From the Library: covers, censuses, and editions, documented. Browse the Library →
SOJ Jak and Daxter ยท The Dark Sequel
← Back to the Library

Why did Jak II go dark?

Deliberately. Naughty Dog read its audience growing up, and followed.

Jak II (2003) is a deliberate reinvention, planned as one. The first game was a success that still fell short of the Crash Bandicoot series' numbers, and co-founder Jason Rubin attributed the gap to the original's insufficient maturity: the audience that had played Crash as children was older now, and the studio judged that gamers of the 2000s wanted more than fuzzy animal antics.

THE DIAGNOSIS

What Naughty Dog told itself in 2002
The Retreat
Pre-production began right after the first game shipped in December 2001, and the reinvention was devised at planning sessions in early 2002 at the Mammoth Mountain resort in California.
The Model
The team diagnosed a malaise in the platform genre: audiences were eroding toward the freedom of sandbox games, above all Grand Theft Auto III (2001). Jak II answers with a vast city, missions in any order, and cars that can be taken.
The Tone
Recognizing a maturing audience that wanted realistic themes and intense experiences, the studio decided to make the sequel darker and more emotionally layered, and to give Jak a persona that could carry it.

WHAT CHANGED

The sequel, item by item

The story itself performs the turn: Jak is thrown 300 years into the future, captured, and subjected to two years of Dark Eco experiments by Baron Praxis, emerging able to transform into Dark Jak and, for the first time, able to speak. Around him, Haven City is a single seamless hub 24 times larger than any level in the first game, populated with procedurally generated citizens and two levels of hover traffic. The Morph Gun adds firearms to the melee kit, the Jet Board, inspired by Tony Hawk's Pro Skater, adds tricks and speed, and character models jumped from roughly 3,000 to 5,000 polygons to between 12,000 and 15,000.

The craft circle behind this gallery's shelves shows again inside the production: environments were designed in part by Sonic the Hedgehog veteran Hirokazu Yasuhara, and the engine borrowed Insomniac's polygon occlusion code from Ratchet and Clank, the technology sharing between the two studios now running in the other direction.

The turn worked on its own terms and kept its critics. Jak II scored an 87 on Metacritic, won Editor's Choice awards from IGN and GameSpot, and was named the best PlayStation 2 game of October 2003, while GameSpy scored it 2 of 5 and the standing criticisms targeted the city's navigation and the difficulty. Dark was not a costume change; it was the series' permanent direction, and Jak 3 followed it in 2004.

The full story: The History of Jak and Daxter →
MORE FROM THE 3D PLATFORMERS ARCHIVE →
One shelf of eighty-two in the Library. Browse them all →

THE FIRST WORD

New pages and new pieces, first.