‘Knockout City’ is a multiplatform brawler dodgeball from Velan and EA

Knockout City this is what happens when the weekly community center adult burn session takes over an entire metropolitan area. It’s a fast-paced online game built around the mechanics of shooting and catching balls, drawing inspiration from online snipers, fighting games and fights. Comes from EA and Velan Studios, the developer behind Mario Kart Live: home circuit.

Knockout City is coming to PC, Switch, PlayStation 4, Xbox One, PS5 and Xbox Series X / S on May 21, with cross-play, shared progression and integrated voice chat across all platforms. It is only online, competitive and supports Clan-type teams of up to 32 players. The launch day will mark the start of the first season, with each season lasting nine weeks. The game costs $ 20 in advance, and players only need to purchase it once to access new seasons as they develop. There will be a limited time free trial of the full game at launch as well.

There are three levels of play: Street Play (casual), League Play (competitive) and Private Matches. On the first day, Knockout City will have five locations for burning fights, in addition to the Hideout, which functions as a lobby. You will have six types of ball, five game modes and a Street Rank progression system that unlocks hundreds of cosmetic options.

Yea, hundreds accessories, hairstyles, vehicles and clothing options. The Crew system emphasizes building teams with corresponding logos and accessories, which means that members will have to coordinate their looks item by item. Of course, there is a digital store in Knockout City, the Brawl Shop, where players can purchase items using the in-game currency, HoloBucks. Or, of course, they can just play real money.

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“All items from the Brawl Shop can be purchased with HoloBucks,” said Velan Studios CEO Karthik Bala. “HoloBucks can be merited through play – or purchased with real money if players decide to do so. ”Although his voice was noticeably lower in the second half of the sentence, Bala made it clear that the Brawl Shop contains only cosmetic items, and no skill-enhancing accessories.

Knockout City it was designed so that everyone is on equal terms, where there is no way to buy an advantage and just practicing your skills, individually and as a team, can give you an advantage over your opponents ”, he said.

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There are no shots in the game, and no weapons. It is entirely ball-based and, like a solid fighting game, players must rely on time and positioning to defeat opponents. There is no aiming mechanic; the balls automatically block enemies, as long as you shoot at the right time. Players can take an approaching ball and return fire as fast as they want or hold it and strategize for a lethal throw.

This requires a great deal of physical processing, especially with dozens of players on a map and multiple balls flying through the air. Velan’s developers built a unique game engine, Viper, and a programming language, V-script, to handle the load.

“It all starts with a V over here,” said Bala. Speaking specifically about V-script, he continued: “Each line of code can be executed both backwards and forwards, so our entire simulation is managed in this way to deal with Internet latency. It is quite unique. “

Latency on networks and platforms was one of Velan’s main concerns. For example, a game mechanic allows opponents to “rally” or throw the ball repeatedly back and forth, accelerating with each pass until someone steps back and hits the face. Latency disparities can completely break that mechanics, and Bala said he is satisfied with the way Viper and V-script handle the problem.

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