"For every age there is a time of trial. The rocks faced such a fire before they were the strength beneath our feet. The plants braved vast winds before their roots could give us life. As a sage of considerable years, I have known only one such great ordeal. Yet the hero it created was a champion of all time."
Daxter: A midquel centered on the events of Daxter's adventures in Haven prior to saving Jak in Jak II, developed by Ready At Dawn.
Jak and Daxter: The Lost Frontier: Developed by High Impact Games.
Jak and Daxter Collection (HD): A collection of the first three Jak and Daxter games remastered for the PS3 and Vita.
Tropes related to those specific games can be found on their pages.
Taking it to the next level, SCEA released Playstation Move Heroes, a three-way crossover between Jak and Daxter, Ratchet & Clank, and Sly Cooper. The titular duo also appears as playable characters in PlayStation All-Stars Battle Royale.
On a side note, the Ratchet & Clank series seems to have a very friendly rivalry with this one. (An Insomniac game having a rivalry with a Naughty Dog game? Soundsfamiliar...) Games in both series will liberally borrow some concepts from the other, and will commonly feature cameos and even sometimes playable appearances of the other heroes.
The Phantom Blade and ACS Behemoth from The Lost Frontier.
Alas, Poor Villain: Remembering that Gol and Maia Acheron were good people before the dark eco warped their minds, it is possible to feel sorry for them. Similarly, despite all the trouble he caused, Baron Praxis actually becomes quite pitiable when he's dying.
Awesome, but Impractical: The Vulcan Fury from Jak II has a very fast firing rate, long range and great damage, but has no auto-aim and it chews up ammo very fast. Its upgrades in Jak 3, the Arc Wielder and the Needle Lazer, are cool to watch, but the AW is surprisingly weak in damage output for the most part (the exception is against robots when upgraded), and while the Needle Lazer uses very strong homing needles, it and its counterpart chew up ammo just as fast as the Vulcan Fury. The Peace Maker in Jak II delivers the most damage out of all the weapons, has the longest range of fire, a homing ability, and a very fast firing rate, but is marred by its pathetically limited ammo. Same with the Mass Inverter and Supernova, the Peace Maker's upgrades in Jak 3.
Dark Jak is very powerful, but it takes so much Dark Eco to trigger it in Jak II, and lasts such a short time, that it's usually easier just to shoot people. Fortunately, Jak 3 allows you to trigger it any time as long as you have just a little bit of Dark Eco in your meter — but you'll still need a big meter full of it to use Dark Jak's stronger abilities. Light Jak's time slowdown and healing ability are also very useful, but these moves drain the Light Eco meter so quickly that it's best to use them as a last resort outside of their situational uses.
Badass: There is so much badassery in this game. Check it:
Badass Biker: Also Jak, whenever he rides a Zoomer, at least
Badass Boast: Daxter does this a lot. Too bad he's a three-foot-tall rodent mustelid.
Badass Bystander: The entire population of Spargus. Justified since they are all either banished from Haven for some horrible crimes, or else descended from people who were. Plus, it's a requirement: fail to kick ass in the Arena and you either die or get thrown out into the harsh Wasteland... and die.
Bragging Rights Reward: Getting enough skull gems to get the Dark Giant power before beating Metal Kor is very rare, and getting all 286 Precursor Orbs in Jak II is also a challenge for it's own sake. Also done in Jak X, as beating Hero Mode gets you green turbo online.
Call a Smeerp a "Rabbit": The characters' Pointy Ears are never commented upon, and they have occasionally been outright referred to as humans. A good chunk of the Fandom still insists on calling them elves. However, the subheading for the Japanese release of TLF is actually "Elf to Itachi no Daibouken" (The Elf and Weasel's Big Adventure), so at least in one language, they're officially elves.
Camera Screw: One of the biggest problems with TLF and Jak II.
Canned Orders Over Loudspeaker: Part of Haven's Cyber Punk asthetic in Jak II are small projectors on street corners which display an enormous Praxis emblem and broadcast his latest propaganda announcements.
Can't Hold His Liquor: Daxter gets drunk off his ass in Jak II. Possibly justified since 1) he's small, and 2) he chugged a lot of booze in less than a minute. He seems to have learned his lesson, as we don't see him get drunk again. Dax also gets props for sobering up pretty quickly (and with no hangover, either!) He gets an Alcohol Hic while intoxicated as well.
Car Fu: Zoomers serve only two purposes, and this is the more fun one.
It's perfectly possible to destroy smaller vehicles by flying under them at high speed, then moving upwards. Not very heroic if you do it on civilains, but against the Krimzon Guard...
Character Development: Most everyone goes through this, with Jak's major personality shift in Jak II being the most obvious change. Daxter matures throughout the course of the series less obviously, but it can be seen when you look carefully.
For example, in earlier games, Daxter was a notoriously bad flirt. In later games, Daxter's flirting is toned down to be more joking than serious, and it's practically nonexistent by Jak X: though he does occasionally call his female friends "baby" when speaking to them, he doesn't outright flirt.
Although it may help given that he now has a girlfriend by that point.
Chekhov's Gunman: The Kid is the heir to the throne of Haven City, but that's not why he's important. It's because he's Jak.
Count Veger was mostly responsible for kicking Jak out of Haven City, but there's nothing really personal between them... except for the fact that Veger knew all along that Jak was Damas's son, and in fact separated the two of them in the first place.
Kor is one of the first people you meet in Jak II. Guess who turns out to be the Big Bad?
Chuck Cunningham Syndrome: The first game's Big Bads, Gol and Maia Acheron, are implied to still be alive at the game's end, but they never reappear. Brutter from Jak II disappears in Jak 3 onwards (though he made a brief appearance in the Daxter spinoff) and the Crocadog disappears completely.
Also happens to Vin, who appears in one mission in Jak 3 and vanishes from the series (even after Jak promises to "keep in touch"). Veger, also, despite being one of the only villains to not die, doesn't reappear again. Popular fan theory says that he got eaten or killed by Kleiver between Jak 3 and Jak X.
Continuity Nod: The Power Cells from the first game make a reappearance in Jak 3 as an artifact, and in Jak X.
A more subtle one: on the Propaganda Machines in Jak II, Praxis mentions bulldozing several sections of the city for renovation. Come Jak 3, a large chunk of the city has indeed been demolished and rebuilt from the ground up.
Crapsack World: Starting in Jak II, many areas in the wilderness are infested by the Metal Heads, who have destroyed most settlements made by humanity. Haven City is safe from the Metal Heads until the shield walls shut down, but it's choking with pollution, full of crime and poverty, and it's ruled with an iron fist by Baron Praxis. In Jak 3, Haven City takes a turn for the worse, as much of the northern part of town is destroyed when the palace is shot down, and the slums have been wrecked by the Metal Heads, who have created an organic hive in the northern farm area. On top of that, the Krimzon Guard Robots conquered the factories and created a floating base, leaving only the Port and the New Town inhabited. The Wasteland on the other hand is a massive unforgiving desert with some pretty bad sandstorms, but Spargus is not quite that bad, though the inhabitants are all armed with guns and short tempers. By Jak X, things get much better for Haven City, as the slums and industrial areas are once again free, but the newly introduced Kras City is far more sleazy and corrupt than Haven City ever used to be, and the frosty Icelands are even more desolate than the Wasteland.
The Dandy: Daxter definitely cares more about his looks than you'd expect a Baleful Polymorph to. He's also made laudatory comments on Razer and the Sky Pirates' outfits, and complained about the state of his claws, one time going so far to say that he needed a manicure (of course, that was said in TLF, so...)
Darker and Edgier: The generally cheerful mood of the first game takes a nosedive a minute into the second, in which Jak is captured by the bad guys and tortured and experimented upon for two years. One of the rare examples where this trope works.
Deflector Shields: Appeared in Jak 3 in the form of one of Jak's Light Eco powers and as the main weapon of the Dark Makers; appeared in Jak X in the form of a Red Eco pickup; appeared in TLF in the form of a Green Eco Beehive Barrier.
Equipment-Based Progression: The series gives you new abilities and weapon upgrades from the second game onwards (the first game just placed temporary powerups in certain parts of the levels) as you reach certain points in the story.
Escort Mission: Made even worse by the people you're escorting being utter morons. Ironically, the Kid, who is a toddler, is the least likely to get caught.
Eyepatch of Power: Baron Praxis has a metal plate covering one of his eyes. Sig has what appears to be either a bionic eye or a fancy lens of some kind.
Facepalm: Jak does this in Jak II while Daxter is harassing the Shadow. Daxter gets at least one as well.
Fake Difficulty: Some parts of TLF, mostly due to Camera Screw. Even more so in Jak II, due to many unremoved bugs, camera being the least offender. For example: often your transformation into Dark Jak will get interrupted by an enemy's shot, transforming you back, and making you vulnerable for about 3 seconds and a good target.
Flashback with the Other Darrin: Applies to Haven City's Computer in Jak II. One scene in TLF resulted in Jak having a flashback to his time under Baron Praxis's eco experiments, with the opening line ("Dark eco injection cycle complete") being heard - albeit spoken by a different voice actress.
Flipping the Bird: Daxter does this to Pecker in Jak 3 (censored by the top of the screen of course).
Also Pecker to G.T. Blitz in Jak X, this time censored through camera effects as they're on live TV.
Follow the Leader: It is by no mere coincidence that Jak II was made considerably darker than its predecessor and was released around the time people would just be finishing up Vice City and needing something to placate their sandboxing fix. The first game is also a blatant Super Mario 64 clone, but it's more forgivable than most due to the game's absolutely exquisite presentation.
Forced Tutorial: These are usually integrated into the games (escape from prison, win the Arena fight), though the first game has one character literally forcing the heroes to "get some practice" under threat of Baleful Polymorph.
Glowing Eyes of Doom: Although Light Jak's eyes glow, the "doom" part comes from the fact that he can use the Morph Gun in that mode, not from the Light powers themselves.
The Gods Must Be Lazy: Why the hell are the Precursors, the "most powerful beings in the universe," relying on a mortal man (whose amazingness was quite possibly given to him by the Precursors) to solve their problems? Commented on by Daxter in the third game, right before The Reveal.
Goggles Do Nothing: Averted with Jak's goggles. In the first game they come in handy to aim through channeling yellow eco; in the third game he wears them while out in the desert to keep the sand from getting in his eyes. Played straight with Keira's and Daxter's goggles.
...until the fourth game in Daxter's case, where he wears them in the opening cutscene, and later on, in TLF
Heavenly Blue: Light Jak glows blue. The same blue, in fact, as the Precursors themselves. Or rather, the Energy Beings they project. The real Precursors, actually ottsels, all have blue eyes, even the ones that were originally human.
Heroic Mime: Jak in the first game. Lampshaded in the sequel:
Daxter: "Say something! Just this once!"
"Maybe he's a mute, like you used to be."
"Er, sorry. He's new to the whole 'conversation' thing".
Hit Points: You get four in the first game, eight in the second, and end up with sixteen by the end of the third. Unfortunately, most enemy attacks in Jak II take away at least two health blips, technically giving you only four hit points (this may be one of the reasons Jak II is so friggin hard). There are enemies that only do one blip of damage though, but they are easy to kill.
Hot Coffee Minigame: Parodied/lampshaded. Since Jak X came out in 2005, the same year as the infamous "Hot Coffee" GTA scandal, Naughty Dog threw together a joke unlockable. A 30-second video entitled "Hot Coffee" which shows Daxter and Tess flirting... and drinking coffee. Daxter notices the player watching them near the end and indignantly yells "What?!" while Tess smiles coyly.
Our Elves Are Better: The characters have elf-ears but seem to be otherwise no different from humans, and are even referred to as "humans" on more than one occasion.
Many characters also have slim fingers with proportionately bloated fingertips. Examples are Jak, Daxter, and Samos. This is possibly referred to when either Keira or Jak says "cross your fingers" and Daxter holds up his index and middle finders and says "ya know, I've never been able to do that."
Pointy Ears: Subverted. The characters' ears aren't used to indicate that they are inhuman or supernatural.
Interface Spoiler: In the seconds and third games. The empty Light Eco meter next to the Dark one that is unlocked from the start is particularly obvious. Arguably, the weapon selection display is one as well (four categories of weapon, with three individual weapons in each in the latter game).
Interspecies Romance: Daxter and Tess. However, they don't actually do anything until Tess gets turned into an ottsel.
Kick the Dog: Veger gloating at Jak right after Damas' death.
Knife Nut: Minor example in Torn (the Underground symbol on the map is actually his knife). Razer's also pretty handy with that butterfly knife of his.
Knight Templar: Count Veger, a strong supporter of Light Eco research and revealed to be one of the main villains of the overall series. The official strategy guide has a pretty apt description: "Although in some ways this guy means well, he is going about it in all the wrong ways and for all the wrong reasons. Too much of a good thing is bad, and Veger is as bad as they get!"
Large Ham: The Baron. His Propaganda Machine announcements are so hammily insistent on upkeeping the totalarian atmosphere of the second game that they border on self-parody.
Magic Pants: When Daxter changes into his eight-foot-tall Superpowered Evil Side, his goggles and gloves change size too, and his pants are only shredded from the knees down... and when he goes back to normal, his pants are magically restored!
Meaningful Name: "Samos" is an island in Greece known for its fertility; the character is the tree-hugging Sage of Green Eco.
The major city of the Wasteland continent, Spargus, is clearly a play on the famous Sparta. Spargus even has limits on 'citizenship', because only people who survive three different marathon deathmatches are considered citizens.
Continuing the Ancient Greece theme, the two known kings of Haven (Tyrant Praxis, who usurped King Damas) have remarkably similar names to a few Spartan kings  and Athenian archons .
Also, Praxis is an actual Greek word basically defined as the combination of theory and practice. Baron Praxis will come up with and execute any scheme or tactic he deems necessary to achieve victory, such as threatening to kill his own daughter.
It could be interesting to note that Deimos is a moon of Mars and Damas is a descendant of Mar/ named his son after Mar.
The surname of the two Big Bads of the first game is Acheron, which is the river of woe in Greek mythology, and the river that Charon would ferry the souls of the dead across.
G.T. Blitz has two meanings: "Blitz" is German for lightning, which is fast and dangerous, not unlike Combat Racing. "G.T." stands for "grand tourer" (or, in Italian, gran turismo), which is a kind of high-performance car built for long-distance driving.
Mêlée à Trois: Happens two separate times in the series. The first one happens in Jak II, which focuses on the three-way struggle between the Underground Resistance, Baron Praxis and the KG, and the Metal Heads. Then, in Jak 3, Haven City becomes a war zone between the resurgent Metal Heads, the Freedom League, and the army of KG robots led by a cybernetically-revived Erol, and that's not even bringing Spargus or the Dark Makers into the mix.
More Dakka: The Morph Gun (especially its Jak 3 upgrades) and the Gunstaff.
And then there's the Vulcan Cannon weapon for planes in The Lost Frontier, which sprays a cloud of bullets in whatever direction you point it. Loaded onto the Gunship, which has five weapon mounts per wing, and you have the most dakka the series has seen so far.
Mundane Wish: After having been turned into an ottsel in the beginning of the first game, Daxter gets his chance to turn back into a humanoid in the ending for Jak 3 as the Precursors offer to grant him a wish. He wishes for a comfortable pair of pants.
After players complained that the original game was too easy, Naughty Dog turned the difficulty up to eleven with Jak II. Jak 3 eased off on that, with making some parts in Jak 3 too easy.
Jak X is to racing games what Jak II is to platform games.
Nitro Boost: Blue Eco temporarily increased Jak's speed both on foot and while driving the zoomer in the first game. Turbo powerups could be picked up in the zoomer races in Jak II and the Wasteland driving missions in Jak 3, and blue eco showed up again in Jak X.
Non-Indicative Name: While Haven City originally served as a haven from the Metal Heads when it was built, it has become a war zone twice during Jak's stay. The, all of a sudden, misnomer is especially apparent near the end of Jak II when the Krimzon Guard fights the Metal Heads as well as in all of Jak 3 when the Freedom League fights the Metal Heads and the KG Death Bots.
Heck, in Jak 3 Spargus City is actually a much safer place than Haven, and at one point Jak is glad to be banished and not be in Haven to fight in the war.
Noodle Incident: Jak to his younger self: "Stay away from ANY wumpbee nests on your ninth birthday, okay?"
No OSHA Compliance: Gol and Maia's Citadel is full of rickety wooden walkways, floating Precursor gadgets, and bronze platforms, and it's all held over a huge Bottomless Pit. And then there's the Praxis Palace and the Weapons Lab. The Praxis Palace has a huge pit in both of it's machinery rooms, and the Weapons Lab is filled with glowing green toxic goo.
Not a Game: Lampshaded because it is, in fact, a game.
Oh Crap: In Jak X, when Jak (and the player) realizes that Jak's weapons have been sabotaged. In the middle of the race. One can only imagine Daxter's reaction...
Veger has a moment like this in Jak 3 seconds before his Karmic Transformation, as if the Universe was just waiting for him to put two and two together.
Oh My Gods!: "By the Precursors" seems to be Samos' stand-in for "Oh my God." Mar's name is also used as an oath, with characters exclaiming "Thank Mar you're here!" Interestingly averted at the end of Jak 3 and Jak X, when Jak famously says "Oh my God." Especially considering that in 3 he is standing before his Gods. Daxter also says "...God, I miss pants" in Jak 2.
Ojou: Ashelin is the Baron's daughter and a high-ranking member of the Guard before becoming Governor of Haven City.
Overprotective Dad: Samos, though it's perfectly reasonable: he wants his daughter to stay in the garage fixing cars, not out on the track getting shot at.
Parental Abandonment: Most characters never mention their parents (but given that the world is war-torn and they're all adults, that's excusable). One intriguing example is Daxter's parentage: they've never been mentioned or seen, so most fans believe that he's an orphan.
Missing Mom: There are five fathers in the series (Samos, Damas, Krew, Osmo, and Praxis) but mothers are only mentioned. Pecker says his mother was "very vindictive"; Samos' comment about Keira being "just like her mother"; Sig's "my momma used to read me bedtime stories..." bit; and Kleiver's sarcastic "No, I'm conversing with me sweet departed mum."
Physical Gods / Powers That Be: The Precursors, again. They (supposedly) all died out before even the first game, and they were stated to be an ancient, super-advanced race. However, they are often invoked as if they were gods (see above), and the second game hints at their true nature. The third game finally out-and-out confirms it.
Rebel Leader: Torn. And the Shadow, though he (justifiably) spends a lot of his time not doing anything.
Rebellious Princess: Ashelin takes this to extremes by being a double agent for the Underground, who is working to topple the Baron's rule.
Recursive Ammo / Macross Missile Massacre: The Apocalypse aircraft weapon in The Lost Frontier fires a single missile that splits into three smaller warheads, each of which splits further into three more missiles for a total of nine warheads per single shot. Needless to say, it doesn't take long to clear the airspace around you when using this weapon.
Scenery Gorn: The ruined areas of Haven City in Jak 3. What's even more unnerving is that there are parts of the ruined city that can be recognized from Jak II, making the point (that this place really has gone to Hell in a handbasket) hit that closer to home.
Sequel Difficulty Spike: Jak 2 is considered by far the hardest game of the trilogy, to the point of frustration for many players. The third game inverts it, by being considerably easier than its predecessor.
Sequel Hook: "I'm done with adventures." You wish, Jak.
Sleeves Are for Wimps: Jak had his sleeves removed in the beginning of Jak 3. Torn and Sig have sleeveless shirts in Jak X. Sig might always have that shirt on, but it's difficult to tell underneath all the armor he usually wears.
Small Girl, Big Gun: Tess when she showcases new weapon for Jak. Word of God says they actually scaled the gun model down for Tess and it still looks huge.
Sliding Scale of Idealism Versus Cynicism: Slid from one end all the way to the other in less than five minutes at the start of the second game, migrating slowly back toward the middle as that game (and its sequel, Jak 3) progressed. The world is ultimately not a Sick Sad World, but it's no picnic, either.
Smart Ball: Daxter isn't exactly dumb, but the amount of times he picks this up makes one wonder if he qualifies as a Ditzy Genius. He's broken into high-security areas crawling with Mooks, disarmed bombs, piloted rockets, driven vehicles with no previous experience, and has run a business since he was seventeen, also without experience (or schooling, for that matter).
Stay In The Garage: Samos essentially says this to Keira in Jak X, when he finds out that she wants to be a racer and not just the mechanic. The exact wording was "a woman's place is in the garage fixing cars!" Good thing Ashelin wasn't around to hear that...
Super Drowning Skills: For Jak, this is caused by Border Patrol (except in TLF, when it's completely unjustified). For Daxter, this is because he's got electrical equipment tied to his back. All enemies die instantly when knocked into deep water, even the ones that came out of the water in the first place.
Superpowered Evil Side: Dark Jak in the second game. The third adds a Superpowered "Good" Side to contrast. In TLF, Daxter gets a Dark mode too. Considering Precursors that are overexposed to Dark Eco become Dark Makers, this has the potential to be quite an interesting development as the series continues.
Surfer Dude: Ximon in Daxter, also arguably the Sculptor from TPL. One of the Precursors in Jak 3.
Swiss Army Gun / Weapon: The Morph Gun has a shotgun, a rifle, a sub-machine gun, a lightning gun, lightning-ball gun, an RPG launcher, a shockwave generator, a Reflecting Laser, a drone launcher, an Anti-Gravity generator, a homing-dart gun and a mini-nuke.
The Gunstaff from TLF can be used in melee and comes with the Scatter Gun (now called Concussor Gun), the Blaster, the Vulcan Fury, and something like the Peace Maker.
Take Your Time: Search for Orbs, play mini-games, explore the desert — that Day Star won't come any closer until the plot says it should. Gol and Maia won't get open the Dark Eco silos until you get there, either.
The Battle Didn't Count: Basically, if the boss talks at all and it's not the final battle, he doesn't die in this fight. The only exception is Krew, and yet he still manages to heavily influence the plot later via holographic recordings.
Because cutscenes are rendered in-game, it's possible to access Sandover Village in Jak II and walk around in it. It can be accessed by exploiting a menu glitch.
In Jak 3, after you reach the end the sewer you access within North Town, the pipes you hop across to reach the part of the sewer that leads you into the Metal Head side of the city will be constantly shooting out poisonous gas. Even if you cheat and use invincibility to bypass them, the door leading to that part of the sewer won't open, thus preventing any sequence breaking.
The Man Behind the Man: Baron Praxis initially starts off as the Big Bad of Jak II, until it's revealed that the Metal Head Leader, AKA Kor is the one pulling the strings, forcing the Baron to trade large amounts of eco just to keep the Metal Heads out of Haven City.
Theme Naming: Every member of Mizo's gang is named after a sharp object: Razer (razor), Cutter and Edje (edgy) are the obvious ones; a shiv is any type of improvised, bladed weapon (common in prisons), and a mizo is a type of Bowie knife. Kleiver (cleaver), though not originally a gang member, also fits in.
Third-Person Shooter: After acquiring the morph gun in Jak II and Jak 3. Parts of TPL are like this when using yellow eco.
Three Act Structure: Jak II, Jak 3, and TLF, though the latter changes the formula slightly in that a boss fight doesn't mark the ends of the first and second acts.
Timed Mission: Very Strict from II onwards, to the point were some of the ring challenges start you off with 9 seconds. Makes you wonder why the timers even have a 10-minute marker.
True Companions: Exactly how many of the main characters are these depends on who you ask, but the general consensus (judging from the group as shown in Jak X) is that Jak, Daxter, Keira, Samos, Torn, Ashelin, and Sig are the "official" party.
Twitchy Eye: Veger gets one when the Precursors are revealed to be ottsels.
Tyrant Takes the Helm: Both played straight and averted with Praxis, who turns Haven City into an oppressive police state, but is shown towards the end of Jak II to genuinely care for the citizens he's in charge of (perhaps a little too much).
Plus, no one seems bothered by the fact that Daxter is a talking rodentmuskrat ottsel who rides on Jak's shoulder.
Used Future: Haven City features grungy industrial areas, rusty floating vehicles, and badly polluted waters, despite being a futuristic city. The surrounding areas aren't much better, either, as the Metal Heads have taken over.
Vader Breath: Obviously all that Dark Eco experimentation couldn't have been good for Gol's lungs.
Verbal Tic: Pecker squawks loudly and abrasively on occasion.
Victory Pose: After getting a Power Cell in the first game. Lampshaded at the beginning of Jak II.
Videogame Cruelty Potential: Starting in Jak II, you can indiscriminately slaughter civilians, knock Krimzon Guard into the water to drown, and even trick their hoverbike riders into slamming into walls or the back of your car, causing them to crash and die. In Jak 3 you can start huge shootouts with the wastelanders. Get one to start shooting at you, get that one to accidentally hit someone else...
Damas doesn't fit this trope: he is clearly the biggest badass in Spargus and, therefore, its king, and he makes it clear that it's either HIS way, or the highway to death by exposure.
A better example might be Kor, who before it was revealed that he was the Metal Head leader and still in human guise, seemed to have made a place among the rebel forces by being old and a Reasonable Authority Figure.
Weak Turret Gun: In Jak X, the only way to destroy a turret gun is to drive into it (of course, you're always in a car, so...). However, you receive no collateral damage for doing so, nor do you slow down.
What Measure Is a Mook?: Jak and Daxter (yes, Daxter is guilty of this too) can shoot/punch/maim hundreds of Krimzon Guards and Aeropans to death, but they're still considered heroes? The latter class of mooks makes this incredibly uncomfortable, since their only crime is not being strong enough to retain their own minds after Dark Eco experimentation, though supposedly they all went along with it of their own accord. The MST3K Mantra is especially necessary here.
Wire Dilemma: Parodied in a cutscene near the end of Jak II. Daxter crawls into the Piercer Bomb in order to get the Precursor Stone back and, theoretically, disarm it. He says things like "Should I clip the blue wire?" before just deciding to break a few more things to see if anything comes loose. It works. The Lost Frontier also has him disarming missiles by ripping wires and such out.
Word of God / All There in the Manual: Commentary in Jak 3 refers to Seem as a "she." Also, the official ages (and heights, weights, and eye colors) of many of the main characters were given in Jak X, in their driver profiles.
Worf Had The Flu: In The Lost Frontier, The instability in the world's eco makes Jak unable to use his dark form.
Writers Cannot Do Math: In Jak X, it's confirmed that Jak and Keira are only one year apart. So, young Jak would have had to be at most one year old when he and young Samos went back in time. However, Baron Praxis was in charge of Haven City for at least two years, so Jak would have to have been at least that old by the time he went back in time. A common fan theory was that Keira was adopted, but that's been debunked since Samos mentioned that she was "just like her mother." The new theory is that Keira's mother was single and married Samos. If she is indeed Samos' biological daughter, as the series seems to treat her, then it falls under this trope.
This trope is averted by the fan theory that Keira and Samos arrived in the future at a different time than Jak and Daxter. This idea is supported by Samos when he claims he's "added six rings to [his] trunk just waiting for [Jak and Daxter]!" which would imply that he has been in the future 4 years longer than our heroes.
X Meets Y - Jak and Daxter met Grand Theft Auto in Jak II. The Lost Frontier added a significant dose of Crimson Skies.