Developer: Naughty Dog Publisher: Sony Release: 12/04/01 Genre: Platformer
After four highly regarded titles on the PlayStation Naughty Dog were riding high. Crash Bandicoot gave Sony a mascot at a time when that was still a thing. It also helps that the games were exceptionally good as well. With that under their belt many assumed they would continue with that series on the PlayStation 2. But they would shock everyone by going with something new. Jak and Daxter: the Precursor Legacy is one of the best platformers on the PS2 with tight gameplay, an varied quest, and is a technical marvel. There were many legendary PS2 games released in 2001 and Jak and Daxter is easily among the best of them.
Jak and Daxter defy the elder Samos’ warning and travel to the forbidden Misty Island. There they discover Lurker’s stealing Precursor artifacts and harvesting Eco, the planet’s life source. While trying to leave they are discovered and in the confusion Daxter falls in a vat of Dark Eco. The substance transforms him in to an Ottsel, but he is otherwise himself. Unfortunately they learn that only the Dark Sage Gol Acheron can reverse the transformation, beginning their quest to help Daxter.
Of Sony’s PS2 platforming trifecta Jak and Daxter was the most high profile due to its developer. It was a surprise when Naughty Dog was moving on to a new IP rather than continuing the Crash series. However as the previews rolled in the game’s technical prowess and smooth gameplay further proved that they were a force to be reckoned with and that the Crash games were not a fluke. Ironically Jak is the series that took the longest for me to warm up to. I have tried many times to get in to this game to no avail. However it finally “clicked” this time which in hindsight seems pretty stupid. This is a great game that excels in every category. Do not take decades to realize that fact like I did.
Jak and Daxter is a collectathon platformer that takes many cues from Mario 64. You are mainly collecting precursor orbs like coins and more importantly Power Cells which are needed to power transportation to new areas. Each of the game’s lands has a variety of activities to earn power cells, from the simple to the complex. Like Nintendo’s adventure every area has a few static goals that are the same; collecting seven scout flies earns a power cell and almost every NPC will trade 90 precursor orbs for a cell as well. While the general structure is similar there are many significant differences.
Unlike the majority of platformers of the time the entire world in Jak and Daxter is interconnected. Once you start a new game you will never see a loading screen again. Where Banjo Kazooie and Mario 64 tell you the goal to collect each power cell Jak and Daxter is different. As you explore the world and engage in activities the game updates dynamically. You might see a gyrocopter in the distance and suddenly you have a mission to kill all nearby enemies for a power cell. Even something as simple as climbing a mountain peak will often produce a reward. This is great at incentivizing exploring the world and rewarding players for scouring every inch of the environment. Organically discovering goals works extremely well at instilling a sense of freedom.
The sheer variety in objectives throughout the game is a large reason Jak and Daxter is so fun. But the superb mechanics and the way the story weaves it all together is also part of it. Jak has many techniques such as a double jump, spin attack, and dive punch that are easy to execute. They also combine, allowing you to navigate the environments with ease. While it is goofy that everyone wants precursor orbs for a power cell there is usually a reason behind it. The story is enjoyable for a platformer and carried by strong voice acting and animation. The camaraderie between Jak and Daxter is what eventually won me over. Daxter especially could easily have crossed in to annoying territory like a certain not so Awesome Possum. But they strike a balance and make him likable.
Honestly outside of an occasionally uncooperative camera I have few complaints. The camera can be annoying for sure especially as the precision platforming ramps up toward the end. I fell to my death a number of times because the camera refused to cooperate but these instances are few. The game falls on the easy side for a few reasons. There are no lives; “death” sends you back to a nearby checkpoint. Life restoring green eco is plentiful and enemies are few overall. In fact there are only a handful of boss battles in the entire game! This is not a complaint. I appreciate that the game tries to challenge you in different ways and is seemingly more concerned with being fun moment to moment instead of frustrating.
Naughty Dog is one of the industry’s top developers when pushing tech and Jak and Daxter is no exception. The entire world is massive and seamless with no load times. This is a feat in itself but it goes beyond that. The draw distance is almost as far as the eye can see with no dips in framerate. The texture work is lush, vibrant, and detailed with exceptional lighting effects throughout. The animation work is also a step above most titles released that year. Jak moves with fluid grace as his moves blend together. The brilliant animation is most apparent during the many cutscenes as characters emote in a way that is years ahead of its time. While most were praising Metal Gear Solid 2 Jak and Daxter was quietly one of 2001’s best looking games.
In Closing
Jak and Daxter: The Precursor Legacy is a standout platformer that combines excellent tech with creative world-building. It is more lighthearted and exploration-based than its sequels, but for fans of 3D platformers, I think it is essential. This is easily one of the PS2’s early gems. Between Jak, Ratchet and Clank, and Sly Cooper I have an embarrassment of riches to explore these next few years.









