Knockout City Aims to Make Dodgeball the Next Multiplayer Craze

In elementary school, there was very little that I clung to like dodgeball. While most of my friends ran scared from the game and the balls being flung at them, I was beside myself with joy whenever the occasion came up to play it. Maybe it’s because it didn’t necessarily require athleticism to play or maybe the thrill of it just inspired the little athleticism contained within me. Either way, I loved it, and while I haven’t been dying for it to come to games in some shape or form, I’m happy with what I’ve seen of Knockout City, an EA Originals title coming by way of Velan Studios, the developers behind Mario Kart Live: Home Circuit.
Knockout City, Velan’s latest effort, is a competitive dodgeball game set in a futuristic city seemingly run by dodgeball crews. Yes, it is the logical conclusion of Dodgeball: A True Underdog Story. No, Ben Stiller’s character is not going to be a part of things. Instead you will create your own avatar and join or form your own crew of up to 32 players, though only six players can face off against one another in any given match. The goal of any given mode is to knockout the enemy team in the ways that you would eliminate anyone playing dodgeball: you throw or catch the ball.
Mechanically, the game isn’t dense at all; it seems purposefully simple. The developers stressed that they didn’t just want the game to feel like a shooter with dodgeballs and the extent of the mechanics afforded to you account for that. For example, throwing is not done by aim, but by locking on; meanwhile catching is all about timing a button press right when the balls come at you. You won’t really find the standard shooter “stand here, point and click to win” and I appreciate that. For Velan, the idea was to make a game more about timing than positioning, which feels true to dodgeball.
The developers from Velan did note though that they wanted to mine dodgeball for its inherent hilarity and absurdity and I think they’ve done an admirable job capturing that. This includes the ability to pass the ball to a teammate, which will power it up, allowing the teammate who caught it to do an instant KO attack where they fly into the air and come crashing down on your enemies. It also means that you can become a ball if there isn’t one around for you to throw and be flung by your team. If you dodge into an enemy you will lunge at them and knock them back, and you can even fake a throw in order to lull your opponent into a false sense of security before nailing them with a straightforward throw or maybe even a trickshot, of which the game contains several. This kind of stuff reminded me of the fun I used to have, while obviously playing it up for dramatic effect. Mostly though it reminded me of when I’d play dodgeball and we’d throw one ball up for someone to catch and while they were distracted, you’d fling one directly at them.
For all of this to be able to go off without a hitch, Knockout City apparently needed to have its own engine and language to be made from the ground up. This would account for latency and take into account such things as the physics of the ball and everything it could touch, affect or be affected by. The way it was described, it almost sounded like the kind of talk you hear surrounding fighting games and rollback netcode, which was invoked at least once by the developers.