The Last of Us 2 was only the 2nd biggest announcement. The most requested sequel this gen:
Actually looks much improved over the original. PS4 needs more games about fun and less about cinematic walking.
Updated with impressions from journalists:
The game openly acknowledges the shortcomings of its predecessor (one character says to Knack, “it’s hard to believe you saved the world. All you know are three punches and a kick”) and has actually added a pretty robust moveset for combat and platforming.
but he’s also learned a few new tricks. He can switch between a small version and large version of himself at any point (which comes in handy for platforming sections) and he has a shield for deflecting incoming projectiles or generally blocking damage. His other abilities include a dash, body slam, multi-punch, jump kick, and a few other basic combat moves.
What makes the system more robust is a skill tree for upgrading any individual move or ability. Throughout Knack’s levels, you’ll collect Relic Energy, and you can spend that to increase power, range, or several other variables depending on your play style. You can also pick up additional, more advanced moves for Knack, like the ability to stun enemies from a distance or pull them closer to you from afar, Scorpion-style.]
These moves also help in the platforming sections, which often involve switching back and forth between large and small Knack to get by, and also offer several hidden areas, where you can find extra Relic Energy or parts to build devices to earn new abilities or augments. The linear paths from the first game are now reserved for Easy difficulty, while the Normal and Hard paths are a bit more complicated. You’ll actually pass blocked off sections where the Easy path would be as you play through on higher difficulties, which is a smart way to literally divide the game into a version for younger or less experienced players versus one for people looking for a challenge.
http://ign.com/articles/2016/12/04/psx-2016-knack-2-tries-to-fix-the-shortcomings-of-the-original
Within just a few minutes of play, Knack 2 establishes itself as a more fully-featured game, feeling a little bit like a linear Jak & Daxter experience with strong cooperative play. In the first stage I played, which showcases a high level of verticality, platforming is the primary focus, sending Knack across moving platforms and open chasms that push the player to approach them in different ways. One jumping exercise may simply ask you to time your jump to land on a moving platform, whereas the next challenge may require a double jump and spinning glide (a la Jak & Daxter) to land safely on a ledge before a door closes and blocks your passage
The platforming is nicely varied and paced in this stage. Knack's ability to transform into an average-sized or smaller being is also used for a variety of platforming and navigation puzzles in this area. Some doors don't open fully, which requires quick thinking on the player's part to hit the R1 button quickly enough to shrink down to squeeze under the small gap. Little Knack is also used for a variety of secrets, such as jumping through small windows or scurrying across tiny ledges to reach new areas.
Combat sequences are also dispersed throughout this stage. Knack has a wider selection of combat techniques at his disposal, including charge attacks, aerial slams, and a shield that is primarily used for defense, but the player can also try to time their block to initiate a counter move that can send an arrow hurling back at their attacker. When a second player jumps into the game for couch co-op, a new combat mechanic emerges, and it's quite clever. Rather than directly attacking enemies, the two players (who take the form of different-colored Knacks with the same set of abilities this time around) will find benefit in attacking each other. Yes, it may sound like an act of griefing, but if one Knack punches the other, the result is a spray of bullets rocketing from his back. If that player holds down the punch button to initiate a series of rapid punches, stationary Knack almost turns into a gatling gun, spraying a steady stream of bullets at anyone behind him. Every attack produces a different co-op benefit. A ground slam makes the other Knack explode, producing a grenade-like effect. A charged-up punch, can send the other Knack flying like a corkscrew forward.
The original Knack focused mostly on combat, but Knack 2 seems to emphasize exploration a bit more. I didn't get a strong sense of the story that will unfold in this sequel, but the gameplay is vastly improved, and if the remainder of the game showcases the level of variety I saw in two demo levels, Knack 2 could be a nice surprise for PlayStation 4 in 2017.
http://www.gameinformer.com/games/knack_2/b/playstation4/archive/2016/12/04/one-of-the-nicest-surprises-of-psx-knack-2.aspx
You know those second games that improve on every aspect of the original to create a great sequel? Knack 2 seems to be rising into that category.
We'll also get to play around with new elemental abilities, including a metal Knack. One of its abilities is dropping small pieces of metal on the ground, which can be used to lead electricity. An ability that might come in handy when encountering an elevator with no power, closed electrical doors, etc. Variety seems to get a lot of focus this time around, and not just in terms of platforming and puzzles, but combat as well.
Both Knack and his enemies have improved their combat skills. Knack will now do different attacks depending on if you're pushing or holding the different buttons, and combining these will deliver different results. This will come in handy as different enemies have different strengths and weaknesses. One of the examples we came across was a Knack-looking creature that was able to block any attack, except the power attack. This is done by holding down the circle button. If you just were to push it, Knack would kick instead. Another example is the projectile throwing enemies. You now have the ability to shield yourself by holding the L1 button. Timing this perfectly will reflect incoming projectiles right back at them. If you find it to difficult it's also possible to just dash out of the way with the right analogue stick.
The level design is more detailed and open, which gives room for exploration and more varied activities. Throw in the implementation of co-op, a deeper combat system, an upgrade system, and more replay value and you have yourself a game that will please fans, while also pulling in the doubters.
http://www.gamereactor.eu/previews/487203/Knack%202
The game is set to release in the 2nd half of 2017.
Could Knack 2 be the greatest comeback in videogame history? (Original scored a 4 here)
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