Knack launched alongside PS4 in every territory, and now that there’s been some time for the players to get up to speed on our game, I wanted to talk a bit more about the unlockable features waiting within. As you probably know, there are hidden treasure chests in secret rooms scattered throughout the story which contain random items.
Experience the finale of the Zombies Origins saga September 6, first on PS4.
There are over sixty secret rooms in Knack, and contained within these rooms are treasure chests – when Knack opens a chest, a random item pops out. Most of these items are parts of gadgets that will help Knack in his quest. There are eight gadgets in all, and they vary greatly in their difficulty to construct. Simpler gadgets are made of three parts, and the tougher gadgets are made of up to seven parts.
Today PlayStation 4 launches; you might say that “next gen” has officially become “current gen”! Game creators have been hard at work, and I think game players have a lot to look forward to.
One of the launch titles is of course Knack, the game that I and the internal Japan Studio have been hard at work on for the last three and a half years. I love character action games, and over the years I’ve helped create a number of them, including Crash Bandicoot on the original PlayStation, and Jak and Daxter and Ratchet & Clank on PS2.
When I first introduced Knack back in February at the New York press conference, I focused on the unique character of Knack, as well as his world and the story of the game. We took a different direction with the latest trailer, shown during the E3 PlayStation press conference: as you can see, it focuses more on the excitement and the variety of the gameplay.
It was a great pleasure to be able to introduce the title at the PlayStation Meeting in New York. With our new project, Knack, we are really trying to take advantage of everything that the PlayStation 4 supports, from the graphics capabilities of the platform to the physics simulation necessary to handle our very unique hero. Over the years I’ve been involved in a number of character-based action titles – Crash Bandicoot, Jak and Daxter, Ratchet & Clank – and with the gameplay of Knack, we’re trying to focus on the essential fun behind the action/platform gameplay. I’m hoping that we can make something that excites those that played the classic games back in the day, as well as something that attracts new fans to the genre.
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