Daxter
This game is a lot like its protagonist: fluff on the outside, solid within.
Published: April 15, 2006
The PSP has been out for just over a year now, and with the system still light on some solid software, perhaps it’s not the biggest surprise in the world that we're also yet to see a decent platformer. Clunky controls and cumbersome cameras (why yes, we do <3 alliteration) have been the death of contenders thus far, but leave it to a developer like Ready At Dawn (who, after all, is partially composed of ex-Naughty Dogs) to finally get it right. In addition to casting the wise-cracking weasel/otter in the limelight for his very first solo adventure, Daxter is also hands-down the most functional game of its kind to hit the sleek handheld.
Right from the start, the game’s simplistic title screen, with the likes of the smirking ottsel, says it all: this is Daxter’s game in every right. Chronologically, it also sits at ease. You may recall the two year gap between Jak & Daxter and Jak II, during which ol’ furball roamed the streets of Haven City solo while his once-reserved companion bore the hells of Dark Eco experimentation. Daxter more or less (emphasis on the “less,” but we’ll get to that later) tells of just how our loud-mouthed friend went about saving Jak from the clutches of the Baron Praxis.
Towards the latter period of that timeslot, we find Daxter reliving his “heroic feats” in front of a crowd of bar-hopping nonbelievers. Not surprisingly, it’s to no avail, but is enough to spark the interest of a chummy, old man named Osmo. As the proprietor of a generation-old extermination business, he sees potential in the animated ottsel, and offers him the chance to hop onboard. A few exchanged lines between the hard-of-heaving Osmo and a skeptical Daxter later, and what do you know, Kritter Ridders has got itself a new employee.
And so begins what often feels like the main objective of the game: scampering about from location to location across a relatively modest free-roaming portion of Haven City and, well, killing bugs. Not to make the task seem too senseless, these critters are of the Metal Bug and offer somewhat of a tie-in to the Metalhead/Krimzon Guard conflict of Jak II (just don’t expect too much clarification if you ditched the series following the first game). Since a good chunk of your time is spent going from one bug-infested destination to the next, the quasi-sprawling metropolis is mostly there for touch, but does make for some enjoyable cross-city scooter rides.
From the get-go, you’re armed with an electric fly swatter which, all told, is plenty sufficient for some of the weaker bug forms you’ll be faced with early on. Normally, it only takes a few good swipes to dispose of a Metal Bug, but when two or more head your way, a fluid combo system has you hopping from one bug to the next with a giant splat. Enemies will naturally appear in newer and tougher forms as you progress, but courtesy of the scantily clad Taryn, you’ll never be short of the proper firepower to get the job done. One can’t help question the reason behind her generosity, what with consistently rewarding Daxter in exchange for his, uh, shamelessly lewd comments, but hey, we'll take free weapons any day.
Despite the random acts of kindness, it works to your advantage, as the game’s combat and platforming elements get progressively more unique as Dax adds to his arsenal of spray gun attachments. Insecticide, for one, is enough to render enemies momentarily incapacitated, making for an effective 1-2 combo with the swatter. There’s a certain technique to interchanging the gun and swatter with finesse, but without it, extermination can prove to be a real pain in the ass, as enemies en masse (or worse, those with projectile attacks) will often get in the first hit before the spray kicks in. But with the addition of the flamethrower nozzle about halfway through the game, bugs will prove practically defenseless in the face of a 360 degree scorcher. You’ll eventually acquire an “ultrasonic” attachment as well, good for spitting up medium-ranged fusion bombs, but save for taking out rock walls, it isn’t terribly useful.
A vertical (though short-lived) blast of the gun will send Daxter skyward, letting him hover from platform-to-platform and across chasms normally too wide to double-jump. This ability is also crucial if you're looking to scoop up every last Precursor Orb in a level, as they'll often be fixed in mid-air between gobs of spray to momentarily sustain your spray. Did we mention it’s also practically invaluable for boss fights?
Right from the start, the game’s simplistic title screen, with the likes of the smirking ottsel, says it all: this is Daxter’s game in every right. Chronologically, it also sits at ease. You may recall the two year gap between Jak & Daxter and Jak II, during which ol’ furball roamed the streets of Haven City solo while his once-reserved companion bore the hells of Dark Eco experimentation. Daxter more or less (emphasis on the “less,” but we’ll get to that later) tells of just how our loud-mouthed friend went about saving Jak from the clutches of the Baron Praxis.
Towards the latter period of that timeslot, we find Daxter reliving his “heroic feats” in front of a crowd of bar-hopping nonbelievers. Not surprisingly, it’s to no avail, but is enough to spark the interest of a chummy, old man named Osmo. As the proprietor of a generation-old extermination business, he sees potential in the animated ottsel, and offers him the chance to hop onboard. A few exchanged lines between the hard-of-heaving Osmo and a skeptical Daxter later, and what do you know, Kritter Ridders has got itself a new employee.
And so begins what often feels like the main objective of the game: scampering about from location to location across a relatively modest free-roaming portion of Haven City and, well, killing bugs. Not to make the task seem too senseless, these critters are of the Metal Bug and offer somewhat of a tie-in to the Metalhead/Krimzon Guard conflict of Jak II (just don’t expect too much clarification if you ditched the series following the first game). Since a good chunk of your time is spent going from one bug-infested destination to the next, the quasi-sprawling metropolis is mostly there for touch, but does make for some enjoyable cross-city scooter rides.
From the get-go, you’re armed with an electric fly swatter which, all told, is plenty sufficient for some of the weaker bug forms you’ll be faced with early on. Normally, it only takes a few good swipes to dispose of a Metal Bug, but when two or more head your way, a fluid combo system has you hopping from one bug to the next with a giant splat. Enemies will naturally appear in newer and tougher forms as you progress, but courtesy of the scantily clad Taryn, you’ll never be short of the proper firepower to get the job done. One can’t help question the reason behind her generosity, what with consistently rewarding Daxter in exchange for his, uh, shamelessly lewd comments, but hey, we'll take free weapons any day.
Despite the random acts of kindness, it works to your advantage, as the game’s combat and platforming elements get progressively more unique as Dax adds to his arsenal of spray gun attachments. Insecticide, for one, is enough to render enemies momentarily incapacitated, making for an effective 1-2 combo with the swatter. There’s a certain technique to interchanging the gun and swatter with finesse, but without it, extermination can prove to be a real pain in the ass, as enemies en masse (or worse, those with projectile attacks) will often get in the first hit before the spray kicks in. But with the addition of the flamethrower nozzle about halfway through the game, bugs will prove practically defenseless in the face of a 360 degree scorcher. You’ll eventually acquire an “ultrasonic” attachment as well, good for spitting up medium-ranged fusion bombs, but save for taking out rock walls, it isn’t terribly useful.
A vertical (though short-lived) blast of the gun will send Daxter skyward, letting him hover from platform-to-platform and across chasms normally too wide to double-jump. This ability is also crucial if you're looking to scoop up every last Precursor Orb in a level, as they'll often be fixed in mid-air between gobs of spray to momentarily sustain your spray. Did we mention it’s also practically invaluable for boss fights?










