Many of the locations, such as the slums , feature poor living conditions, or notable corruption. Several human characters are villainous, such as the manipulative Baron Praxis or the crime-boss Krew , with even the good characters being morally ambiguous and ruthless often beginning hostile to Jak , such as Ashelin Praxis , Torn , Damas and Sig. This is still felt even in the aftermath of the Metal Head Wars, as the characters and locations Jak encounters are similarly filled with corruption and tyranny.
The plot of the games begins with The Precursor Legacy , a much lighter-hearted game and story. The plot focuses on Jak, Samos Hagai and Keira as they gather power cells to travel the world in search of a cure for Daxter, who has been transformed from a human to an ottsel by dark eco. Following The Precursor Legacy , the games took on a much darker, grittier tone. Jak is the only test subject who survives, but escapes with the help of Daxter, and fights for revenge against Baron Praxis, but soon learns more about the world he is now trapped in and fights against the Metal Head armies who have ravaged it.
Jak being banished in the opening scene of Jak 3. Following Jak 3 , the next three releases took on less of an overarching plot. They soon learn that Krew has poisoned the drinks he gave them, and in order to receive the antidote, they must race for Krew's team against Mizo 's in the Kras City Grand Championship.
The Lost Frontier sees Jak, Daxter, and Keira fly in an airship to Brink Island - the part of the world the Precursors did not finish - to find out how to solve its eco shortage, in which they become involved in the conflict between Aeropa and the Sky Pirates. All games were published by Sony Interactive Entertainment. When all the games developed by Naughty Dog were made available on the PlayStation 4, they were also released on the japanese region digital only.
The original trilogy as well as The Lost Frontier were also released in Korea. It was a port of the original three games, developed by Mass Media Inc. It was an emulation of the original three games plus Jak X: Combat Racing , developed internally by Sony. The Jak and Daxter series has not received any major releases in media outside of games, although there was a release of a movie DVD based on the cutscenes in the games.
The 90 minute features cutscenes and footage from the games, with cinematic narration provided by Daxter. It also features a behind-the-scenes look at Jak X: Combat Racing , a fully playable demo, developer interviews, and footage of Daxter game on the PSP.
Naughty Dog had originally learned of the existence of the PlayStation 2 during development of Crash Bandicoot: Warped , though production initially began by two programmers alongside development of Crash Team Racing. The goal for the developers was to create a seamless open world environment without load-screens, with a greater size and scope for the environments, and were set on creating a third person open world action-adventure game, with greater and more interactive animation.
Sony was impressed, though they had asked that Naughty Dog develop an IP wholly owned by Sony, as opposed to licensed through Universal, prompting Sony to purchase the company. The new hardware, as well as the larger budget and larger team sizes, made their goals achievable, and allowed the team to deviate from and go beyond their previous Crash Bandicoot series technically.
When conceptualizing the game, it was planned for it to be fully interactive with a narrative throughout. Trace Member. Oct 25, 4, Canada. Probably not. Jak 3 takes from both Jak and Jak 2, but if you hate Jak 2 you're still not going to like Jak 3.
It still has vehicles, weapons, cities. It does refine a lot of the problems Jak 2 had, but it still has a lot of the same gameplay elements.
Ascenion One Winged Slayer Member. Oct 25, 5, Mecklenburg-Strelitz. Jak 3 has more in common with Jak 2 than Precursor Legacy. Teggy Member. Oct 25, 14, Trace said:. Click to expand Nikus Avenger. Oct 25, 6, Oct 26, 2, Oct 25, 4, Dark-VIII said:. Dreamboum Member.
Oct 28, 19, Branding Banned. May 11, 1, Short answer : no. Long version : probably not. It has more in common with 2 than the first game. MrHeisenbird Banned. Nov 8, MrHeisenbird said:. Ok first of all, Jak II is not the same sunshine and rainbows collectathon game that Jak and Daxter is. Do the missions that the game gives you and you will explore the city as a bonus - not a priority. As far as the difficulty, sorry but you don't have a case. Jak II doesn't suffer from any serious issues in pacing or controls, so you just need to do better.
That game has the best combat and platforming, it's a great challenge, and the funniest cutscenes. It has the most engaging gameplay where Jak and Daxter's collectathon design is fundamentally tiring.
Oct 25, 2, Mar 23, I love 2 and 3 but if you didn't enjoy Jak II I'd say you're probably not going to enjoy 3. That said, since you already have it give it a try. No reason to finish it if you start it and don't like it. ElBoxy Member. Oct 25, 11, Jak 3 reduces the open world. Haven City isn't as large as it was in 2 due to story reasons. Levels are more confined and focus, although they're still hard from what I remembered.
I think the checkpoints got better. Jak 3 does introduce vehicle combat which would later be expanded in Jak X. The schedule only becomes detailed for tasks that will be tackled in the near future.
For example, a certain level will be scheduled to have its background modeled by a certain date. If the milestone is missed, then the team makes an analysis as to why the milestone wasn't achieved and changes plans accordingly: the background may be reduced in size, a future task of that artist may be given to another artist to free up more time, the artist may receive guidance on how to model more productively, or some future task may be eliminated.
Color Key for Forbidden Jungle. The game required two full-time conceptual artists for nearly two years of production. As we modeled a few levels, however, we soon realized that our original estimates were far too short, and so we took appropriate actions. If we had attempted to maintain a long-term, rigidly detailed schedule, we would have spent a lot of time trying to update something that was highly inaccurate. Beyond this being a waste of time, the constant rescheduling could have had a demoralizing effect on the team.
Effective localization techniques. Careful structuring of our game code and data allowed us to localize to a particular territory by swapping a few data files. This meant we only had to debug one executable and that we had concurrent development of all localized versions of the game.
All of our animation playback code was written so that it could automatically step animations at a rate of 1. We also used a standardized number of units per second so that we could relate the amount of time elapsed in a game frame to our measure of units per second.
Once everything was nice and consistent, then timing-related code no longer had to be concerned with the differences between PAL and NTSC. Physics calculations were another issue. If a ball's motion while being dropped is computed by adding a gravitational force to the ball's velocity every frame, then after one second the ball's velocity has been accelerated by gravity 60 times in NTSC but only 50 times in PAL.
This discrepancy was big enough to become problematic between the two modes. To correct this problem, we made sure that all of our physics computations were done using seconds, and then we converted the velocity-per-second into velocity-per-game-frame before adding the velocity to the translation.
Seamless world, grand vistas, and no load times. We didn't want to stall the game with loads between the various areas of that world. They had to lay out the levels of the world carefully so that levels could be moved in and out of memory without stalling gameplay or causing ugly visual popping. They also had to create challenges that would engage the player and maintain the player's interest, even though the player could roam freely around the world.
And they had to tune the challenges so that the difficulty ramped up appropriately, without giving players the impression that they were being overly directed. The programmers had to create tools to process interconnected levels containing millions of polygons and create the fast game code that could render the highly detailed world.
We developed several complex level-of-detail LOD schemes, with different schemes used for different types of things creatures versus background , and different schemes used at different distances, such as simplified models used to represent faraway backgrounds, and flats used to represent distant geometry.
The artists had the burden of generating the enormous amount of content for these environments. Their task was complicated by the very specialized construction rules they had to follow to support our various renderers. Support tools and plug-ins were created to help the artists, but we relied on the art staff to overcome many difficulties.
Camera control. We suspected that making a well-behaved camera might be an unsolvable 3D problem: How could one possibly create a camera that would maneuver through a complex 3D world while behaving both unobtrusively and intelligently? Only fools would believe that all problems have a solution, so, like idiots, we decided to give it a try.
The resulting camera behaved extremely well, and although it had its limitations, it proved the problem does indeed have a solution. Jak can jump through trees and bushes, duck under archways, run between scaffolding, scale down cliffs, and hide behind rocks, all with the camera unobtrusively keeping the action in view. We wanted the player to be able to control the camera, but we did not want to force the player to do so. Players can use the second joystick to maneuver the camera rotating the camera or moving it closer to or farther from Jak , but we were concerned that some people may not want to manipulate the camera, and others, such as children, may not have the required sophistication or coordination.
Therefore, we worked very hard at making the camera do a reasonable job of showing players what they needed to see in order to complete the various challenges. We accomplished this through a combination of camera volumes with specially tuned camera parameters and specialized camera modes for difficult situations.
Also, creatures could send messages to the camera in order to help the camera better show the action. This may sound funny, but an important feature of the camera was that it didn't make people sick.
Cancel X. Topic Archived Page 1 of 2 Last. Sign Up for free or Log In if you already have an account to be able to post messages, change how messages are displayed, and view media in posts. Boards Jak 3 How hard is this game?
User Info: chzburgandahouz. I am the Guy! Yeah, I beat I Wanna be the Guy. Don't know what it is? User Info: Bat MUCH easier than two This is like putting a t-Rex against a chicken. User Info: emeraldchild Some parts of this game a frustratingly easy and other parts seem a tad bit too tedious Not difficult, just tedious.
You could be done with this game in less than a week if you take your time. User Info: blackholesun
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