Alexandria Ocasio-Cortez is a well-known member of the Democratic Party in the US who serves as the Representative for New York's 14th Congressional District. She stepped into to our little spotlight recently when she, along with other US politicians, signed a letter calling on Blizzard to reverse the punishment it imposed on Hearthstone Grandmaster Chung "Blitzchung" Ng Wai. But it recently came to light that she actually plays League of Legends, too—and she's pretty good at it.
According to Inven Global, Ocasio-Cortez played League of Legends during college, but fell away from the game until last year, when a chat with Colorado governor Jared Polis convinced her to pick it back up. Polis is an avid player himself, and was actually featured in LoL's Community Spotlight in 2015, when he was still a Congressman.
Her Silver 4 puts her in the middle of the League pack, ahead of more than 15 percent of the player base. But she's still well behind Josh Harder, the Representative for California's 10th Congressional District.
On the other hand, it's well ahead of Rick Fox, a former partner in the now-defunct esports organization Echo Fox, who remains in Iron 1. In Fox's defense, his Twitter feed suggest that he's only jumped back into the game with both feet recently, too. Ocasio-Cortez had some encouraging words for him.
Last year's League of Legends World Championship featured the debut of the song Pop/Stars by virtual K-pop act K/DA, and this year it's time for imaginary videogame hip-hop crew True Damage to have their turn, with a song and accompanying video/advertisement for new in-game skins called Giants.
According to Riot, "Formed by K/DA’s rapper Akali (Soyeon of (G)I-dle), True Damage is a virtual hip-hop group that fuses the raw vocal talents of Ekko (Thutmose, Duckwrth), Senna (Keke Palmer), and Qiyana (Becky G) with Yasuo’s cutting-edge production." The musicians and their digital apparitions performed together in augmented reality at the opening of the 2019 World Championships, at the same time as the animated video debuted on YouTube.
It already has well over three million views, and our Gorillaz/Hatsune Miku/NG Resonance future is one step closer to being realized.
Riot has unveiled its follow-up to K/DA, the K-pop act starring League of Legends characters and K-pop artists. The new group is a "hip hop inspired collective" containing Qiyana, Senna, Akali, Ekko and Yasuo. They're called True Damage and they've been dressed by Louis Vuitton.
The fashion brand and Riot announced their collaboration last month, which includes a travel case for the World Championship Summoner's Cup and unique skins. So you'll be able to drape True Damage's outfits on their in-game counterparts, starting on November 10.
A pair of prestige skins have also been designed for Qiyana and Senna. You'll only be able to unlock Qiyana's by playing games during the Worlds 2019 event from November 10 - 25. Senna's skin will be available next year. Check out all the skins in the trailer below.
The real musicians behind True Damage are Becky G, Keke Palmer, Soyeon, Duckwrth and Thutmose, and they'll be giving a live performance of their single, Giants, at the Word Championship finals on November 10.
True Damage's in-fiction background is that K/DA star Akali, who is now in both groups, wanted to combine the killer musical skills of Ekko, Senna, Qiyana and Yasuo to create a "gene-defying" colab. But what does the rest of K/DA think about all of this? Are they rivals now? Music is all well and good, but I want some drama.
Chance the Rapper hosted Saturday Night Live over the weekend, which provided him with the opportunity to bring back Lazlo Holmes, the Knicks correspondent who had to cover a hockey game without knowing anything about hockey. "As they say in hockey... let's do that hockey."
This time around he's handling the League of Legends World Championships, and he appears to know even less about what's going on. For starters, he repeatedly calls it "League of Legos."
It's low-hanging fruit for the most part, aimed squarely at people who still watch SNL, but I did get a chuckle out of a few cracks, like saying LoL "looks like how a seizure feels," or getting the audience pumped up with, "You know how they do in esports: Ready, set, sit down." The interview segment is more cringe-inducing, and not in a good way—the skit could have easily had fun with some of the inherent alienness of esports without going so all-in on the "look at these weirdos" approach.
Some of my appreciation for the bit may arise from the fact that I can relate to poor Lazlo's predicament. Pro-level esports can be incredibly complex and covering it in any depth requires specialized knowledge and experience. Honestly, given the choice of having to do emergency color fill-in for the NHL or LCS, I'd take the NHL every time.
League of Legends studio Riot Games said that a ban on the word "Uyghur" in the game was triggered by its automated chat systems, and that the glitch that caused it to happen has now been fixed. Riot communications lead Ryan Rigney also said that the company will spend the next few weeks going over the disallowed words and phrases in its automated system to help ensure that it doesn't happen again.
The Uyghurs are a Muslim ethnic minority in China, widely reported by US media to be suffering widespread abuses including arbitrary detention and torture. Given the fact that Riot is fully owned by Chinese conglomerate Tencent, and the furor over Blizzard's handling of pro-democracy protests in Hong Kong—which spurred a warning from Riot that League players should avoid talking about "sensitive topics" while on their air—there was some suspicion that it was an intentional effort to shut down conversations on the topic.
But Rigney was pretty emphatic in stating that he didn't believe that to be the case.
"Gonna go look into this right now. Sometimes our system bans really weird words for no good reason," he wrote. "That said it would be compete bullshit to intentionally ban the name of any ethnic group."
Shortly after, he updated his reply to say that the ban on the word was the result of an automated trigger, which has now been fixed. "We'll be spending the next few weeks triaging with our global teams to review our 'disallowed words/phrases' lists and update accordingly," he wrote.
He was also refreshingly blunt about the League of Legends chat filter on Twitter.
Ironically, as noted by GamesIndustry, the first post in the Reddit thread titled "'Uyghur' is literally a banned word in the League client" has been removed for violating the subreddit rule that states "claims about or against distinct entities must have sources or proof supporting them and present them in an unbiased manner."
As part of the flood of information for Riot's 10th anniversary event, there was a special shocker: Arcane, a new animated TV series set in the League of Legends universe that's being produced entirely in-house at Riot Games. The debut trailer was an extended peek at a small but oh so vibrant slice of Runeterra. But Arcane's announcement now opens up dozens of other questions about its cast, characters, setting, and story. Here's everything we know about Arcane so far.
We don't know for sure which month, but the trailer does specifically state "in 2020."
The firm detail we have is that it's about the "origins of two iconic League champions—and the power that will tear them apart," which sounds like a good adventure to start with.
Looking at the trailer, though, we're pretty sure we can guess who Arcane's main characters will be. Jinx appears early in the trailer and her boots (and laughter) can be heard at the end. In 2017, Riot Games confirmed a long-time suspicion of fans that Jinx and another champion, Vi, were sisters despite also being rivals.
Looking at the trailer, it seems quite obvious that the story will focus on the origins of Jinx and Vi and how the two went from siblings to enemies. The two children featured in the trailer have blue and pink hair that matches Jinx and Vi's own hair color perfectly. Given their connection to the setting and each other, it seems like the most likely scenario.
So far we've seen what looks like Piltover and Zaun.Piltover is the center of Valoran, a beautiful city on the cliffs above the ocean and the center of Runeterrra's steampunk-driven aesthetic, hextech technology, and apparently, giant airships. It's usually used as a sort of renaissance stand-in city full of art, commerce, and invention.Zaun, on the other hand, is the darker side of the industrial revolution. Located below Piltover as a sort of undercity, it's filled with mazes of pipes, smog, industrial chemicals, mad scientists, black markets, and all manner of pollution. People don't really live in Zaun so much as survive it as best they can, and a number of the more villainous characters from Runeterran lore hail from it.Nowhere else in Runeterra has shown up so far, but there are a dozen other major locations that we know of already that could always show up.
So far, we've not been formally introduced to most of the characters who make brief appearances in the trailer. Jinx looks to play a role in the show, since it's set in her stomping grounds and her boots appear in the end of the teaser we got. Other than that—in addition to our speculation about the story focusing on Jinx and Vi—we don't know yet.
However, considering the setting of Piltover and Zaun, here's a list of all the champions associated with those regions:
The show is independently financed by Riot, which means they have full internal creative control.
It's made by Fortiche Production, which is a French 3D animation studio that has worked with Riot before on animated cinematics, including Jinx's music video.
It's written for a "14+" audience, and will have some adult subject matter.
For the past decade Riot Games has been a company trapped in a bubble. Despite having millions of players worldwide, if you don't actively play League of Legends you probably don't care all that much about Riot. But over the course of a single hour last night during its tenth anniversary livestream, Riot announced eight new projects including a long-rumored League of Legends fighting game, a management sim, a tactical multiplayer FPS, a card game, and mobile versions for both League of Legends and Teamfight Tactics. Some of these games are years away, but Riot's big birthday party felt like the opening beach assault against its biggest competitor: Blizzard.
The past year has seen an unprecedented erosion of the goodwill and trust that players had in what was once PC gaming's most iconic developer.
In the last 12 months, Blizzard has bounced ungracefully from one controversy to another. It started at Blizzcon 2018, when the developer known for its close-knit community massively misjudged the expectations of its audience by capping a lukewarm show with the announcement of a Diablo mobile game—an unpleasant surprise to fans who had been hoping Blizzard had some big secret reveal (even though Blizzard said weeks earlier that wasn't the case). At the time, players were already pissed off with World of Warcraft's latest expansion because it felt like a step back over the previous one. But the issue was exacerbated by sarcastic comments from developers like "don't you guys have phones?" and reports that some of Blizzard's top talent were working on mobile games.
A month later, Blizzard unceremoniously killed an entire esports scene when it cancelled plans for Heroes of the Storm's Global Championship season. Overnight, an entire community of casters and pro players were out of the job and forced to migrate to other games. Two months after that, Activision Blizzard CEO Bobby Kotick boasted of "record results in 2018" while simultaneously announcing that Blizzard was laying off 800 people.
Things were mercifully silent through the summer of 2019, with World of Warcraft Classic's enormously popular launch being the high point. But then, just weeks before Blizzcon 2019, Blizzard created an international incident by banning and revoking the winnings of a pro Hearthstone player who called for Hong Kong's liberation from China during a post-match interview. Instead of facing the ensuing backlash directly, Blizzard then released a tepid response on a Friday evening, quietly reducing the punishment for the player and the two Taiwanese casters present during the interview but doing little to assuage concerns over what motivated the decision in the first place.
The past year has seen an unprecedented erosion of the goodwill and trust that players had in what was once PC gaming's most iconic developer. Blizzard founders are retiring, Activision's marketing and cost-sensitive influence is reportedly growing, and now people fear that Blizzard is increasingly beholden to the whims of the Chinese government and the gaming market that government authoritatively controls. To say it's been a disastrous year for Blizzard is putting it mildly, and Riot is clearly looking to capitalize.
Next year the League of Legends card game, Legends of Runeterra, will release and directly compete with Hearthstone. And Riot is also working on a competitive multiplayer FPS that sounds an awful lot like Counter-Strike meets Overwatch and an action RPG which may take after Diablo. But these games are more than mere competition—they feel like direct responses to the major criticisms people have leveled at Blizzard games and their associated genres.
The Legends of Runeterra announcement, for example, focused partly on the expensive microtransactions that make card games like Hearthstone so frustrating to play. Instead of gambling on randomized booster packs to fill out your collection, Legends of Runeterra will have a system where you can buy cards directly for either premium or in-game currency earned through playing. Likewise, a large portion of their tactical FPS announcement focused on how Riot would be tackling long-standing FPS issues like server tickrate, peeker's advantage, and cheating.
The way that Riot is building an expanded universe based on League of Legends is straight out of Blizzard's playbook. Though Heroes of the Storm was the first to actually mix Blizzard characters and settings, crossover events and in-game cosmetics make Blizzard games feel like one ecosystem. Warcraft, Starcraft, Diablo, and Overwatch have always felt like different faces of the same die—games inextricably linked by "Blizzard polish" and unifying values that makes events like Blizzcon possible.
There's a heritage there that Riot cannot compete with, but it does have some major advantages: All of its games (aside from the upcoming FPS) share the same characters and universe. With League of Legends boasting 8 million peak concurrent players worldwide, there's enormous potential in finding new ways to explore those 140 champions that players already feel so invested in. At the very least you can expect loads of cross-promotional events and cosmetics.
If you're not a League of Legends player, that idea might seem laughable. Who cares about the backstory of some MOBA character? But if you pay attention to dedicated fans, you'll notice an acute awareness of these narratives—the fictional rivalries and odd bits of trivia that flavor these champions—that Riot has steadily expanded into a sweeping universe of short fiction found on its own website dedicated to LoL's mythology.
Like Blizzard, Riot has a panache for vibrant worldbuilding and colorful characters, and its Arcane TV series is a chance to leverage that into something more evocative than bits of lore trivia drip-fed through loading screens. Riot clearly wants to be the Marvel of games and, unlike Blizzard, can reap the benefits of having a singular world and character roster that unifies all of its projects.
Half of the announcements Riot made last night were for mobile games and no one seemed to care.
The other advantage Riot has is that it's often just as guilty of the same supposed sins that have vilified Blizzard but rarely ever incriminated. While Blizzard is burning at the stake for protecting its business interests in China, Riot has been 100 percent owned by the largest Chinese tech corporation, Tencent, for years without sparking any kind of concerted outrage. In the immediate aftermath of Blizzard's Hong Kong controversy, Riot also warned pro players not to mention politics—but that didn't result in being called out on Twitter by US lawmakers.
It's even funny to consider that, despite being a PC-only developer until now, half of the announcements Riot made last night were for mobile games and no one seemed to care. During the announcement of Teamfight Tactics' mobile version, product manager Jessica Nam even quipped, "it turns out that you guys actually do have phones." She mocked Blizzard for announcing a mobile game while announcing a mobile game .
Blizzard's fans already feel misunderstood and disenfranchised, so when it protects its business in China or chases mobile gaming trends, it validates the feeling that something about Blizzard is changing—and not for the better.
But even in the aftermath of ugly controversies like reports of institutional sexism, it's moments like Riot's livestream that indicate Riot's relationship with its players is still in good shape and that people are optimistic about the next ten years of League of Legends. Riot has found a way to make money in multiple markets and not make any particular one feel less important than the other (for now, at least). That's a luxury that Blizzard just doesn't have and, with people looking to protest Blizzcon next month, probably won't have any time soon—if ever again.
Though it could be years before Riot's Blizzard-killers are actually released—not to mention whether they're even good—it's clear that the fellow California-based studio is no longer content with quietly operating the world's most popular game anymore. Riot feels like it's evolving into something much bigger, and as Blizzard's spot as PC gaming's most-beloved developer begins to slip, I smell a usurper.
Riot Games took the opportunity to make a wave of announcements and reveals during its tenth anniversary livestream tonight, but one of those might have slipped your eye. In between announcing both a fighting game and a tactical FPS, we also got a sneak peak at something that looks an awful lot like a Diablo-style action RPG.
The clips where it was shown were brief, but according to a brief overview in a press release, this is referred to as "Project F" internally at Riot and is a "project that explores the possibilities of traversing the world of Runeterra with your friends."
We don't know anything more than that, but making an action RPG set in the LoL universe makes sense considering how similar the DNA between MOBAs and ARPGs is.
What Project F really is and what shape it will take when it releases potentially years in the future we just don't know, however. But you can watch the video above to get a glimpse of it.
Riot Games is developing a business management sim, and yes, as the headline implies, it's about managing a world-class League of Legends esports team. Announced today during the League of Legends' 10th Anniversary celebrations, the game is scheduled to launch in the League of Legends Pro League region in 2020 "with the intent to eventually expand to other regional leagues."
Interestingly, the pro teams that feature in League of Legends Esports Manager will share revenue from the game, with a statement from Riot Games describing it as a way to "expand the esports ecosystem" and to "invest in its longevity".
What the game actually looks and plays like, however, is still a mystery. But this sure sounds like Football Manager mixed with esports—which seems like such an obvious idea I'm surprised no one thought of it sooner.
There's currently a trailer with footage on the Chinese website for the game, though no English-language equivalent has popped up as yet.
This is just one of many announcements coming from Riot's tenth anniversary event, including a new CCG, a fighting game, an FPS, mobile versions of Teamfight Tactics and League of Legends and an animated series.
The lack of a second title in Riot Games’ roster has been a community in-joke for years. The League of Legends developer has dined out on the success of its smash-hit MOBA for a decade, but for its tenth anniversary, it’s finally adding a new arrow to its quiver.
Legends of Runeterra is a card game set within the League of Legends universe, drawing on characters found throughout that game’s expansive lore. Long-term fans will already be familiar with the setting; Runeterra is the continent on which LoL and the political machinations that underpin it take place. While League of Legends’ 140-strong roster of characters hails from every corner of its world, Legends of Runeterra’s first card set will feature only 24 of them—four from each of six regions—whose strengths and weaknesses are shaped by the nations that they call home.
Noxus, a warmongering state that values strength above all, is represented by characters like Darius and Draven, whose brute force makes them champions terrifying to face one-on-one, but which are often unable to cope with a unified assault. By contrast, peaceful Ionia opts for harmony, drawing on the combined strength of multiple units, while the inhabitants of the Freljord’s icy wastes use their own resilience—or strength-sapping ice magic—to survive.
While the world and characters of League of Legends underpin the game, CCG veterans should recognise many of the ideas which have helped shape it. The influence of both Magic: The Gathering and Hearthstone is immediately apparent, but Riot’s not relying solely on LoL’s personality to set Legends of Runeterra apart.
Players take turns to attack and defend during Legends of Runeterra’s round-based combat. At the start of a turn, strategies are set out; offences strengthened, defences bolstered, or mana conserved for later in the round. Once both sides are ready, combat begins, with the attacking player setting out units while the defender uses cards to block. If an attacking unit isn’t stopped, it’ll deal damage directly to the defender’s health pool, the Nexus, but if it’s blocked, both units will be worn down as they slam together.
During opening rounds, combat is simple, with low-stakes skirmishes usually spelling the end for both units involved. With each subsequent round, however, players unlock extra mana crystals, allowing them to play more powerful units and spells. At that point, combat becomes a far more back-and-forth affair as you attempt to counter your opponents’ moves with spells—buffing and bluffing to boost your own characters or encourage your opponent to commit powerful units to unwinnable matchups. Those spells—divided into either Slow, Fast, or Burst categories—are woven into each round, often turning the tables on an unfortunate exchange.
After combat is resolved, defeated units are removed from play, and each side is offered a moment of respite in which to plan its next move. Remaining mana can be spent on new units, helping you prepare for the next round, but it can also be partially conserved to cast spells next turn. With ranks reinforced and strategies drawn up, the board rotates, swapping defence and attack.
Spending half of each game on the back foot might sound like a recipe for lengthy, drawn out battles, but each player’s Nexus has only 20 health, meaning an early assault from a strength-in-numbers region like Ionia can see you staring down the barrel of defeat within just a few turns. While it’s possible to regain the upper hand as slower decks come online, your base’s relative fragility means that matches often don’t require a particularly long-term strategy.
While you’re calling the shots, it’s the characters on the field that are the ones actually duking it out. Legends of Runeterra splits its units into two main camps; Champions, chosen from among the warriors and spell-slingers that League of Legends players will know, and Followers—background characters who fill up the rest of Runeterra.
As well as their famous names, Champions have qualities that set them apart from their lowly Followers. Boosted stats are accompanied by some powerful extra effects; the tanky Braum can regenerate, returning him to full health after combat, while the shadowy Zed spawns a stealthy clone of himself every time he attacks, automatically bolstering his offensive capabilities.
Often threatening even in the early stages of the game, Champions can also be levelled up through the completion of in-game goals, increasing their stats and improving their abilities, before entering their final form in showy cutscenes reminiscent of fighting game finishers. In many cases, champions need to be in play to work towards their improved state, but rare exceptions such as Yasuo can be improved without setting foot on the field—as long as the air-bending ronin is in hand, he can watch enemy units being stunned or recalled by his allies. Once six cards have been incapacitated in this manner, an enhanced Yasuo can take the field in time to deal bonus damage every time another stun lands.
Followers can’t level up, but their abilities can still be crucial to a winning strategy. ‘Sturdy’ units take reduced damage from attacks, making them especially useful in the early game, while ‘Challengers’ can choose which enemy unit will block them, and some particularly nimble characters will land their attacks before their opponents, allowing for more control over each clash. Elsewhere, Followers contribute to Runeterra’s wider narrative—Demacia’s Tianna Crownguard is the aunt of champions Lux and Garen, and the veteran of several backstories, including the recent crossover between Riot and Marvel Comics, and a lowly Poro Herder illustrates the difficulty of life in the Freljordian tundra.
It’s the interactions between Champions and their Followers that drive Legends of Runeterra’s deckbuilding. Decks consist of 40 cards, can draw from either one or two of the game’s six regions, and feature up to six Champions, with as many as three copies of each card permitted within a deck. That allows for impressive depth as you drill into a specific strategy, or relative breadth, drawing on the combined abilities of multiple champions and regions to multiply your strengths and cover as many defensive bases as possible.
Champions with singular win conditions are accompanied by cards that compliment their main focus. The stealthy Teemo doesn’t pack much of a punch by himself, but his Followers help fill enemy decks with poisonous mushrooms that damage their Nexus every time they draw a card. Other decks will focus on combined strength, and I found that stalwart Demacians and resilient Freljordians worked well side-by-side, and let me change my strategy on the fly depending on the champions I currently controlled. My glass-cannon build, based on hyper-carry Noxians and powerful but fragile units from the Shadow Isles, didn’t turn out to be quite so successful.
The elephant in the room during my Legends of Runeterra preview event was Artifact. Valve’s ill-fated card game shares more than cursory similarities with Legends of Runeterra, but Riot is taking steps to ensure that its effort carves out its own space in what’s already considered a near-saturated genre.
Legends of Runeterra’s design director, Andrew Yip, says that his team wants "to innovate the CCG". As a result, random elements are out, replaced by deeper deckbuilding and the conversational tone of round-based combat. The rotation system popularised by Hearthstone and Magic: The Gathering has been removed in favour of monthly balance changes and new expansions every four months. And random card packs are no more, replaced by rewards based around each region, and ‘Wildcards’ that can be swapped for the specific cards that you actually want in your deck. These will be available for purchase with real money, but each player can only acquire a limited number of them each week.
Legends of Runeterra seems like a well-crafted experience that promises to open a wider avenue for League of Legends’ narrative and ask serious questions of the card game genre, but the true test is likely to lie in the community’s response to Riot’s first new offering in more than ten years.