Reviews from

in the past


Pelo que joguei da Demo é um jogo divertido...

Só não é divertido pagar R$100 nele.

Update: Agora tenho ele no Game Pass, mas não joguei ainda.

Dodge, dip, duck, dive, and dodge

I think I'm done with Knockout City. The game is pretty fun! It's a really interesting concept executed pretty well! It isn't the most fun multiplayer game, but I wouldn't be against playing a couple more rounds of it! The technical problems are... problematic... but I know those'll get fixed later on.

Overall, pretty decent game!

I really don't dig the Splatoon Meets Retro-Future-1960's-Americana aesthetic, but, the mechanics and emphasis on team coordination are laying the groundwork for what could be a future multiplayer standard ala Rocket League or Fortnite.

That said, this game is a little TOO frantic. Not sure they could clean most of the on screen chaos up without taking away what makes it fun. There's just a few too many times where there's so much happening on screen/on your HUD that it can get overwhelming.

interesting new genre of elimination type game. its fun little dodgeball. There's a free trial i suggest that.


Aight I was super pumped about this game when playing it in the open beta and even preordering it because I really did believe in it but unfortunately it's another game where the concept ideas are there and it's pretty cool but it has battlerite syndrome where there's not enough variety in gameplay so it lead to a quick burnout

would be 5 star if the fixed ANY of the glaring issues with the game. i love this game but god it is unplayable sometimes

really good to play with friends

I hadn't seen a game die that fast since Fall Guys, even Fall Guys got played more.

I wished more ppl believed in this game, its actually fun and fair and good competitive-wise. wasted potential

its fun for a bit but it gets a bit repetitive over time

cool first 3 hours but now i don't care

Way more fun than it gets credit for - with mechanics that are just fleshed-out enough to be neither overcomplicated nor too basic, and some cool levels to boot. But I'm well past fatigued by these post-Fortnite cartoony live service online multiplayer games loaded with microtransactions that we see like 4 or 5 come and go within a matter of weeks every year now - which have all started to blend into each other like a wet oil painting. I'm at the point now where I could go my whole life without seeing a battle pass ever again and it would bring me an immense amount of bliss.

A beautiful concept, fluid gameplay, fun environments and perfectly balanced rules!
One of the best online multiplayer games I’ve ever played in terms of raw fun, it’s such a BIG shame that it has been discontinued

A pretty fun game with friends, but doesn't hold my attention for more than a day really. It had potential, it's just a shame its lifespan was cut so short before it could've properly used it.

i don't know how lasting this will be but it's really well constructed and it's the first game in years - probably since PUBG got big - that i've been able to just chuck on and hop into a game with some friends who are already playing. the tactical levels to it are a lot of fun, and altho the sort of retro-futurist-rockabilly theming is a bit corny, it does a good job of being visually readable and highly customisable. pretty cool Big Game, i hope it continues to get stuff added to it!

Very fun gameplay for sure, it's off to a very nice start

pretty fun foundation, but the EA part worries me for this game's future

"Struggling To Stay Afloat"

"Knockout City" is a unique casual/competitive dodgeball arena game with an assortment of special balls and a high skill cap. What seems to be a fun, casual dodgeball game has slowly become more of a pseudo-competitive battle arena for groups of friends to fight each other, and this has led to a bit of a disappointment for this game's life cycle so far. The game sports some fun combat, nice customization options and quirky visuals, but lacks a bit in gameplay diversity/content and a a lesser focus on casual players, which has led to a quick drop in playerbase numbers to boot.

The dodgeball mechanics are really good for the most part. Like dodgeball itself, you can throw, pass, dodge, and catch balls. In this game, throws consist of straight shots, wide angle sidewinders, and high arcing scoop shots with the ability to adjust speeds for each. Passes are conducted with the click of a button, and cause the ball to increase in charge for a successful pass (I will elaborate on charging throws/passes in the next section). As for dodging, it is used simply to dodge (obviously), leap for balls out of reach, to disrupt opponent moves, and to occasionally block an incoming ball with the correct timing. Lastly, catches are conducted with another simple button click, and help you avoid damage with the ability to time a "perfect catch" to increase the ball's velocity upon throwing it back at the opponent. All in all, some really solid mechanics with some great depth and nuance in terms of active gameplay.

However, there is a flawed mechanic that takes center stage in "Knockout City" - charging balls. Charged balls travel faster than normal balls, making it harder to react to particular throws and team maneuvers. Charges are conducted in two ways: catching repeated throws (up to six charge levels) or passing between teammates (only one charge level). While I think this mechanic is neat, I have my problems with charges gained through passes. It specifically endorses a style of play that is just not encouraged enough in this title, but it also can be abused extremely easily by teams who are coordinated enough. There is no exhaustion effect for passes, so teams can spam passes forever and keep a charge going until the opponent eventually tires of the nonsense and makes a mistake, leaving them open for damage. I believe this mechanic was included to endorse team play, but I do not see non-three stack teams use this mechanic very often and ultimately think it serves no purpose in the game at all at its current point. It exposes too much of a coordination gap between players, and really makes some matches into stomp-fests that, for a more casual player like myself, just aren't as enjoyable. This is especially highlighted by the fact that the main types of players left are high in skill and have organized teams.

Consequentially, this causes matches to feel repetitive more often than not, which is surprising considering the solid base of combat mechanics that are at play. There is a good amount of customization content to play around with, but nothing really affects gameplay. There is planned content coming very soon and in the future (new balls and maps), but I think the passing mechanic limits the variety of gameplay quite a lot. I also think this game has an identity crisis in that it portrays itself as a casual dodgeball game for your friends, but ends up playing like a hyper-competitive and reactive arena title instead. I honestly have not checked out the competitive mode for lack of personal interest, but if it is anything harder than the quick play matches I have come across it certainly will be something I continue to avoid (that is, if anyone is even playing it in the future).

The title has quickly started to lose its playerbase due to these mechanics (as well as network issues, though I personally haven't faced these myself), and I believe something besides a new ball and map must be done in order to keep this game alive. At this rate, there are two fates for this title: it remains a competitive title with a niche audience, only ever adding new content every 3 months until players move on to a new competitive title and the game eventually dies; OR the developers clean up some of the non-casual systems, make this game free-to-play, and promote more casual-friendly party modes and mechanics while SEPARATING the still-solid competitive format from the quick play modes. Right now the game is in a very vulnerable spot, and as someone that found themselves delighted by the charm and mechanics of the title, it would be a shame to see it die a quick death.

Overall, I enjoyed "Knockout City" and its good dodgeball mechanics at its core, but I have lost interest in its competitive focus and unfriendly casual mechanics. The game's $20 price point doesn't help its lifespan much and it would benefit this game to go free-to-play, but until the game's passing mechanics and focus on competitive action are figured out it will not make a difference. I think these are easy problems to fix for the developers because they have clearly shown their skill and love for dodgeball mechanics, but it will have to be done fast if this game wants any chance of surviving with a relevant audience. I can Not Recommend the game despite its solid core since I have to voice my concerns for the future of the game as a casual title. These types of titles don't come around too often, and it would be a shame for its one chance at glory to be wasted.

Final Verdict: 5/10 (Average)

its cool i guess. nothing ground breaking. I do like the gameplay but i dont see myself as invested in the game

Fair play to EA on this one. Has the Rocket League feel of being simple enough to pick up but enough depth to create different strategies and the spirit of Splatoon with its colours and vibrancy. A sleeper hit of the year.

dodgeball but they actively encourage murder
servers are as dead as your opponents tho
could have been much better, really unfortunate


genuinely super fun but a prime example of a game that clearly should have been free to play from the get go and suffering because it wasn't

Really gutted it'll be shutting down in June '23. One of the most fun MP games out there with game mechanics and controls that were easy to pickup, but still had lots of wiggle room to try and better and improve on.

Love the customisation elements/outfits, shame lots of the content required the brawlpass but what game isn't doing something like that nowadays?

Está muy chulo una pena que valga 20 euros y no se lo vaya a comprar ni el tato y se vaya a morir a los 3 meses :(