Marvel 2 meets League of Legends??? Project L Gameplay Reaction + Analysis



Let’s talk about Riot’s new League of Legends Fighting Game: Project L! We got a HUGE gameplay trailer that shows off Darius, Jinx, Ahri and Ekko. We got to see the gameplay mechanics, special and super moves, and a bunch of really swag combos! I’m going to be going in depth on everything we’ve seen from the game so far, as someone with over a decade of Fighting Game experience. Hope you like it!

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36 thoughts on “Marvel 2 meets League of Legends??? Project L Gameplay Reaction + Analysis”

  1. I personally really dislike 3 character team games, because I don't like how it feels to have so much going on in the screen at once. That being said, I have liked basically everything that riot games has put out so far, and seeing a 2 character tag fighter with what looks like a lot of sauce be shown is getting me hype. I can't be too excited because it's still so far away, but man this could very easily become my main game.

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  2. fighting games would never reach the massive popularity of a game like League. they are taking a big risk on this because mostly causal would drop the game after few hours of play if the game is too deep. so finding a mix that can be appealing for big public it has to be really hard. in both direction: if the game is too simple you can lose the basis of fighting games players that would definitly play it much more if they enjoy the game (we are still talking of third strike after almost 20 years) and if it is too deep, you could lose the casual LOL players that would try it just because they can play the characters inside the moba. or you could lose both because of the wall of interest that every fighting game knows that would fade rapidly after casuals drop it. so, in the end, the entire project is a very bold move.

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  3. It looks like Power Rangers: Battle for the Grid and Marvel vs Capcom Infinite had a hot sex baby. As a fan of both of those games' functionality and gameplay, I'd proudly adopt this babeh.

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  4. I think MvC2 handled the multiple assists well by putting a big recommended label on one of the assists. If you know nothing about the game, you can just pick the recommended one. If you get into the game and want to learn more about it, you can start digging into the other two and see which one works best for your team.

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  5. Things like "You can't DP while holding back" seem like such a weird thing to me to bring up as a problem with 1 button specials cause Directional get rid of that problem.

    Like, Just make it so that DP is Forward or Downforward + Special. Have to be not blocking to DP.

    I dunno, that argument never really rang true for me. There are real good arguments for some motion inputs but like, that one just seems disingenuous.

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  6. Personally i don't like that it's a one button special game.. but i'm open to changing my mind if the game is good regardless.. also i'm pumped for everything thing else they showed and announced so.. all in all i'm hyped for the game as well 👍🏾

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  7. My boomer fighter feels repelled. Not so much because of the franchise (which repels me enough already), but because we might be facing another "practices your combo and you'll win game". Yet, if this helps fighting games make it to younger audiences, I'm up for support.

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  8. it sounds like they are hosting the game, while you are streaming the input. so only the connection from player to the game matters.
    kinda like how lol work.
    though whats worrying is Ghost games. where when both sides are Dced. and the hosted game deleted, but still exist from the perspective of the players.

    it means that you have to wait for the game to time out on its self or have a natural conclusion in game where no one is moving. though in a fighting game waiting is less of a problem, because the time it takes is mostly 5 mins or so.

    in a league game it can go from 30-60 mins, it happens. but because the players is per game is much smaller it can happen more often.

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  9. What we saw originally isnt a vertical slice, thats a scenario made specifically to pitch every mechanic and gameplay loop of the game. Wich you could call literally any match a gameplay slice in a fighting game.

    Personally i think the artstyle looks overly stylised and selfshaded, if they put more roundness to the characters itd fit better with the splash arts and in game models of their other games.

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  10. Anything that lowers the a barrier of entry but doesn't take away depth is a great idea for this. This IP is going to be huge for fighting games in general so long as the game can do that.

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  11. I am fine with easier inputs if they make timings tight and find a fair way to punish mashing. Then IMO you increase skill but make it understandable and available rapidly to new players because everybody understands rhythms. Wake up DP and plus meaties on 1 button does sound scary though.

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  12. Everything from the art style to the character representation is well done imo. But the biggest thing is the controls. I love fighting games, my friends do not. The biggest gate for them is the inputs. Not every game needs to have the complexity of GG Xrd.

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  13. IMO, it would be cool if this fighting game plays like LOL, they have 4, skills with cooldown(like granblue) and every champ inherit their passive (darius causes bleed after certain combos)…thats how they should treat this gamr

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  14. I'm willing to bet the framerate issue is most likely just due to Youtube being generally garbage. COUNTLESS times I see videos of 60fps games but Youtube only displays half of them, even on the '1080p60fps' setting

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  15. If they don't have cross-up protection, Ekko will be filthy. Also, if not he can still be absolutely GO1 destroying sick with mix. Imagine doing the roll through, hitting a slow button to start the animation, then special canceling with teleport and hitting a quick button. And 1 button specials would make the speed necessary for the cancel super easy.

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  16. Maybe the server will be the final arbiter of the game state, and the players clients need to sync with it? And that's why they claim we won't feel our opponents lag? I'm not a network engineer either so I have no idea. It does look interesting though

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  17. 29:00 many seem to miss this, but the there seems to be a 'modified' (Ex? RC? etc..) red/purple-ish version of the Afterimage. again, we dont know the mechanics yet, but this seems something to note;
    as it can mean there are ex versions of moves, and/or there is an RC mechanic in the system

    (luv early breakdowns) XD

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