Tag Archives: Jak and Daxter

Five Settings To Change Before You Start

Screenshot: Naughty Dog

At this rate, we’ll never see the last of The Last of Us. Ahead of a high-profile HBO adaptation, Naughty Dog released a top-to-bottom remake, called The Last of Us Part I, for PlayStation 5.

Make no mistake: The Last of Us Part I is fundamentally the same exact game as its 2013 original (and subsequent 2014 remaster, for PlayStation 4). In my testing, guides that already exist for the original apply here—right down to the combinations for safes and other locked doors. If you’re seeking hyper-specific advice, you’re better off checking out Kirk’s initial tips from [website crumbles into dust].

Still, Part I is the most mechanically superior version of the game, no question about it, and with the enhancements come some changes. Like its immediate predecessor, 2020’s The Last of Us Part II on PlayStation 4, Naughty Dog included an impressive array of settings and accessibility options. You’ll find well over 60 sliders and settings you can tweak. Most are dependent on preference, the sort of thing you’ll want to adjust as you play, but there are a handful that are worth turning on from the jump.

Vibrating Speech

Speech to vibrations, found under the DualSense menu, is one of the few parts of The Last of Us Part I that makes it feel like a legitimate PS5 game (rather than an extremely pretty PS4 one). The setting makes the PS5 controller vibrate when a character is talking, and it does so at the same cadence as their speech. It’s pretty cool! It’s also a little intense by default. For me, I’ve found the speech to vibrations intensity sweet spot at 5—just enough to “hear” characters talk but not so much that it’s distracting.

Screenshot: Naughty Dog / Kotaku

Custom difficulty

The Last of Us Part I is playable on six difficulty settings, ranging: very light, light, moderate, hard, survivor, and, once you beat the game, grounded. But the challenge isn’t so linear. You can adjust the difficulty for five different aspects of the game:

  • Player: Dictates how much damage you take from attacks, and how frequently or infrequently you clock checkpoints in the middle of a fight.
  • Enemies: Basically dictates how savvy (or not-savvy) your foes are.
  • Allies: Determines how often your allies assist you in combat.
  • Stealth: Controls a number of variables related to sneaking, including how long it takes for enemies to alert their comrades after spotting you.
  • Resources: Regulates how often resources, like food, ammo, and crafting supplies, appear.

So if you’re great at staying out of sight but struggle with the all-out action segments, you can reflect that in a custom difficulty setting. There’s also a perk here for masochists. Though you can’t start a new game from the highest possible difficulty level—even if you’ve played it a thousand times during its prior iterations—you can manually set all five of those to grounded for a de facto hardest-possible run.

Photo Mode Shortcut

The Last of Us Part I is debatably one of the prettiest games on console right now. In other words: You’re gonna wanna take a lot of screenshots. Typically, popping into photo mode requires opening the menu, which slows down the pace of the game—unless you turn on photo mode shortcut, in the controls menu. When activated, you can hop right into photo mode by pressing both thumbsticks in at the same time. Just make sure to get the timing right, else you’ll turn on Joel’s flashlight and ruin your shot!

Hints

Hints, at the very bottom of the HUD menu, are set to sometimes by default. But they’re far more cumbersome than they are helpful. For one thing, they only offer advice as to the critical path. Sometimes you know exactly what to do to proceed in the story but, because it’s a Naughty Dog game (dense levels worth exploring), you want to poke around for a bit, see if you can turn up any collectibles or key resources. And that brings me to the most annoying part of Part I’s hints: Once a tip pops up, it doesn’t go away until you finish the task it tells you to do. Here’s where I remind you that all of the already-written guides for this game are just as effective now as they were a decade ago.

Screenshot: Naughty Dog

Bow Reticle Style

For the most part, yes, The Last of Us Part I is the same game as The Last of Us. One subtle change: There’s a new aiming system for the bow. And it kinda sucks. By default, it comes with just a standard dot as a reticle—not great for gauging distances when aiming with a bow. But if you change the bow reticle style setting, found under the HUD menu, to classic, you’ll be able to see the arrow’s path as intended: with a clear trajectory showing where it’ll land. Not only is this helpful AF, it’s also a reminder that, yeah, some things are better left untouched.

 

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The PS2’s Jak & Daxter Is Being ‘Ported’ To The PC By Fans

Image: Naughty Dog

Over the past few years we’ve started seeing something beautiful happen: fans of classic console games are taking old code and creating native PC versions of games that never saw an official release. We’ve seen it with some Nintendo games, but now we’re seeing it with a PlayStation platformer as well.

This isn’t porting in the multiplatform sense that we’re used to, nor is it emulation. This is recompiling the game’s entire codebase so that Jak and Daxter: The Precursor Legacy, which was released on the PS2 on 2001, now runs as a native application on the PC.

The project, which is now at around 80% done, is some incredible shit, because it turns out Jak And Daxter was “written in GOAL, a custom Lisp language developed by Naughty Dog”, which means the small team working on it have to “decompile the original game code into human-readable GOAL code” and then “develop our own compiler for GOAL and recompile game code for x86-64″.

Interestingly, it’s not a straight port either, as some small changes have mostly been made to the game, mostly in terms of the options available to players:

We have added a plethora of options to the game settings (and removed some that didn’t make sense) so that you can have a more up to date experience, or a more PS2-like experience if you decide. It is up to you! There are also a bunch of extra goodies and added secrets to find out. We are aiming to keep the core gameplay (controls, physics, behaviors, etc.) identical however, so if you find any issues or differences with this then do not hesitate to tell us about it.

Some of those “more up to date” options include better subtitle controls, custom resolutions and camera controls, but in terms of general gameplay they’ve also made the orbs “easier to see”.

While the project isn’t fully 100% completed, it is downloadable (and beatable, it’s just that there might be bugs) from the project’s github site. Here’s some footage of the project running in 4K at 60FPS:

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The Last of Us Part II Breaks If You Go Too Fast

Image: Naughty Dog / Sony

During a sequence in The Last of Us Part II, players chase after Tommy, the brother of Joel from the first game. Normally, Tommy gets away by escaping through a store and closing a door behind him. But if you are quick enough, you can slide in and kill Tommy, which makes it impossible to move forward.

As highlighted by IGN, YouTuber Speclizer discovered this odd bug a few days ago and included it in a video showcasing some of the mistakes that appear in The Last Of Us Part II. 

To pull this off, you have to quickly chase after Tommy while playing as Abby during the “Seattle Day 3” stage. If you’re able to catch him, the Tommy NPC isn’t quite sure what to do and just stares and aims at Abby, but doesn’t fight back. He can be killed, if you beat and shoot him enough, leading to a brutal death for the character. However, he’s not supposed to die here, and doing so will break the game, soft locking your progress unless you reset to the last checkpoint.

Games are hard to make, so it’s not surprising that a bug like this shipped. Though it is interesting to note that this bug wasn’t new to folks at Naughty Dog. Jan “Gabby” Llanillo, who is the Senior QA at the Uncharted and Last of Us studio, said on Twitter that she actually discovered this bug during development. In fact, she found it many times and reported it and was told it was fixed.

“I guess it was not,” explained Llanillo.

She also explained in another tweet that she checked the bug report database and confirmed that she reported this bug at least five times.

“The main bug [report] got passed around 15 times,” explained Llanillo. “I had to write a new one because the bug history got too chaotic.”

Just another example of how messy and wild game development can get and how easy it is for silly, less serious bugs like this to slip into a huge, AAA video game.

Now that the bug has become well known, it’s entirely possible that Naughty Dog will patch it and fix it. So if you’ve always wanted to brutally kill Tommy, you might want to slide under that door sooner rather than later.

 



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