely curious.
@@bryantdeguire4711 notation wise, S2 and S1 get REALLY nasty when trying to communicate or write out inputs
5a 5b 2c 2S15S2
versus
5A 5B 2C 2D 5E
(Letters represent buttons)
@@doogies ooo ok yeah that totally makes sense. Relatively new to the fgc.
I don't really like team games and the alpha lab didn't exactly change my mind but this could be one of the best team games, it has all the mechanics it needs and the creativity in the moveset design to be a good fighting game, and the 2v2 aspect looks interesting even though I didn't try it. I think the general feel and pace of the game needs some more adjustments, the hitstop is too long, as are the combos. the jumps are a little too floaty, and I'd like the handshake mechanic to be a little more restricted cause it gets pretty confusing even for experienced players. The 22 input is honestly great since im a pad player, and I think they're making the game with us and leverless/keyboard in mind, not stick.
Yeah 2 2 is the worst, I'd rather do a half circle
If ANY company can get a game into a hall of fame, I trust riot the most for it.
This game has lost all steam and momentum. It has literally zero main stream attention or casual hype. And its very close to be pronounced dead on arrival. The devs need to light a fire under their butt but the FGC content creators wont stop glazing them.
I think you are buying into your own head Canon a little too hard
@georgealvarez1195 I agree.
No
For the algo
appreciate it man
Nah
46 years old dude here. Playing fighting games since 94. I have never liked the MvC oversaturated gameplay, and DB figtherz neverending sequences were also a pass for me.
This game is different. It feels so much cleaner and evolved already, and the characters have much more consistency and personality, while maintaining a proper common setting. I really want to play this for years.
So I hope they tone down the combos and reduce the controller layout. No motion inputs is the right way to go, IMO, but Tekken has done it better for decades with just 4 buttons, Riot needs to get serious and improve it a ton. There is a lot of room for moves with less buttons if they just use diagonals correctly and add a few simultaneous presses.
nen impact chads will be on the right side of history in this battle
Nen Impact low key fun as hell tho lol
"Sometimes when you try to simplify something at the ground level, you make it more complicated than it actually is"
YES. I didn't get a chance to play this but the comparisons to BBTag worry me because that game is impenetrable to me. Regular BlazBlue makes more sense than BBTag which comes off to me as mechanical gibberish! The Clash button ESPECIALLY. Similarly I just tried Dojo Masters and that game is also meant to be super simplified yet is utterly baffling at first and NOT "pick up and play" AT ALL. The Tutorial is VERY required.
ngl i cashed out when i heard simple controls. i totally understand the push for accessibility, i just dont agree with it. its not just that i enjoy actually doing the moves but it takes away from the characters flavor. ryu and guile both being motion is just boring. and then you have characters with unique inputs(like akira in sf5) that really shine. learning different characters was an experience in itself and finding a character that fit your style came with a bit more satisfaction. this is a lengthy topic so ima just leave it.
I feel my biggest worry is that my time in the Alpha Lab made me "feel" like I've already seen the skill ceiling. Maybe there's a larger topic to be had on how we consume modern fighting games in the social media landscape, but on day 1 I fought wave after wave of people refusing to hold back to block, while on day 3 I was getting mostly optimal combo'ed by anyone in the cast off any stray hit. Maybe it's also the matchmaking, but I overall felt like unless they add more characters and universal changes to combo routes, I think I've already seen what this game will play like 5 years from now....not a bad thing, but not engaging enough for me.
after watching apologyman (ex pro / current developer and playtester of the game) fight sonicfox. I don't think the common person were doing what they were doing at their level. The way how they were playing the game was completely different from how I was seeing the common person from public lobbies play. I don't know if that would be the highest it'll ever be but it is definitely wayyyyy higher than what I played against during my playtest.
Would be sick to see more mirror abilities interact like ekko timewinder. Not sure if yasuo windwall can be activated by an enemy yasuo. Other than that air tech situations and mixups are grimy, pretty exciting.
Im really interested in what they'll do after all the feedback they'll be getting.
Especially in controls, are they going to really cater the current FGC and perhaps change at least some if it? Or are they just going to stick to what they have right now and let the new players (or old players that doesn't mind adapting) just get accustomed to it. Not having the gripes of missing the motion inputs.
I do think it has the IP, influencer, and FGC connectedness power to be a major mainstay for a long time whether people want it to or not, but I do hope it leaves a positive impact for the FGC both in the new audiences it brings in as well as the copycats in terms of product it no doubt will create (and whatever it will do to EVO.) As far as FGC legacy, I think a lot of that really will just be determined by the level of excitement the highest level of gameplay can produce beyond the carrying power of the likely hotly contested commentary spots.
I agree with the idea of a developer sticking to their vision and be convicted in that, but also think it's hard to reason with what to take into consideration from their audience, be it high level or casual, friend or top influencer. It's difficult in more storied franchises as oftentimes people will just want a return to what they've always known and a dev has to fight to push things forward (which is often just seen as dumbing down), which is not really a hurdle they have to deal with here. Overall, UX and online infrastructure should be the main concerns for casual in a F2P (unless there's some type of single player), but everything else should be focused on the highest of levels, because every Riot product is difficult, arguably more difficult than this game will be, and casual/new audiences will come in so long as that top level is appealing (and gaining traction.)
It's great with this, Nen Impact, the MVC Collection, Strive's new mode, and maybe some DBFZ2/other Bamco project (Tekken x SC Tag or new EXVS please) down the line, even the hopeful KOFXVI being like KOFXI, that it feels like tag/vs fighters are coming back and can potentially bring a lot of innovation once the ball gets rolling. It seems like they have such potential there with Duos to really bring the team/rivalry/region/arcade aspect back into things and it'd be really great if they pushed that ball a little further.
I agree on 22 inputs! They used to always be an issue for me. In a game as floaty as this, I wonder if they could even loosen the jump squat buffer a bit to allow people to do something close to a 282. I will say though that a Korean lever has a good chance of fixing all your problems! As for KOF, all their difficult inputs have shortcuts/longcuts to make them far more manageable. I think they are the perfect blend that every FG should aspire to have of allowing people the perception of doing something really difficult but giving logical leniencies to make them much simpler in a non-demeaning way.
While a lot of the games you mentioned that this may pay homage to are more on-the-nose ones that are also not necessarily viewed favorably by a lot, I do also feel there's a little UNI/GBVS DNA in there especially for the people that are unknowingly big fans of what those games offer. I do think pace is something they really have to consider especially as they branch out to find people not playing the "right" way, and that what is often synonymous with the vs speed appeal doesn't quite feel present yet here. It also appears that maybe too much of the perception is wrapped in combo expression and oki mixes as the pinnacle of fighting games which likely comes from a lot of that particular GG influence, and beyond people just naturally exploring and improving at the defensive options, that the neutral conversation should have a few more layers to it.
I think they have all the tools and willingness to make that hit, just need to take the Rock Lee weights off that vision!
As much as some people hate 2 2 motions, I think it is for the best as you don't have to think in what direction you are facing. Which is more casual friendly.
Even though the motion is kinda weird to figure out, especially for a beginner, but I still think it's for the best.
how can a doa game be hof material
No
Aight then lmao
I wish I could play it
I'm a motion inputs enjoyer and a team game hater (not really, but somewhat), but both of those decisions immediately made sense to my hands when I had them on the game.
I love what they're doing with diagonals, held inputs and manual timings, and it all works so well on a fundamental level. I love the team play. I 100% believe in the vision that's here, it's just a matter of rounding out the edges.
Game is pretty fun. The tag team with a friend really made the on-boarding experience great. Great vid
Only thing I didn't like about the alpha is they didn't send me an invite :(
Its not as good as mvci, its just prettier
What I learned is that that matters and also that is a low ass bar my g
holy shit, thanks Obama for telling me this game has fucking 22 inputs, wtf were they thinking keeping the worst motion input lmao. It's the only motion I always skip in Granblue
The most reasonable man in the fgc
The launch roster might be the biggest question on everyone's mind, both for the veteran fgc and the league players who are cautiously curious.
One year is not a ton of time to get all that animation/balancing work done, so I hope they already got a bunch cooking that we just don't know about yet.
They removed and are reworking Jinx because and I quote "people dont like zoners". They don't have a clue what they are doing or making. And the game being in development for 8 years is proof of that
got problems with wakeup super bc it keeps doing the wakeup mechanic since its assigned to holding s2 or pressing s1 on wakeup and level 2 is 22 s1+s2 also thats probably a me issue but i started playing this as my first keyboard fg since my controller didnt really work and i just found s1 and s2 be too many buttons and id rather they let me use a single button wth motion inputs lol
you can bind a s1+s2 macro in settings, and I'm in a similar boat to you when it comes to the controller, and I didn't have trouble
Brawn and Ahri.
I’m not sure how it’s going to go, looking at how long it took them to get Illaoi JUST right in their eyes and how they still haven’t gotten out Jinx for that reason. Which I think is weird since in the best case scenario for them, they’re going to have to crank out characters on a regular basis.
22 inputs are also the bane of my existence lmao
Which is funny, because of all inputs, devs seem to think this is the "easy" one
Imagine not playing on hitbox
this game is the premium way to start leverless, my controller didn't work with the alpha(because alpha) and so I played on keyboard and still had fun
@@evilded2 I play on pad
I tried Hitbox once, couldn't really adapt to it
For de riddim
bless
damn 0 views, frame 1 refresh
Need to see if it's even better than BBTag or BFTG first before thinking about it becoming so grand. I get the thumbnail was for engagement though