![]() ![]() This was one of my few complaints with the game and this is exactly how most 3D platform/adventure games that have been released since Mario 64 have been structured like. You couldn't do both at the same time and once you would leave the level, it would basically reset to the state that it was at before you entered it. What this meant is that if you had collected 99 coins when you found one of the stars, you would have to start collecting coins again from zero in order to get the star you were awarded for getting 100 coins in that level. It also had a structure that had you go through each level numerous times in order to collect all the stars because after you collected a star you were warped out of the level and it would reset. In Mario 64, which is generally considered to be the benchmark game in the genre for which all others are to be compared to, you had a hub world where you had warp gates that connected you to numerous completely discrete levels. First and foremost, Jak and Daxter is the first game of its kind to take place in a - dare I say it - "fully realized" world where you can actually change and affect things in an environment where everything is connected together. And as far as basic game design is concerned, it makes use of the textbook item collection philosophy that we've seen in just about every single 3D platform game that has ever been released with the only initially perceptible difference being that instead of collecting stars like you had to do in Mario 64 you were collecting these Power Cells in Jak and Daxter.īut to dismiss Jak and Daxter as a completely unoriginal game would be a mistake and doing this would also be ignoring the fact that this game has brought forth some serious innovations to the 3D platform/adventure genre. In creating this game, Naughty Dog has taken numerous ideas and play mechanics from classic games like Mario 64, Banjo-Kazooie and its own Crash Bandicoot series, and because of this you may begin to believe that this is a completely unoriginal game without an innovative bone in its body.įor instance, Jak has a spin move that he can use to kill enemies and break wooden crates that will immediately make you think of Crash Bandicoot. Gameplay When you first play through Jak and Daxter, however, you will undoubtedly experience quite a bit of d¿j¿ vu. ![]() I knew that Naughty Dog had the talent to produce a beautiful game that would take advantage of the power of the PlayStation 2, but I wasn't nearly as confident in the company's ability to craft a game that offered such a magnificent and innovative new play experience. But for me personally, Jak and Daxter has not only met all of my expectations, it has even exceeded them in many ways. It's hard to say whether it completely lives up to the hype because the press and the gamers themselves manufactured the hype that was created rather than the company making the game, so everyone's individual expectations weren't necessarily at the same level. And the fact that Naughty Dog's co-founders, Jason Rubin and Andy Gavin, served almost as unofficial spokespeople for Sony's console, touting the power of the system at every opportunity, served as further proof that the company's new game was going to be something special. The company proved on PlayStation with its top-selling Crash Bandicoot series that it knows how to create beautiful games with a wide appeal. Whether this was by accident or design, the company's silence about its game incited the gaming press and fans of Naughty Dog to start thinking about how great this secret game could be.Īnd there were a lot of reasons to be excited about a new game from Naughty Dog. By not talking about the game and not commenting about rumors, Naughty Dog was able to create a level of excitement and wonderment for the title that most marketing efforts don't come close to approaching. ![]()
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