I had the chance to ask Naughty Dog, the
creators and developers of the popular Jak and Daxter franchise a few
questions, and the following interview shows some very interesting results.
In case you haven't had the chance to pick up the latest Jak title, I am
sure the following questions and answers will help you make a decision.
The Jak series has
evolved over its last two installments. What kind of step forward does Jak 3
take over Jak II?
Evan Wells, Studio Director: Evolving the series is something very
important to us here at Naughty Dog. We want to give the gamer a new
experience in every installment, but still maintain a cohesive trilogy.
Jak 3 takes the player to a new and very different looking location
within the Jak universe: the Wasteland. This is an expansive environment,
more than five times as large as Haven City was from Jak II. We also
evolve Jak as a character. In Jak 3 he has grown a bit older since
Jak II, and he also gains the power of Light Eco, to balance out the
Dark Powers he gained last game.

What kinds of new
things are you doing with the graphics engine that you haven’t done before
in previous Jak games?
Amy Hennig, Game Director:
First off, our optimizations to Jak 3’s graphics engine have
essentially allowed us to render more to the screen than we could in
Jak II, without sacrificing frame rate. This enables the artists to
embellish the environments and characters with more detail, and we’re able
to populate the screen with more enemies and effects than before.
In addition, we’ve written an
entirely new rendering scheme for the desert wasteland, enabling us to
create a vast, open landscape five times the size of Haven City in Jak II.
We’ve also added features like cloth dynamics to the character models,
ragdoll physics for dramatic enemy combat reactions, a realistic rigid-body
physics model for the vehicles, and an enhanced particle system for more
spectacular visual effects.
In terms of the game’s
story, since this is the “final” entry, what kind of character development
can we expect?
Evan: In Jak II, Jak was motivated by revenge. In Jak 3
his struggle is more internal as he has to cope with having been banished
from Haven City. He meets new friends in the Wasteland who teach him how to
survive, and ultimately he has to decide how to handle the balance of Light
and Dark Eco that he has inside of himself. Also, since this is the final
entry in the Precursor Legacy trilogy, we will answer questions about the
Precursors and Jak’s past that have gone unanswered for the last two games.
Some people had an
issue with Jak II’s sometimes very challenging missions, has this been taken
in mind with developing Jak III?
Amy: Yes, absolutely
– we realized that some of Jak II’s missions could be frustratingly
challenging, creating difficulty “spikes” that kept some players from
progressing. With Jak 3, we set out to tune the missions so the
difficulty would rise and fall more appropriately over the course of the
game. We extensively focus-tested the game to identify potential
trouble-spots, and used dynamic difficulty adjustment in some cases to help
players that might otherwise get hung up on a particularly tough mission.

Compared to the last
two games, how does Jak3 stack up in length, and what has been put in place
to warrant a second time through?
Evan: In terms of game real estate, missions, and amount of gameplay,
Jak 3 is the biggest of all three games. However, because of the
additional tuning and balancing of difficulty, some players may complete the
main path slightly faster than before. But we put a lot of hidden side
missions and secrets in the game to give the perfectionist player a lot to
uncover. And for those who put in that effort there are some very cool
DVD-like extras that can be unlocked. We included animator commentary over
all of the cutscenes in the game, hundreds of slides of concept art, and a
model viewer that lets you look at all of the character models from each of
the games in the trilogy.
Some have compared Jak
II’s gameplay style to be in the vein of Grand Theft Auto and then with the
Teen rating, the game seemed to be labeled as a much more mature game, and
in some areas maybe more that it was intended to be. Jak 3 isn’t receiving
as much feedback regarding its Teen rating this time. Do you believe it is
because fans are already used to it, or that it’s just becoming more
acceptable in gaming as a whole?
Amy: It could partly
be due to the industry maturing as a whole, but mainly it’s just because
Jak 3 is similar in tone to the last game. When Jak II came out,
it represented a mature new direction after Jak & Daxter, so people
naturally remarked on the change at the time.
As with most trilogies,
the beginning starts off with a more lighthearted introduction to a
universe, the second fleshes out a story and explains the conflict and the
final usually throws both elements at you in a blockbuster big bang and
explosion sort of way. Will Jak 3 follow this trend and be a much faster
paced game to bring it to its climax?
Evan: The pacing of Jak 3 is fast and the player will encounter
a huge variety of gameplay throughout. Apart from the traditional
platforming action, Jak and Daxter will pilot dozens of new vehicles
including the new dune buggies that they use to cross the desert Wasteland.

What are some of the
new weapons or modifications we can expect to see?
Amy: Jak acquires
twelve different MorphGun mods over the course of the game, each with its
own distinct properties. For example: the Wave Concussor unleashes a
devastating area blast, the Plasmite RPG launches explosive grenades, the
Arc Wielder emits a continuous stream of sweeping electricity, while the
Mass Inverter sends out anti-gravitational waves that lift enemies off the
ground, leaving them vulnerable to further attacks.
Jak also earns new Dark
powers (enabling him to turn invisible, and to hurl Dark Eco projectiles),
and a new suite of Light Jak abilities that give him the power to heal and
shield himself, slow time, and even fly for short distances.
What overall difference
do you feel the desert hub area will have from the Haven City one in Jak II?
Evan: We wanted to eliminate the tedious feel of traversing the hub
between missions that Jak II occasionally suffered from. We achieved
this by creating a hub that has no walls, streets, or predefined paths. The
player can choose to drive across it in any direction they desire which is
quite a big departure from the winding streets of Haven City. We also
concentrated on making the feel of the dune buggies as fun as possible.
They drive much faster (up to three times as fast!) than the hover bikes in
Haven City and the rolling hills and cliffs in the Wasteland make for
exciting travel.

Lastly, but of course
not least, is this truly the “final” Jak game, or just the end of its
current storyline?
Amy: Jak 3
marks the end of the trilogy that began in the first game, Jak and Daxter:
The Precursor Legacy, but it’s by no means the end of the franchise.
The Jak universe is incredibly rich, and there’s plenty of room for more
stories and new adventures.
So what are you waiting for? Buy it
already!
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