Gaming Age


Tak: The Great Juju Challenge

Author: Tony Barrett
Publisher: THQ
Machine: PlayStation 2 (US Version)

Tak 3: The Great Juju Challenge

Another fun romp through the jungle!

After running through the brisk adventure that was the DS version of Tak: The Great Juju Challenge, the goodwill I gave this franchise was plentiful. As much as I was impressed by the DS version and the care given to it, the console version simply wowed me. For the uninitiated, the game stars an odd couple: Tak, the young "chosen one" of the tribe, and Lok, the big and dumb tribesman that follows him on his quest. As soon as the game starts up, you're thrown into a tutorial level. Although it always gives you the option of asking for more help, the dialogue between Tak and Lok (Patrick Warburton!) doesn't feel like an overbearing exercise in hand-holding. Shortly after, you're introduced to the other teams - the British heavy metal inspired "Black Mist," the silver-maned "Grammazons" and a hip-hop team called "Jibba Jabbas." Making a long story short, there's a competition between the teams for the protection and blessing of the Moon Juju for 60 years. Every team has to race and battle through the levels to gain a high score, which will lead to victory. Of course, this is all explained and announced by the Announcer Juju (Michael Gough! No, not that one, but rather the guy who provided the pipes for Deckard Cain in Diablo II). Well-done voicework and animation really make the characters come to life in the Tak universe, which is a welcome respite from generic and lifeless mascot characters. Speaking of the visuals and audio, they're both top-notch. Visually, the game is beautiful in any of the varied locations due to a combination of art and technology - the lush jungles, the barren desert, even the hub world are all visually interesting. Backing the audio track is a mix of traditional and modern styles, which reminds one of the Diablo II soundtrack at points.

Level designs are linear, but include a few things that make the cooperation of Tak and Lok necessary. As Lok can't swim due to fish hating him, Tak has to find a way to get him across. Alternately, Tak can't climb or throw things, making Lok a necessity. In addition, some puzzles involve the use of both in tandem. One of my favorites is a portion of a level where the heroes fall on either side of a wall in a corridor. Both have to work together, leapfrogging each others' progress throughout. In fact, sometimes the cooperation feels more like an escort mission than teamwork. Thankfully in this instance, your partner can fend for himself when you're not right near him. Also of note is the fact the non-controlled partner can come back to life without interrupting your game totally - although it slows your progress, the AI partner dying isn't a quick trip back to a checkpoint. Fighting is somehow not as effective in the console version as it is in the DS version - while the DS version has a handful of canned combos that have different outcomes, the console version has two basic "combos" per character plus some spells. It's a different feel altogether. However, as the console version has more of an emphasis on well-implemented puzzles, it's forgivable.

Tak 3 is a complete package. It combines some fine storytelling, great presentation values on every level, interesting puzzles, and great platforming to make for a fun ride that doesn't leave too soon or overstay its welcome.

Tony Barrett

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