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Original geschrieben von Justus Jonas
Mir gefiel Jak auch besser als R&C. R&C war mir zu viel Action und zu wenig JumpNRun.

The demo disc contains two shortened levels, the Strip Mine and the Pumping Station, and a trailer movie, a collage of level footage narrated with dramatic effect. Each level offers gamers a taste of the game's stark new directions.
For instance, The Strip Mine is a hoverboard-platform level. Press R2 and Jak flips out his board, which looks kind of like a cross between a wakeboard and a skimboard, and you're on your way. Jak is capable of a good amount of control, enabling him to carve moderately sharp turns, hover over nearly everything with a smooth surface, including dark eco pools, with the additional ability to pull off flips tricks, grabs, spins and rails. Each successive move seems to increase your speed, which helps on rails and harry, dangerous locales.
Handling this board is not quite as quick or nimble as Tony Hawk's Pro Skater. Jak II incorporates this concept into the game, but it doesn't take the control scheme from that series. So, it took me a while to get accustomed to hoverboarding with a different set of controls. These are simpler, and they're more in line with the controls of a platformer, but they're also timed much differently, which is the hardest part of adjusting. I found myself constantly re-doing gaps and rails because the controls have their own nature, i.e. less predictable. At this point, I'm not so sure I'm going to be a big fan of the hoverboard levels, but I reckon the game's still not optimized or honed is at this early stage, so perhaps the timing will improve and grow slightly more reliable.
The Strip Mine level structure is quite interesting, come to think of it. It's designed with a course that leads to the top of a giant generator, and the round-about path, complete with gaps, obstacles, rails and pl
atform elements definitely gives gamers a challenge. Lots of timing jumps, lots of rails and multiple levels. The alternate path gives gamers a kind of mixed hoverboard/fighting landscape on which to alternately fight and hover. Tons of enemies spring up from all corners of the hilly, mechanized environment, designed with ramps, rails and escape routes. The only thing is that there are so many enemies that's it's quite a challenge to hover and attack them simultaneously.
The Pumping Station provides a more familiar level design, familiar for those folks who play first-person shooters, that it. After a cutscene where a creepy Jabba-like creature hooks you up with the warrior named Sig (I think it's Sig). Anyway, he looks like a bigger, meaner, longer-haired big brother of Jak, during this level, he leads you out on a eliminate/protect-style mission. He wields this massive gun, a slow-long-range pulse cannon that quires you to protect him while he eliminates guard bots in high-placed spots on the mountain. As he's warming up the gun, a slew of enemies spring from the water or emerge from the beach, and you can use a shotgun or your attack move to bag the baddies. What's cool is that the gun works so quickly in conjunction with the attack moves that switching back and forth between them is automatic.
Visually, the game delivers a rock solid engine that improves on the Jak and Daxter: The Precursor Legacyin every way. The day/night system is still working just fine, as you can see in the movies, and with that, there are additional lighting effects, including realtime reflections on most of the objects, and particle flashes on enemies at night. The particle system is particularly noticeable, as the guns, explosions, and light-based weapons show off all sorts of excellent flashy, impressive imagery. The characters are constructed with more polygons, giving them a more detailed look, and everything runs at a crisp 60 FPS, even with larger landscapes, more enemies and the addition of all the effects and polygons.
In the end, the demo disc is a healthy little insight into the game's new direction. Players will still get their platforming game on, no worries, but Naughty Dog has increased the difficulty level while incorporating the Tony Hawk-style levels and shooter levels to add new wrinkles into the mix. We'll have more on Jak II, which is now due on October (and now called Jak II: Renegade in Europe) in the near future.

Original geschrieben von Mario
Hättest du nicht WErbung dafür gemacht, spätestens Kollege Mittag hätte es getan
Wie immer ein lesenswertes Preview, auch wenn ich finde das sich das Spiel mit seinem HAng zur Düsternis und Waffengebrauch in die falsche Richtung entwickelt. Irgendwie isses damit kein echter Nachfolger mehr...
Was sich lustig anhört ist der Gebrauch des Hoverboards. Hoffentlich wird es sinnvoll eingesetzt.
Der Waffengebrauch ist zumindest nach jetztigem Stand ein wirkliches Plus. Durch Nachladezeiten, Rückstoß, etc.pp. sind sind die Kämpfe immer noch schön taktisch und wie schon im Text steht: Im Gegensatz zu R`n`C ist es immer noch ein Jump`n`Run mit netten Sprungszenen.

![[IMG]](http://www.thegnet.ch/playstation2/jakanddaxter2/bilder/jakanddaxter271.jpg)

Die sind halt etwas älter geworden.Original geschrieben von Veil
Ich finde es ärgerlicher, dass das Design von Jak, Daxter und Keira im Vergleich zu Teil 1 viel häßlicher ausgefallen ist...

![[IMG]](http://ps2media.ign.com/ps2/image/jakII_081503_8.jpg)
![[IMG]](http://ps2media.ign.com/ps2/image/jakII_081503_2.jpg)
![[IMG]](http://ps2media.ign.com/ps2/image/jakII_081503_4.jpg)
![[IMG]](http://ps2media.ign.com/ps2/image/jakII_081503_5.jpg)
![[IMG]](http://ps2media.ign.com/ps2/image/jakII_081503_6.jpg)
![[IMG]](http://ps2media.ign.com/ps2/image/jakII_081503_7.jpg)
August 15, 2003 - Funny thing happened this week. Jason Rubin and Evan Wells of Naughty Dog came by to show us the latest build of its upcoming game, Jak II. I had it for a few days but before I even touched it, and if you can believe this, I had to play through Silent Hill 3 again. I was hooked on Konami's survival horror title and had to unlock some weapons, shirts and the like. You could call it a weird priority to hold off Jak II to play through Silent Hill 3 again, and now that I think about it, it's pretty messed up. But see, I have come to. Last night, I stayed up 'til 1 am playing Jak II. This game, it's f*cking awesome.
That pretty much sums up my experience. Jak II, the sequel to the huge, technically impressive and gorgeous Jak and Daxter, which appeared as the first major platformer on PlayStation 2 in 2001 (yes, Klonoa 2: Lunatea's Veil was great, but that's another story), is one of the most ambitious departures from the platform genre I've ever seen. Being ambitious in this industry is pretty rare, and what's even rarer is having the design, technology and execution to back it all up. Naughty Dog demonstrates all of these things in its new game with class and finesse.
Even if Jak II doesn't boast some of the best, if not the best, technology seen on PlayStation 2 to date, as seen in the humungous level of polygons on screen (Jak and Daxter themselves boast about 12,000 to 15,000 polygons per character, which is about three to five times more than previously), or in the huge, seamless levels, the realtime day/night cycle, the dozens of NPC characters walking and driving though the cities, the gorgeous lighting, or the incredible particles, the game would be impressive. Because the most impressive thing in Jak II is the gameplay.
By now you have probably heard that, like the good folks at Insomniac, Naughty Dog is trying to reshape, expand and grow the platform genre. Using ideas initially demonstrated in other games first, Naughty Dog has almost certainly reshaped its platforming direction 100%. Jak II is a mission-based, story-driven platformer. I know that sounds l
ike so many other games out there right now, and I even felt compelled to say to Mr. Rubin that story-driven games have been done before, but when I sat down to play Jak II last night I finally understood it in my bones. Jak II is an amazing amalgam of ideas forged into a new gaming experience. It's as if a steroid-injected Crash Bandicoot ditched his top-heavy flea-bag suit, grabbed a shotgun and jumped into a Half-Life deathmatch.
But that's just scratching the surface. Jak II is a traditional platformer in ever sense of the word, but it also feels like a first-person shooter in the foreground unfolding with a bonified script and a heap of enemies waiting to get blasted with Jak's boomstick. It genuinely feels like the kind of platformer I've been waiting to play for years. A grown-up platformer that hasn't forgotten its roots. One that's still wacky, silly, packed with twitchy, skill-based things to leap on, to and from, only with a pissed off lead character who not only talks but who wants a confrontation with the enemy. And kill him in a bloody burst of gibs and gory flesh.
Many of the game's design elements are clearly influenced by the most popular games on PS2 -- Tony Hawk's Pro Skater, Grand Theft Auto, and by other games such as Half-Life as well as movies, such as Dune. The futuristic city Jak now inhabits is run by a corrupt Baron whose vision of the future is not much different than George Orwell's 1984. The bleak utopia is governed by fear and the inhabitants, long-eared humanoids, are gunned down, bullied and run into the ground by the Crimson Guard, an elite army run by the Baron. The city feels and looks like Grand Theft Auto, only entirely revamped into a world that only Naughty Dog can envision -- heavily ornamented with a mixture of Tiki architecture and mid-'50s modernistic American car design. The vehicles, all able to hover above the ground, look like newfangled American World War II airplanes, wings shortened and relocated onto different areas, like floating propeller airplanes, sans the propellers.
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Jak can Jack any vehicle on the street, pilot it, race it and wreck it. The vehicles all have their own physics, weight, endurance levels, and some even have weapons. Players can even jack a Crimson guard police vehicle and blast the guards or the city's inhabitants. The vehicles take damage, too, so after taking a heap of punishment, players will have to jump from it before it catches on fire and explodes. The engines smoke, catch on fire, and particles fly off the frame as the vehicles bash or scrape into other vehicles or objects, indicating their level of destruction.
The world map expands after each mission is completed in a more simplistic way that Grand Theft Auto but it a different and compelling way too. After each mission, players will realize that the game gets bigger and bigger…and bigger. And what's more is that players will find that collecting things is only a small -- although significant -- part of the game. Players will find that jacking a hovercraft and
racing through the streets in the simple quest of exploration is incredibly fun. The guards roam the streets, and if Jak decides to attack one, it sets off an alarm after which an infinite amount of guards come running. They use cattle prods that electrocute Jak, but luckily he's faster and more powerful, even if he's only just one guy.
Racing, like in all Naughty Dog platformers, finds itself once again being a key component of Jak II. While gamers can race through the sprawling cityscape using any vehicle they can find -- by waiting until one hovers by and then pressing the Y button to "jak" it -- an arena opens up about 1/3 to 1/2 way through the game in which Jak con contend. Races happen regularly and posters appear all over the city on a rotating basis advertising the next big pair up of contenders. I don't think that Naughty Dog has any intentions of copying Lucas' pod races, but the racing arena looks and feels like an archaic Romanesque coliseum.
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In two small but evolutionary ways, Jak II has expanded on the first. All of the crafts in Jak II feel and handle in some way like a variation of the freaky-deaky race craft from J&D. They all hover and move with a smooth, easy to control feeling. They corner with a loose but controllable air-powerslide, with fiery particles blaring from the back and a heat wave blurring the air. They can now back up in a kind of sleek, peeling out kinda way too. The other way in which the game has evolved is that Jak now fights an enormous amount of enemies simultaneously. Remember how Jak fought all those goons in the arena on Misty Island to grab a precursor orb? That same scenario happens all the time now. It's a regular thing.
There is still so much left to say, but words seem to be failing me now. Yes, I am without a doubt impressed by the technology of this engine -- it's awesome -- and it creates an excellent visual and aural sense of wonder. But the gameplay is always first and foremost on my mind and Jak II grew on me all night in a way I'm still not sure how best to relate. What I will say is that this game is far and above a different creature, a better game, than its predecessor. With the storyline, killing missions and an enormous mixture of shooting, racing and exploring injected into the game's primary design, Naughty Dog's Jak II looks to blaze a serious new path for the ailing genre in the process.
