Why Jak 3 Was Disappointing

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If you’ve watched the previous two videos I did on Jak 1 and Jak II, my love and admiration of this series is pretty obvious. Since I am someone who loves Jak 1 and Jak II, you might expect my thoughts on Jak 3 to be more of the same, since it seems you either love the whole series, or just certain parts of it. However, Jak 3 is not the same to me. Despite having played Jak 3 several times in the near 20 years since it’s release back in 2004, my playthroughs of it as an adult have only made me look at this one as more of a disappointment compared to the first two. Now let me make myself clear, I don’t hate Jak 3, I don’t think it sucks or anything. It’s just that I thought Jaks 1 and II came together in really satisfying ways. Different ways between the two of them, but satisfying in both cases, to where I enjoy replaying both of those games whenever I feel a revisit is in order. Jak 3 is one I will replay because “well…I just replayed 1 and II, I might as well play 3.” Then I walk away thinking…yeah, it’s alright, I guess..but is a total mess when looking at it as a package. And that is, again, coming from someone who thought Jaks 1 and II were both excellent games in their own ways. There isn’t even that much history to go over in regards to the development of Jak 3, or at least, in ways that are relevant to the discussion at hand. The history behind Jak 1 and II gets me interested in exploring it because of how those stories of the evolving gaming culture impacted this series harder than any other. Something so obvious because it changed so much from it’s first entry to it’s second. So I spent a long time in those videos exploring why Jak 1 was so well crafted, only to be met with a less enthusiastic audience response than other games at the time, leading to Jak II being the way it was. For Jak 3, they knew they were sticking with the story, characters and gameplay structure of Jak II and wanted to add onto the existing moveset for Jak to make it feel like a full sequel, and also improve upon the criticism that they had gotten after releasing Jak II. And that’s what they did, shipping the game just one year after Jak II, compared to the 2 years of concentrated development that both Jak 1 and Jak II had gotten. Suffice it to say, I think this video will thankfully be much shorter than my video on Jak II last week, just focusing instead on Jak 3 as a whole, what I think it gets right, where I think it misses the mark and giving my theory as to why that is. So, let’s not waste anymore time and get into Jak 3. The story begins in the Desert as Jak has been banished to the Wasteland for life, as Daxter and Pecker protest…I always got a chuckle out of that. Daxter and Pecker decide to join Jak in his exile from Haven City as the game cuts between their march through the desert and flashbacks that show how we got to this point. Despite killing Kor at the end of Jak II, some of the Metalheads survived and are continuing their assault on the City, but the new Freedom League led by Jak and company have to fight on two fronts as the Metal Heads have taken over one side of the city, but on the other, Krimson Guard death bots are being mass produced. So they are fighting a losing battle. Jak’s name is being dragged through the mud as he is accused of being an accessory to letting the Metal Heads into the city…which…technically is true as Jak’s missions for Krew throughout Jak II, while a means to an end to help the Underground get intel, where also the things that ultimately allowed Krew to get The Metalheads into the city to wreak havoc. So, by a vote from the Ground Council, led by a guy named Count Vegar, Jak is banished. But he is found by a group of Wastelanders living in a sanctuary city called Spargus, ruled by Damas. Pecker being his new adviser, while Jak and Daxter have to prove themselves to the people of Spargus through combat and various desert expeditions. Setting up the first act of Jak 3, and this is where the problems begin. The pacing in Jak 3 is really messy. You start the game off in a tutorial with basic platforming and combat, but then you have to…ride a Lizard to catch 6 rats, play a mini game where you have to press the buttons that correspond with the ones on the screen, do tutorials on how to drive, race in the car, collect artifacts with that car, do a leaper lizard race with the local monks, battle desert MetalHeads in a vehicle, battle in the arena again, more content with Leaper Lizards and then after an hour of gameplay, the player finally gets access to a mission with raw, unfiltered Jak and Daxter platforming, which was the thing you came to play. When in Jak II, the first mission, yeah, was a tutorial, but it felt like it was part of the experience as you escaped captivity. Then your first several missions are all core gameplay. The first mission in Jak II that I’d argue was a mini game that had nothing to do with core gameplay was when Jak and Daxter got sent to the Drill Platform for the first time to destroy the Metalhead eggs, which didn’t come up until an hour and 45 minutes into the game. Even then, that mission still had combat and platforming. Like I said, the platforming action that I think defines J&D, isn’t playable until an hour into the game. Now, you could say that driving and such are the core gameplay mechanics of Jak 3. But in that case, I just think this is a downgrade from Jak’s 1 and II. While they did have mini games and driving, they were verifiable side portions of the game. Jak 3 blurs the line much more. Driving missions don’t bother me, but then when it’s back to back to back with leaper lizards and such…yeah, the first act of the game is really boring. Once you actually get into the platforming content of Jak 3, I think it’s enjoyable, but then after 2 good levels, you then do more of this stuff…like searching for survivors in the desert and…driving this one large vehicle through a nearby Metalhead Nest and the worst of all, shooting down targets with a turret. The first act just sets the stage poorly for Jak 3 because you are met with a host of mini games that obscure the focus on the game. That’s not to say it’s all terrible. I think the driving missions, as soon as you get access to a ride with guns on it, are fun. The Metalhead Hunt mission has these cool camera angles for when you get hit where the car goes flying. It’s cool to see how in depth the physics are for these desert vehicles because this is back when devs talked about designing elements like that from scratch. I always enjoy using the Dune Hopper vehicle which can jump really high into the air, combined with the boost turbos you get, and you will see some serious height and distance. I think all these vehicles are appealing from a design perspective too. I never actually thought about this before playing Jak 3 for this video, but I am pretty sure this game is the first time we ever see a vehicle move on wheels in the Jak series. We saw the Lurkers use balloons in Jak 1, while the zoomer could hover a bit and had a propeller in front. But Jak II was much more futuristic with it’s flying cars and racing pods. It goes to show that the wastelanders are making due with scraps. having less futuristic technology than Jak 1, while still being cool nonetheless. It’s all pretty neat, but again…in the first hour of the game you only play as Jak to fight in the arena twice, otherwise it’s a sea of things that were considered…side content in the last two games. First impressions do matter, and one of the reasons why I don’t go back to Jak 3 often is because I just remember the fact that the game’s first two hours have a lot of side content tossed onto your lap when the first act should be the time to get me excited to keep playing more of the game. I do get that most of these are mechanics the player will use later in the game, so it’s better to have a soft introduction earlier in the game before the big test, but I just think it could have been spaced out better because the first two hours feels really bogged down by mini games and tutorialization. It also isn’t great because the story wants the return to Haven City to feel grand, after having spent a lot of time getting to know the people of Spargus City in the desert, the main thing the game was advertised around…however, by the time you begin the quest to re-enter the city…two hours into the game, I haven’t done much in the way of fun gameplay so my attitude, instead of thinking…I am just like…yeah take me back. You don’t feel like you’ve been here a long time at all because I am still getting into the game by the time you return to Haven City. But at least, things get a lot better once you do. Starting with this long mission in the mines to get back into the City, a boss fight against a fully functioning Precursor Robot, not like the modded one from Jak 1’s final boss…and then once you get topside, the content gets a lot more interesting. Making this as good a time as any to mention the fact that there are plenty of things I really like about Jak 3. Those things being major and minor. So let’s look at them. In terms of quality of life features, I appreciate the fact that menus all scroll much faster in Jak 3 than they did in Jak II, this just improves the pace of the game if you plan on changing a setting or visiting the secrets menu from gameplay. Graphically, Jak 3 is working off the same standard as Jak II, widescreen, progressive scan, no load screens, cutscene models…all the stuff you’ve come to expect from the Jak series is here and accounted for in Jak 3. Although the game still suffers from the same performance issues that affected Jak II with screen tearing and frame drops. Frame drops might actually be worse in Jak 3 because of how much more action is on the screen. But I won’t give the game too much crap because for PS2 standards, Jak 3 is loaded with content. I mean, you have two massive hub worlds. The sprawling Wastelands and the ruins of Haven City. You don’t see all of the City you did in Jak II, but most of it. Pulling off all that with the dev time this game had while keeping the bar of visuals as high as they did is a feat in and of itself. Now when talking about the actual gameplay, Jak 3 improves upon elements from Jak II in numerous ways. First of which being the streamlined travel. The fact that players would spend a long time in Jak II just going from place to place was one of the biggest criticisms Naughty Dog took to heart when designing Jak 3. So instead, the game places missions very close to one another so that you don’t have to spend several minutes going from place to place. For example, when in the port in the second act, all the missions are right here in this area, or they are in Haven Forest which is like 90 seconds away from the Port Base. In addition to that, Jak II also had you complete a mission, but then drive back to the quest giver so you could get another one. This still happens a few times in Jak 3, but a lot of the time, you will finish a mission and then a character will get on the communicator and say the next mission is this, go do it. Like how Samos just tells you to go to Haven Forest for a mission, and then when that is done, Torn will say ‘Jinx is waiting for you outside for the next mission’. This keeps the pace of the game going and contributes to why Jak 3 is shorter than Jak II by about an hour. I’d imagine designing the game like this also saves ND time on the amount of cutscenes they’d have to animate, since half the missions in the game don’t have a cutscene that triggers them, you just go do them. Mechanically, Jak 3 adds things that are quality additions. The Jetboard was great in Jak II, giving you a satisfying bit of extra speed with some visual flair thrown on top. It’s pretty much exactly the same in Jak 3, but you’d want to use it more in this game because of the fact that you now get this charged jump and ground based attack so that you don’t fear whipping it out in the middle of a platforming combat mission. Dark Jak was almost useless in Jak II because of the fact that you had to drain the full bar of Dark Eco in order to tap into Dark Jak, it just made Dark Jak something you wouldn’t want to use unless the situation seriously demanded it like you were low on health in an enemy rush or a boss fight, where your other weapons still do the job just fine. Jak 3 is a 100% improvement in this aspect because the transformation now works more like the Devil Trigger in Devil May Cry. The circular part of the gauge must be filled before you can be Dark Jak, but once you have transformed, you can transform back in an instant with the press of a button. So since the stakes don’t have to be as high to him, Dark Jak’s old moves like the bomb or the electric spin are more useful, and I also got use out of the new move where you toss beams across the screen. To balance out Dark Jak, this game also allows you to tap into Light Eco to become Light Jak, the yang to Dark Jak’s yin. Dark Jak allows you to tear through enemies with vicious attacks, and so Light Jak is built around defense and mobility as you learn various moves throughout the game like the Light Jak Shield, the Time Stop, the Self Heal and these Light Wings you use to reach places you otherwise couldn’t. I actually don’t use Light Jak much throughout my playthroughs of this game, and that’s not because there’s anything wrong with the form itself, in a vacuum these are all fine abilities, but…well…I guess I will save the rest of that for later and just stick to the things I like in Jak 3. The game massively improves upon the completion aspect. Jak II had over 200 Precursor Orbs, but they didn’t really contribute anything meaningful to the game. In Jak 3, there are 600 of the things and while you do still use them for concept art, level select and behind the scenes material like Jak II, they serve a much bigger role in the core gameplay loop as you find them all throughout the areas and can go to the Secrets Menu and spend them on things like new vehicles to drive in the desert with their own stats and weapons, nifty enhancements like Dark Jak’s attacks homing in on enemies, the Jetboard going really fast in the desert and best of all, upgrades to the functionality of your weapons like ammo efficiency and rate of fire increases and so on. With rewards tied to your gameplay, I feel more incentive to spend time looking for Precursor Orbs during the campaign, whether that be through the challenges that Jak II had, which you now spend your MetalHead Skull Gems on, or just by doing Jetboard challenges in the hub worlds that reward you with a surplus of orbs. Lastly, there is the soundtrack. I haven’t really mentioned it up to this point, but I find the music in the Jak games to be pretty underrated. I highlighted the various moods Josh Mancell pulled off in Jak 1, but this also carried over in Jak II, even with it’s completely different direction. Jak II also had dynamic music, where tracks would be altered if you were walking, fighting, shooting, driving or jet boarding. That’s not in Jak 3, but I figured I’d mention it since I forgot to do it in the Jak II video. The music in Jak II and 3 was done by Josh Mancell in the gameplay, but they also got a fellow named Larry Hopkins to score the cutscenes to add a more cinematic quality to the music, compared to games like Jak 1, where the cutscenes just keep playing level music in the background, and I’d say it was successful effort. But as for Jak 3, the in-game music, I find, is memorable and atmospheric, so I often listen to it when doing other projects on my computer like thumbnails for videos and such. I have actually used Jak 3 music in several videos in the past because I find it’s vibe so easy to work into videos about other topics. I just used Subterranean, the theme of the Forest and Sewers in my Resident Evil 2 video from a few months back, to use an example. But there are plenty of examples of other tracks I like listening to from Jak 3. I mentioned earlier that the platforming action in the second act of Jak 3 was an improvement over the start of the game, and it is…and I’d like to use that as a thing I enjoy about Jak 3, but this is where we get back into the problems. In terms of the raw platforming, Jak 3 has a lot of fun moments. The first visit to the Precursor Temple in the desert sees you climbing up the tower by jumping between crumbling platforms and swinging between poles. With Jak’s entire moveset still being in Jak 3, it’s still fun to roll jump off ledges and land and high jump, or uppercut off ledges and transition into a spin. Jak just feels great to play as and that has remained true throughout the entire trilogy. I can speak to numerous levels that are fun to play in like the Sewers, The Forest, the War Factory, the Mines, all of the levels with platforming as a central element are satisfying to play from the mechanics alone. However, what I enjoyed a lot about Jak was the seamless platforming and combat mix. But I can’t say I fully enjoy the main levels and missions of Jak 3 because this game is one of the most broken combat systems I have ever experienced. Jak II had only four weapons, nothing compared to the roster you’d see from it’s sister series, Ratchet and Clank. However, less is more in this case. I thought Jak’s four guns in Jak II were really well balanced around each other for reasons I stated in my video on that game. In Jak 3, The Scatter Gun, The Blaster, The Vulcan Fury and The Peacemaker are all still in the game and work the same as they did in II, so in theory the balance should still be intact. But things get screwed up the moment Jak 3 introduces additional modes upon the four weapons you have. Each of the four weapons will receive two new modes before the game is over, giving the game a total of 12 guns. I get it, they wanted to go big or go home. But if you are going to have all these weapons, you have to design enemies around that fact. You have to design the weapons to work in tandem. But they didn’t. The first upgrade to The Blaster alone breaks the game. You get the Beam Reflexor early on which causes Blaster shots to ricochet off of walls. This makes it so that in combat, you barely have to try with this thing equipped, you just jump, spin, and shoot the beam reflexor and watch the sparks fly. In the arena, you can see I am barely doing anything and yet, the enemy total is drastically going down. This even dampens platforming levels. In the mines, you are supposed to shoot these targets to give the dynamite a path to reach the door while under a time limit, but with the Beam Reflexor, the shots may just travel so far all over the screen that it will hit all the targets after a few tries, ending the mission way before it is actually supposed to end. It’s just funny, this strat gets people killed in Jak II, but in 3, it truly allows the combat to almost play itself. One weapon this OP is bad enough, but then you get the Gyro Burster which, upon being fired, will send a mini UFO into the air that spreads Blaster shots all over the screen with laser-like precision in hitting the enemies. When using the Gyro Burster and The Beam Reflexor together, no combat scenario stands a chance against you. Another utterly broken weapon is The Plasmite RPG, the third level for the Scatter Gun. This one tosses a grenade in front of you that decimates any enemy it comes into contact with, including the shields of the ultra powerful Dark Makers you fight at the end of the game. You get the Plasmite RPG before the first level of the Peacemaker, but it makes the Peacemaker completely obsolete because it doesn’t need to be charged up and tears through enemies just the same. With almost the same amount of shots, but with much more frequent ammo drops because Red ammo is never in short supply compared to Dark Ammo. The same issue applies to the Blaster’s upgraded weapons, yellow ammo is so common that abusing the Beam Reflexor is very easy to do. But even if you do run out of ammo for the Scatter Gun or the Blaster, it’s no problem, just grab the Arm Wielder which spews electricity all over the screen, or the Needle Lazer which homes in on every enemy, out of that too? Well, you still have the Peacemaker and it’s upgrades, the Mass Inverter which reverses gravity, making every enemy in it’s range utterly helpless. Or the SuperNova which is just a screen nuke. If that wasn’t enough for you, you still have Dark Jak and Light Jak at your disposal as well. The perfect example of how Jak 3 is just not balanced well can be seen in the Stadium Ruins level. I ran in with the Plasmite RPG and the Gyro Burster and blew every enemy away before they knew what hit them. Then I tried it again with the Vulcan Fury weapons and did the same thing. Then I tried it with Light Jak who, I remind…can make himself completely impervious to damage. While also having the power to heal and slow down time. Then turning into Dark Jak and unleashing his screen nuke powers. Jak 3 is just not a challenging game, and that’s because the player is showered in a sea of ultra powerful killing machines. As I said, the enemies are not designed with this in mind because they don’t feel like a threat. This can be satisfying, like The War Factory level where you just tear through all the enemies in this one man raid, and then find this vehicle to tear through doors with being the cherry on top of a good level. But I don’t want to feel this powerful throughout the entire game. Even in the third act when the Dark Makers reach the Earth. The player can’t be stopped, The Plasmite RPG will tear away their shields, Dark Jak will destroy them in no time, and so will all your other options. I get that they got a lot of heat for Jak II being as difficult as it was, but this is a comedic overreaction. I don’t even mind that Jak 3 has way more checkpoints than Jak II…in fact, if they left it at that, it would have been a quality improvement in the difficulty balancing since losing all your progress in a mission for the tiniest slip up was too far. But really, it’s just the stale combat that does Jak 3 in for me. You have so many weapons of mass destruction in your arsenal that combat is not fun to play anymore. I never die from combat situations in Jak 3 because the enemies stand no chance against me. And even when it gets dicey, I can heal all my health with Light Jak. Even with all my experience, an enemy rush in Jak II still manages to be tense to me because you have to play your cards right to succeed in that game. But not Jak 3, this is definitely one of the most unbalanced combat skewed in the player’s favor I have ever seen. It just makes it difficult to enjoy what’s worth enjoying in the game when it’s systems are not carefully considered. I enjoyed the second act the most because it was the part where the game focused on combat and platforming for several missions straight. Even if the combat isn’t good in Jak 3. It’s still one of the better parts of the game. But then, in the final hours of gameplay, the game just goes off the rails with the mini games. Like raiding the Metal Head Nest a second time with Sig in this giant tank. Followed by a mission where you shoot the cannon in that tank while Sig drives, aiming at Metalheads for no lie…five minutes straight. Of just holding down the shoot button. There is no overheating mechanic or anything, you just point and shoot at the targets that move very slowly where there are only 2 or 3 things you need to shoot on screen at once, it goes on for an eternity. One of the main attractions for the end game is the raid on the KG War Factory that hangs in the sky. To get there, you need to grab something from the Power Station where Daxter must enter a computer and play this…Pac-Man type game? It’s not full on Pac-Man, but it’s clearly evoking that imagery. And you know, some kind of homage to an older era of game could be interesting in a game that knows what it’s trying to do, like say…the Qwark 2D platforming levels of Ratchet and Clank 3, but when Jak 3 is forcing the players through this entourage of completely random game modes and mechanics that have nothing to do with Jak and Daxter, this just becomes part of the white noise. Defending Spargus from the Dark Makers isn’t an all out assault on the enemies, of course not, it’s…a rail shooting mini game that goes on for several minutes. Jak linking up with the Dark Maker ship for the first time sees you taking control of the Mech Suit from Jak II that I already didn’t like as you, with no checkpoints, must reach the end of this hall. I spent almost 10 minutes on that because I died towards the end. After that, you have to raid Erol’s ground base and to do that you must do another rail shooting mini game protecting Torn and his bombs that lasts for 6 minutes where you just point and hold down the shoot button…this really wears me down, it’s just so boring, especially after all these other missions. Also, Sig just appears in this mission out of nowhere. Ashlyn tells Jak and Daxter they need to defend Torn and Jinx and then in the mission, Sig is just there too with no explanation as he had nothing to do with the plot in Haven City before this point and really…doesn’t after this mission either. He doesn’t do anything in this mission besides give you the supernova gun. Which Jinx easily could’ve done, or just not have Jinx and have Sig instead. Things like that are the only ones catching my mind because otherwise the gameplay is just this for six minutes. Things don’t happen for no reason in Jak and Daxter, that’s been a staple of the series since the first game so..yeah, another thing against Jak 3. Of course, I am not saying you play all these mini games back to back, but we already went over the fact that Jak 3’s combat greatly brings down the main gameplay…especially this late in the game when you have most of the weapons. So by the end, I am just really bored with the game. And it doesn’t help that the last nail in the coffin that cements Jak 3 as the worst game in the trilogy is the fact that the story is just a mess. For starters, the plot is very unfocused. At the beginning of the video, I said you arrived in Spargus, you are getting to meet these new faces, and then you are tossed back into Haven City to continue that conflict. So therefore, new characters like Kleiver just don’t leave much of an impression, he doesn’t get any screen time besides being the reason you have to go on pointless missions. He doesn’t get the screen time to be anything else. But dividing up the screen time is a game wide issue. By the end of Jak II, the core cast of characters is pretty large, and now we add a few ones to the roster. Every character in Jak II played a role in the overall story and it all came together in a satisfying way. In Jak 3, you can’t just…not have Keira for example, be in the game without people wondering why she wasn’t in it. But then you have the flip side problem of Keira just being there, doing and saying almost nothing from start to finish. Onin is another example of a character who served a purpose in Jak II, who is just…there in Jak 3. Hell, I’d even say Sig doesn’t add anything to the story either. We learn that he was a spy in Jak II trying to find Damas’ son but got caught up in working for Krew. But as a character, his role in the story is often confusing. Like I said, he just shows up at one of the last missions with no prior context whatsoever. So first, you have the fact that there are too many characters with not enough to do in the plot, just dropping in and out of the story as they please. But then we just don’t get enough development for the actual important stuff. I like Damas, he’s kind of a hard case at first, but warms up to Jak as the game goes on. I just think it’s a little forced that they make sure to mention that Jak doesn’t know his dad…something that never came up before despite it being a clearly sore subject, and then later it’s mentioned that Damas lost his son in Haven City. I just think the bond between Jak and Damas would be better if he was allowed more screen time, but that’s the cost of the game going so quickly between Spargus and Haven City. One of the biggest issues I have with this plot is how there is no clear villain for the first 3 hours or so of the game. Count Vegar banishes Jak to the Wasteland, but…this guy is no main villain, he doesn’t have an army or powers or anything. So he doesn’t feel like a threat, especially since he’s getting mocked in so many cutscenes. But then, it’s revealed that Erol is the main antagonist of Jak 3 and this always felt like such an asspull. Erol was a rival to Jak in Jak II, something I barely went into last time, but he died at the end of the game by driving himself into barrels of Dark Eco in an attempt to kill Jak. But now, he got revived as a cyborg and is now a super hammy Metal Gear boss who is controlling…the metalheads and…the KG robots and is communicating with the dark makers and is leading the charge on their attack on Earth? I say it as a question, because I really have no idea what’s going on in this plot half the time. It just confuses me more than anything else. Especially since Erol and Vegar have nothing to do with each other. Vegar was the one who attacked the palace at the beginning of the game to gain access to something in the Catacombs to stop the Dark Makers himself, but Erol is the one instigating the war. It’s not like Jak II where you are caught between two warring factions that you have to fight against, it’s just Vegar’s a guy who needs to be stopped, and Erol is up to something completely different. But luckily, Vegar is stopped pretty easily. In one of the weirdest scenes in the game, Ashlyn just…dissolves the council that got Jak banished, but at the beginning of the game, she was saying that couldn’t be done. I guess she hadn’t thought of just…firing the council, yet. The writing of this game just feels like it’s being made up on the spot, when the previous game just felt so tightly written to build up to the grandest moments. To close this book, I think one of the worst elements of the plot is how inconsistent the tone is in Jak 3. I said last time that I found Jak 1 and II to both be funny games in terms of witty dialogue and physical humor, but Jak 3 made a much more concerted effort to have this…Ratchet and Clank styled humor and I think it’s just not that funny. There are some good lines and moments in Jak 3, but largely it’s all going in one ear and out the other when I replay this game. Then, serious moments don’t get much time in the sun either. Like when Jak refuses to return to Haven City with Ashlyn, he then just does the mission immediately after. Okay, he got his mind changed with Ashylin’s last words to him, maybe, but it just feels rushed. No greater example of tonal whiplash in Jak 3 than the two most important cutscenes in the game. Damas comes to Jak’s rescue when the duo is cornered by some Dark Maker machines and we get a final mission with him after the whole game of building their relationship, but after the task is accomplished, the car gets hit by a bomb that flips it over and mortally wounds Damas as he asks Jak to find his son, Mar, the youngest heir of Mar, as Damas himself was once the leader of Haven City but was betrayed and banished by Praxis, leading to Jak II’s status quo. Jak immediately realizes that he is Damas’ son, and getting separated from Damas is how Jak’s younger self came to be in the care of the Underground in Jak II. But before Jak can say anything, Damas dies and Count Vegar, who just appears out of nowhere, reveals that he knew it all along and wanted to tap into Jak’s special powers for himself, before Jak got found by The Shadow, and mocking that Damas never knew Jak was his son. Getting Jak and Daxter fired up for a confrontation with Vegar…but of course we first have to play a mini game, and then we go from this dramatic death scene, to the reveal that the Precursors are actually ottsels, the species Daxter is. A scene played for laughs, which I really don’t care about either way. It’s not like finding out who the Precursors were mattered to me in the previous games, but they choose to make this reveal as comedic as possible, with full on fourth wall breaking gags and again, Ratchet styled humor about how they should’ve gone with a backup hero. It’s just not that funny to me. It’s nice that they try to tie the whole trilogy together by explaining that since they made Eco, it contains their essence which is why Daxter turned into one of them in Jak 1…but the real problem is that this comedic apex of the story is right next to the dramatic apex of the plot. The writing in this game is just all over the place. Setting up for a climax that just doesn’t land the way it’s supposed to. I, for starters, don’t care about the Dark Makers. They are former precursors who got corrupted by Dark Eco and now destroy planets…will Earth be next?!?!?! No, Jak’s arsenal is far too loaded for that to happen, they can’t touch me! So, I am not afraid of them. And then, Erol is the final boss, this character who still, even by the finale just feels like such a tacked on afterthought that you are still wondering why they even decided to bring him back, of all characters, to be the climactic final enemy of the Jak trilogy. Doesn’t help that the first part of the final boss is really annoying as you need to shoot these targets on the terraformers legs, but whenever you get down to the last one, it always takes forever to shoot it. Then the second phase is laughably broken…in your favor, like all the rest of the combat in the game. But hey, at least this shot of Jak and Daxter walking through the sand looked pretty cool. And…I almost forgot about that! This game rewrote the fact that Keira was Jak’s love interest in favor of Ashlin, who was presumed to be Torn’s before…so..yeah that was a weird thing they did in Jak 3 that came out of nowhere and goes nowhere as well. But then we get the ending where Daxter finally gets that pair of pants he’s been waiting for, and the Precursors invite Jak on a tour through the universe, where it’s then implied that Jak was the real Mar, his own ancestor and created Haven City and all that and then went back in time to this very moment, but I choose to not think that’s the case because making Jak the real Mar just makes him…a little…too important for my liking, but that’s just me. I just assume that he changed his mind and pulled a Batman exit and appears here, just in time for the ending shot. Jak 3 is an interesting game to me. After all the complaining I just did, I might as well rip the bandaid off and say…I don’t hate Jak 3. It’s like I said at the beginning, it’s not some unplayable mess…not that this is where the bar should be, but I am just saying. It didn’t kill the series or some melodramatic line like that. It’s a finished, polished product with the same elements I enjoy from the previous games. I just think Jak 3, in so many ways, did not live up to it’s potential. The game just doesn’t feel inspired to me. It obviously had it’s inspirations like Mad Max or this Rockstar game called Smuggler’s Run on PS2. However, my point is that Jak 1 and II had a history to them that I thought was worth exploring. The things that inspired those games, the culture of the video game industry that affected those two games. To me, Jak 3 just feels like Jak II, but with more stuff in it, made with the intent to address the issues people had with that game. That’s not a terrible goal, I understand, it’s just that in execution, it just makes Jak 3 feel kinda bland. Being pulled in too many different directions. It wants to be the epic finale of the Jak trilogy, it also wants to be this funny game, it wants to have all these crazy weapons and powers…but with the game not doing the work to make the enemies scale with your weapons, it makes the combat a breeze, and with writing this all over the place, it fails at almost everything it set out to do. Toss in a bunch of mini games and that’s Jak 3. I don’t think it sucks, I just don’t think it’s really that great either. I can play this any old day of the week if I felt so inclined, it’s just one of those games where I can play it, it’s just that I’d prefer not to…like I’m Bartelby the fuckin’ Scrivener over here. It’s a C Tier game for me, which as I defined in a previous video, is a game that is okay at the end of the day, just not one you’d be clamoring to revisit. A lot of folks in the audience really love Jak 3, and that’s fine. I get it, it’s just that I think the game could have been a lot better if different choices were made in regards to it’s focus and difficulty design. I mentioned at the beginning that there wasn’t much to tell about the history and context of Jak 3, but I merely meant that as, not much that would matter for my opinion on the game. What I did find interesting in the research phase of this video, was Naughty Dog reflecting on their history in an interview with IGN from 2019. There they confirmed what the design bible already said, that Jak 3 was setting out to address the criticisms Jak II had received, but I also learned something I didn’t know. What I did know was that following Jak 3, Andy Gavin and Jason Rubin, the co-founders of Naughty Dog, had left the company. Jason Rubin felt burnt out and tied down by being the head of this company and wanting to explore other avenues in the industry, which he is still doing to this day. Jak X: Combat Racing was the first title Naughty Dog did entirely without the founders, but the surprising part was that they already knew they weren’t going to be around much longer when Jak II was coming out. So, the development of Jak 3 was also about facilitating a smooth transition from the original leadership to the Evan Wells and co leadership that we know today that properly began with Jak X, leading into the Uncharted era. This is pure speculation on my end, again pure speculation…I am thinking…that if the main thing Naughty Dog was trying to achieve in 2004 was smoothly changing leadership…then maybe that explains why Jak 3 is the way it is. Just add more stuff to the game. That, to me, explains why the combat is so unbalanced and filled to the brim with mini games. The game was made in a year, was most likely rushed, and while they said the leadership change was smooth and effective, I do wonder if the actual game being made at the time fell by the wayside? I guess there is no way for me to know, but that theory does explain it for me. But again, it’s not like the game is bad, I just think it’s kind of a mess. Having said all that, that covers the Jak trilogy. Something that…as a whole, I will always have fondness for, even if I don’t think Jak 3 sticks the landing. But luckily, this wasn’t the last Jak game on PS2, or even the last Jak game done by Naughty Dog, because next week, we are covering the legendary…Jak X: Combat Racing. So until then, I will say what I always do. Thank you all for watching and I will see you next time.
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Channel: J's Reviews
Views: 138,983
Rating: undefined out of 5
Keywords: jak 3, jak 3 ps2, jak 3 review, jak 3 full game, jak 3 gameplay, jak 3 game, jak 3 4k, jak 3 hd, jak 3 full movie, jak 3 port, jak 3 retrospective, jak 3 alpha, jak 3 movie, jak 3 music, jak 3 ending, jak 3 ps5 port, jak 3 pcsx2 hd, jak 3 analysis, jak 3 wasteland, jak and daxter 3, jak 3 damas death, jak 3 all weapons, is jak 3 good, everything wrong with jak 3, jak 3 final boss, jak 3 video essay, J's Reviews, J's Reviews Jak and Daxter, Jak and Daxter
Id: 3j6ix1X6mVw
Channel Id: undefined
Length: 33min 8sec (1988 seconds)
Published: Fri Jul 29 2022
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