

- Jak and daxter ps2 walkthrough free blue sage full#
- Jak and daxter ps2 walkthrough free blue sage Offline#
This comes to full fruition in Jak 2, and continues peerlessly today in newer Naughty Dog games like Uncharted. The single most important thing that J&D brought to the medium (and there are countless smaller things) is its consistent and complete integration of the game and story elements. How would you like the first Jak & Daxter to be remembered? What has it brought to the medium of video games? Even basic elements of his control system were written and re-written a dozen times. His animation is incredibly fluid, yet he is supremely responsive to both the player and the environment. Jak has really good control, as good as any game ever. It was a lot of work! And let’s not forget Jak’s control, which I personally programed. We were the first to do this (I even have a patent on it!), and few have attempted since. I’m also supremely proud of our completely load-free seamless-world. In the end it was pretty awesome, although not without its quirks. This ended up being so much harder than I thought, and is certainly the most sophisticated programming I’ve done in my career. I’m both most proud and most torn over GOAL, my custom language and development environment.

Which element of the game are you most proud of, and which element, if any, do you feel fell short? We wanted no loading, elaborate storytelling, a camera you didn’t need to manually control, and both classic platform and vehicle gameplay. We wanted to put you into this beautiful fully rendered fantasy world and yet to allow full interactive exploration. How close to your original concept was the finished game? We squeezed the racer in, but barely, and we had much more aggressive plans for it. That didn’t happen until the second game. He was supposed to be able to hop off your shoulder and run around and do stuff. But we had more ambitious plans for Daxter in the beginning. There never were any serious plans for a third character. It was really really crazy and basically took us about 20 months just on the engineering side before the engine was able to produce the kind of levels we wanted.Ĭan you tell me more about the mooted 3rd character and why it was axed?
Jak and daxter ps2 walkthrough free blue sage Offline#
In addition, to realize the ambitious graphical goals we invented a roster of brand new technologies: several different level of detail systems, perhaps 10 rendering engines, seamless loading from DVD, advanced runtime physics, and joint animation systems to rival the offline tools. On top of that, I made the audacious choice to write the entire game in a programming language of my own design called GOAL, creating a brand new compiler and debugger from scratch. First of all, the PS2 was ludicrously difficult to program, particularly in those early days when no workable examples or libraries existed. Like every first on a system Naughty Dog game, Jak had a rocky development.

It was an ambitious title for its time – what were your biggest challenges in realising your original vision? Was it a rocky development? We threw these on a giant table and picked elements we liked as a group. We asked every Naughty Dog artist to spend a couple of days sketching concepts for the look of the game. You can see the result in Jak, who is a hybrid of western cartoons and eastern manga. So for J&D we set out to create a character and environment that merged elements from worldwide cultures. With regard to style: With Crash we enjoyed enormous worldwide success in no small part due to our collaboration with Sony’s worldwide producers. Clearly, on the PS2, full 3D could be great.ĭid you draw inspiration from anywhere in particular for the game’s look and feel? By the time we began Jak & Daxter (January 1999) newer games like Banjo-Kajooie vastly improved the playability. So we locked down the viewpoint to improve graphics and focus on traditional Donkey Kong Country style gameplay.īut with Mario 64, Miyamoto showed that free roaming was possible, albeit on the N64 and with no small dose of camera frustration. Plus, the AI challenge of creating a camera that didn’t leave players puking was extremely daunting. The machine lacked any hardware sorting or clipping, and had a relatively low polygon count. The formulation of new game ideas involves two aspects: genre and style.Īs to gameplay genre: On the PS1, good looking free roaming 3D seemed impossible. And while this didn’t come to be, it was certainly our goal. Of course we wanted the J&D franchise to be as big (or bigger) than Crash. What was the original concept for the game and how/why did you come up with it? Was it a deliberate attempt to create a PS2 mascot to rival Crash?
