IGN's Andrew Goldfarb played a Knack 2 demo at PSX
Sounds interesting
EDIT: Another very positive preview, now by Andrew Reiner from Gameinformer.
http://www.gameinformer.com/games/kn...ampaign=buffer
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.
Sounds interesting
EDIT: Another very positive preview, now by Andrew Reiner from Gameinformer.
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