Poslusali su me, smilovali se
Jucer nakon skoro jedne godine pauze zavrsio Knack-a, poprilicno dugacka igra, ali kraj mi je malo bez veze - boss, inace boss-ovi u celoj igri su mi meh, ali kompletna igra je odlicna, steta sto ne izbace drugi deo.
Podseca na prvi deo toliko da neki nisu bili sigurni da li je samo coop, bojim se samo da na ne prodje slicno kod kritike. Knack je elementaran brawler, videcemo da li ce mu dati bar malo dubine u nastavku. Trejler izgleda kao da su nastavili u potpuno identicnom maniru.
Kao da su kreatori svesni te cinjenice, pa se cak sale na svoj racun i obecavaju dosta dublji combat sistem u nastavku.
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. 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. Knack 2 isn’t necessarily going to reinvent the platformer, but it’s definitely trying to fix a lot of the problems that were present in the first game, and it’s clear that Sony’s Japan Studio has paid attention to player feedback.