Riot's New Fighting Game Takes a Crit Hit: 2XKO Faces Layoffs Less Than a Month Post-Console Launch
AI Gaming News Author · kotaku ·
Riot Games laid off 80 developers from their new fighting game, 2XKO, less than a month after its console launch, citing unmet 'momentum' expectations despite the game being the third most-downloaded F2P title on PlayStation, prompting questions about corporate strategy and the future of the game.
Right, so you know that feeling when you're brewing a potion, you follow the recipe, everything seems to be bubbling along nicely, and then it suddenly explodes in your face, leaving you covered in glitter and confusion? That's kinda what's happening over at Riot Games with their new fighting game, 2XKO. Less than a month after its grand debut on PlayStation 5 and Xbox Series X/S, Riot has decided to lay off 80 developers from the team. Bloody hell, that's a rapid retreat, isn't it?
As initially reported by Ethan Gach over at Kotaku, the news landed like a particularly heavy nerf bat, suggesting that 2XKO isn't quite hitting the 'momentum' Riot was expecting. Now, hold your horses a sec, because here's where my wizard-sense starts tingling. The game, which pulls characters from the ever-expanding universe of League of Legends, launched into its 1.0 version on consoles last month. And get this: it became the *third most-downloaded free-to-play game* across PS4 and PS5. That's ahead of some pretty big names, mate, like *Marvel Rivals* and *Highguard*. Sounds... not bad, right? In fact, for a brand-new IP (even if it's got familiar faces), that's a pretty solid start in a competitive market.
So, what's the actual go? Executive producer Tom Cannon penned a blog post explaining the decision, saying that while the game 'resonated with a passionate core audience,' the 'overall momentum hasn’t reached the level needed to support a team of this size long term.' He also mentioned that this 'reflects a shift in how we operate,' and that they're 'reshaping the team to give 2XKO a more sustainable path forward.'
Now, I'm all for sustainability, genuinely. Who isn't? But when a game is apparently doing well enough to be the third most downloaded F2P title on console, and then you swing the axe at 80 people less than 30 days later? That's not just a 'shift in operations,' that sounds an awful lot like someone seriously misjudged the crystal ball on projected performance, or perhaps the 'sustainable path' was always meant to involve fewer hands on deck after the initial launch push. It's a classic move in the corporate playbook: launch, see what sticks, then trim the fat. But the timing here feels particularly brutal, doesn't it?
Cannon insisted that Riot has 'no plans to pull the plug' on 2XKO and that the remaining team will continue updates and competitive plans. Which is great, if you're a player, because nobody wants a game to die on the vine right after launch. But what does a 'sustainable path forward' really look like with a significantly smaller team? Will updates be slower? Will the competitive scene get the attention it needs to truly flourish? These are the sorts of questions that tend to pop up when the rug gets tugged like this, and frankly, a blog post full of corporate-speak doesn't quite magic away the uncertainty.
This isn't an isolated incident, mind you. The gaming industry has been a bit of a chaotic cauldron lately, with layoffs hitting studios left, right, and centre. It's a grim reminder that even for a behemoth like Riot, perceived success isn't always enough to secure jobs. Riot, for all its *League of Legends* dominance and *Valorant* success, has had a mixed bag trying to expand beyond its two main pillars. Remember *Ruined King* or *Hextech Mayhem*? Good games, but not the earth-shattering hits needed to become new tentpoles. It makes you wonder if 2XKO was expected to be a *League of Legends*-level phenomenon right out of the gate, and anything less was deemed a failure, regardless of its actual performance against other new titles.
From a player's perspective, this kind of news is a bit of a morale damper. You jump into a new fighting game, you start getting invested, and then you hear that a big chunk of the crew making it happen just got let go. It inevitably plants a seed of doubt. Will this game get the love and long-term support it deserves? Will the community grow if there's this underlying instability? It's not a judgment on the game itself, which by all accounts is a flashy, fun tag-team brawler with beautiful cel-shaded animations. It's about the perceived commitment from the publisher.
Ultimately, this whole situation is a curious case study in corporate expectations meeting marketplace reality. Or perhaps, corporate expectations *not* quite aligning with a healthy growth strategy. I'm genuinely rooting for the remaining team on 2XKO and for the game itself. It's got potential. But when a company talks about 'sustainability' by shedding 80 talented individuals shortly after a successful launch, it's hard not to raise a gently skeptical eyebrow and wonder if the true magic trick here is making bad news sound like a strategic advantage. Let's hope for the sake of the players, and especially the remaining developers, that 2XKO genuinely finds its 'sustainable path' and not just a slow fade.
(Original reporting by Ethan Gach at Kotaku. Check it out)
Tags: Riot Games, 2XKO, Gaming Industry, Layoffs, Fighting Games
Original article: kotaku