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League of Legends
Developer(s)
Publisher(s)
Director(s)
  • Andrei van Roon[1]
Producer(s)
Writer(s)
Platform(s)Microsoft Windows, macOS
ReleaseOctober 27, 2009
Genre(s)MOBA
Mode(s)Multiplayer

League of Legends (abbreviated LoL or League) is a 2009 multiplayer online battle arena video game developed and published by Riot Games for Microsoft Windows and macOS. The founders of Riot Games were inspired by the Warcraft III mod Defense of the Ancients, and developed a standalone game in the same genre. Since its release on October 27, 2009, the game has followed a freemium model. League of Legends is often cited as the world's largest esport, with an international competitive scene. The 2019 League of Legends World Championship had over 100 million unique viewers, peaking at a concurrent viewership of 44 million, with a minimum prize pool of US$2.5 million.

The game is placed by two teams of five players in player versus player combat, with each team occupying and defending their own separate base on the map. Each of the ten players controls a character, known as a "champion", with unique abilities and differing styles of play. During a match champions become more powerful by purchasing items and collecting experience points to level up in order to defeat the opposing team. In the game's main mode, Summoner's Rift, a team wins by being the first to destroy the other team's "Nexus", a large structure located within their base.

League of Legends received generally positive reviews, earning praise for its accessibility, character designs, and production value. By July 2012, it was the most played PC game in North America and Europe in terms of number of hours played. The game has a large following on streaming platforms, such as YouTube and Twitch, and its popularity has led to merchandise and tie-ins, such as music videos, comic books, short stories, collectible figurines, and an upcoming animated series. Promotional materials for in-game cosmetics has attracted mainstream attention, such as virtual K-pop group K/DA, composed of four champions. The game's success has spawned several spin-offs, such as a mobile version and a digital collectible card game. A massively multiplayer online role-playing game based on League is in development.

Gameplay

The bottom right corner Summoner's Rift in 2013, prior to an update to the map's visual quality, intended to improve clarity. Visible on screen are non-player minions, and three champions.
The above depicts Summoner's Rift in 2018, four years after the visual update.

As in other multiplayer online battle arena (MOBA) games, each player in League of Legends controls a character ("champion") with a set of unique abilities.[6]

Over the course of each game, champions become stronger and gain additional abilities by earning experience and thereby levelling up. Experience is earned by killing enemies or being nearby when a teammate does. Champions also build strength over the course of the game by buying progressively more powerful items using gold, which is earned by killing non-player enemies,[6] killing or assisting in killing enemy champions, destroying their structures, or selling other items.[7]

Game modes

As of 2020, League of Legends offers three primary game modes: Summoner's Rift is the standard MOBA mode (and the name of its map), while ARAM (All Random All Mid) offers a short but faster-paced experience.[8] Teamfight Tactics is an auto battler, in which one player assembles an army of League of Legends champions and battles others in on a chess-like board. It shares no gameplay with the other two game modes.

Summoner's Rift

A simplified representation of Summoner's Rift. The yellow paths are the "lanes" where endless waves of troops known as minions march; blue and red dots are the defensive turrets that defend the lanes. Not pictured are the two turrets that flank each Nexus – the ultimate goal of the game, which are within each team's base in their corner. The dotted black line is the river that divides the sides.

Summoner's Rift is the flagship game mode of League of Legends and the only one featured in professional-level play.[9][10] Two teams of five players compete to destroy the opposing team's Nexus, which is guarded by the enemy champions and defensive structures known as turrets.[11]

Each Nexus is located in each team's base: one in the lower-left corner of the map and the other in the upper-right corner. Minions, which are not controlled by players, are generated in waves from each team's Nexus.[11] They advance toward the opposing team's base along three lanes: top, middle ("mid"), and bottom, each of which is guarded by three turrets. Players compete to advance these waves of minions into the enemy team's base to destroy the opposing Nexus. Summoner's Rift matches typically last 30–40 minutes if played until a Nexus is destroyed, but teams can surrender as early as 15 minutes.[12]

Although there are small shifts in the metagame, the top and middle lanes are usually occupied by one champion per side with melee-focused champion in the top lane (often tanks), and champions that excel in dealing magic damage in the middle lane. The bottom lane is usually defended by two champions per side: a "carry" that has long range and high damage output, but is vulnerable if attacked, and a "support" champion who protects the carry. The fifth champion on each side usually roams through the map's jungle to kill neutral monsters for gold and experience instead of the minions generated by each team's Nexus.[13]

ARAM

ARAM is a five-versus-five mode with randomly chosen champions.[14] The map, the Howling Abyss, is a single narrow lane with a Nexus on each side, defended by turrets. There is no neutral jungle area. Instead of prolonged build-up and independent farming, ARAM focuses exclusively on persistent team fights. While players can return to their allied base, they are unable to replenish health and mana, or purchase items unless they have been killed.[14] ARAM was launched in September 2013.[15]

Teamfight Tactics

Teamfight Tactics is an auto battler game mode released on June 26, 2019.[16][17] The game shares no gameplay mechanics with League of Legends, and eight players compete against each other by building a team to be the last one standing.[18] Teamfight Tactics is available for mobile operating systems iOS and Android with cross-platform play with the Windows and macOS clients.[19] In September 2019, Riot Games reported that Teamfight Tactics has 33 million monthly players.[20]

Rotating game modes

The developer has released a number of limited-time, rotating game modes since 2013, typically accessible for two weeks. As of 2020, these accompany in-game events, and are thematically related to the availability of new cosmetics for purchase.[21] Ultra Rapid Fire (URF) mode was intended as a 2014 April Fools' Day prank, but became a staple of the featured game modes. In URF, champion abilities have no resource cost, significantly reduced cooldown timers, increased movement speed, reduced healing, and faster attacks.[22][23] After a long period of retirement, Riot stated in 2017 that URF resulted in players quitting League of Legends, and they were unwilling to revive the game mode until changes could be made to prevent that.[24] In another rotating game mode, One for All, players vote on a champion, and all ten play the champion with the most votes.[25]

Champions

League of Legends was originally released in 2009 with 40 champions; as of November 2020, there were over 150.[26] Older champion have been reworked with new character designs, gameplay mechanics, and lore.[27] Champions are unlocked by in-game currency, earned by playing, or through microtransactions.[28] Champion releases are accompanied with marketing campaigns. Towards the end of 2020, Riot Games was criticized for operating an in-character Twitter account, wherein the fictional character expressed various mental ailments, such as anxiety and imposter syndrome.[29]

Development

Early development

Riot Games founders Brandon Beck and Marc Merill had an idea for a spiritual successor to Defense of the Ancients – a mod for Warcraft III: Reign of Chaos – that would be a stand-alone game, with its own game engine. The two believed it could be a new genre of game, but with the advantage of a significantly lowered barrier to entry, as players previously had to buy a full game and install custom software.[30] Beck and Merill held a DOTA tournament at the University of Southern California, with an ulterior goal of recruiting interns for quality assurance, and were introduced to Jeff Jew, who later served as a producer on the game. He was interviewed in September 2006 when Riot Games' offices were a converted machine shop, and they brought him on board due to his familiarity with the game and what would become its rivals.[30] In 2009, Merill said that, in order to create a variety of different champions, the pitching process was available to anyone in the company.[31]

About two months into the game's development, Beck and Merill recruited Steve Feak, designer of Defense of the Ancients, and Steve Mescon, administrator of the support team, to develop League of Legends.[30] At the time, most of the team had no prior experience working with other developers as a team. They created a design document with a priority towards differentiating their characters from those of Warcraft III. A demonstration of the game was built in 4 months before being shown at the 2007 Game Developers Conference in San Francisco. During that time, Beck and Merill approached publishers, but were unwilling to sell the game outright and could not reach any agreements. In 2019, Merill said that publishers were confused by the game's lack of a single-player mode and free-to-play business model.[30]

League of Legends was announced on October 7, 2008,[32][33] and entered a closed beta on April 10, 2009.[33] Seventeen champions were available upon the launch of the beta in April 2009: Alistar, Annie, Ashe, Fiddlesticks, Jax, Kayle, Master Yi, Morgana, Nunu, Ryze, Sion, Sivir, Soraka, Teemo, Tristana, Twisted Fate, and Warwick.[34][35] Riot initially wanted to ship the game for its full release with 20 champions, but decided to double the number to 40 for the full release in October 2009.[36]

Developmental philosophy

Since its release in 2009, League of Legends has been regularly updated, which journalists have noted as important for the game's longevity. The developer's modern approach to development began in 2014, with regularly scheduled "balance patches"—for example, adjustments to champion's abilities—becoming standardized to every two or three weeks.[37] The map for Summoner's Rift received a large-scale upgrade in 2014 to improve its visual quality and increase gameplay clarity.[38]In a 2020 interview, the lead designer of Summoner's Rift, John Frank, said that balancing the game is an "endless attempt at perfection", and said he recognizes that they'll "never get there".[39] Instead, the team uses data, such as play and win rates, to balance the game.[39]

Revenue model

League of Legends is free-to-play, with both champions and various cosmetics purchasable via microtransactions. Early in the development process, publishers approached by the developers expressed concerns about the game's lack of a set purchase price.[40] According to estimates by SuperData, Riot earned US$1.29 million in revenue in 2009. By 2011, Riot Games' revenue increased to beyond US$86 million.[40] In 2014, Ubisoft analyst Teut Weidemann indicated that the only around 3% of players paid to play the game – significantly lower than the industry standard of 15 to 25%. He argued the game was successful only because of its exceptionally large player base.[41]

There are three in-game currencies available in League. One can be purchased for real money, while another is generated through playtime. A third currency is used to unlock champion skins, ward skins, summoner icons, and emotes via "Hextech Crafting",[42] League's loot box system.[43] In August 2019, Riot Games announced an achievement system, Eternals, to tally champion-specific milestones, which was criticized by the gaming press and players for its prohibitively high cost and low perceived value.[44] Riot delayed Eternals, citing player dissatisfaction, and in February 2019 revealed information about the system's partial redesign, which did not require players to spend any money for the system's basic functionality.[45]

Plot

League of Legends is distinct from the larger universe of Runeterra, the name of the fictional world on which stories take place.[46] The extended universe is explored through comics, short stories, and animated shorts.[47] Before 2014, the lore of League of Legends was linked with the gameplay, but Riot Games shifted their focus to expanding the wider setting independently from the game.[46] League is the primary driver of the intellectual property's expanded universe via champion releases and gameplay updates, which are accompanied with updated lore.[48] Given the nature of its development, Runeterra is made up of an assortment of genre staples, with regions and factions all possessing recognisable characteristics from wider popular culture. Cass Marshall of video game site Polygon writes the lore is "a collection of genres ranging from Lovecraftian horror to knights and banners fantasy to pirate power struggles."[49]

The storyline prior to the reboot in 2014, where champions were avatars for players (referred to as "summoners"), was discarded in favor of publishing ongoing stories in a variety of mediums.[50] According to Riot Games, this change was made to avoid creative stagnation.[51] In 2015, Riot produced a League of Legends event called Burning Tides, where the pirate Gangplank clashed with the pirate bounty hunter Miss Fortune in the city of Bilgewater, resulting in his death.[52] Gangplank was disabled within the game and unplayable for two weeks, an instance of narrative driving gameplay rather than the reverse.[53]

Reputation

The playerbase of League of Legends has a longstanding reputation of negative and abusive in-game behavior, referred to in gaming media as toxicity.[54][55][56] Riot Games has acknowledged this problem,[57] and developed tools to combat it with mixed results.[58] One such measure is basic report functionality, which enables players to report their teammates and opponents for violating the game's code of ethics. Some professional League of Legends live streamers share the game's reputation of toxicity, such as Tyler1, who was banned by Riot Games for six hundred days in April 2016.[59] In-game chat is monitored by algorithms that detect abuse, ranging from racism, homophobia, and sexism, to abusive jargon specific to the game.[58]

Riot Games has operated a team, Social Systems, to combat in-game toxicity for several years.[56] The team utilizes neuroscience and machine learning to curb the game's toxicity problems.[58] Lead designer of social systems Jeffrey Lin said that eliminating toxicity in a game with over 100 million players is an unrealistic goal, and the focus should instead be on rewarding good behavior.[60] In 2017, Riot implemented an "Honor system", where players can award their teammates with medals for one of three positive attributes: Stayed Cool, Great Shotcalling, or GG.[61] Each player begins at level 2, and gains levels for playing without being reported. Ranked rewards are only available to players who have reached level five by the end of a season, and the system rewards randomized cosmetics, via loot boxes, to players ascending through honor levels.[62]

Riot have frequently had their system's efficacy questioned. The report functionality has been described as "underwhelming" and can be abused by players.[55] For example, some players utilize "All Chat", a way to communicate with the opposing team, or post-game chat to ask their opponents to report their former teammates.[54] Former pro player Joedat Esfahani said Riot was also failing to tackle toxicity in high-level play.[63] He explained that high level players are not afraid of being banned and know how to avoid the automatic chat filter. Given the relatively small pool of high-level players, matchmaking forces players to play against or alongside the same players repeatedly.[63]

Release

League of Legends was released in North America on October 27, 2009.[64] Riot initially signed an international licensing partnership with Goa, a video game-focused subsidiary of Orange, for distribution rights in Europe.[65] On October 13, 2009, GOA and Riot announced that they would start channeling server access for players located in Europe to Goa's dedicated servers. The partnership did not last: on May 10, 2010, Riot Games announced that they would take over distribution and operation of the game in Europe and opened a European headquarters in Dublin.[66] Servers for Australia went live in 2013, referred to as Riot Oceanic, or OCE.[67]

Post-release

In November 2011, Riot Games stated that League of Legends had accumulated 32.5 million players, 11.5 million of whom play monthly and 4.2 million daily players.[68] In October 2013, Riot said the game had 12 million active daily players and 32 million active monthly players. In January 2014, the game had 27 million active daily players, 7.5 million concurrent players at peak times, and 67 million active monthly players.[69] Global concurrent users online peaked at over 5 million players as of March 2013.[70][71]

By March 2012, League of Legends had become the #1 title in Korean PC cafés.[72][73] League continues to be popular in Korea: it remained the #1 game before temporarily losing its position to Overwatch from mid-2016 to 2017.[74][75] In July 2012, Xfire released a report stating that League of Legends was the most played PC game in North America and Europe, with 1.3 billion hours logged by players in those regions between July 2011 and June 2012.[76] League of Legends is popular in the Philippines and was the second most played game in internet cafés in the country in June 2013, behind Defense of the Ancients.[77] In Taiwan, it is estimated that almost five percent of the entire population had played the game by 2016, with almost a million players subscribed on the server.[78]

As of August 2018, the game has an active user base of over 111 million players and an annual revenue of $1.4 billion,[79] making it one of the highest-grossing games of 2018 behind Fortnite and Dungeon Fighter Online.[80]

In 2018, it was reported that Riot Games' parent company Tencent was shifting its focus to Fortnite and PlayerUnknown's Battlegrounds as a result of a significant decline in League of Legends' playerbase and profits, resulting in layoffs worldwide. Riot responded that they were happy with the game's player numbers, but admitted that it had fallen from its peak.[81]

Reception

League of Legends received generally favorable reviews, according to review aggregator website Metacritic.[89] Many reviewers noted the game's accessibility and lively visuals compared to other games in the genre. Several points of criticism recurred throughout the reviews, such as an under-developed release.

Many reviewers compared League of Legends extensively to rival Defense of the Ancients, and especially writing positively of the game's accessibility. GameSpy wrote that the game "takes careful measures to ease in new players",[90] and Alex Yue from GamerLimit specifically cited a more intuitive item system in addition to the continuity provided by summoner spells (two abilities picked in Champion Select, not tied to any one champion).[91] It was described by GamerRevolution as an "evolution" and "expansion" of Defense of the Ancient's core gameplay.[92] IGN's review also highlighted the game's accessible to new players, but pointed to its inventive champion design and lively visuals as its key differentiators.[88]

Several points of criticism recurred throughout reviews. Primarily these concerned an underdeveloped launch state, with core systems missing that were expected even at the time. Among these were comments that the game lacked systems for punishing players who left the game early,[16] and a toxic player base.[93] IGN noted that features available to all players during the beta would be taken away for the official launch of the game, which was frustrating to players who bought the physical version of the game.[93]

The regular balance updates to League of Legends have resulted in continued coverage and critical reappraisal. Writing for IGN, Leah B. Jackson re-reviewed the game in 2014, praising the rewards and progression as very generous despite the game's free-to-play model, variety of champions, and fast but strategic team play.[88] In 2013, VentureBeat agreed with IGN's assertions about the continued excellence of the game's accessibility, calling League of Legends the easiest to learn and the fastest paced when compared to Heroes of Newerth and Dota 2.[94][95] In 2015, the game placed 15th on USgamer's "The 15 Best Games Since 2000" list.[96]

Awards and nominations

In 2009, the game won the Reader's Choice award for PC Best Strategy Game in IGN's Best of 2009 Awards,[97] and the PC Gamers' Choice in GameSpy's Gamers' Choice Awards 2009.[98] In 2017, the game was nominated for Best Spectator Game in IGN's Best of 2017 Awards.[99]

Year Awards Category Result Ref
2010 1st Game Developers Online Choice Awards Best Online Technology, Visual Arts, Game Design, New Online Game, Audience Award Won [100]
Golden Joystick Awards 2010 Online Game of the Year Won [101]
2011 Golden Joystick Awards 2011 Best Free-to-Play Game Won [102]
2015 The Game Awards 2015 eSports Game of the Year Award Nominated [103]
2017 2017 Teen Choice Awards Choice Video Game Nominated [104]
Golden Joystick Awards 2017 eSports Game of the Year Nominated [105]
The Game Awards 2017 Best eSports Game Nominated [106]
2018 45th Annie Awards Best Animated Television/Broadcast Commercial (Legends Never Die) Nominated [107]
39th Sports Emmy Awards Outstanding Live Graphic Design (2017 League of Legends World Championship) Won [108]
Golden Joystick Awards 2018 eSports Game of the Year Nominated [109][110]
The Game Awards 2018 Best eSports Game Nominated [111][112]
Gamers' Choice Awards Fan Favorite Game Nominated [113]
Fan Favorite eSports Moment (Cloud9's League of Legends World Run) Nominated
Fan Favorite eSports Game Nominated
Fan Favorite eSports League Format (Championship Series) Nominated
Gaming Moment of the Year (Tyler1 returns to League of Legends) Nominated
Fan Favorite eSport Event of the Year (League of Legends Worlds) Nominated
2019 11th Shorty Awards Best in Games ("Pop/Stars" by K/DA) Won [114]
Golden Joystick Awards 2019 eSports Game of the Year Nominated [115]
Hollywood Music in Media Awards Original Score - Video Game Nominated [116]
The Game Awards 2019 Best eSports Game Won [117][118]
Best eSports Event (League of Legends World Championship 2019) Won
2020 The Game Awards 2020 Best Esports Game Won [119]

Esports

The stage for the 2016 Summer North American League Championship Series, held in Toronto.

League of Legends is one of the largest esports, with various annual tournaments taking place worldwide.[120] As of June 2016, in terms of esports professional gaming, League of Legends has given away US$29,203,916 in prize money, had 4,083 players register, and held 1,718 tournaments, compared to Dota 2's US$64,397,286 of prize money, 1,495 players, and 613 tournaments.[121]

At the collegiate level, Riot Games sponsors gameplay by college teams in the United States and Canada and offers scholarship money to teams that reach their conference playoffs.[122] Riot organizes their own four regional conferences, but partners with two NCAA athletic conferences, the Peach Belt Conference and Big Ten Conference, who organize their own conference play based on their existing institutional membership. Additionally, since 2017, the Big Ten has partnered with Riot to evenly distribute $35,000 in scholarship funds yearly to the Big Ten's 14 teams, and to broadcast play on the conference's own television network, BTN, through 2019.[123] League of Legends has been a part of traditional international sporting competitions, such as being included as one of the six esports demonstration events at the 2018 Asian Games in Indonesia. In it, eight countries participated after qualifying from their respective regional qualification tournaments, with China winning gold.[124]

Some esports participants have generated mainstream media attention. A South Korean player, Lee Sang-hyeok, known as Faker, is widely regarded as the best League of Legends player of all time,[125][126] and has been cited as the "closest thing esports has to a household name" with estimated winnings of over US$1.2mil.[127] The scene has also attracted investment from businessmen otherwise unassociated with esports, such as Mark Cuban,[128] and retired basketball player Rick Fox, who founded Echo Fox in 2014.[129]

Spin-offs

In a celebration of the 10th anniversary of League of Legends, Riot Games announced several games at various stages of production.[130] Of these, two were directly related to the League of Legends intellectual property.[131] A collectible card game featuring League's champions, Legends of Runeterra, launched in April 2020. Legends of Runeterra, is a free-to-play collectible card game for Windows, Android, and iOS, featuring cross-platform play.[132] The game, which features characters and settings from League of Legends,[133] launched as an open beta on January 24, 2020 for Windows,[134] and for mobile devices with its official release on April 30, 2020.[135]

League of Legends: Wild Rift is an upcoming multiplayer online battle arena game for mobile operating systems Android and iOS, in addition to unspecified consoles.[136][N 1] The game's character models and environments are being re-built for the game instead of being ported from League of Legends to provide "a more polished experience" for its new platforms.[139] The gameplay will have adjustments for similar reasons, including alterations to champions' abilities and a reduction to game time.[140] The game was initially set for release late 2020, but was delayed as a result of the COVID-19 pandemic.[141] The game entered open beta in October 2020 for select regions.[142]

A single-player turn-based RPG using characters from League was announced in 2019. The game, titled Ruined King: A League of Legends Story, is set for release in early 2021 for the PlayStation 4, PlayStation 5, Xbox One, Xbox Series X/S, Nintendo Switch, and PC.[143] It will be the first title released under Riot Games' publishing arm, Riot Forge, wherein non-Riot studios develop games involving the characters and setting of League of Legends.[144]

In December 2020, Greg "Ghostcrawler" Street, Vice-President of IP and Entertainment at Riot Games, tweeted that a massively multiplayer online role-playing game based on League is in development.[145][146]

In other media

As part of the wider Runeterra universe, the characters of League of Legends have featured in a variety of media outside of video games, primarily material intended to promote League and its cosmetic items.

Music

Riot Games' first venture into music was in 2014 with the virtual heavy metal band Pentakill to promote a skin line of the same name.[147][148] Pentakill is composed of champions Karthus, Kayle, Mordekaiser, Olaf, Sona and Yorick. Their music was primarily made by Riot Games' in-house music team, but features cameos by Tommy Lee and former Nine Inch Nails member Danny Lohner. Their first album, Smite and Ignite, was released in 2014. Their second album, Grasp of the Undying, was released in 2017, reaching Number 1 on the iTunes metal charts.[149] Lyrics in the 2018 song "Masterpiece" by Swedish musician Basshunter quote lines from League of Legends.[150]

Pentakill was followed by K/DA, a virtual pop group composed of the champions Kai'Sa, Ahri, Akali, and Evelynn. As with Pentakill, K/DA is promotional material for a skin line by the same name.[151] Their debut single, "Pop/Stars", premiered at the 2018 League of Legends World Championship,[152] and released in 2018 to positive reviews. As of September 2020, their official music video has over 360 million views on YouTube.[153] The four members were given extensive backstories. Unlike with Pentakill, the vocalists who perform Ahri, Kai'Sa, Akali and Evelynn's parts were credited under their real names.[154] After a two-year hiatus, in the lead up to the 2020 League of Legends World Championship, the virtual group released a second single, "The Baddest".[155] In October 2020, Riot revealed that the upcoming champion Seraphine would join K/DA, accompanied by a new line of purchasable cosmetics for the group.[156][157] The group will appear on stage at the 2020 League of Legends World Championship to promote an EP scheduled for release in November 2020.[158]

In the year between K/DA's first and second singles, Riot created a virtual hip hop group called True Damage,[159] featuring the champions Ekko, Akali, Qiyana, Senna, and Yasuo.[160] The vocalists performed a live version of their debut song, "Giants", during the opening ceremony of the 2019 League of Legends World Championship, alongside holographic versions of their characters.[161] The in-game cosmetics promoted by the music video featured a collaboration with fashion house Louis Vuitton.[162]

Comics

A collaboration with Marvel Comics was announced in 2018.[163] Riot had previously experimented with comic books, but released them exclusively through its website.[164][165] Shannon Liao of The Verge noted that comic books enable Riot to tell greater stories than they can with splash art and voice interactions in-game, given that League of Legends is a multiplayer online battle arena game.[163] The fourth and final issue of Riot's first collaboration with Marvel, League of Legends: Ashe—Warmother, was released in March 2019.[166] After the release of the first set, two more collaborations with Marvel were announced for the champions Lux and Zed, released in 2019 and 2020, respectively.[167]

Animated series

In a video posted to celebrate the tenth anniversary of League of Legends, Riot announced an animated television series, Arcane.[168] In an interview with The Hollywood Reporter, head of creative development Greg Street said the series is "not a light-hearted show. There are some serious themes that we explore there, so we wouldn't want kids tuning in and expecting something that it's not."[168] The series will be set in Piltover and Zaun, and is expected to include the champions Jinx and Vi.[169] The series was announced to be released in 2020, but was delayed to 2021 due to the COVID-19 pandemic.[170]

Notes

  1. ^ Although some sources have stated that the game will be available for the PlayStation 4 and Xbox One,[137] others mention the Switch.[138] Riot has made no official announcements about which consoles the game will be available on.

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