I think 2XKO has changed everything in the gaming industry. No. I'm dead serious. I think 2XKO has changed everything. Now, I know that this is a bold take. I know that some people would disagree. I know that one user would say that this game is butt cheeks and complain about how exploitative monetization is, but it's okay because I'm gonna highlight and explain how it changed everything from both the content and player experience perspective. Let's jump right in.
Still here? Good, because the first thing that some people are going to say is that 2XKO didn't change everything, but Marvel Tōkon: Fighting Souls will. In a way, yes, Marvel Tōkon's announcement during June's State of Play definetely brought the Marvel fighting game foundation back into the limelight. But not as a free-to-play title, but as a successor to the Marvel vs. Capcom franchise to become the new heart of the FGC set to release in 2026. They did host a tournament during the game's Closed Beta, and that's only the beginning.
See, we don't consider one-time purchases or Battle Passes as exploitative. But there are a couple things that are exploitative. First off, Spotlight Pipes in Mario Kart Tour is an obvious example of exploitative monetization mechanics that it became a continuous point of contention. It's like lootboxes, but uses pipes to give you a random item. A young boy's father teamed up with his son and sued Nintendo together for implementing the gacha mechanic. It became a controversial piece to undermine player enjoyment and pressured players to pay money for Rubies, so Nintendo has removed it and replaced it with a normal shop that contains new and old content, including the ones players' don't own yet, and made Spotlight Pipes earnable for free, thus making monetization duller to attract existing and new players.
Pay-to-win scenarios involve items that they had to pay real money to buy items that give the player an advantage over their opponent, creating an unfair advantage. This form can alienate players and it was done by Paladins with its introduction of the notorious Cards Unbound in OB64, which was removed to win back players. It is possible to remove elements that introduced aggressive monetization tactics from a free-to-play game. While yes, free-to-play games have microtransactions, but as long as they are fair and less exploitative, it won't alienate a lot of fans.
One AAA company like Ubisoft claimed that microtransactions make their paid games fun, but I argue that they don't, especially when they are predatory. When they implemented microtransactions into a paid game, that's an issue as well. They do this to pressure players into making extra purchases on a game they already purchased. That's why many people, including myself, prefer indies now. And one indie title that won Game of the Year last year was Clair Obscur: Expedition 33. That could teach AAA a lesson for putting the emphasis on greed.
You must fight both the poor side of the player base that say full experiences are the best things ever and nothing can ever put extra purchases in it to the rich side of the player base that would be delighted to pay money on everything. Grabbing the interests of both sides of the player base is an extremely difficult practice. And sadly, there is an indie developer that took a crack of developing their free-to-play fighting game, but landed in a very awkward spot that makes it worse than a gacha mechanic and pay-to-win scenarios.
After the release of Smash Ultimate, WB Games developed their free-to-play platform fighter with characters from Warner Bros' IPs, MultiVersus. So this game has made a brilliant entrance, being the renowned game on its time in Open Beta, ranging from winning Best Fighting Game at the Game Awards 2022 to setting up its tournament at EVO 2022. However, as soon as the game has officially releaseed after hibernation, things have took a turn for the worse. The player base did not come close to the renowned Open Beta did.
How the game failed miserably is one possible explanation. And it's not shifting to Unreal Engine 5, releasing characters we didn't wish for like the Banana Guard or renaming Beetlejuice "Betelgeuse". No, the real source of MultiVersus' faiure and alienating a LOT of players is microtransactions at their predatory level.
When it comes to grinding, when MultiVersus relaunched, microtransactions were taken to the predatory level when they removed Gold, the game's free currency that is used to unlock characters, palettes and perks, to pressure players to pay money for Gleamium to unlock characters, palettes, lives and low in rarity time-limited skins like the Friday the 13th mask, a shark head, possession with dark energy from Trigon, summer outfits, being imbued with the cosmic energy and more. The Fighter and Perk currencies they replaced Gold with, none of them can unlock palettes or low rarity time-limited skins or earnable through grinding daily and weekly missions or finishing matches.
WB Games couldn't maintain a great player base from the Beta, and even though they announced the Season 2 trailer and Nevercake made an ad about the game and an explanation on how Rifts work, they still struggled with sustaining a decent player base. And even in the case of Season 4, there are dozens upon dozens of players alienated from the playing the game due to even more exploitative monetization mechanics. This practice exposed why WB Games had to sunset the game after five Seasons and how it became a commercial failure. During the game's full release, WB Games has completely dropped the ball by taking microtransactions too far. That ball is the game's success in Open Beta.
This just tells me that WB Games didn't just priortize monetization because they are also tone-deaf, acting like little children and jamming their ears and screaming, "La la la, I'm not listening!" as players deliver feedback to them. My mole in the fanbase told me that they dishonored the Beta by priortizing monetization and ignoring player feedback.
I find it ironic that Mightykeef, a black comedian, would make an emotional skit to cover that, with Nintendo reacting to MultiVersus shutting down and to be honest, I expected that to drop because of the Harry Potter part and the, "I'm gonna need you to never do that **** again, my boy" line. Boy howdy, that one just... came out of left field just like what I saw in the Simpsons, but didn't use "pal" or "this means."
See, Harry Potter is not in the game and he never will be along with other characters I wished for like Godzilla, Daffy Duck, Furiosa and even Barbie, because since Warner Bros. is shifting their business to bringing their collaborations to Fortnite, generally meaning that the characters from their IPs are gonna be used as skins, including new Scooby-Doo! skins that came to Fortnitemares this year, and Player First Games is shut down, MultiVersus will never again see the light of day and these characters I wished for will be used as skins in Fortnite and other games. It's bad enough that Crash Team Rumble prematurely ceased active development after three seasons, but at least it's not sunset, though.
What is also funny to me is that when MultiVersus comes out, Nintendo became so jealous that Warner Bros. is trying to claim everything that they built just by beating 89 characters, which is the number of characters Smash Ultimate has, especially when it's multi-platform and has rollback netcode Smash Ultimate didn't have, to try to become the new lead company of a platform fighter. However, it has stopped at the same number of characters Brawl has being 35 characters and couldn't beat Smash Ultimate's 89-character roster. It fell short by 54 characters because the game had to be sunset. It's not even close to the number of characters Smash Ultimate has. As it turned out, it wasn't just MultiVersus that became a failed Smash clone, but also other Smash clones as well and none of them came even close to the renowned the Smash franchise did.
According to Metacritic, MultiVersus has scored a 75 out of 100 based on 36 critic reviews in total, making this game generally favorable to be met with positivity. It was posted when the game comes into Open Beta. Even with microtransactions during full release, the game was not universally hated. The decision to end all further support on the game was met with widespread disappointment and sadness, especially when they purchased the the third tier of the Founder's Pack that offers a number of character tickets that is overkill. In fact, for a lot of people, that was their favorite game and they made a petition to convince Warner Bros. to continue support on the game.
You can't put the game into the Beta phase with the free currency and replace it with new currencies that have limited ways to earn them and can't be used to buy low rarity skins at launch to provide predatory monetization tactics to alienate a lot of players. That's the only thing that has ruined what could've been a phenomenal crossover platform fighter like it was in the Beta that was better, especially when it's being multi-platform with seamless features outside the Nintendo line of consoles and having rollback netcode. Gold being the free currency is what made MultiVersus so phenomenal in the Beta.
When it comes to making a free-to-play fighting game, how do you develop a free-to-play fighting game that caters the best experience while also not alienating players? Well, Riot has laser-focused in on what made the Alpha Lab playtests so appealing. They taken that full potential from the Alpha Labs and amplified and multiplied it instead of breaking it by implementing aggressive monetization mechanics. Bringing new ways to earn Credits can take that full potential from the Alpha Lab playtests and make it shine when the game launches on console.
What I said above stated that again, Riot has laser-focused in on what made the Alpha Lab playtests so appealing. And instead of fragmenting and borderline priortizing monetization, they polished and multiplied what made the Alpha Lab playtests so appealing to a broader audience. New ways to earn Credits like combo trials would take that full potential from the Alpha Lab playtests and make it shine, so marketing-wise, they honored the Alpha Lab playtests with one butt to kick. However, now that they sort of alienated some of the people who are still fans of MultiVersus even during full release, but this is where the story kind of fixes that.
Riot has listened to the players' feedback during the course of the Alpha Lab playtests and embraced that trope that has been used in recent media. That made players very satisfied with how the developers were able to listen to players so that it can be the best it can be.
Also, if you don't know what Credits is, I'll explain what it is. Credits is 2XKO's free currency that is used to unlock Champions, chromas, stages and avatar cosmetics and has all ways to earn them for free, like finishing matches in Casual and Ranked lobbies, completing the lessons in Tutorial and grinding daily and weekly missions. Riot has thought about the predatory monetization tactics WB Games has implemented to produce pay-to-progress scenarios that alienated a lot of players during the game's full release and went the extra mile to improve how Credits are earned by adding new ways to earn them like completing combo trials.
Plus, to give you a small insight on how new Champions and stages become available to purchase with Credits, starting in Season 1, new Champions become available to unlock with 10,000 Credits once their first three weeks is up while new stages become available to unlock with 7,500 Credits when the Season is up, indicating that we can unlock new characters and stages without ever being pressured to pay real money. Grinding weekly and daily missions and finishing combo trials would speed up the process of unlocking every character and stage before the Season is up.
Implying that this free practice is gonna make 2XKO so appealing, thinking about that one form of predatory monetization mechanics WB Games put into MultiVersus to dishonor the Beta. And that one form of exploitative monetization mechanics is removing the free currency and pressuring players to pay money for premium currency to unlock characters, time-limited rare and uncommon skins and palettes to create pay-to-progress scenarios when none of the new currencies that replaced the free currency with are earned through grinding weekly and daily missions and finishing matches or can be used to unlock rare and uncommon skins.
See, Riot didn't just honor the game's Alpha Lab playtests. They also honored the concept of the game's full potential so much that it became a core backbone of the FGC. They even went as far as bringing offline and online tournaments to the spotlight through their First Impact program and planning to bring direct support to 20 offline events through the Competitive Series, bringing Arcane skins to characters that are featured in Netflix's hit show to honor it, making the game a good influence to Teamfight Tactics to have a 2XKO Coliseum and even wondering if Illaoi is Hawaiian since Yasuo is Japanese.
Now, if you look at Metacritic, 2XKO has scored a 76 out of 100 based on four critic reviews on the PS5 version and this game is generally met with great reception and positivity, being just one point higher than MultiVersus. It's indicates that critically, 2XKO has piggybacked off the failure of MultiVersus. While not a critically acclaimed game, per se, but a score of 70 or higher on a game is really good and review scores don't even matter. However, VGChartz don't have the numbers for 2XKO since it's a free-to-play fighting game, but with Caitlyn, Season 1, console launch and competitive play ensuring a very strong growth, that is more than enough to guarantee a commercial success and a brighter future if you catch my drift.
With everything said and done, here's the main point I would like to make. There are some companies that try to figure out how to make a free-to-play live service fighting game that continues its success from the Beta. WB Games made their free-to-play fighting game that is a platform fighter with their IPs battling each other. It became a success and achieved its full potential in the Beta. However, when the game was fully released, that full potential from the Beta was broken because they dishonored the Beta with priortizing monetization and ignoring players' feedback during the Beta, which became the leading downfall.
But thankfully, Riot has learned from this enigma. They made a free-to-play live service fighting game that continued its success from the Alpha Lab playtests, by leaving the free currency alone and adding new ways to earn them and listening to the players' feedback, meaning that now, they have the blueprints of a commercially successful free-to-play fighting game.
Development and content choices to create future free-to-play fighting games, meaning that if and when a free-to-play live service platform fighter goes into production, they now know how to learn from MultiVersus' commercial failure and untapped potential. They can simply implement the free currency in the game from the get-go of the game's development to unlock characters and palettes, launch the game with it and leave it alone. They don't have to replace it with new currencies that can't be earned through finishing matches and grinding missions or retool it from the ground up. The game's free currency is already done and how the Beta in MultiVersus was so appealing.
Not only that. Riot has went the extra mile to make 2XKO worthy of unleashing its full potential in the FGC and in the competitive scene and opened up to limitless creativity, meaning that if other companies behind their free-to-play games like Hi-Rez, Blizzard or any other company plans to develop a free-to-play live service fighting game, they'll be able to learn from MultiVersus' commercial failure and not make microtransactions predatory so that their game would succeed commercially. They can use 2XKO as a leading example of a commercially successful free-to-play live service fighting game still having that free currency implemented from the get-go.
Because of the reasons alone, I think 2XKO has literally changed everything in the game industry, by being a free-to-play live service fighting game that has the free currency from the Beta. MultiVersus' commercial failure came from priortizing monetization at launch to dishonor the Beta. It became a lesson learned by the other companies of the game industry. The first company that learned from it is Riot Games with the entry of 2XKO being a commercially successful free-to-play fighting game that honored its Beta with leaving the free currency alone.
While all of this sounds great, there is a bit of a silver-lining to all this. If WB Games and Player First Games left the Gold currency alone and added new ways to earn them like grinding daily and weekly missions instead of making monetization exploitative, then maybe MultiVersus wouldn't be sunset prematurely, because if monetization is exploitative at launch, that could alienate a lot of fans, rendering the game a commercial failure.
Now, this is important to remember that 2XKO's commercial success is to train other companies and how to make successful free-to-play live service fighting games. They can take what they learn from Riot and apply it to future games and sustain the decent levels of marketing hype experienced in the Beta.
And there is one indie tag fighter that is an "indie" 2XKO, but with characters from various Saturday AM titles. I have a post that talks about it. If you're interested in reading it, here's the link.
https://rpggameroom.blogspot.com/2026/01/saturday-am-battle-manga-indie-2xko-in.html









