Skip to main content

Digital Trends may earn a commission when you buy through links on our site. Why trust us?

Jak And Daxter is still a brilliantly designed platformer 20 years later

The first time I played Jak and Daxter: The Precursor Legacy, I was probably seven years old. Released just 10 months after the PlayStation 2’s launch, it was one of the console’s first major pieces of exclusive software. Developed by Naughty Dog, the company that practically defined the PS1 with Crash Bandicoot, Jak and Daxter was an experiment that built on its predecesor. What if Naughty Dog could make another platformer, but one with a more open design that uses all of the PS2’s computing power?

Playing Jak and Daxter as a seven-year-old, I couldn’t really appreciate what made the game so special. I didn’t know what Naughty Dog had done to elevate its platforming design or what tech went into the game. But after replaying it now, as a significantly more jaded (and somewhat smarter) 25-year-old, it’s clear that after two decades, few games can even begin to touch what Jak and Daxter accomplished.

Looking at the forbidden forest in Jak and Daxter: The Precursor Legacy.
Image used with permission by copyright holder

See that mountain? You can climb it

Think about your favorite platformer for a second. It might be a Crash Bandicoot title or maybe something with Mario in it. Either way, it’s pretty likely that whatever game you’re thinking of has a hub world that players then select levels from or some kind of map, like Donkey Kong Country. Back in 2001, Naughty Dog bucked that idea for a platformer and instead made a game with an open and interconnected world.

From Jak and Daxter‘s opening, players can see two other areas that they’ll adventure to later on, Misty Island and the Forbidden Jungle. They’re not some far-off part of the world, hidden from the player behind a skybox. These two areas, and many others like it, are often displayed on the horizon. This simple choice, which boils down to slapping down a totally static image, lends the game’s world an incredible amount of presence. It’s like something straight out of Skyrim and Todd Howard’s infamous “See that mountain? You can climb it” line.

A view of the world in Jak and Daxter: The Precursor Legacy.
Image used with permission by copyright holder

Jak and Daxter‘s levels reflect that kind of open design, with each giving players a small area to run, jump, and pummel lurkers in. Take, for instance, Snowy Mountain. This area, which can admittedly be a pain to navigate through, is completely interwoven. It has a main path that players can follow that leads to the top of the mountain where Lurkers have built a small fortress. But off that path are multiple smaller routes — caves, tunnels, and hills that massive snowballs roll down — all of which loop back onto the main path.

That same open design ethos is present in just about every level of Jak and Daxter, with a few more linear exceptions. The Forbidden Jungle presents players with dangerous fauna they have to contend with to collect power cells, a fishing minigame with its own rewards, and an entire underground section of Precursor ruins to explore. There isn’t a set path for exploring all of these challenges either, that power is left totally in the players’ hands.

Smooth moves, Jak

Even with good design, a platformer is nothing without good movement, something that Jak and Daxter has in spades. The game sports just about every usual movement mechanic you’d expect from, say, a 3D Mario title. Jak can high jump by crouching and then jumping and long jump by rolling and doing the same. What sets him apart though are two key moves: His ground pound and spin attack.

Jak and Daxter: The Precursor Legacy Opening Cutscene

Both moves are primarily offensive, with the second being a key part of any player’s arsenal for taking out the game’s baddies. But both are essential to mastering Jak and Daxter‘s movement. By timing a jump at the moment Jak impacts with a ground pound, players can get a small boost in height on the rebound, giving them access to a ledge that may be just out of reach. Both are relatively small moves; you can jump just as high with a high jump and cover even more distance with a long jump. But the small adjustments that both attacks let players make in their movement deepens complexity in Jak and Daxter‘s platforming overall.

It would be wrong of me to not mention just how great performing a ground pound, spin attack — or just about any other move in Jak and Daxter — looks as well. The game is a master class in animation, bringing in a number of traits from classic animation that were pulled straight from the book The Illusion of Life: Disney Animation. When Jak performs a ground pound, he stretches and squishes to exaggerate his movement. During a spin attack, Daxter will sometimes hold onto Jak’s hair for dear life, pulling his entire head back in a comedically massive stretch to avoid being flung off.

Jak and Daxter posing after getting a power cell in Jak and Daxter: The Precursor Legacy.
Image used with permission by copyright holder

While so many platformers now aspire for some strange level of realism — looking at you, Super Mario Odyssey — Jak and Daxter wasn’t afraid to play with cartoony-ness. Its animations are fluid and rich, something that can’t be said for many early PS2 releases. Just go back and watch any cutscene from the game featuring Daxter. It’s like watching an old cartoon.

Ahead of its time

Playing Jak and Daxter as a kid, I was blown away by its color and world. Daxter’s crass attitude and the Green Sage’s snarky lines always had me laughing. But today it’s a testament to what 3D platformers can be, right up there alongside Super Mario 64.

If Naughty Dog wants to take a break from making intense, depressing stories like The Last of Us for a while, I’d be happy to see them pick up Jak and Daxter again. While the franchise’s later entries were shaped by Grand Theft Auto’s success, a return to the platforming form found in the first Jak and Daxter would make for yet another revolutionary entry in the genre.

Editors' Recommendations

Otto Kratky
Former Digital Trends Contributor
Otto Kratky is a freelance writer with many homes. You can find his work at Digital Trends, GameSpot, and Gamepur. If he's…
Is Manor Lords multiplayer or co-op?
A medieval market in Manor Lords.

You can easily lose hours designing your village and appeasing your citizens in Manor Lords all by yourself. There are so many different avenues to achieve victory, but the only competition or help you can normally find is in the form of NPCs. Other factions around the map can be helpful or harmful depending on how you play, but what if you wanted to team up with a friend to combine resources, or perhaps compete to see who can crush the other first? Many strategy and city builders thrive on multiplayer components, but does Manor Lords offer those same modes? Make sure you know the answer before making your purchase if that's your intention.
Is there multiplayer or co-op in Manor Lords?
To cut to the chase, the answer is no. Manor Lords is a purely single-player experience through and through. There are no cooperative or competitive modes in the game at all, so there's no way to interact with anyone else either on PC or console. This game was just released out of early access, and there is plenty of content on the way, however, we regret to inform you that multiplayer is not in the plans for the time being.

One developer took to the Steam forums to release an FAQ on the game. One question specifically asked if there is any multiplayer or cooperative gameplay in the game. The response said that "he focus is on a refined single-player experience, with no multiplayer or cooperative modes planned at the moment."

Read more
All console commands and cheats for Fallout: New Vegas
The courier holding a gun with a welcome sign in the background in Fallout: New Vegas key art.

From the moment you begin your adventure in Fallout: New Vegas, you've already cheated death. Your first playthrough of the game should be done as the developers intended, though maybe with a couple of mods to make the experience a little smoother, but nothing that breaks the game. That said, it's been over a decade since the game came out, so odds are you've already played through the intended way at least once. This is when you can have some fun tinkering with the game and play using console commands and cheats if you're on the PC version of the game. There are a ton of commands you can input to manipulate your character, the world, objects, and more. Here's a full rundown of all the cheats there are and how to activate them.
How to enter console commands
Opening up the command console to type in your cheats is just a single keystroke away. While in the game (not paused), hit the ~ key located below your escape key. This will remove your HUD and bring up the prompt to type in any of the below cheats.
All Fallout: New Vegas console commands and cheats

Because there are so many console commands, we're going to break them down into general categories to make it easier for you to find what you're looking for based on what you want to do.
Faction and reputation cheats
addreputation <form id> <variable> <amount> -- Increases your reputation with a faction.

Read more
How to get a gun in Another Crab’s Treasure
Kril has a gun

Another Crab's Treasure no doubt looks like a kid-friendly game, but hiding beneath its charming and cute exterior is a challenging soulslike experience that can test the mettle of genre veterans. Those who either can't or don't want to engage with such intense difficulty throughout this underwater adventure can make great use of a variety of assists. Among these is a rather shocking, but hilarious option that can completely negate nearly all of the game's challenge while providing some laughs along the way. Here's how to get a gun in Another Crab's Treasure.
How to get a gun
To give yourself a gun in Another Crab's Treasure, head over to the Settings menu. Navigate to Assist Mode at the bottom of the menu, then scroll to the bottom once more to a setting called Give Kril a Gun. Toggle this on, then back out and resume your game to find that Kril now has a massive pistol on his back in place of a shell.

This new gun on your back provides you with more than just a funny visual, though -- it actually allows you to shoot and kill any enemy in a single hit, nearly eliminating all of the challenge from the game. Additionally, if you're after trophies or achievements, the first time you shoot a crab with the gun will also unlock "This Kills the Crab."

Read more