Tuesday, August 25, 2026

Why Did 2XKO Flop at Launch?

A lot of people became disappointed that 2XKO is ceasing active development in December due to a low retention. So what happened? Why did 2XKO flop at launch? Let's jump right in.

Before we can actually answer why 2XKO flopped at launch and cite the factors that contributed to its low player retention at launch, we need to go back to the beginning of the game's development.

2XKO started out with six characters in Alpha Lab 1. It became a starting point for the game's development. After Alpha Lab 1 concluded, feedback went all over the place and the devs evaluated their feedback for the next playtest, Alpha Lab 2. It introduced a cast of seven characters, with Jinx as the newest addition. It was a disappointingly smaller playtest as Riot was working on an infrastructure. If we go straight to Early Access, it was criticized for having a small character roster when other tag fighters have a large roster of characters.

So now, we can answer this question. Why did 2XKO flop at launch? There is one thing we need to get out of the way. The game was criticized for having a small roster, especially when choosing two of them. You can't have a tag fighter, in this case, 2XKO, with a small character roster. It's has been the point of criticism for small rosters on a tag fighter, so whoever did this, pays the price.

The small free pool of six characters made it harder for new players to try out the game. That's another subject of 2XKO's low player retention along with having a small character roster at launch. 2XKO launching with eleven characters and a free pool of the first six characters contributed to its flop. This brings me to monologue how development of 2XKO should've unfolded before launch.

February 2025 - 7th and 8th character reveals
March 2025 - 9th and 10th character reveals + Alpha Lab 2
April 2025 - 11th and 12th character reveals
May 2025 - 13th and 14th character reveals
June 2025 - 15th and 16th character reveals
July 2025 - 17th and 18th character reveals
August 2025 - 19th and 20th character reveals
September 2025 - 21st and 22nd character reveals + Closed Beta
October 2025 - 23rd and 24th character reveals + Early Access

Again, a small roster of characters and a small free pool of the first six characters are the two things that made it harder for new players to approach. Other tag fighters I know have a largeer character roster at launch. Invincible VS launched with 18 characters, Hunter X Hunter: NEN Impact launched with 16 characters, Marvel Tokon launched with 20 characters, and 2XKO should've launched with 24 characters and they all should've been free by default because a small roster at launch with the first six characters being free by default is the factor that made it harder for new players, contributing to its low player retention.

In reality, we're having 17 characters this year and will remain that way. The suggestion to how it should've been during development has seven characters. It makes it a total 24 characters. Tatsunoko vs. Capcom has 24 characters if you're excluding the two juggernaut characters, PTX-40A and G. Lightan. With 24 characters free at launch and post-launch characters to be unlocked with Credits, KO Points and through Recruitment Events, 2XKO would have a high to overkill player retention so that it would recieve content for years to come and the team would remain intact. That said, I decided to list the seven characters that should've been confirmed before 2XKO launched.

1. Katarina

Right off the bat, I'm going to talk about the only character that has been absent, Katarina. I have been chasing her for quite some time, until I seem to figure out why Katarina had to be absent. If you look back at the earlier stages, Katarina's kit did not fit well in a tag fighter that she had to be Thanos-snapped from the game. While I am lamenting Katarina's absence, there is one silver-lining to all this.

The first is that if Katarina's kit did fit well in a 2v2 tag fighter, then maybe 2XKO would've had an even number of characters in Alpha Lab 2, Closed Beta and Early Access and cease active development at 18 characters, because Katarina's absence would contribute to having an odd number of characters and that's the one thing that became a hiccup. That's why I talked about her right out of the gate.

Character roster that should've been (Includes Katarina):

Ahri
Akali
Blitzcrank
Braum
Caitlyn
Darius
Ekko
Illaoi
Jinx
Katarina
Lux
Samira
Senna
Teemo
Thresh
Vi
Warwick
Yasuo

Before we get to the next six characters, let's take a look at the SEGA and Capcom sides that should've been if Katarina hadn't been absent and the key points across the board. We'll start with the SEGA side.

Ahri, Blitzcrank, Caitlyn, Ekko, Jinx remain. Lux, Senna, Thresh and Warwick move. The SEGA side would've been Ahri, Blitzcrank, Caitlyn, Ekko, Jinx, Lux, Senna, Thresh and Warwick.

Akali, Braum, Darius, Illaoi remain. Katarina introduced. Samira, Teemo, Vi and Yasuo move. That would've been Akali, Braum, Darius, Illaoi, Katarina, Samira, Teemo, Vi and Yasuo on the Capcom side.

SEGA side:

Ahri
Blitzcrank
Caitlyn
Ekko
Jinx
Lux
Senna
Thresh
Warwick

Capcom side:

Akali
Braum
Darius
Illaoi
Katarina
Samira
Teemo
Vi
Yasuo

Key points:

Ahri on the SEGA side = NiGHTS
Blitzcrank on the SEGA side = Vectorman
Caitlyn on the SEGA side = Gain Ground
Ekko on the SEGA side =  Pulseman
Jinx on the SEGA side = Jet Set Radio
Lux on the SEGA side = Space Channel 5
Senna on the SEGA side = Bayonetta
Thresh on the SEGA side = Mansion of Haunted Souls
Warwick on the SEGA side = Altered Beast
Akali on the Capcom side = Power Stone
Darius on the Capcom side = Knights of the Round

So we now have the SEGA and Capcom sides and the key points for when Katarina hadn't been scrapped. This is the only info to have without a subjective information.

2. Kennen

Kennen is located at background of Bandlewood Crossing, indicating that Riot has deconfirmed none of the characters. He would've been confirmed up front and could be a Sonic-like in 2XKO, but he will never make it to the roster because active development on 2XKO will cease.

3. Ashe

A while back, I mentioned that 2XKO never had a bow and arrow character. In this case, Ashe can be the one that the game would've answered with. She could swing her bow and fire arrows with S1 like how Caitlyn swings her rifle and fired it with S1. I would love to see the Frost Archer, but my hopes have been kaput because the game is ceasing active development and it's not a good thing.

4. Leona

2XKO never had a Targonian character and Leona would've been the first Targonian to ever come to the game if Riot revealed two characters per month up until Early Access where it should've had 24 characters instead of 11. I do love to see the Radiant Dawn, but she won't see the light of day. Heh, light. You get it because Leona has the power of light in her sword.

5. Garen

So, Lux is on her way to 2XKO and I said that her brother is likely to debut as his sister did. However, we are getting Lux, but her brother will never make it as the game is going to cease active development. I just want to experience the brother and sister duo too...

6. Miss Fortune

When the game had its Alpha Lab 1, the Brazen Hydra is one of the stages in Bilgewater. And if you look at the background on the far right, there are wanted posters for Gangplank and Tahm Kench. Miss Fortune should've been in the game in the first place because of the tavern in Bilgewater having wanted posters. Not including her in the first place along with others would contribute to the game's small roster and the misdirection Riot has taken, especially with the tavern in Bilgewater. Our red-haired pirate will never make it.

7. Sett

Sett has been the most popular request and that's something I have heard when watching 2XKO Pools. He, in fact, would've been the desired fourth Ionian character if development of 2XKO keeps going. I was gonna choose Lee Sin, but Sett is the highly requested.

Character roster that should've been:

Ahri
Akali
Ashe
Blitzcrank
Braum
Caitlyn
Darius
Ekko
Garen
Illaoi
Jinx
Katarina
Kennen
Leona
Lux
Miss Fortune
Samira
Senna
Sett
Teemo
Thresh
Vi
Warwick
Yasuo

As I have said before, the 24 character roster is good for a tag fighter. This is how it should've been in Early Access if Riot revealed two characters before Alpha Lab 2 and two characters every month up until Early Access, so I have decided to divide the 24-character roster into the SEGA and Capcom sides that should've been across the board and state the key points. We'll start with the SEGA side.

Ahri, Jinx and Samira remain. Ashe, Garen, Kennen and Sett get added. Braum, Darius, Lux. Thresh and Warwick move. The SEGA side would've had Ahri, Ashe, Braum, Darius, Garen, Jinx, Kennen, Lux, Samira, Sett, Thresh and Warwick.

Akali, Illaoi and Senna remain. Katarina, Leona and Miss Fortune get added. Blitzcrank, Caitlyn, Ekko, Teemo, Vi and Yasuo move. That would've put Akali, Blitzcrank, Caitlyn, Ekko, Illaoi, Katarina, Leona, Miss Fortune, Senna, Teemo, Vi and Yasuo on the Capcom side.

SEGA side:

Ahri
Ashe
Braum
Darius
Garen
Jinx
Kennen
Lux
Samira
Sett
Thresh
Warwick

Capcom side:

Akali
Blitzcrank
Caitlyn
Ekko
Illaoi
Katarina
Leona
Miss Fortune
Senna
Teemo
Vi
Yasuo

Key points:

Ahri on the SEGA side = NiGHTS
Ashe on the SEGA side = Skies of Arcadia
Darius on the SEGA side = Valkyria Chronicles
Garen on the SEGA side = Shining the Holy Ark
Jinx on the SEGA side = Jet Set Radio
Kennen on the SEGA side = Sonic the Hedgehog
Lux on the SEGA side = Space Channel 5
Samira on the SEGA side = Valkyria Chronicles
Sett on the SEGA side = Streets of Rage
Thresh on the SEGA side = Mansion of Hidden Souls
Warwick on the SEGA side = Altered Beast
Akali on the Capcom side = Power Stone
Blitzcrank on the Capcom side = Mega Man X
Caitlyn on the Capcom side = Alien vs. Predator (Arcade game)
Senna on the Capcom side = Darkstalkers
Yasuo on the Capcom side = Onimusha

With no fighting game goggles on, looking at the stats, this should've happened in the first place if Riot revealed two characters before Alpha Lab 2 and every month up until Early Access because again, a small roster on a tag fighter contributed to its low player retention at launch. Then something hit me.

The roster went heavy on Arcane characters, with Lux being the sixth one. That was in 2021 when Ekko was introduced. Jinx was introduced in Alpha Lab 2. Vi was introduced in Closed Beta. Warwick was introduced in Early Access. Caitlyn was introduced in Season 1. And finally, Lux will be introduced in September's patch. It is kind of weird that 2XKO would be influenced by Arcane because of the graffiti in the lobbies. But listen, I don't want to put a slant on Arcane. I liked Arcane. I thoroughly enjoyed the fight scenes in it and the part where Caitlyn and Vi had sex with each other, contributing to wanting Caitlyn in 2XKO because of Vi.

Expectations:
  • Two character reveals per month after Alpha Lab 2 starting in April up until Early Access
  • 22 characters and 14 stages during Closed Beta
  • 24 characters and 16 stages during Early Access
  • All characters and stages in Early Access free by default
  • Heavy reliability on League of Legends characters
  • Cross-region support
  • Arcane Bundle costs $50
  • Materializing Katarina
  • Custom lobbies
  • All above points contribute to a high to overkill retention to continue active development for years to come
Mistakes:
  • 8th character reveal in June
  • 9 characters and five stages during Closed Beta
  • 11 characters and seven stages during Early Access
  • First six characters and first four stages free by default
  • Heavy reliability on Arcane characters
  • Region-locked
  • Arcane Bundle costs $100
  • Scrapping Katarina
  • Private lobbies
  • All above points contribute to a low retention to shrink the team and cease active development
If Riot hadn't made any mistakes and met up with the expectations I have listed above during development, 2XKO wouldn't flop at launch. And even if player retention is low enough to not cover rising costs, they could rely on the community like how Blizzard did with Overwatch.

And that is my story about how 2XKO's development should've been and how did it have a low player retention at launch with factors that I have pinpointed. While it is a darn shame that 2XKO is ceasing active development, it's not as bad as the part where WB Games has had a small chip on their shoulder on what happened to MultiVersus as Riot is giving me a refund. What happened to MultiVersus, you ask? It's all of it is what happened. Whether it's predatory microtransactions, the misdirection they were going with the game and abysmal marketing at launch.

But Coach TJ Puma has started a #Save2XKO petition to rally talent and support. Maybe a new 2XKO team can pick up where the old team left off and learn from their mistakes the old team has made like the ones I listed above, who knows?

Thursday, August 20, 2026

2XKO is Ceasing Active Development...

So, Season 3 and Lux are fast approaching and we have been waiting for news about them since the Coven Bundle came out. An update popped up and unfortunately, it is not looking good. Let's jump right in.

I'm back with a brand new post that has me quite shocked. So, with fighting games rolling around like tumbleweeds in the wind for decades, you would know that the fighting game community has been thriving, especially recently with the recent ones, starting with Invincible VS, to Avatar Legends: the Fighting Game, Marvel Tokon: Fighting Souls and even SEGA vs. Capcom: The Next Level. There are a ton of fighting games beyond them coming. But specifically, I like to point out to the direction of the tag fighter on this post, the League of Legends tag fighter, 2XKO.

So, this game has came out of Early Access and launched on console in January, being met with positive buzz for innovative tag mechanics and co-op gameplay. However, as soon as the game launched on console, things took a turn for the game. Half of the 2XKO team was laid off. Momentum has not reached the level need for long-term development despite the buzz.

You would know that Riot is gonna remain committed to supporting 2XKO to deliver future characters to make all of the fighting game fans that play League of Legends swoon and commit happy outbursts. Well, sadly, I have some sad news for you guys. I understand there a lot of characters that have been itching in the roster. Now, it might be 2XKO 2.0. I am not ruling out that possibility, but in terms of 2XKO getting the same upgrade treatment as Granblue Fantasy Versus, don't get your hopes up.

Riot has posted an article about the future of 2XKO and it's... not a good one.



That's right. 2XKO is ending active development at the end of 2026 with the intention of unlocking all characters, bundling existing and new cosmetics and refunding those who spent money on KO Points and the Starter Bundles before August 20. *sigh* You know, when I said that... if a game, like, I don't know, Skullgirls could continue active development despite challenges because of Autumn Games being the IP holders, then anything was possible, I did not mean for 2XKO to end active development after a year. I never thought that ending active development after a short run on a buzz-worthy free-to-play tag fighter was actually legal and possible.

Seriously, there are so many words that make me want to punch a hole in the wall. They literally said that 2XKO cost them substantially more to operate than it brings in that ceasing active development was the best route forward due to its low player retention. This just tells me that Riot seems to be holding on to the fact of revenue goals the current retention fell short of as I realized that live service games are not as sustainable as we once thought as evident on Wikipedia.

Today, sustainability is something that fighting games have been banking on and it's working. Street Fighter, Tekken, Guilty Gear Strive, Granblue Fantasy Versus and even Fatal Fury have achieved sustainability, with smaller fighters like Skullgirls, Rivals of Aether II and Saturday AM: Battle Manga to follow suit soon. People have been chanting for these games to get supported long-term. The perfect example at this moment is Guilty Gear Strive. The game sold around an estimate of over 10 million copies, which contributed to Strive having a long-term support up to the 2.0 era. Granblue Fantasy Versus sold over 5 million copies. It's enough to confirm Rising, the sequel to the vanilla Granblue Fantasy Versus. Both of these games are literally out there selling like hotcakes and building momentum.

The worst thing about this is that I am cancelling my future plans by deleting and editing posts that pertain to the future of 2XKO. I have a follow up post that have the factors that cite 2XKO's flop at launch coming soon. This is how messed up and disappointing 2XKO ceasing active development after a short one-year development cycle is.

Now, does this mean that there will never be any more content? Well, no. See, Riot could license 2XKO's development cycle to another company and become a licensor to that said company to become a licensee of 2XKO's development cycle. But it is quite a hard knock life for us fighting game fans that a buzz-worthy tag fighter like 2XKO couldn't stand a darn chance and has to conclude active development after an ephemeral one-year development cycle, especially when there are FGC members that played League of Legends that are fans of Riven, Sett, Garen, Vayne, Sona, Gangplank, Miss Fortune, Lucian, Veigar, Malcolm Graves, Leona, Camille, whoever you can think of! A precedent seals the deal. If 2XKO could end active development after a disappointingly short one-year run due to low player retention, then I'll probably have to follow Diaphone's footsteps just by quitting my job showing my support.

A couple of big companies that made licensed fighters that got sequels like Cygames and Atlus didn't hold back on Persona 4 Arena and Granblue Fantasy Versus since they became so hype. If Riot wants to curb rising costs, at least license 2XKO's development cycle to another company. They are heading off into the sunset, so why not make some cash on it? Heck, might as well just license it to Arc System Works. They became a licensee to Marvel for Marvel Tokon: Fighting Souls. At least they're utilizing it well and sustaining its player engagement and not letting it fall into irrelevancy after a short run. But that is simply my thoughts.

Sunday, August 16, 2026

Joe's Monologues - 8/16/26

I'm back with a brand new Joe's Monologues that I felt passionate about doing. We are in the second half of 2026 and approaching autumn, the time when everything cools down and the forests change their color of the leaves to yellow and orange and they fall down to the ground on the way to winter. Let's get into the post.

Bug Fables: The Everlasting Sapling

Let's kick it off with talking about something I did not do during my main playthrough on Bug Fables. On stream, I had to do couple of things that I should've had done during my main playthrough. First off, befriending Chompy. It is an optional companion not part of the main story, but it's a side quest. On stream, I have befriended Chompy and also got the Tardigrade Shield badge.

Now let's go on to another thing. I came across another badge that I found useful as the Tardigrade Shield badge, the We Owe Ya badge. It allows the Explorer's Permit to manifest NPCs you helped in need in certain side quests to assist you in battle. To get a summary of them, if I had befriended Chompy and gotten the We Owe Ya One badge during my main playthrough, then maybe I would have not been having any trouble defeating later enemies and bosses.

I am on the verge of uploading the rest of my Bug Fables Let's Play and I am closer to uploading every one of them. I have wanted to start the game and do a Bug Fables Plus Let's Play series to cover the things I should've had done, but it is under concept right now. The Plus term refers to covering things I haven't done in my original Bug Fables playthrough. Also, I'm about to upload a video that you'll never believe...

As a reward for beating the game a while back, I have submitted my logo request for this game to Broken Saw. Guess what? My request has been fulfilled. Let's take a look at the video covering the logos.


SEGA vs. Capcom: The Next Level:

4CYDE Studios has released their fangame and I am amazed by all of their work they have done. But it was a terrible release because there are a few bugs like the one bug where Sakura Shinguji would not flinch when taking damage, and summon her mech like crazy. I have captured all of that and uploaded a short covering that on my gaming channel. Upon upload, it went viral despite not having my mic on. Thankfully, the bug has been fixed as they pushed out a hotfix before working on the next update that is certainly to have two new characters as you're seeing the slots with a question mark on it on the character select screen to indicate that they are coming soon.

Since Beat temporarily replaces Akira Yuki, it's likely that he's gonna return to the game in the next major update. The one on the Capcom side is unknown. It is only a matter of time before Season 1 gets into its post-Alpha glory. That's the Alpha phase they were referring to.


As you beat Arcade Mode, "To Be Continued..." appears. But what does it apply to? What does that exactly mean? Well, the game currently has 10 characters and will have more characters to come during the course of Season 1.


Here are the voice actors that voiced the respective characters. On the list, there are 12 of them. But something's not right. If we look at the bottom of the SEGA side of the cast, we can see that Sapphire is being credited for voicing Honey from Fighting Vipers, yet she is not even in the game yet. Why is it on there?

Well, a while back, 4CYDE Studios was looking for a voice actress to voice Honey for the main menu screen. Sapphire applied to be Honey's voice actress for the main menu screen. That's why it's on there. Ladies and gentlemen, we might be experiencing an indication that Honey from Fighting Vipers is confirmed to also be a playable character, which has me very excited for this.

Update Regarding Sony Ending Discs:

After Sony made and update that they are going to stop producing PlayStation discs for games that release in 2028 and onwards, it was met with record backlash, with the Change.org petition having over 500,000 signatures, the planned blackout boycott and multiple lawsuits. Then they posted after six days with the fighting stick, ignoring backlash like they are going to forget about the backlash-worthy announcement they made. The lawsuit against Sony is going strong. Even Stop Killing Games is joining the rebellion against Sony's all-digital future. However, the CFO said that there is a majority of digital purchases in Q1 of this and their decision is final.

However, a former Square Enix executive named Jacob Navok said that PlayStation culling discs is gonna make the PlayStation Store cheaper. Wait, what? I actually agree with this, but what's the point of people getting angry at Sony's decision to kill discs if it's gonna make the digital store cheaper?

What am I Going to Do Next:

What am I doing next? Well, there's an indie game that I am planning a Let's Play series on, which I can't reveal yet. There's a post that contains wanted posters for future 2XKO characters in the works and it's what I'll probably post next. There's also a post in the works that I want get something off my chest. I tied up most loose ends for the 2XKO livestream to couple with the Sonic Racing CrossWorlds livestream and put $30 on hold for when I get paid next month to buy Marvel Tokon: Fighting Souls on Steam and have my initial team of Magik, Star-Lord, Ms. Marvel and Green Goblin in the full game. The regular story is that I made Magik as leader of the team and the truth lies a little more than that. You'll see what I'm talking about.

Conclusion:

Well, this one has a lot to go through. Before I end this post, I am going to share what am I gonna do when Sony culls discs for games releasing in 2028. After hearing from the former Square Enix executive stated that Sony ending discs in 2028 is gonna make digital purchases affordable, I am coming to a decision. I am remaining as a PlayStation fan. But on one condition. Sony must follow Xbox's footsteps by having a disc-to-digital feature. It's the only way to win back players.

Thursday, August 6, 2026

4CYDE Studios' NEW Game in the Works

As SEGA vs. Capcom's full-fledged launch is tomorrow, today, 4CYDE Studios has launched a website. We know that they have SEGA vs. Capcom in there, but they also have another project in the works. Let's jump right in.

Today, we're gonna talk about the official 4CYDE Studios website. That's right. 4CYDE Studios.


Here is the official header for the official 4CYDE Studios website with the "We create 4 U" slogan and the metal thing that moves with your cursor.


If you look closer, it shows that there are two games deployed and a number of players that refer to those who signed up so far. But how there are two games in there?


Here are the two games deployed so far. They are SEGA vs. Capcom: The Next Level and the untitled new game that is in the works.


Let's take a look at the mystery game's hub.


The picture that has the PS4 controller has the words "Coming Soon," indicating the untitled game is not yet revealed.


An untitled new game has some firm information. It is hinted as a fighting game to use the Ikemen GO engine and comes out in 2028 for PC and Mac.


It turns out that the untitled new game will also be Linux and Steam. SEGA vs. Capcom is also coming to the next two platforms.

Ladies and gentlemen, we might be looking at a potential new fighing game being in the works and I am very excited. I have to make this post because they have a new fighting game. SEGA vs. Capcom's full-fledged launch is tomorrow, so get ready for the next level, everyone. To download SEGA vs. Capcom and the untitled game and have access to them and their new patch releases, you can do so via the official 4CYDE Studios website and you will need to have a gamer account. Here's the link below.

Saturday, August 1, 2026

Midway Was Great to the Gaming Industry

It has occured to me that Midway Games, the defunct Chicago video game company, was behind the iconic franchises. Then the majority of their assets were swept away by Warner Bros., including Mortal Kombat. They were great to the gaming industry for years prior to the date when they went defunct. Let's jump right in.

I'm back with a new backstory post. So, Midway Games was an American game company in Chicago. However, they weren't always known for producing video games. As Midway Manufacturing in 1958, they were an independent manufacturer of amusement equipment founded by two people, Henry Ross and Marcine Wolverton. They started out as a developer of arcade games and made an alliance with Taito and Namco for distribution. When Bally came along to consolidate with Midway Manufacturing after buying them, Midway Manufacturing was renamed to Bally Midway to produce pinball machines.

Pinball machines were loved by many fans whose forte was amusement. That's where Williams Electronics came in to purchase Bally Midway. So far, pinball has been a most popular amusement back in the old days when arcade games were first invented and as kids, we insert coins into machines. Midway has produced arcade games by Williams and Atari, such as Robotron: 2084, Smash TV, Joust, Defender, Gauntlet and the Rush series. The games in particular became well-liked by many. Williams decided to offer its video game rights to Midway and was given the pinball rights in return. This caused Midway to stop using the Bally Midway label and live a life on their own.

As time went on, Midway knew that they can no longer bear the influence of WMS and Bally since they were working independently. It became a lucid dream for the company to become full-fledged. As a full-fledged company, Midway has teamed up with Acclaim Entertainment, who earned the home console rights to arcade titles by Williams and Midway, but led to a refusal clause. One person went on to say that they were working on arcade games with Williams and Atari. Midway wouldn't agree to Acclaim's decision because of the refusal clause in any of their arcade games. There it was that Acclaim decided to port the first Mortal Kombat to home consoles.

However, the move sparked controversy that it lead to 1992-1993 senate hearings on violent video games held by Joe Lieberman and Herb Kohl and the establishment of the ESRB. It has been a bone of contention surrounding video game violence since the backlash about porting the first Mortal Kombat to home consoles, so whoever did this, paid the price. Acclaim did not own Mortal Kombat. They helped Midway publish it to home consoles. That was before Midway renamed themselves to Midway Manufacturing to Midway Games, Inc. and Williams subsequently spun off the rest of the interest in Midway to its shareholders to make Midway the independent company for the first time in almost 30 years. Midway now has the power to work independently from Williams to have a focus on home video games.

During Midway's focus on home video games, they became a full-fledged video game company in Chicago to produce games released on consoles that have 3D graphics. In the case of arcade sports games, Midway was responsible of NFL Blitz, NBA Ballers, MLB Slugfest and NHL Hitz under the Midway Sports name. This is where you might argue and say that NFL Blitz was released on the 5th generation consoles, so what am I talking about? While it is true, the first NFL Blitz was released on the 5th generation consoles. And when we get to the next era of gaming, MLB Slugfest, NHL Hitz, RedCard and NBA Ballers came in to join Blitz.

And as we get to the PS3 and Xbox 360 era, Midway has taken NFL Blitz to the next level with Blitz: The League, which my brother and I played together on the PS3. I pretty much loved it. Unlike its predecessors, the game was rated M due to graphic violence, drug use and explicit use of profanity. None of them are suitable for children under 17. That contributed to its ban in Australia because of drugs depicted as incentives. These factors show that this is definetely NOT a nice game for children because of explicit swearing and graphic violence in it. Very similarly to how Conker: Bad Fur Day was made and why it was M-rated.

Midway also had compilations of their arcade games with the entry of Midway Arcade Treasures for the 6th generation consoles because that's what they thought they did with Williams and Bally. While Mortal Kombat is nuanced, the golden age of the series is from the first Mortal Kombat to the fourth game that introduced a 3D space. This allowed Midway to have a trilogy of games that take place in the 3D space released on the PS2, GameCube and Xbox and introduced switching between three fighting styles and earning color-coded coins. But Midway could not understand that.

In 2006 and 2007, Midway lost a further $77 million and $100 million on sales of $166 million and $157 million. Midway just couldn't figure out what they were doing and even though they teamed up with Warner Bros., they still struggled with maintaining their revenue. And even in the case of Mortal Kombat vs. DC Universe, planned DLC was scrapped due to Midway's financial troubles. This allowed them to file for Chapter 11 bankruptcy and subsequently sell most of their assets to Warner Bros. Games with the intention of them to purchase the Midway Games trademark.

The key takeaway is that Midway started out as an independent manufacturer for amusement equipment to develop arcade games with several companies and pinball machines. When became a focus to make games for home consoles, Midway shown their perseverance as a great company to the gaming industry.

This is where we get to something really exciting. Midway has been a nostalgic company that lasted and ceased operations on the 7th generation era of gaming. For the PlayStation Plus Premium news, this month's lineup came with a bombshell regarding wanting to see a game that is produced by Midway Games. Psi-Ops: the Mindgate Conspiracy is now available on classics catalog for the PS4 and PS5. This is the very first Midway Games title to ever come to the catalog. Here's the thing. If you open the hub of a Midway Games title, you'll see the Warner Bros. Interactive label.

This is because Warner Bros. has purchased the Midway Games trademark and used it to publish most of Midway's titles under the Warner Bros. name. The game was left off in a cliffhanger and a sequel was supposed to resolve it, but despite positive and decent reviews, it never came into fruition due to the Mindgate Conspiracy's poor sales. If Warner Bros. plans to remaster or remake this game to hit fans right in the heart, maybe they can develop the sequel if the remaster is sold well.

So, a precedent has spoken and been set. If a Midway title like Psi-Ops could make it to the classics catalog, then other Midway titles like Rampage, Gauntlet: Dark Legacy, Area 51, Mortal Kombat: Deadly Alliance, Midway Arcade Treasures, NFL Blitz and a lot more now have more of a chance since hubs for future Midway titles will carry the Warner Bros. Interactive label like THQ titles carry the THQ Nordic label and Namco titles carry the Bandai Namco Entertainment label. This doesn't apply to PlayStation Plus Premium. This also applies to Nintendo Switch Online's GBA, N64 and GameCube catalogs for the entry of the Cruis'n franchise. Neither of them hadn't got a Midway title yet, but they will have one at some point.

And that is my story about Chicago's video game company and how it became a great company to the game industry with news in regards to the classics catalog having a game by Midway. While I am sad that Midway had to file for Chapter 11 bankruptcy after financial difficulties, they were not the first nor the only company to actually file for bankruptcy in the 2000s.

The first company that filed for bankruptcy in the 2000s was the 3DO Company. They declared bankruptcy after they filed for Chapter 11 bankruptcy due to their games' poor sales, but nobody purchased the 3DO trademark. Data East filed for bankruptcy and most of their games were acquired and the Data East trademark was purchased by G-Mode Corporation. Acclaim filed for Chapter 7 bankruptcy and sold their assets to multiple existing companies while executives purchased the Acclaim trademark. And finally, THQ filed for Chapter 11 bankruptcy and sold most of their assets to multiple companies and the rest of their franchises to Nordic Games, renamed to THQ Nordic.

The 3DO Company, Data East, Acclaim, Midway and THQ were the five companies that had to file for bankruptcy in the 2000s respectively and they are deemed as nostalgic. G-Mode, Warner Bros. Games and THQ Nordic purchased the Data East, Midway Games and the THQ trademarks and logos and used them to ensure growth while the 3DO trademark was left unacquired. Executives did purchase the Acclaim trademark and used it to relaunch the company as an indie publisher, but one company being Throwback Entertainment is the holder of the library of all of Acclaim's games. That's why we don't see Warner Bros. Interactive, THQ Nordic, G-Mode or Throwback Entertainment as nostalgic since they exist in this generation.

I did a post that talks about how we experience Mortal Kombat forever because of both Warner Bros. and NetherRealm Studios and the competition between Mortal Kombat and Street Fighter. Here's a link to the post if you're interesting in knowing more.