‘Knockout City’ is a cross-platform brawler of trapped balls from Velan and EA
City KO That’s what happens when the community centre’s weekly adult dodge ball session takes over an entire metropolis. It is a fast-paced online game built around the mechanics of throwing and catching bullets, taking inspiration from online shooters, fighting games and brawlers. It comes from EA and Velan Studios, the developer behind Mario Kart Live: Home circuit.
City KO goes to the PC, Switch, PlayStation 4, Xbox One, PS5, and Xbox Series X / S on May 21, with cross-play, shared progression, and built-in voice chat across all platforms. It’s online-only, competitive, and supports clan-style crews of up to 32 players. Launch day will mark the start of the first season, each season for nine weeks. The game costs $ 20 upfront and players only need to purchase it once to access new seasons as they unfold. There will also be a free, time-limited trial of the full game at launch.
There are three levels of play: Street Play (casual), League Play (competitive) and Private Matches. First day, City KO will feature five locations for dodgeball brawls, as well as the Hideout, which acts as a lobby. It will have six types of balls, five game modes, and a Street Rank progression system that will unlock hundreds of cosmetic options.
Yes, hundreds accessories, hairstyles, vehicles and clothing options. The Crew system emphasizes team building with matching logos and accessories, meaning members will need to coordinate their look item by item. Of course, there is a digital store at City KO, the Brawl Shop, where players can purchase items using the in-game currency, HoloBucks. Or, of course, they can just throw in real money.
“All items in the Brawl Store can be purchased with HoloBucks,” said Karthik Bala, CEO of Velan Studios. “HoloBucks can be won through play – or purchased with real money if players choose to do so. Although her voice became noticeably calmer in the second half of this sentence, Bala made it clear that the Brawl Shop only contained cosmetic items and no skill-building props.
“City KO is designed so that everyone is on an equal footing, where there is no way to buy an advantage and where only practicing your skills, individually and as a team, can give you an advantage over your opponents “, did he declare.
There is no shooting in the game, and no guns at all. It’s entirely ball-based, and like a solid fighting game, players must rely on timing and positioning to take out their opponents. There is no aiming mechanism; bullets automatically lock onto enemies, as long as you shoot at the right time. Players can either catch an incoming ball and retaliate as quickly as they want, or latch onto it and strategize for a lethal throw.
It requires a significant amount of physical processing, especially with dozens of players on a map and lots of balls flying through the air. The developers at Velan have built a unique game engine, Viper, and a programming language, V-script, to handle the load.
“It all starts with a V here,” Bala said. Speaking specifically of V-script, he continued, “Every line of code can run backwards as well as forward, so all of our simulation is handled that way to handle internet latency. It is quite unique.
Latency between networks and platforms was one of Velan’s main concerns. For example, a mechanic in the game allows opponents to “rally” or repeatedly throw a ball back and forth, speeding up with each pass until someone jumps up and grabs it in the face. Latency mismatches can completely shatter this mechanism, and Bala said he’s happy with the way Viper and V-script are handling the issue.