So uh, Knack. I've been taking some "Knack Breaks" from studying for the past week. I still haven't beaten the game so I can't really call this a review, but I wanted to post my impressions down somewhere were someone would care to read 'em.
Knack isn't a platformer by any means. It has some light platforming, but it's like how Devil May Cry always had some terrain traversal to be done in the game and it wasn't until Ninja Theory came along that anyone at all cared about platforming in a DMC title. If anything, Knack is a modern take on the classic beat'em up with some nice production values. Almost too much production value at times.
The Bad:
Length -
Knack is a pretty long game. I'm currently sitting at 10 hours, 38 minutes while on Chapter 11-4, with the whole game having 13 chapters (each divided into five subchapters). Normally this wouldn't be a bad thing, but consider that I just compared Knack to a classic beat'em up. Those games are only a couple of hours long for a reason: shit starts to get repetitive after a while when you only have so many moves to perform over the course of the whole game. This can be somewhat mitigated by some of the good things that Knack does, but the game definitely starts to drag after a while and could probably have benefited from cutting things down a bit. Which also leads right to...
Story -
Knack's plot isn't very interesting. I'll admit to having dozed off a few times during Knack's many cutscenes. Knack himself isn't a very fleshed out or interesting character either, as he's essentially a construct used by the other good guys. Having a much more interesting setting could have definitely helped to alleviate the length, but the double whammy makes it hard to bear at times.
The So-So:
Music -
I've generally liked the tunes that Knack has playing during the game, as they fit the mood the game's going for. It's just a real shame that there's so little of it though. A lot of songs get reused over the course of the whole game, with some tracks that would be ok to loop for only a bit get grating after listening to it for way too long.
Moveset -
I compare Knack to a beat'em up for a reason. Knack has a static moveset that doesn't change at all over the course of the whole game, which is a pretty polarizing design choice. On one hand, the limited moveset obviously limits how creative you can get with Knack, since you never expand more than having a basic ground combo, a homing attack and 3 special moves. On the other though, his moveset is designed to be really effective at taking out enemies no matter what. Despite the limited moveset, I've never felt particularly wanting to have a new move, since what I already have works just as well.
Level Design -
Its pretty much straight corridors with a lot of "arenas" for fighting enemies and light platforming. What little exploration there is is limited to identifying fake walls that hide relics to raise your max health, sunstones to refill your special meter or secret rooms full of collectibles. Nothing impressive, but nothing really damningly bad either. Levels look nice at least.
The Good:
Enemies -
One really quick takeaway that I realized early on is that Knack has a lot of enemies. While Knack himself may be limited, you get pitted against at least one (mostly two or three) enemy types/variations per subchapter, so you're almost always fighting something new all the time. There are re-colors of course, but Knack makes sure that re-colors have quirks to them that their normal variants don't share, so it keeps you on your toes.
Item Collection -
The game's Secret Rooms have a single chest that will randomly give you either a gadget piece or a crystal relic, some items which have varying rarity. Completed gadgets give you extra passive abilities like an Attack bonus for defeating successive enemies without getting, sensing the location of other secret rooms, slowing down time, collecting extra sunstone for defeating enemies, etc. Relics let Knack transform into alternate versions of himself with varying bonuses (ex. Vampire Knack boosts your attack power and gives you life leech, but slowly drains your health).
While I initially didn't like the thought of treasure chests being random, the neat aspect of Knack's Secret Rooms is that you aren't limited to what you find in those chests. Every time you open one, you can either pick the item you got from the chest, or you can select and obtain what someone else in your friendlist that's played through the game already found in that chest. I've always had a nice selection of things to choose from every time I open a chest, and even recognize chests that only I found since I had no option but to take my item. It's a really neat feature!
Difficulty/Enemy Placement -
Knack does not fuck around. When I started playing on Hard mode (the only mode I've played so far), I was expecting a slight increase in damage taken but not much else. What I didn't expect was for literally everything in the game to be capable of killing me in 1-2 hits. The lifebar is pretty much a formality. :lol It's a refreshing form of difficulty though, because not only does it take seconds to immediately respawn, but I've rarely felt as though I got killed due to the game being cheap. When I got bopped into a million relics, I can almost always identify what mistake I commited that led to me getting blown up.
Rather than just flood you with tons of enemies and call it a day, the enemy placement in Knack seems very intentionally thought out to me. Two enemies that compliment each other well in a narrow corridor can be a harder wall to get past than one of the game's rare 5-6 enemy brawls. Knack does some nice Mega Man-esque enemy introductions where you'll fight new enemy types in isolation before letting them loose either in a group or in mixed matchups with other enemies. It feels nice because even though most enemies have just 1 or 2 attack patterns, enemies rarely feel unthreatening, especially in the harder difficulties (until eventually get enough relics to turn into giant Knack, where "weaker" enemies get blown away in one easy hit but are there to distract you from the enemies that CAN take you out).
Knack is a bit of a mixed bag. Thanks to the challenging nature of the game and the constant introduction of new enemies, I've had my share of fun seeing how I can use my pre-established moveset in constantly changing/new situations. It's not a game you want to be playing for long sessions at a time. I doubt my opinion is gonna change radically once I'm done with the game, but I wouldn't be opposed to recommending this to people once it goes down in price. It's definitely a very polarizing game, but I definitely don't mind getting the chance to try out a new big console IP for the first time (they can't all be winners, but it's still a fresh experience). I'd gladly buy a sequel that fixes up the length and fleshes out Knack's moveset a bit.