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Teknohol1c zei:Da gevoel kunde bij 80% van de games hebben toch? Om den duur hebde schrik om een game te kopen![]()

Bwa niet echt, de Ubisoft titels (AC, Watch Dogs, The Crew...) verwacht ik bijvoorbeeld niet op instant game collection... EA titels moet je ook niet verwachten. Je kan het natuurlijk nooit op voorhand weten en voor een heel aantal titels zou ik der ook niet op wachten, maar deze heb ik toch een soort van gut feeling...Teknohol1c zei:Da gevoel kunde bij 80% van de games hebben toch? Om den duur hebde schrik om een game te kopen![]()

PSB: As well as serving as system architect you’re also creating Knack. PlayStation consoles have a long heritage of launching with a colorful character-based action/platformer. How important do you think it is to have such a title ready at release?
MC: As system architect I knew there would be quality core games for launch for the core gamer. I just wanted to make sure there was something for the rest of the family to enjoy as well.
PSB: What was the original seed of the idea for Knack?
MC: The seed of the idea was that we have a character who could pick up items from the environment and incorporate them into his body, but that turns out to be very hard to make a game around! Our initial concept was that Knack would maybe break down a building or a wall, and he’d incorporate the resulting bricks into his body, but when we prototyped this we ended up with a giant amorphous blob of a character.
It took a year and a half to figure out that the secret was to design the character more intensively. The character is made from ‘relics’ – these are left over from some long lost civilisation, if you dig down deep into the earth you find them. They’re a power source, and the doctor has managed to imbue them with consciousness. With that storyline we were able to then design relics in specific shapes and build various versions of Knack out of them.
PSB: What does the PS4 hardware allow you to do in this game that hasn’t been possible in similar action titles up until now?
MC: The big thing for us on PS4 is that development has been faster it’s saved us a year. Implementing an idea like “hey, let’s have a character that has 5,000 objects driven by a custom physics simulation” has just been a heck of a lot easier than it was on prior platforms. I think we’re going to see much richer titles as a result of that.
PSB: What element of Knack do you think players will be most surprised by?
MC: Each level is a different variation on the theme of “Here’s this character who has this ‘knack’ that lets him grow and transform.” In some levels he’ll slowly grow, and in other levels he get big really fast – by picking up icicles for example — but then if he goes out into the sun he’ll melt down quickly.
The way I look at it – there’s a bit of Crash Bandicoot in there, a bit of Katamari Damacy, which is a game I love and must have bought three of four times over the years. And there’s a bit of God of War too. You can see that game’s influence on Knack – especially in the control set, where the right stick is the dodge. Actually God of War 3 was one of my consulting projects!