I've played a bit of Knack recently and wow, I really didn't expect it to be this mediocre.Mephikun wrote:See, I'm really disappointed with Knack.Gamerforlife wrote:Playing Knack, and at the moment it is leading in first place for my 2013 Worst Game of the Year award. I'm feeling something akin to genuine loathing for this game...and the people who made it.
I expected it to be an awesome game with a similar feel to Jak and Daxter, Ratchet and Clank, etc. with a good story... I don't think I've heard anything positive about it.
Oh well, when I get my PS4 it'll probably be about $10 and I can play it then
The largest problem is it feels like one enormous missed opportunity. The game also feels too difficult for the wrong reasons. You know a game wasn't designed very well if your attacks stun you longer than the enemy it hit, or if your main stun attack usually makes you land right in front of an enemy, rather than hitting them. Or how the enemies are made to attack in alternating patterns while also sticking together, because it's the simplest way to make it so the player can't attack. Or ...
You get the point.
I'd pay $5 to have it and grind through it, but it's really not a good game. However, I DO hope it gets a sequel where they actually put time into it and really develop some proper mechanics for this game. It has a lot of potential. The style is great, it's very reminiscent of Astro Boy in a way; you have this character that has the potential to be a very new and dynamic platformer beast. If this had a deeper combat system, wasn't so archaic, and Knack actually had the ability to do more than two things at any given time, it could be incredible. The pieces are there ... the effort is not.
If you pay attention to the enemies, the ones that glow green come in waves and defeating them are what releases the humans. When the last one dies, there is actually a energy line that shoots to the human cage that's being opened. So, if you pay attention to that, the game becomes significantly more intuitive, and a lot more fun. I didn't notice any of this until the other day and the game immediately became more interesting.Gamerforlife wrote:Trying to play Resogun right now, and this whole human saving thing in Resogun is pissing me off. They don't ever give you enough time to rescue anyone and the distraction of trying to even find where the hell they even are onscreen and then get to them in time is pretty much the only reason I'm dying in this game. Otherwise, this game would be cake. It just feels like artificial difficulty
Though humans do still die, since you don't always have time to get to them, that's why saving the bombs and overdrive is important for when you really need to get somewhere onscreen.