Project L, the League of Legends fighting game has finally made its Debut! Here's what we know



So we finally got our debut look at Project L, the league of legends fighting game after the big arcane finale(watch arcane btw). Its still a bit out and doesn’t even have an official name yet, but at least we finally get a proper look at the game! Lets talk about what we know, and some opinions I have on the matter.

Blog post mentioned in video is here: https://www.riotgames.com/en/news/project-l-dev-finding-our-game

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38 thoughts on “Project L, the League of Legends fighting game has finally made its Debut! Here's what we know”

  1. So Project L has finally shown up(as expected if you saw the video from a week and a bit ago!), and we have ACTUAL GAMEPLAY to look at. The unfortunate thing is… its gonna be years away still, 2023 at the earliest. That said I have a few fears as gone over in the video about simple inputs, but other than that I have nothing but positivity and hope for the game! Im sure you guys got thoughts so post em in the comments below, and also if you want a link to the blog article mentioned, thats in the video description to check out.

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  2. I don't know why people seemed to have completely forgotten about Rising Thunder; that game was incredibly good and it had very simple inputs and it's from the same creators. Motion inputs isn't what makes a game fun, in fact, I find it a little tedious and if they are going the route of making it accessible to a large audience, i.e. LoL players and/or keyboard players, then doing away with motion inputs makes a lot of sense.

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  3. I like single button moves. The only actual and real reason for motion inputs is to be able to fit more moves to a limited number of buttons. Every other point is just a natural consequence of having motion inputs and not the justification for them. If they manage to design the game without motion inputs, good! I don't like MOBA style cooldowns though. There are nicer ways to balance single button moves.

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  4. In regards to single button specials, i genuinely think granblue did that and auto combos the best. Penalizing you for interacting with the simple inputs, and high scaling on auto combos was smart. Players that struggle with inputs don't care about optimizing. So the players who do, will graduate from easy inputs and auto combos and do it all the old-school way so they can get better reward. Once you get to a high enough level, you can also CHOOSE when to interact with their beginner systems for combos that aren't possible without easy inputs, or autos. I think it can be done well, there should just be things in place to discourage you from staying at that level.

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  5. I respect your view on simple inputs. To me no matter how easy a quarter circle motion seems to us at this point, it is fairly challenging for new players. It takes time to build muscle memory to do it; a couple of days practicing in training mode especially Dp motions, and a lot of people do not have the patients to build that muscle memory to do the cool looking move, and just end up dropping the game. I've tried multiple times to get friends into fighting games, and they all stop when they struggle to do moves consistently, nothing feels worse than trying to do a fireball and getting a jab over and over. people want to just get in and play the game, the more complex stuff can come later. Its better in my opinion to lower the bar for entry while keeping a high celling.

    Also for more seasoned Fighting game players a motion input might as well be a single button press because its already ingrained in muscle memory.

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  6. Like you I am a little upet that there are no motion inputs, otherwise the game looks good. I'm hoping for a guest characters when the game inevitably gets big hopefully with their inputs intact, like in Battle for the Grid. Who wouldn't want to see Baiken in this game?

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  7. If loops are discovered day one then it's the same as every other rushed, broken, incomplete fighting game. It's mostly the players who make or break a "fighting" game.
    Casuals will still get smoked then quit, rinse and repeat, it's an inevitably 😂

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  8. I hope stronger special moves has input special. I dont want sonic boom moves to be easily spammable with no risk. I dont want giefs command grab in one button. The only one button i want are dashes

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  9. I hope they give you a choice of 2 input styles. That would fix everyone’s worries as long as the simple input didn’t give an advantage. Like not having to charge a sonic boom style attack…

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  10. I think the only motion input that ever puts off a new player are dp motions. Since they arent just a straight through motion. Like before now actually liking fighting games with Strive for the first few months I really did loathe trying to do dp motions.

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  11. The simplified button inputs are the same as battle for the grid and thats one of the best fighting games to come out in the last 5 years, so i think it will be fine with the way its going so far

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  12. As a really bad traditional FG player (floor 6 -7 in Strive sometimes get to 8 but get kicked out in2 matches) and as a smash player I do have a bias towards single button plus direction specials, I'm ok with motion inputs, I play Kof and DBZ just fine, but having less to overload my head during a match do help me. I haven't played Battle for the Grid yet, witch as far as I understand uses this same system, so I might check it out to see how it is. But yeah, I hove this is the first FG where I can say I'm not utter trash lol

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  13. My only reservation is indeed the motion inputs. I think DBFZ found a really great sweet spot where the hardest thing you have to do is half a circle motion. My concern with doing away with motion inputs as basic as 236/214 is how limiting the game might become. It's cool to have command moves AND special moves, gives the chars depth and more options. That being said, with Ekko it looks like the depth comes from his movement and the flexibility of his specials, not sure how they're going to go about doing that for other chars.

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  14. I went frame by frame on the big Darius combo. I think either he can charge some of his buttons as a unique trick, or it might be a system mechanic. Here's my guess for the annotation: a.A3 (cross up), (charge) A3, dash cancel, (charge) A3, j.A3 (wallbounce), 2S (Groundbounce Apprehend), A3, A3, assist, j.S1 (Apprehend in the air?!), j.A3, A3, A3, Super. Also, it carries to the corner?

    Insane.

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