Among Sony’s franchises from the past couple of console generations, Knack is easily the most frowned-upon. Meant to be a PS4 successor to the Activision-owned Crash Bandicoot games that defined early PlayStation years, this action-platformer suffered from a lack of clear direction and many poor design choices. It didn’t help that Sony decided to prop Knack up as a key PS4 launch title as a response to accusations of having too many AAA first-person shooters. The game came out in November 2013 to widespread disappointment, and most PlayStation owners nowadays have glossed over it in favor of other platformers and action games on the market.
However, Sony and the developer Japan Studio wanted to give Knack another shot. Knack 2 was announced at the December 2016 PlayStation Experience and was released on September 5, 2017, officially making it five years old as of this writing. The announcement garnered mostly confusion due to the middling reception of Knack 1, and the game’s release went beneath some console owners’ notice. However, a look at the reviews for the two Knack games indicated that something changed between them. To those who’ve played both, Knack 2 is almost universally considered better than its predecessor, and it seems like an effort was made to turn Knack into a memorable PlayStation franchise.
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In order to understand what Knack 2 got right, it’s, unfortunately, necessary to reflect on everything Knack 1 did wrong. Right from the get-go, there’s Knack himself. Knack is a golem made of many tiny Relics and has three general forms depending on how many Relics are in him at a given time. This seems like a promising idea, with Katamari Damacy being cited as an
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