my younger brother and i played this game all the way through in 2015. when we beat the final boss he shouted "FINALLY!" and slam dunked the game case onto the floorboards, fully shattering it (plastic flying everywhere) (he didn't even notice) (bathing in the blood of his fallen conquest like a viking warrior defeating a hated foe)
Interesting how the game tries to play with the concept of power fantasy on its design but fails ultimately.
Knack always starts small/weak and keeps getting bigger/stronger and gaining different powers (incorporating elements) throughout the levels, which makes a compeling idea in how the player has to deal with the adversities with small-knack (bigger focus on the enemies moves and attacks, as you can die easily) and later with bigger-knack (just smash).
This constant variation in the way the player interacts with the world should be interesting enough, but rarely is, as Knack moveset is so limited (one punch and one 'special') no matter his size, that there's no difference in how the game can be played, just dodge, attack and repeat.
Some enemy attacks are more creative and can complement knack's moveset in a way that makes the combat work, but you can count these instances.
In the end, Knack is such a simple game that it's hard to not think this was halfway in development when released.
I was expecting that a console launch game directed by the lead architect on the console itself would use more of it's functionalities, half of the buttons on the controller aren't even used.
Knack always starts small/weak and keeps getting bigger/stronger and gaining different powers (incorporating elements) throughout the levels, which makes a compeling idea in how the player has to deal with the adversities with small-knack (bigger focus on the enemies moves and attacks, as you can die easily) and later with bigger-knack (just smash).
This constant variation in the way the player interacts with the world should be interesting enough, but rarely is, as Knack moveset is so limited (one punch and one 'special') no matter his size, that there's no difference in how the game can be played, just dodge, attack and repeat.
Some enemy attacks are more creative and can complement knack's moveset in a way that makes the combat work, but you can count these instances.
In the end, Knack is such a simple game that it's hard to not think this was halfway in development when released.
I was expecting that a console launch game directed by the lead architect on the console itself would use more of it's functionalities, half of the buttons on the controller aren't even used.
Games I Like That Everybody Else Dislikes
Graphically gorgeous, one of the greatest-looking launch games of all time - but rather vapid gameplaywise. I'd be lying if I said those impressive visuals didn't mostly push it over the "good" edge for me - but every other bizarre, perplexing, and/or stupid choice made here ends up making this feel more novel. There's a strange cozy atmosphere to be found here, and the sense of size-shifting is as rad as advertised. Its sequel improved upon it by nearly every metric, and I certainly won't argue that this is great per se - but it's a shame to see a pretty quirky and warmly familiar series' legacy relegated to unfunny YouTuber memes.
Graphically gorgeous, one of the greatest-looking launch games of all time - but rather vapid gameplaywise. I'd be lying if I said those impressive visuals didn't mostly push it over the "good" edge for me - but every other bizarre, perplexing, and/or stupid choice made here ends up making this feel more novel. There's a strange cozy atmosphere to be found here, and the sense of size-shifting is as rad as advertised. Its sequel improved upon it by nearly every metric, and I certainly won't argue that this is great per se - but it's a shame to see a pretty quirky and warmly familiar series' legacy relegated to unfunny YouTuber memes.
Lançado junto com o PS4 em 2013, Knack é um jogo de plataforma com foco em combate, mas que não encanta em nada. A gameplay consiste em andar por um cenário vazio, matar todos os inimigos e continuar nisso até acabar o jogo. A história é completamente genérica e esquecível, nem vale a pena saber do que se trata. Knack também possui baús de colecionáveis onde tudo é aleatório, e a pior mecânica de NG+ possível, confirmando que o jogo foi programado por orangutangos e bonobos. Fazendo assim, que eu precisasse de 4 runs para desbloquear tudo.