2XKO’s Director Addresses Starting Roster, Confirms Humanoid Focus for Easier Development
The highly anticipated fighting game, 2XKO, is gearing up for its closed beta on September 9th, and the gaming community is abuzz with discussions surrounding its initial lineup of eight playable characters. Among these initial offerings is the formidable Vi, a character who has quickly garnered significant attention. However, the starting roster has not been without its share of online discourse, with a segment of the fanbase expressing concerns that the chosen characters exhibit a degree of sameness, primarily due to their predominantly humanoid designs. This feedback has naturally led to questions about the development team’s approach to character selection and the underlying rationale behind the current roster’s composition.
At the recent Evo 2025 event, Gaming News had the invaluable opportunity to engage in an in-depth conversation with Shaun Rivera, the game director for 2XKO. During our discussion, we sought to gain clarity on the strategic decisions guiding the creation of the game’s initial character set and to understand the considerations that led to the inclusion of these specific humanoid figures. Rivera was remarkably forthcoming, offering a candid perspective on the team’s aspirations and the long-term vision for 2XKO.
The Strategic Imperative of Humanoid Character Design
Rivera began by directly addressing the prevalent observation regarding the humanoid nature of the starting roster. He acknowledged that, from a development standpoint, humanoids represent a more accessible starting point. “I want to start by saying, of course, humanoids are easier, right?” Rivera articulated, providing a clear insight into the technical realities of game development. “And so, for us, we know everybody wants a larger roster, so we want to get a lot more characters into the game. We’re working hard on that.” This statement highlights a pragmatic approach, where the initial focus on humanoid designs is a deliberate strategy to expedite the expansion of the playable roster. The objective is to provide players with a substantial selection of characters as swiftly as possible, and the inherent complexity of creating non-humanoid character models and animations necessitates a phased development process.
The commitment to building a diverse and expansive roster is a core tenet of the 2XKO development philosophy. Rivera emphasized that while the current lineup may lean towards humanoid forms, this is not a permanent limitation but rather a foundational step. The team is acutely aware of the player desire for variety in mechanics, thematic elements, and even physical appearance. Rivera drew a parallel to the rich tapestry of characters found within the League of Legends intellectual property, noting its immense diversity in these very aspects. “But also I kind of want to take a step back for a second and recognize that League of Legends, the IP, has just an insane amount of variety when it comes to mechanics, thematics, and also size and shape, right? And I think over time, we want to take advantage of that.” This comparison underscores the ambition to eventually replicate and even surpass the level of diversity found in established, expansive universes. The current humanoid focus, therefore, can be viewed as a strategic building block, allowing the team to establish a solid foundation and momentum before delving into more complex and potentially time-consuming character archetypes.
Leveraging the Power of Arcane: A Strategic Inclusion
A notable aspect of the initial 2XKO roster is the significant presence of characters originating from the popular Arcane television series. Rivera readily acknowledged the undeniable influence of Arcane on the character selection process, describing it as an opportunity that the development team simply could not afford to overlook. “I think it would be unfair to say we don’t consider that at all, but I think there’s a reason that these characters are in Arcane to begin with, right?” Rivera commented. He further elaborated on the inherent appeal of these characters, explaining that their inclusion in Arcane is a testament to their deeply relatable personalities, compelling narrative arcs, and well-defined abilities.
“They’re relatable. They have amazing stories and kits,” Rivera stated, underscoring the intrinsic qualities that make these characters prime candidates for adaptation into a fighting game format. The creative team’s excitement and passion for these figures were palpable. “And when we see them, we’re like, what could we do in a fighting game with them? We get mad, excited, you know? And so, I would say that’s a small consideration. But really, we think these characters are freaking amazing.” This sentiment reveals a genuine enthusiasm for the source material and a belief that these characters possess the fundamental attributes necessary to translate effectively into the dynamic and skill-intensive gameplay of a fighting game. The decision to feature characters from Arcane is not merely a marketing tactic; it is rooted in the perceived potential of these characters to resonate with players and to offer engaging gameplay experiences, fueled by their already established popularity and well-developed personalities.
Character Creation Philosophy: Mechanics, Themes, and Player Connection
Rivera delved deeper into the core philosophy guiding the creation of each 2XKO character. The team’s primary objective is to conceptualize and develop characters that players will not only enjoy but will also form a strong personal connection with, ultimately choosing them as their main characters. This involves a meticulous balance between defining core mechanics and establishing unique thematic identities. “He feels the mechanics of each character are important as well as the thematic diversity,” Rivera explained, emphasizing the dual pillars of character design.
To illustrate this point, Rivera highlighted the character of Vi. His personal connection to the character’s gameplay is evident in his description. “VI, for example, I love boxing. I just want to punch the hell out of somebody. I want to sway a little bit. This is my character, you know, and same with all of our characters, really,” he shared. This passion for her aggressive, hard-hitting playstyle, characterized by her boxing-inspired movements and defensive maneuvers, serves as a prime example of how the team aims to imbue each character with a distinct feel and a compelling reason for players to invest their time and skill. The goal is to create archetypes that players can readily identify with, that spark a sense of ownership, and that offer a deep well of strategic possibilities to explore. “we want to find something that people will latch on to, that they’ll they’ll love, they’ll be able to explore, and then go from there.” This statement encapsulates the ultimate aspiration: to cultivate a roster of characters that fosters player loyalty and encourages emergent gameplay strategies.
Accelerating Roster Growth: The Path Forward
Rivera articulated the team’s ambition to expand the 2XKO roster significantly, with an initial target of reaching ten characters. A key focus for the development team is to increase the pace at which new characters are introduced, particularly in the period following the closed beta. This desire for rapid roster expansion is underpinned by a pragmatic understanding of the development process, especially for a new fighting game title.
“It might be obvious, but I really want to call it out. This isn’t like, you know, our fourth or fifth or sixth fighting game in the sense that, like, yeah, we have some designs we can use, and we can polish them up a bit,” Rivera admitted, acknowledging the studio’s status as creators of a new franchise. “But we’re also a team that’s learning as we go, and we’re going to learn a lot come September 9 in closed beta.” This honest admission highlights that while foundational design principles are in place, the team is actively in a learning and refinement phase. The closed beta is a crucial opportunity to gather invaluable player feedback and to understand which aspects of gameplay and character design resonate most strongly. This iterative process is essential for ensuring that future character additions meet player expectations and contribute positively to the overall game experience.
The commitment to building depth alongside quantity is also paramount. Rivera emphasized that the team is not simply aiming to churn out characters; rather, they are dedicated to ensuring that each new addition is robust and offers significant gameplay potential. “We’re growing as a team. We’re making these from scratch, and we also want to make sure they’re really deep, right? You can pick it up and have fun, but through playing, you can also explore a lot.” This dual focus on accessibility and depth is a hallmark of successful fighting games. The initial learning curve should be manageable, allowing new players to engage and enjoy the game, while simultaneously providing experienced players with the complex mechanics and strategic nuances needed for mastery. The ultimate goal, as Rivera reiterated, is to “make more quickly” and “build that roster up for sure,” ensuring that 2XKO evolves into a vibrant and diverse fighting game with a rich cast of characters that players can truly connect with. The closed beta is the first significant step in this ongoing journey, and the insights gained will be instrumental in shaping the future of 2XKO.