![]() Advertising To advertise on Kotaku Australia, contact our sales team via our advertising information website. Contact Editorial To contact our editors, email tips AT or post to Kotaku Australia, Level 4, 71 Macquarie St, Sydney NSW 2000.Essentially, we take the mess of info coming out… ![]() Got a game you think we should be looking at? Contact or send it to: Kotaku AustraliaLevel 4, 71 Macquarie StSydney NSW 2000 So, uh, what exactly is this ‘blog’ thing? We’d love to say it’s some magical technology developed in secret by Thomas Edison parallel to his work with electricity, but it wasn’t. If you’d like to contact Kotaku with suggestions, comments, or product announcements, you can email us at Kotaku Australia is published by Allure Media in association with Gawker Media. Sure, you could mosey over to the US site, but you’d miss out on all the juicy gaming goodness that’s relevant – and important – to you. The Australian edition of Kotaku is focused on taking all this fantastic news and crafting it into a tasty treat for all you Aussies and Kiwis. Whether it’s the latest info on a new game, or hot gossip on the industry’s movers, shakers and smashers, you’ll find it all here and nicely packaged at Kotaku. They’d be one in the same in every lexicon on the planet if it were humanly possible. Here’s some footage of the project running in 4K at 60FPS: While the project isn’t fully 100% completed, it is downloadable (and beatable, it’s just that there might be bugs) from the project’s github site. Some of those “more up to date” options include better subtitle controls, custom resolutions and camera controls, but in terms of general gameplay they’ve also made the orbs “easier to see”. We are aiming to keep the core gameplay (controls, physics, behaviours, etc.) identical however, so if you find any issues or differences with this then do not hesitate to tell us about it. It is up to you! There are also a bunch of extra goodies and added secrets to find out. We have added a plethora of options to the game settings (and removed some that didn’t make sense) so that you can have a more up to date experience, or a more PS2-like experience if you decide. Interestingly, it’s not a straight port either, as some small changes have mostly been made to the game, mostly in terms of the options available to players: The project, which is now at around 80% done, is some incredible shit, because it turns out Jak And Daxter was “written in GOAL, a custom Lisp language developed by Naughty Dog”, which means the small team working on it have to “decompile the original game code into human-readable GOAL code” and then “develop our own compiler for GOAL and recompile game code for x86-64″. This is recompiling the game’s entire codebase so that Jak and Daxter: The Precursor Legacy, which was released on the PS2 on 2001, now runs as a native application on the PC. This isn’t porting in the multiplatform sense that we’re used to, nor is it emulation.
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