Knockout City is what happens when the community center’s weekly session with dodgeball for adults takes over an entire metropolitan spread. It is an online rapid fire game built around the mechanics of throwing and catching balls, and draw inspiration from online shooters, fighting games and fights. It comes from EA and Velan Studios, the developer behind it Mario Kart Live: Home Circuit.
Knockout City is on its way to PC, Switch, PlayStation 4, Xbox One, PS5 and Xbox Series X / S on May 21, complete with cross games, shared progression and integrated voice chat between all platforms. It’s only online, competitive, and it supports clan-style crews of up to 32 players. The launch day will mark the beginning of season one, with each season lasting nine weeks. The game costs $ 20 in advance, and players only need to purchase it once to access new seasons when they roll out. There will also be a free trial of the entire game at launch.
There are three levels of play: Street Play (informal), League Play (competitive) and Private matches. On day one, Knockout City will have five places for noise in the dodgeball, plus Hideout, which acts as a lobby. It has six ball types, five game modes and a Street Rank progression system that unlocks hundreds of cosmetic options.
Yes, hundreds of accessories, hairstyles, vehicles and clothing options. The crew system emphasizes building teams with matching logos and accessories, which means that members must coordinate their appearance individually. Of course there is a digital store in Knockout City, Brawl Shop, where players can purchase items using the game’s currency, HoloBucks. Or of course, they can just throw in real money.
“All items in the Brawl Shop can be purchased with HoloBucks,” said Velan Studios CEO Karthik Bala. “HoloBucks can be served through games – or bought with real money if players choose to do so. “Although his voice became noticeably calmer in the second half of the sentence, Bala made it clear that Brawl Shop only contains cosmetic items, and no skill-enhancing accessories.
“Knockout City “It is designed for everyone to be equal, where it is not possible to buy benefits and just practice your skills, individually and as a team, can give you an edge over your opponents,” he said.
There is no shooting in the game, and no weapons at all. It is completely ball-based, and as a solid fighting game, players must rely on timing and positioning to take out opponents. There is no sighting mechanic; Balls are automatically locked on enemies, as long as you fire the shot at the right time. Players can catch an incoming ball and shoot back as fast as they want, or hold on to it and strategize for a deadly throw.
This requires a huge amount of physics processing, especially with dozens of players on a map and many balls flying through the air. Velan developers built a unique game engine, Viper and programming language, V-script, to handle the load.
“It all starts with a V here,” Bala said. Speaking specifically about V-scripts, he continued, “Every line of code can run as well as forward, so our entire simulation is controlled that way to handle the wait time on the internet. It’s quite unique. ”
Latency across networks and platforms was one of Velan’s main concerns. For example, a mechanic in the game allows opponents to “gather”, or repeatedly throw a ball back and forth, speeding up each pass until someone spins and takes it to their face. Delay differences can break this mechanic completely, and Bala said he is happy with the way Viper and V-script handle the problem.