This game has some of the best world/level design that you can experience from 2001. It feels like a large open non-linear world with shockingly few loading screens.
The world functions like an evolution of the Mario 64 hub where they removed the paintings and instead made the levels transition seeminglessly. While progression to each new hub is linear, you're free to explore sub-levels in any order you see fit. Each sub-level will typically loop around on itself thus making completing the area naturally lead to the exit. it's always refreshing and satisfying to see this much thought go into design. Dark souls did it, but it's awesome to see it done as aptly in a game this early.
You have to earn a certain amount of power cells, like the stars needed in Mario 64, to progress to the next hub. This further helps the sense of non-linearity and openess since all power cells aren't required so you can pick and choose based on frustration and some will absolutely frustrate you. There's a day/night cycle that goes the extra mile to further breath life into the world. It's colorful and beautiful to look at, though barren in characters. The stylized art works for both the tone and to help the game age like a fine wine 20 years later. Sadly every other element of the game feels unpolished. The writing, characters, combat and jumping are all terrible.
Writing is weak and the game often times pokes fun at how bad it is. Never in a clever way, it feels more lazy. Maybe instead put more time into the writing instead of side-stepping the issue by breaking the fourth wall? I was hoping the writing and characters would shine through like with Uncharted and TLOU. I believe this was their first story driven game, so I'll cut them some slack. Still it has a consistent tone and never takes itself too seriously.
None of the characters have depth and one of the main villains is more boobs than character. It's a shame because the tone set the stage for the villains to ham up their performance to an 11. It's kind of odd that there are only two female characters who are both oversexualized and not given any personality. I found Daxter more annoying than entertaining and there isn't anything to like about Jak since he is a silent protagonist. Towards the end of the game they try to shoehorn a romance between Jak and Kerie which felt extremely cringy. Fortunately they backpedal out of it, though at the expense for a bad joke.
Combat and jumping are clunky though the controls feel responsive. This may sound like an oxymoron; to clarify, response to inputs is quick and fluid except for the double jump... this is a pretty devastating issue considering that most platform sequences will require it. I was frustrated about halfway through the game when checkpoints became sparse and the platforming becomes progressively longer and more challenging. There were plenty of sequences where I died because a double jump didn't register. It was terrible. I would have to platform through multiple rooms with enemies just to get back to where I died... if I failed again... which did happen.... It's a shame because the design was good but the controls ruined the experience due to their unreliable nature. If there were more generous checkpoints I probably wouldn't have minded as much. I had to resort to always double tapping the jump button. This method seemed to work 80% of the time.
The combat is meh. The animations for Jak look good and it's a nice touch to have Daxter participate in almost every animation. Sadly it's not used for anything interesting. Almost every enemy dies in one hit. This creates a sense of monotony with all enemies. It's possible they all had unique and varied moves. I never noticed because they died so fast. Bosses also felt lukewarm at best and terrible at worst. Klaww and the final boss were grueling and masochistic. They will test your patience (due to the janky jumping and non-existent checkpoints). Both are long fights that require precise platforming. Prepare to die, cry and scream in an uncontrollable rage as you fail on these bosses due to the double jump not registering.
The tutorial did a poor job establishing some of the most essential mechanics... the long jump (I figured this move out on my own while messing around thankfully) and the propeller at the end of a jump to go further (I actually didn't know this move existed until after I beat the game). Requiring you to perform both in the tutorial level would have been a welcomed addition. There's also an early cell that requires you to do an uppercut to get. You are never told how to perform an uppercut just to do it... I had to look it up online.
Additionally, some powercells feel unfair and poorly polished. For example: The power cell over the lake in Precusor Basin was extremely aggravating. You're on a motorbike that always moves forward slowly. You can hold the brakes to stop, but it doesn't feel smooth. You need to platform across a bunch of narrow platforms while on the bike and it's a trial of patience. It took me 20 tries or more... Once you complete the platforming, you need to back up and launch yourself off a ramp while timing your jump perfectly. This required precise timing and movement
with a clunky control scheme. If I failed, the punishment was severe, requiring me to cautiously manuever over the narrow platforms again just to try again. I would make it back to the ramp less than 50% of the time. The challenge never felt satisfying, just unfair since I knew what to do but was encumbered by the lack luster controls. This could have worked with larger platforms and less precision needed to make the final jump.
Another terrible cell is the boss fight Klaww I mentioned earlier. It requires constant platform jumping and there were plenty of cases where I would die from the second jump not working... the desig nof the boss was good, it's just a shame the jumping is so buggy to ruin the fight. You feel like you didn't make a mistake and still die. It's punishing because the fight is long and you have to start all over if you die. If you fall, it's an instant death. The last phase also feels like he tosses the boulders too fast. It's entirely possible to get screwed with bad RNG and jump right into another boulder because he targets your platform midair and you have no time to jump again... Eventually I got good RNG and beat him. Finally, the last level has severely punishing checkpoints. There are two gauntlets that involve moving and falling platforms that was absurdly hard. I eventually got good at it with how many times I failed.
Overall, I had fun with it but it has it's flaws. I will be curious to check out the rest of the games in the series. I hope they improve the shortcomings from the first game.