I suppose we can thank the Frostbite engine for that. I played three or four hours before giving it up entirely.įor as good as Killzone looked Need for Speed: Rivals blew it out of the water. Health isn’t very plentiful, and the checkpointing system isn’t great, which leads to a lot of going back over the same areas four or five times before advancing. When at your most vulnerable, you can easily be taken out in two hits. It’s not an easy game (I played on normal). Knack can be fun when you’re all bulked up and just tearing through enemies, but the game always finds artificial reasons to shrink you back down, often multiple times during a level, effectively starting you over from scratch. Knack starts out small but as he collects more relics he grows bigger and stronger swelling to Hulk-like proportions. You collect crystals to power special abilities and find relics to add health and strength. Knack is also the name of the little robot you control. Knack is a platformer/brawler with a lot of dodging and jumping and punching. I know I’m missing a lot of the nuance, but for how rote the single player is, the multiplayer is at least encouraging. There are many modes I haven’t tried yet and I’m still a very inexperienced player. When all three classes work together a point can be very tough to crack. Once a round is over (matches seem to consist of three rounds) the objectives can change. You don’t know the objective until you spawn in with your team. Each match is objective based it could be capturing then defending points, it could be arming or disarming bombs. The scout detects enemies, support can launch resurrection drones, and assault can lay down a shield preventing enemy fire but allowing friendly fire to pass through. When communicating with your teammates and understanding your role the three classes offer great synergy. There are three classes: assault, scout, and support. It’s not as run-and-gun as Call of Duty, and it’s much more focused than Battlefield. The multiplayer is where the game shakes off its old, stale, military shooter conventions and tries something unique. The various swipes (up, down, left, right) issue different commands: fight, hack, provide shield cover, and shoot a zipline. The game does try some inventive stuff with the controller’s touch pad, which you use to summon a companion drone. Objective markers can blend in with your surrounding making it difficult to know where you’re going. Enemies suck up a lot of damage while clips seem to be short on ammo. Voices tend to sound like whispers no matter the audio settings and appear out of sequence with the characters speaking. Most of these gorgeous levels eventually descend into corridor shooterland: there are military installation corridors, random office building corridors, and Dead Space spacestation corridors. Unfortunately, the single player campaign seems content to strut its graphics and call it a day. There are long sweeping flights over the city, drawn out exit sequences, big set pieces all geared toward showing the stuff the next generation is made of. The draw distance is impressive, the environments are colorful and varied, and the character models are incredibly detailed. I guess most people didn’t notice.Īfter the jump, the games that launched a million consoles. But really, the system came out of the gate with a weak lineup. But the Playstation 4 did benefit from a number of cross platform (and cross gen) titles including Assassin’s Creed IV: Black Flag, Call of Duty: Ghosts, Need for Speed: Rivals, Battlefield 4, LEGO Marvel Superheroes, and all the usual sports games. They were left holding the bag with only two AAA launch exclusives: Killzone Shadow Fall and Knack, both of which suffered from subpar reviews. Sony had some last minute bad luck with the delay of Drive Club and Ubisoft’s Watch Dogs. It not only shattered the previous day one sales record, but torched the one week record in a single day. The Playstation 4 sold one million copies in 24 hours.
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