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  • Alternative Character Interpretation: Just before leaving the heroes for the final time, Rayn thanks them. "This town will be a better place [for taking out Mizo]... and thank you Jak, for showing me the light." Was this just a further part of her act, or had she become the mask and intending to use her new influence to be Good Running Evil? Similarly, does her comment to her lieutenant on the phone that "father was too soft" meant to mean too soft on the crime families, or too soft on the city? Also, the heroes probably wouldn't have figured out her game at all if she hadn't left her father's diary in the bar (and switched right to the entry telling her how to avoid poisoning too), and she doesn't seem at all phased about it. So was it an accident at all?
  • It Was His Sled: Mizo and G.T. Blitz are the same person. Rayn takes more after her father than she looks like.
  • Just Here for Godzilla: Ratchet & Clank players are interested in playing as Ratchet.
  • Magnificent Bitch: Rayn is the daughter of Krew and far more charming and clever than he ever was. Enacting her deceased father’s plan to flush out rival gangster Mizo and take his assets by winning a racing bet, Rayn poisons Jak and friends, faking her own poisoning to gain their trust. Only by winning the racing tournament will they be given the antidote. Playing the part of the innocent daughter, Rayn never breaks character, even as Ashelin—the only person to doubt Rayn—threatens her. Carefully stringing along the heroes by exposing parts of Krew’s plan while acting surprised, Rayn even decides to race and put herself in harm’s way to ensure nothing is left to chance. After Mizo is defeated, she fulfils her part of the bargain, providing the antidote to the poison. She also leaves behind a message from Krew to come clean to everyone and as a new crime boss orders that Jak and the others—whom she now considers friends—are not to be harmed. Winning and getting away with everything, Rayn is one of the series’ most affable and cunning scoundrels.
  • That One Attack:
    • Peacemaker. Essentially a dreaded Blue Shell, it locks flawlessly on first player (or all players before the one who fired it if powered-up) and nothing but shield can save you. Even if it somehow gets ahead of you (because you were on shortcut or split path when it was fired) it just turns around and hits you.
    • Supernova. Same as powered-up Peacemaker, but you are also delayed 3 or 5 seconds. Thankfully AI can't get it, but you will loathe it in multiplayer.
  • That One Level:
    • The first race of Yellow Eco Cup, Mountaintop Highway, is this since all of your weapons are disabled. This makes you effectively a sitting (well, speeding) duck, since you cannot deflect missiles which will inevitably lock on you. Worse yet, you cannot skip it competely and you must get at least bronze to advance in story.
    • Waterworks Circuit. Hey, remember the race against Erol in second game, with racing on track with sharp turns, sometimes with slopes just before them and many stumps that would bounce you off your path? The second part of the track is essentially that, but without accelerator rings, while you're being shot at, and using ground vehicles, meaning the rough terrain is even more of a hindrance. Its first half is also like that, but also includes omnipresent water that screws with the physics of your vehicle even more.
    • Sewer Raceway, if only because of this being the only raceway where you pass through the same segment twice in a single turn, in opposite direction, confusing if you accidentally take wrong turn and lose time because of that. To top it off, it is a segment with finish line. The terrain is like in first half of The Waterworks Circuit, which really says it all.
    • Haven City, which is friggin' long and basically is like the race against Erol in Jak II.
  • Most Wonderful Sound: The roar of your Dark Eco maxing out.
  • Unexpected Character: It is surprising that Ratchet of all people was the only crossover character.

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