Jak 3 opens after the closing to
Jak 2. After destroying Baron Praxis and the MetalHead leader, Kor, all hell breaks out in Haven. Rival groups, consisting of the regrouped MetalHeads, a robot army led by Errol (who himself has become a robot), and the forces of Count Veger, have gone to war in hopes of filling the void left by Praxis. Jak is blamed for causing the war and is banished into the wastelands outside of Haven. After wandering through the desert with Daxter and Pecker in tow, Jak soon finds himself in the city of Spargus. Sensing great power in Jak, the leader of Spargus decides to use Jak in order to help him meet his own goals. These goals soon intersect with a much darker plot that will bring Jak back to Haven and force him to fulfill his destiny.
Since Jak 3 is the final chapter of the series, many of the questions from the past few games will finally be answered, such as the identity of the Precursors, Jak’s destiny, and if Daxter will ever get to wear pants again. The story is pretty good, but I’d recommend going over some of the major story elements of the previous two games in order to understand everything. A few plot-holes are also introduced, as are some mind-boggling story elements. These elements are minor, and really not worth obsessing over because, as Daxter said in the last game when explaining time travel, “…the more you think about it, the more it makes your head hurt.”
Jak 3 follows the same general format as Jak 2. The entire game takes place in two giant free-roaming cities, each connected by a transport vehicle you’ll unlock at the appropriate time. Each city serves as a hub area for reaching other missions, as well as serving as levels during certain missions. Jak can travel through each area by walking or by riding his hoverboard or acquiring a vehicle.
Though Jak 3 introduces a few more platforming areas than the last game, a little too much of the game involves driving portions. Some of the driving missions are fun, such as zooming through a MetalHead nest with guns blazing, but others, like the “Artifact Hunt” (a.k.a. Checkpoint races), go on a little longer than necessary, and feel more like an artificial game lengthener rather than a legitimate game goal. Most missions have Jak driving the vehicle, but some have him just working the turret.
While a majority of the missions involve driving, there are also a number of other mission types available. None of them are particularly demanding and are generally fun. Unlike some of the driving missions, they all have a point to them. Most objectives involve fighting, but there is also a heavy dose of puzzle solving. Puzzles involve real situational puzzles rather than the pointless box stacking puzzles found in other games.
Scattered throughout each world are totems which can be awakened by offering MetalHead jewels to them. Awakening totems unlocks challenge missions which can net Precursor Orbs. Challenges are usually more difficult than most missions in the game, and include things like hoverboard trick challenges and timed checkpoint races. Collecting orbs isn’t vital to the game, but will allow you to unlock secrets in the Secrets menu. Some will let you alter the game by increasing weapon ammo loads and damage, while others are just silly things like removing Jak’s goatee or unlocking a Ratchet & Clank themed gun course. Some vehicles can also be unlocked.