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Jak 3: Jak Again.

I am a big fan of the Jak & Daxter series, but was less than anamored with the direction Jak 2 took when compared to the original. It was still a fun, well put together game -- but it felt so different from the original that it never felt right. As I said in my closing thoughts, it was like the girlfriend who looks great and does everything right but is more concerned with following the latest trends than being herself. Judging from the brief three level demo of Jak III, it looks like the game is still heading in the same direction as the second installment, but is also returning to many of the elements that made the original so much fun.

The game opens in the aftermath of Jak 2 with Jak banished to the desert surrounding Haven City. As it turns out, the Dark Eco contamination he helped cause didn't sit well with the ruling council. After his banishment, Jak, with Daxter and Pecker in tow, are near death when a group of nomads find the trio and bring them to Spartus City. Eventually the leaders of Spartus City begin to see Jak as a savior.


The demo showcases just a few of the different game play modes that will be found in the game. The first mission involves Jak driving around a desert area in a dune buggy. His mission is to hunt down four giant metal heads and eliminate him. To be honest, I wasn't all that happy to see that the first demo mission took place in a vehicle since it was one of the elements that I disliked in the second game. However, this part of the demo is very short and more fun than I expected. The dune buggy handled great, solving one of the biggest issues I had with the vehicles in Jak 2. Also, the mission is short and doesn't drag on endlessly, making it look like more emphasis is being put on the platforming areas of the game.

The second level takes place in an abandoned mine shaft and featured traditional Jak & Daxter platforming elements as well as showing off the game's weapon systems and the new Light Eco moves for Jak. This level features many of Jak's conventional moves and some basic puzzle solving elements, most of which involve figuring out ways to drop bridges and progress further into the mines. One of the more entertaining puzzles has Jak trying to "herd" giant rats into a wheel to set platforms in motion.


Weapons feel a little more comfortable in this version, mostly due to new firing modes and an abundance of ammo. The three weapons offered in the demo are a single-shot rifle with shots that could bounce off walls, a machine-gun and a shotgun that could also clear out multiple enemies around Jak.

Scattered throughout the level are vents spouting Light Eco. Similar to the Dark Eco in Jak 2, Light Eco will also allow Jak to take on a powerful new form with powers. The only two powers shown in the demo allowed Jak to freeze everything on the screen for a few seconds and heal his wounds. Expect an expanded list of powers in the full game. Dark Jak will also return -- making for some interesting gameplay (and story) moments.


The final level featured some slick moves from Jak on his hoverboard. Here, Jak has to lead a train loaded with explosives down a track to a door blocking the way. The core gameplay of the mission involves shooting switches to open platforms (allowing the train to safely pass). The mission also has Jak grinding the rails on his hoverboard. Hoverboarding was kind of a pain in the sequel and lead to many frustrating moments. The system has been tweaked and feels much easier to use and is very fun. One of the more striking elements of this level, as well as all of the levels featured in the demo, is that they were challenging, but still fun. The high difficulty factor that marked, and ultimiately sunk the sequel, has been toned down making for a much more enjoyable experience.

Jak III is set for release on November 9 and if the demo is any indication, it just might deliver.



-Starscream, GameVortex Communications
AKA Ricky Tucker
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