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Jak 3
Score: 95%
ESRB: Teen
Publisher: Sony Interactive Entertainment America
Developer: Naughty Dog
Media: DVD/1
Players: 1
Genre: Action/ Mission-Based Driving/ Platformer (3D)

Graphics & Sound:
Jak 2 was a bit of a crapshoot. Whereas the original was a genre defining platformer, the follow-up was a genre-buster that combined elements of platformers and action games with the free-roaming elements from the GTA series. While the game was enjoyable, it left a few fans with an uneasy feeling. Jak 3, the last game in the Jak & Daxter series, continues in the same direction as the second installment, but patches up the potholes and bumps.

After watching a “retrospective” on the series which was sent over by Sony, it is amazing to see just how the game’s look has improved over the last three years. Jak 3 continues with the game’s art style and refines it. Even looking at the jump between Jak 2 and 3, the changes are noticeable, like cleaner textures and more active environments. During the last game, it wasn’t uncommon to see people walking around Haven. Now there’s a war going on. Each area also has a very distinct look -- from the rundown city of Spargus to the war-torn city of Haven -- to help give them their own feel. Given the size of these areas, they also have their own sections that help to further push the immersion.

As always, Naughty Dog has put together an excellent script and a group of voice talent that give a top-notch performance. Characters are very expressive, especially Daxter, and make you care about what happens to the characters.

Whether by receptiveness or catchy-ness, you’ll find yourself humming tunes from the game long after you turn off your PS2. The game remixes some tunes from the second game and adds a few new songs. While they don’t perform the instrumental acrobatics found in other games, the songs still work for the game.


Gameplay:
Jak 3 opens after the closing to Jak 2. After destroying Baron Praxis and the MetalHead leader, Kor, all hell breaks out in Haven. Rival groups, consisting of the regrouped MetalHeads, a robot army led by Errol (who himself has become a robot), and the forces of Count Veger, have gone to war in hopes of filling the void left by Praxis. Jak is blamed for causing the war and is banished into the wastelands outside of Haven. After wandering through the desert with Daxter and Pecker in tow, Jak soon finds himself in the city of Spargus. Sensing great power in Jak, the leader of Spargus decides to use Jak in order to help him meet his own goals. These goals soon intersect with a much darker plot that will bring Jak back to Haven and force him to fulfill his destiny.

Since Jak 3 is the final chapter of the series, many of the questions from the past few games will finally be answered, such as the identity of the Precursors, Jak’s destiny, and if Daxter will ever get to wear pants again. The story is pretty good, but I’d recommend going over some of the major story elements of the previous two games in order to understand everything. A few plot-holes are also introduced, as are some mind-boggling story elements. These elements are minor, and really not worth obsessing over because, as Daxter said in the last game when explaining time travel, “…the more you think about it, the more it makes your head hurt.”

Jak 3 follows the same general format as Jak 2. The entire game takes place in two giant free-roaming cities, each connected by a transport vehicle you’ll unlock at the appropriate time. Each city serves as a hub area for reaching other missions, as well as serving as levels during certain missions. Jak can travel through each area by walking or by riding his hoverboard or acquiring a vehicle.

Though Jak 3 introduces a few more platforming areas than the last game, a little too much of the game involves driving portions. Some of the driving missions are fun, such as zooming through a MetalHead nest with guns blazing, but others, like the “Artifact Hunt” (a.k.a. Checkpoint races), go on a little longer than necessary, and feel more like an artificial game lengthener rather than a legitimate game goal. Most missions have Jak driving the vehicle, but some have him just working the turret.

While a majority of the missions involve driving, there are also a number of other mission types available. None of them are particularly demanding and are generally fun. Unlike some of the driving missions, they all have a point to them. Most objectives involve fighting, but there is also a heavy dose of puzzle solving. Puzzles involve real situational puzzles rather than the pointless box stacking puzzles found in other games.

Scattered throughout each world are totems which can be awakened by offering MetalHead jewels to them. Awakening totems unlocks challenge missions which can net Precursor Orbs. Challenges are usually more difficult than most missions in the game, and include things like hoverboard trick challenges and timed checkpoint races. Collecting orbs isn’t vital to the game, but will allow you to unlock secrets in the Secrets menu. Some will let you alter the game by increasing weapon ammo loads and damage, while others are just silly things like removing Jak’s goatee or unlocking a Ratchet & Clank themed gun course. Some vehicles can also be unlocked.


Difficulty:
Jak 3 fixes my biggest problem with the second game: the insane difficulty level. Objectives are much easier to complete and offer for some margin of error. The game isn’t a cakewalk, but it does hit that groove where it’s challenging enough to keep you coming back “just one more time.”

Secondary missions, such as those given by the totems, are a little harder to pull off. However, their completion isn’t vital to finishing the game, so their high difficulty level is understandable.


Game Mechanics:
Both of Jak’s arsenals are expanded in Jak 3. In addition to the Dark Eco powers introduced in the last game, Jak can now use Light Eco powers. These include healing, slow motion, shield, and flight powers. Of the four, healing powers will be used the most, second only to the flight powers. I rarely used the slow motion powers, and completely forgot about the shield until I saw it in the options screen (while checking for another move).

Accessing both Dark and Light powers is handled by pressing L2, but they differ in their uses. Using Dark powers requires Jak to enter Dark Jak mode (activated by pressing L2), while Light powers involve pressing L2 in combination with one of the four face buttons.

Jak’s gun selection has also been expanded. The three guns from the second game return, and are joined by a new weapon, the Peacemaker. Each of the four guns also comes with gun attachments that change their respective firing styles. For example, attachments for the Vulcan Cannon allow Jak to unleash a charged lighting blast or shoot three homing shots. Each gun type uses generic ammo that is linked to the gun’s main type, which is distinguished by the gun’s color (yellow, blue, red, and purple). Guns can be armed at anytime, and cycling through attachments requires pressing on the appropriate direction on the D-pad.

New vehicle types have been added. The hover-bikes and cars from the last game are around, and are now joined by dune buggies. Several buggy types are offered and are unlockable either through completing missions or by collection enough Precursor Orbs. Each type has its own special enhancements like speed, the ability to high jump, or auto-tracking turrets.

The Hellcat Cruiser, which is better remembered by fans of the second game as the centerpiece in what was one of the hardest missions in the entire game, is also back and has been modified into an air-combat attack vehicle.

Last year I referred to Jak 2 as being the girlfriend that did everything right, but was more concerned with keeping up with trends than being herself. Jak 3 is this same girlfriend, but with her priorities in the right place. Jak 3 is a fitting end to the trilogy and should not be missed.


-Starscream, GameVortex Communications
AKA Ricky Tucker

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