Review copy purchased.
IN CASE it wasn’t already apparent, my love for 3D platformers burns like an eternal, console indifferent flame. The only reason I (regrettably) missed out on Crash, Spyro and Sly in the nineties and 2000s is that I grew up with a Nintendo 64 and not a PlayStation, and I admit it – that beautifully shaped controller (and the Game Boy, if I’m being completely honest) turned me into a freaking devotee. But just so it’s clear – the second a dev unleashes a 3D platformer on Steam, Xbox, or PSVR, I’m so there. It’s that specific brand of evergreen eagerness that’s driven me to start plugging the holes in my collectathon history, starting with Jak and Daxter: The Precursor Legacy. As it happens, Naughty Dog’s zany cash in on the character action game boom was a great choice to get the ball rolling. Jak and Daxter gets the basics right straight away. Platforming is just fun. If there was a recipe for instant 3D platformer greatness, this pretty much nails it. The moveset never expands (ala Kazooie, Tooie or Yooka-Laylee) but the selected assortment of punch, spin, roll and double jump is satisfactory enough to cover the whole adventure. Mario seems to constantly get away with a static repertoire, so I think the take away here is, as long as the controls a) make sense b) feel enjoyable and c) are a good fit with the environments, complicated mechanics aren’t necessary. Besides, the few minigames Jak and Daxter offers – catching fish, protecting snacks from a rat infestation – are evidence that basic controller input does not translate to a dumbed down experience. On the contrary, Jak‘s minigames are both challenging and entertaining, much like the broader missions across the levels. While some tasks, such as rustling up 90 precursor orbs (one of two main courses in the Jak and Daxter collectathon menu) for the hoarders in Rock Village or 120 orbs for the miners in Volcanic Crater are uninspired – and quite frankly, lazy – the great majority of errands are well-designed. Connecting eco beams to power a windmill, herding moles into their burrows, and escaping a lost underground city before a rising pool of dark eco swallows you whole are all symptomatic of the crazy puzzle logic that decorated this genre. Call it gimmicky, call it nonsensical, but to me, this is what 3D platforming is all about: the weirdness, the innocence, and the sheer joy in completing duties that would be impossible in the real world.
So I’m pleased to report Jak and Daxter is generally ablaze with charm, despite its tendency to punish you (very regularly) if you’re slighly off in your platforming. For that reason, I wouldn’t describe it as easy. Take the transport challenge that’s necessary in order to access new areas, for example. It often involves some kind of time-limit, a restraint which immediately sets a fast-paced tone. It’s exhilaratingly fun, don’t get me wrong, but after a slew of intense challenges in the main levels, I would have preferred a more relaxing path en-route to the next area. If I had played this as a kid instead of Banjo-Kazooie I would have given up in frustration, guaranteed. But once you’ve practised a few runs, you do begin to appreciate the utter wackiness behind it – it’s essentially a rollercoaster ride that gives you all the agency, and now I’m just sad Naughty Dog didn’t include any loop-de-loops like the Sonic games. If I had to pick on something genuinely frustrating, however, the answer probably won’t surprise anyone intimately acquainted with 3D platformers. Yes, I’m talking about camera angst. In Jak and Daxter, you have an awkward, unwieldy camera that feels like it’s under a stranglehold. Sometimes it responds, other times it just doesn’t, period. Considering this is a 3D platformer, a shoddy camera has massive impact on the game, and I felt this more ugly side on a regular basis – especially the inconsistencies with standard versus inverted controls, which seemed to flip without explanation. It’s understandable that for an older game, developers hadn’t considered the possibility not all players are hard-wired the same way, and thank the heavens aiming wasn’t a heavily featured mechanic. Something I absolutely couldn’t stand during my playthrough was the depth perception. I’ve never experienced this with other 3D platformers, but I constantly found myself inaccurately judging my jump distances, and after much thought I understood precisely why. Jak and Daxter doesn’t have genuine y axis controls. In other words, players don’t have the ability to tilt the screen on the vertical frame and get a better look at their surroundings – crucial in environments that are not two dimensional. Instead, we’re given a faux y axis focus option that zooms in and out behind the two characters. I’ll be blunt. Without a separate button dedicated to different zoom distances (think Banjo-Kazooie or A Hat in Time), this not only makes it frustrating to navigate complicated platforming obstacles, but also incredibly easy to miss precursor orbs that are floating high up in space, such as those in the Spider Caves for instance.
After collecting all there was to collect, I can say with confidence this is a title that is generally a blast to play, issues notwithstanding. Jak and Daxter takes goofy antics and dials them up to maxiumum with demanding challenges, generally solid platforming, and a pervasive spirit of fun. What I’d love to see from here is a remaster as per Ratchet & Clank – a fluid, magnificently rebuilt title with a savvy checkpoint system that practically oozes joy in whatever it’s doing. Perhaps after Naughty Dog’s finished up with The Last of Us 2? You never know. – K.K.Atlas