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the original, there's a
lot more changes to the core structure. It's like developers decided to
take the original Jak and Daxter, and mix it up with every recent chart
topping game in the past year. There's a sprawling cityscape ripped from
Grand Theft Auto, where the primary method of getting around is
carjacking various flying vehicles. You've got a hoverboard letting you grind around stages a la Tony Hawk Pro Skater. And in a nod to
friendly competitor Ratchet and Clank, you can wield a small variety of
weaponry rather than merely jumping or spinning at them, per usual
platformer protocol. There's even a few racing segments straight from
whatever futuristic hover racer you feel like naming. It's pretty amazing that these seemingly disparate elements actually fit in the
context of the game and not only feels very cohesive, but ensures that
practically every missions has some unique element to it.
Unfortunately, this is where the problems tend to start - most of the
new features tend to come up a bit short. The new city is huge and while
there's tons to see, there's just not a lot to do. Despite some
cool hovercar chases and Crazy Taxi-esque escort missions, the landscape
really just acts as large space between levels. It's really rocking at
first, but after a few hours, you just wish there was some sort of
teleporter to
make things a bit quicker. I think Naughty Dog wanted you to explore the
city, but this would only make sense if there were lots of hidden
missions or goodies to find - which, by the way, are conspicuous in
their absence. That being said, it's still less painful than Wind
Waker's absurdly large overworld.

On a similar
note, while the addition of weaponry definitely adds some spice to the
gameplay, there's only a handful of weapons, and the lack of strafing or
any semblance of lock-on mechanism makes certain situations more awkward
than they need to be. And the hoverboarding sections are some of the
most difficult parts of the game - primarily due to the fact that you
can't wield weapons when riding on it.
On a whole, the game difficulty overall is pretty well balanced - you'll
tend to die at least a few times in each new level, but if you any have
any semblance of patience, it won't wear you too thin. There are a
couple of missions that are rather irritating in design, usually because
the screen is flooded with an uncountable legion of guards closing in
from every direction and hitting you with attacks you can't see. And
don't get me started on any of the timed "retrieve X number of
objects" missions, which are the worst at potentially creating
broken PS2 controllers. It feels a bit unbalanced when you spend an hour
on one section and then breeze through the next in ten minutes, but at
least the game tends to lower its own difficulty a bit if you spend too
much of your time dying. And you certainly get your money's worth -
expect around twenty hours worth of play before you reach the end.
Despite these annoying situations, Jak II's only real flaw is that it
falls victim to its own over-ambitiousness. It tries to to do too much
at once, and while it generally succeeds, there's still some room for a
bit of spit and polish. That being said, Jak II is still one of the
better platformers on the PS2, and with its less vomit inducing tone, is
worth checking out even if you usually dismiss titles like this.
- Kurt Kalata
(November 15,
2003)
A
Word on the Strategy Guide
Complete
with mini-maps, enemy break-downs, and plot developments, the Jak II
strategy guide from Brady Games
is a handy item to have as you tackle Baron Praxis. This is one
guide that is brimming with hints, instructions and helpful screenshots
to make your life easier and avoid some of the monotony of traversing
Jak II's huge locales. The font may be on the small side and some
of the surprise may be taken away if you read ahead, but it's still a
solid investment if you're getting your tail kicked.
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