Sorry if it's been posted, I searched and didn't see anything. Just posting the parts about Knack's Hard difficulty:
Daniel Brooke Talks PS4, Gamers and Knack Entering Sony's Pantheon of Character Action Titles
If you complete the game on hard, what do you get?
I don’t know, I’ve never managed it.
What I liked about the hard setting on Knack was that it did feel like a different game. It irritates me when it’s just slightly different.
Yeah exactly, it’s not the same. Not just health, but the way enemies shoot. The behavior is different: where they shoot is different, there are so many things working in concert… Take the ice level. You slide round the corner of some cliffs, and on hard there’s no barrier and you can fall off, but on easy there is a barrier and you can’t. There are lots of subtle differences like that. We know there’s a different audience playing those different levels of difficulty. We take it seriously – we want something that will appeal to everybody. There’s a phenomenal amount of detail; certainly when I was demoing it to people I could see that they had a lot to talk to each other about, because it was different between the different levels of difficulty.
There’s so much to talk about.
At gamescom.
Haha.
Daniel Brooke Talks PS4, Gamers and Knack Entering Sony's Pantheon of Character Action Titles
If you complete the game on hard, what do you get?
I don’t know, I’ve never managed it.
What I liked about the hard setting on Knack was that it did feel like a different game. It irritates me when it’s just slightly different.
Yeah exactly, it’s not the same. Not just health, but the way enemies shoot. The behavior is different: where they shoot is different, there are so many things working in concert… Take the ice level. You slide round the corner of some cliffs, and on hard there’s no barrier and you can fall off, but on easy there is a barrier and you can’t. There are lots of subtle differences like that. We know there’s a different audience playing those different levels of difficulty. We take it seriously – we want something that will appeal to everybody. There’s a phenomenal amount of detail; certainly when I was demoing it to people I could see that they had a lot to talk to each other about, because it was different between the different levels of difficulty.
There’s so much to talk about.
At gamescom.
Haha.