[OFFICIAL]Knack 2: Revealed at PSX 2016

Liquid

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:blessed:

back and better than ever.

Hopefully there's a lil more to it than the first, i want more giant fights, more destruction, better AI, and some better platforming.

yes the first was mediocre but i still had fun with it :ohlawd:

I just watched the trailer. That track was perfect for that trailer :wow:

 

Liquid

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All BS aside, with Cerny involved again in some capacity it deserves some attention if you are into platformers.

His resume is :wow:

Major Havoc (1983, arcade) — Programmer, Designer
Marble Madness (1984, arcade) — Programmer, Designer
Shooting Gallery (1987, Master System) — Programmer, Designer
Missile Defense 3-D (1987, Master System) — Programmer, Designer
Shanghai (1988, port to Master System) — Programmer
California Games (1989, port to Master System) — Programmer
dikk Tracy (1990, Genesis) — Programmer, Designer
Kid Chameleon (1991, Genesis) — Programmer, Designer
Sonic the Hedgehog 2 (1992, Genesis) — Producer
Crash ‘n Burn (1993, 3DO) — Programmer, Designer
Total Eclipse (1994, 3DO) — Programmer, Designer
Disruptor (1996, PlayStation) — Executive Producer, Designer
Crash Bandicoot (1996, PlayStation) — Executive Producer
Crash Bandicoot 2: Cortex Strikes Back (1997, PlayStation) — Producer, Designer
Spyro the Dragon (1998, PlayStation) — Executive Producer, Designer
Crash Bandicoot: Warped (1998, PlayStation) — Executive Producer, Designer
Spyro the Dragon 2: Ripto's Rage! (1999, PlayStation) — Executive Producer
Crash Bash (2000, PlayStation) — Producer, Designer
Spyro: Year of the Dragon (2000, PlayStation) — Design Consultant
Jak and Daxter: The Precursor Legacy (2001, PS2) — Programmer
Ratchet & Clank (2002, PS2) - Designer
Jak II (2003, PS2) — Programmer, Designer
Ratchet & Clank: Going Commando (2003, PS2) — Designer
Ratchet & Clank: Up Your Arsenal (2004, PS2) — Design Consultant
Resistance: Fall of Man (2006, PS3) — Design Consultant
Uncharted: Drake's Fortune (2007, PS3) — Design Consultant
Ratchet & Clank Future: Tools of Destruction (2007, PS3) — Design Consultant
Resistance 2 (2008, PS3) — Designer
God of War III (2010, PS3) — Design Consultant
Killzone 3 (2011, PS3) — Design Consultant
Knack (2013, PS4) - Director
Knack 2 (TBA, PS4) - Director
Death Stranding (TBA, PS4) - Technical Producer
 

MeachTheMonster

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All BS aside, with Cerny involved again in some capacity it deserves some attention if you are into platformers.

His resume is :wow:

Major Havoc (1983, arcade) — Programmer, Designer
Marble Madness (1984, arcade) — Programmer, Designer
Shooting Gallery (1987, Master System) — Programmer, Designer
Missile Defense 3-D (1987, Master System) — Programmer, Designer
Shanghai (1988, port to Master System) — Programmer
California Games (1989, port to Master System) — Programmer
dikk Tracy (1990, Genesis) — Programmer, Designer
Kid Chameleon (1991, Genesis) — Programmer, Designer
Sonic the Hedgehog 2 (1992, Genesis) — Producer
Crash ‘n Burn (1993, 3DO) — Programmer, Designer
Total Eclipse (1994, 3DO) — Programmer, Designer
Disruptor (1996, PlayStation) — Executive Producer, Designer
Crash Bandicoot (1996, PlayStation) — Executive Producer
Crash Bandicoot 2: Cortex Strikes Back (1997, PlayStation) — Producer, Designer
Spyro the Dragon (1998, PlayStation) — Executive Producer, Designer
Crash Bandicoot: Warped (1998, PlayStation) — Executive Producer, Designer
Spyro the Dragon 2: Ripto's Rage! (1999, PlayStation) — Executive Producer
Crash Bash (2000, PlayStation) — Producer, Designer
Spyro: Year of the Dragon (2000, PlayStation) — Design Consultant
Jak and Daxter: The Precursor Legacy (2001, PS2) — Programmer
Ratchet & Clank (2002, PS2) - Designer
Jak II (2003, PS2) — Programmer, Designer
Ratchet & Clank: Going Commando (2003, PS2) — Designer
Ratchet & Clank: Up Your Arsenal (2004, PS2) — Design Consultant
Resistance: Fall of Man (2006, PS3) — Design Consultant
Uncharted: Drake's Fortune (2007, PS3) — Design Consultant
Ratchet & Clank Future: Tools of Destruction (2007, PS3) — Design Consultant
Resistance 2 (2008, PS3) — Designer
God of War III (2010, PS3) — Design Consultant
Killzone 3 (2011, PS3) — Design Consultant
Knack (2013, PS4) - Director
Knack 2 (TBA, PS4) - Director
Death Stranding (TBA, PS4) - Technical Producer
Knack was the first game he was really in charge for. Being a programmer or consultant doesn't really make for a pedigree:stopitslime:

Y'all posted this same list talking about his "pedigree" before knack and we see how that turned out
 

MeachTheMonster

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a lot of those games were from before games were pretentious enough to have a "director". "programmer, designer" pretty much means he made the game
Maybe the very early ones, but he didn't "make" crash, jak n daxter, god of war, etc.

I think that's disrespectful or diminishing to the people that actually did design those games.

They trying present him as the brains behind the project like a Kojima type figure, but I'm just not seeing that.

That resume tells me he's a great mind when it comes to tech, but he's not proven as a game designer.
 

daze23

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Maybe the very early ones, but he didn't "make" crash, jak n daxter, god of war, etc.

I think that's disrespectful or deminishing to the people that actually did make those games.

They trying present him as the brains behind the project like a Kojima type figure, but I'm just not seeing that.

That resume tells me he's a great mind when it comes to tech, but he's not proven as a game designer.
his claim-to-fame is Marble Madness
 

Fatboi1

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http://www.ign.com/articles/2016/12...tries-to-fix-the-shortcomings-of-the-original
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.

http://www.gameinformer.com/games/kn...ampaign=buffer


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

Knack 2


GOTY 2017 :blessed:
 
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