"The feeling was that if you’re playing the character, and they tell a bad joke, you then distance yourself from that character. Rubin admits that Jak's silence was another ultimatum he pushed for at Naughty Dog, motivated by the proven popularity of mute protagonists in video games at the time and, more importantly, a need to keep players involved and "fully immersed with the character". Jak himself, however, wouldn't utter a word throughout the entire game, though eventually found a voice by the time of his 2003 sequel. I think it really inspired the team to do something that was more relatable to us, because we were always wisecracking and telling each other dirty jokes, so that kind of personality was very much reflected in Daxter." "Having Eddie Murphy's voice as Mushu, this kind of comedic, playful sidekick, was fairly new for Disney. According to Rafei, it was 1998's Mulan that first gave Naughty Dog the idea of introducing the quipping deuteragonist into the mix. That little farm boy, of course, would be accompanied by a wisecracking sidekick called Daxter Jak's best friend who conveniently gets turned into an Ottsel (that's a weasel-otter hybrid) after falling into a vat of Dark Eco during the game's opening cutscene. So we landed on the archetype of this little farm boy, chasing his destiny as he tried to get out of the village." "We didn't want it to be heavily science-fiction we wanted to have a sense of legacy. "We were looking for something that was very organic," says art director Bob Rafei, pointing to the likes of Star Wars, Disney, and Studio Ghibli as key touchstones during the game's concepting stage. First, however, the studio had to figure out what kind of story it wanted to tell. With Crash Team Racing shipped in 1999, Gavin's new game engine taking shape, and that aforementioned PS2 dev kit now secured within a locked safe room at the office (to which only a few key team members, including PS5 architect Mark Cerny, had access to), Naughty Dog could enter full production on Jak and Daxter: The Precursor Legacy. On Uncharted 2's 10th anniversary, its developers reflect on the making of a perfect sequel To this day, those things still matter." Double trouble Now vice president of play at Facebook, Rubin's new line of work has indeed vindicated that which he fought tooth and nail for over two decades ago: "We've discovered that the faster the load time of a Facebook Instant Game, the more likely it is to succeed. It wasn't about his own ego or wanting to win or anything, it was about making the best game we possibly could." Jason is a great driving force because he's nagging, but in a good way, because it comes from a good place within him about making the product better. "I think there's a long tradition at Naughty Dog of Jason wanting something better in some way, and constantly asking and pressuring for it. "The no loading thing was Jason's baby," reveals Gavin. we might have over-achieved, to be honest!" The tricks we had to pull, and how many times we had to change and fix things to get that working. "With Jak and Daxter, one of the core things that we decided to do was no load times, which was incredibly difficult. "The Naughty Dog way of operating was basically to list the set of things that we believed were fundamental to the product, and then to deliver on those things, and not get distracted by other niceties," explains Rubin. The studio set its targets on a goal that games still struggle with to this day: a large, 3D open world that doesn't feature a single loading screen beyond the main menu. This version does not support PlayStation®2 peripherals, therefore some functionality may not be available."We didn't want it to be heavily science-fiction we wanted to have a sense of legacy." Bob Rafeiīut Naughty Dog didn't just want to reduce waiting times on the development side of Jak and Daxter. Consequently, there may be times where the title plays differently from the PlayStation®2 version, or where some features may not function properly. This title has been converted from the original PlayStation®2 version to the PS4™ system. Additional enhanced features include Shareplay (active PS Plus membership may be required), Remote Play, Activity Feeds and Second Screen support for game manuals with PS Vita or PlayStation App. Questions about the mysterious Precursors, the mythical Mar, the fate of the world and the enigmatic Jak himself will be answered, as this most exciting adventure unfolds.Įxperience Jak 3 for PS2™ system with 1080p up-rendering and Trophies. With potent weapons, armor, and vehicles, Jak also discovers that there is an emerging power inside him - the ability to balance Dark Jak and Light Jak. Jak and his faithful companion Daxter are thrust in the middle of an unforgiving Wasteland where survival of the fittest takes on new meaning.
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