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The music is perfectly fine and does its job. The ball sounds are good but that is because they are extremely easy to record. The sounds in the game are again nothing special but fine. However, this is a low budget title that is on multiple platforms with cross-play so that is to be expected. The animations generally leave a lot to be desired, the rag dolls are somewhat humorous, but everything is just serviceable, there is no real sense of strength, or body contortions based on how you take the shot. The are very blocky and low polygon and just horrible in every way imaginable. The character models are simply horrific, these are the worst character models I have ever seen. Where it falls apart however is animations and models. Graphically the game looks better than I expected, it is generic, but it gets the job done and it has a decent colour palette. It is not the most in-depth multiplayer game ever made, it however has enough depth to make every match interesting (if you are not matched with much higher skill levels), there is a genuine skill wall. The arenas are well designed, and everything just works. All the options gel so well for both team-based play and single play. There will be multiple times where if you do everything right you can take down an entire team solo. You also have all the tools at your disposal that unlike a lot of other games means 3 v 1 is completely winnable. All of these come together amazingly well and make you feel like you have options. There’s also gliding and other forms of movement etc that I have not mentioned.
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There are also different types of balls, each round consists of normal balls and a special type of ball, which could be a timed bomb with a big explosive radius, multi balls and so on. If you dash into someone you will make them lose their ball and briefly stun them, which can be used very tactically if co-ordinated. Not only that a fully charged shot of you turns your attack into a mortar special with a large radius, which if timed and planned right can wipe out the entire enemy team depending on the situation. There are other systems, for example, you can roll into a ball and let your teammates throw you. Based on your environment you must choose the right throws and timings right feinting is a big part of the game to throw your enemy off.
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You are having to watch the animations on your enemy, time your dodges or catches, time your throws and choose the right type of throw. These systems a lone add a lot of depth to the combat, it is not too dissimilar from a fighting game. There are also perfect catches, if you time the catch from an enemy right (the window is actually large on first throws), the ball will become purple, every perfect catch ups the speed of the next throw, which means the timing on dodging or catching the next shot is going to be different for your enemy. Passing is an option and ups the speed of the next throw. Q and E are special jumps, Q is an overheard mortar like throw, and E is a spin which is a curve shot. The game has dodges and dashes as you would expect, double jumps and special types of jumps. This sounds so simplistic it would become boring very quickly, however that is not the case, due to the use of multiple well thought out mechanics. The gameplay on the surface feels very lacking and 0 depth, you don’t actually aim your throws, there’s a forced lock-on system, all you do is choose the person and throw. This is one of the better EA games in recent years and has a lot of potential. However, I have to say, while the visuals and models are still YIKES, the gameplay is much better than I anticipated. When this game was first announced I was highly sceptical, it looked like a big YIKES.