
- #JAK 3 JAK 3 PS2 JAK 3 PS2 JAK 3 P.S.2. CODE#
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Dropped off in the brutal Wastelands with little more than a homing beacon to guide him to the indigenous people who live in that region, Jak has to figure out a way to survive, take revenge on those who abandoned him and save the world from a foretold threat (amongst other missions.) The justification of this action, growled through clenched teeth by Count Veger, is twofold: first, the city’s streets have erupted into open warfare between numerous factions, and two, Jak’s dark Eco abilities are too dangerous to have inside city walls. However, Jak, Daxter and Pecker are quickly rounded up and exiled from the walls of Haven City. Typically, after such an incredible performance, you’d expect some kind of ticker tape parade, key to the city, or other kind of reward for their service. Picking up shortly after the events of Jak II, our heroes have just recently saved Haven City from the threat of the Krimson Guard and the Metal Heads. If Jak II was a story that revolved around our hero’s descent into darkness (thanks to being experimented on), Jak 3 is the story of his redemption and fulfillment of his destiny. Fortunately, this hesitation was unnecessary, as Jak 3 is easily the best title in the franchise. So I have to admit that I was somewhat concerned approaching this final game.
#JAK 3 JAK 3 PS2 JAK 3 PS2 JAK 3 P.S.2. SERIES#
What’s more, the mix of humor, platforming and engaging story combined to elevate this series to incredible heights. The popularity of Jak and Daxter had (arguably) surpassed Crash Bandicoot as the most beloved mascot on the console. After all, this was one of the most successful franchises on the PS2. Hell, even during the preview screenings of the game I had trouble rationally accepting that this was the end of the Precursor Saga. I can only hope that people enjoy the end result as much as we do.When it was announced that Jak 3 would be the last title in the series, I, like other Jak fans, couldn’t believe what I was hearing.

It's been a great experience to work with such a talented, focused, and dedicated group. I'm still amazed at the amount of fun features we were able to implement in such a short space of time and with such a small team. Coupled with the ability to take the vehicles that you've customized in adventure mode and play with them online adds a great deal to the multiplayer part of the game.
#JAK 3 JAK 3 PS2 JAK 3 PS2 JAK 3 P.S.2. OFFLINE#
This makes development a little trickier (because all game objects must be written to be "network-aware"), but it also means that almost all of the play modes, weapons, and objects that appear in the offline games are also available online. One of the decisions that we made fairly early on was that there should be one unified "game engine" for both online and offline play. The Jak rendering engine had held up exceedingly well - we were streaming polygons off the disc at an alarming rate, and the artists had, as with previous Jak titles, done a great job of really making the engine shine. Within a few months the game had been transformed from a little network demo into a real game. Toward the end of 2004, the Jak 3 team returned from a well-earned break, and development on Jak X took off like a rocket.

At this point, the game was already fun to play - a good sign! The vehicles were enormously cool to begin with, and the ability to blow other people up over the network only made things better. In a couple of weeks we had simple deathmatches and races up and running using the "Sand Shark" vehicle from Jak 3. GOAL is constructed almost entirely from parentheses and bits of duct tape, but it does actually make game development much faster and easier. In this case, even more so, because Naughty Dog writes everything in "GOAL" - a completely custom programming language, unfamiliar to newcomers like myself.
#JAK 3 JAK 3 PS2 JAK 3 PS2 JAK 3 P.S.2. CODE#
Diving headfirst into a million lines of somebody else's code is always a daunting prospect.


The first thing this involved was looking into the Jak 3 code and figuring out the best way to get the game communicating over a network. Since this was to be Naughty Dog's first foray into the world of online games, and I had some network programming experience, I wound up being the first programmer on Jak X. It seems that hardly any time at all has passed since Evan and Stephen (Naughty Dog's co-presidents) first raised the possibility of doing another Jak game. Fortunately, the flow of bug reports seems to be drying up! It's been a really exciting year. We're in "code freeze," which means that the only changes we make from now on are bug fixes. Actually, at this point the game itself is pretty much complete. It's Saturday afternoon in sunny Santa Monica, and while crowds of tourists and locals flock to the beaches, a few of us are still hard at work putting the finishing touches to Jak X.
