It’s no secret that Knack got a rather lukewarm reception when it was launched four years ago. Some of the most common appeals with the game were that there was a lack of character, had an uninteresting history and lacked variety. The game simply did not live up to the standard Sony was known for on its consoles. The announcement of Knack 2 was therefore a little surprising at some December last year. Will the game surprise quality too? I doubt.
Firstly, we have the story. The main characters remain the same as we saw in Knack. Once upon a time, Lucas and Ryder, who are mainly traveling with our blocked main character, are on their way, and then it goes without saying that history is not taken to new heights relative to the original either. Everything is simply taken out of a laber comic book waking up on weekends. The figures lack the little extra that makes them interesting, while the story building is as clic-like as it does. A mysterious race suddenly wakes up and it is up to our heroes to save the world. On this trip you will witness a romance that feels so forced that it gives chills and “surprises” as you can see hours in advance. Japan Studio has said that Knack 2 is meant for everyone, but I honestly believe that the story is for the fewest.
Fortunately, there are some more improvements in the actual gameplay. One of the most mentioned is that Knack can now make itself smaller or larger with a single button press. This is useful when looking for the well over one hundred secrets that are scattered around the game. These are usually hidden in small, often quite visible, windows or hatches that only little Knack can get through. I’m kind of like to look for such things, so this made the exploration of the surroundings of the game more entertaining. Hidden areas contain either a coffin containing a part of a special feature or a block of experience points. The first one tries to make it a little more interesting to do so that you can choose between what you find in the box, or choose to get it one of your friends got instead. This is most useful when the randomly generated rewards give you a share you already have, so it works more like a mechanism to lessen frustration.
Another area the mechanics are used to is of course in the platform itself. Have you played a regular platform game before you know exactly what to expect. Rotating lasers and other obstacles must be used to either resize or jump over high altitudes. In spite of the fact that this is rarely used in notably inventive ways, it is actually quite entertaining. The checks are very good so the times you rotate it is usually your own fault. This is very important since the difficulty you’ve set determines how challenging these sequences will be. Knack 2 is more open than the original, which at times allows you to choose from several ways. Some of these roads will be closed depending on whether challenging or light difficulty levels, which makes it a little interesting to try different assignments several times. At the same time, it becomes possible for anyone, regardless of skill level, to get through the game. A great idea of Japan Studio.
Between this jumping there are often sequences where one has to trim the brain a bit too. Knack still has the ability to absorb different elements that will modify his properties in different ways. For example, some cases require that you lead power from one point to another to suck iron, thus creating a path of iron to direct power from a point that has electricity to a point that needs it. Another example is to soak up ice to freeze enemies firmly in the ground.
The latter can of course also be used in the third main aspect of the game, fighting. Here we also find a number of small improvements. The enemies are more varied and require different approaches. Now it is said that they nevertheless have quite a few attacks and tactics to choose from, so there will be many matches that are quite similar. However, this is not a big problem with any breaks, while still learning new things during the game. Some of the collectibles will give you more ways to approach the matches. An example is a genre that causes the enemies to get confused for a few seconds if you break one of the crystals (which also gives you some protection) that are scattered in most combat areas. When you get this, it will be good to wait to break these until the enemies are gathered or you need some breathing space. As you get more experience points, you will also learn new things, get stronger, faster, and more, so things change still. The problem is that it will nevertheless feel a bit thin for those who want a little more choice and tactical possibilities.
However, all aspects of the game flow smoothly, saving it from being monotonous right away. Just before you get tired of fighting in a chapter, it usually goes for exploration or platforming. On top of all, the game allows us to work with a friend from the very first moment and I would definitely recommend it. Almost every part gets better from this. First, fighting becomes more engaging since there are special collaborative attacks that are not only entertaining to look at, but also add more variety. At the same time, it is fun to explore the cozy, but fairly linear, areas together.
Presentation has been played just as well as you can expect. The particles on the main figure themselves look very impressive, while the animated surroundings add an extra warmth and charm appropriately a game for big and small. This becomes extraordinary in the so-called “Quick Time Events” situations, where you can control Knack in movie sequences by simply pressing the buttons that are being notified. Then the camera will come closer and the details will come true. The only thing I can complain about is the camera. Since you do not control it in any way, it’s important that this is good, which does not work in several places. The weakness is most marked in fighting sequences. I have been injured by enemies outside the camera several times since I suddenly got a projectile shot against me or the enemy jumped out of nowhere. This will be extremely frustrating in the long run and could really ruin an otherwise entertaining experience.
In short, Knack 2 improves on almost every problem area the first game has. Fighting is more engaging and varied, the surroundings more open and fun to explore, and the riddles more rewarding. It is therefore a pity that some of the most basic elements still do not sit as they should. Everything feels too thin and everything is therefore monotonous in length. At the same time, I was never charmed by the lifeless and clumsy characters and the story. When you also have to struggle with a camera that does not always come with, an otherwise very good experience will be muted. Some of this is saved by the fact that playing with friends offers a lot of extra fun, while some breaks between the strokes are also not despised. Knack 2 is a great evolution from PlayStation 4’s launch game, so I had not thanked anyone to see the next step either.