There's been a lot of talk about the unique advantage Knack has because its director is Mark Cerny, the PS4's lead architect. When the launch game was first shown at the console's reveal, the focus was on the many moving parts of Knack himself. At E3, producer Yusuke Watanabe told me Knack can be made up of anything between 70 and 5000 parts, and can grow to as much as 30 ft tall.
It was impressive to see the power of the hardware, but what grabbed my attention with Knack is how easy it was to pick up and enjoy the game, at least for the brief time I had with it. The controls were simple: a jump button, one major attack button for brawling the goblin enemies, another button for bonus attack moves, and finally dodging with the right stick. There were some combinations, like dodging then attacking, jump attacks, and three two-button combos involving the bonus attack button, but I didn't see anything more complicated than that. The attacks themselves looked great, with Knack's parts flying around he swiped, rolled, and most pleasingly blew up.
The game's environments were similarly welcoming. I played through four levels, two set in a city, one in an ice cavern, and another in what looked like a palace. Each one was lit with a warmth and depth reminiscent of a Pixar movie - and Watanabe noted Pixar as one of the inspirations for Knack.