Showing posts with label Sly Cooper. Show all posts
Showing posts with label Sly Cooper. Show all posts

Wednesday, September 7, 2022

Sly 3: Honor Among Thieves Review

 (Originally published to Glitchwave on 6/30/2021)













[Image from igdb.com]


Sly 3: Honor Among Thieves

Developer: Sucker Punch

Publisher: Sony Interactive Entertainment

Genre(s): 3D Platformer, Stealth

Platforms: PS2

Release Date: September 26, 2005




The third entry in a video game trilogy always pales compared to the second one. The second entry usually stands as a fully realized version of the potential of the series. The developers take the time to renovate the series in the second game, using the first game as a reference on what to improve upon. The second game can either act as a fine-tuned version of the first game or radically change the direction entirely. The latter is either to offer something new after an unsurpassable first entry or to flesh out the characters and world of the series with a more complementary gameplay style. After achieving this with the second entry, the developers are left wondering what to do with the third entry. More often than not, the third game is a more streamlined version of the second game which often falters due to not being as substantial in comparison. The properties that made up the second game are all usually present but are comparatively underwhelming due to repeated from the second game. Any changes prove insignificant in the big picture. This was the case for Ratchet & Clank: Up Your Arsenal and Jak 3, solid third entries that still felt as if the inspiration from the developers ran fallow due to these games using their previous titles as a crutch. After both of these PS2 trilogies were finished, fellow PS2 platformer mascot series Sly Cooper still had another entry to round out the series as a trilogy of games. In 2005, Sly 3: Honor Among Thieves was released to conclude the Sly Cooper series. One would expect Sly 3 to experience the pratfalls that come with a third entry, but this was not the case (for the most part). By some miracle, Sly 3 managed to be on par with Sly 2 and arguably surpass it as the optimal Sly Cooper experience.

It's a little difficult to explain how Sly 3 achieves this on a surface level because it looks and feels precisely like Sly 2. Retaining the platformer elements with an open world, the mission-based direction is just as imperative here as it was in the second game. These missions involve the talents of two or three different characters, and all of these missions accumulate to a final mission, ending the chapter thusly. These missions are enacted in a real-world location and designed to be accessible for the characters to easily traverse through. Sly 3 is just as guilty of using the previous entry as a crutch just as much as the other franchises. However, Sly 3 gets away with this without seeming painfully derivative. In many aspects, Sly 3 is a refined version of Sly 2. The franchise wasn't necessarily in desperate need of these refinements, but its presence in Sly 3 gives it an edge over its predecessor. In saying this, Sly 3 still has some detractors that are either unwelcome additions, or the returning aspects were stronger in Sly 2. This is why this game isn't the unanimous favorite of the franchise. I still have difficulty deciding whether Honor Among Thieves is better than Band of Thieves.

The most notable improvement is the refinement of the graphics. Once again, Sucker Punch takes the time to improve the visuals with each subsequent Sly Cooper game. The transition from the rough animations in the first game to the more polished, defined ones in the second was essential for the evolution of the series. In Sly 3, the graphics are the same as in the previous game but are displayed much better. The colors in the cel-shaded graphics are more vibrant, giving them much more pop. It makes you notice how murky the graphics could be in Sly 2, especially in the darker areas. It's not to say that the graphics in Sly 2 were ever jarring, but there's no doubt that the more lively graphics in Sly 3 are objectively better. They even make the game look more comic-book-like, supporting this concrete aesthetic influence the series has always had beyond the intro/outros to each episode. Every other graphical aspect is the same as it was. The comic-book-styled intros/outros to each episode still look fantastic, and the characters move like marionettes. The latter aspect might look awkward and dated, and it probably could have been improved in Sly 3. However, I've always thought it was a charming aspect of the series, so I'm glad they left it alone.

The writing in Sly 3 is also much sharper than it was in the previous game. I am not necessarily referring to the story writing, but the dialogue between the characters is consistently more effervescent. The second game had moments of comedic banter between all of the characters sprinkled into the dialogue, but Sly 3 is brimming with comedic wit. Sly 3 is far more dialogue intensive than Sly 2 was. It's no more cinematic than the previous game, but the cutscenes are generally longer and more frequent. It never becomes distracting from the gameplay as the humor of Sly 3 is elevated by an incredibly tight script. The more humorous moments of Sly 2 are amusing at best, but there are some moments in Sly 3 that are uproarious. Besides the dialogue in the cutscenes, my new favorite mechanic in Sly 3 that showcases the power of the script comes with the new "negotiation mechanic". Frequently in the missions, the characters will try to either bargain with someone for a deal or relay other possible outcomes with a few options of dialogue presented to the player via a thought bubble. The game won't penalize you for choosing a less ideal option (except for the pirate insult competition one), and thank god because you'll want to exhaust every option to see how it will turn out. Some of these moments are the funniest Sly Cooper has ever been. There is even one of these with the Panda King in chapter 4 that is surprisingly profound.

Where there are new features that elevate Sly 3 over Sly 2, some aspects are either lacking in comparison or removed entirely, resulting to Sly 3's detriment. Do you know what element of Sly 3 is lacking as a whole? Thieving. The most integral aspect of Sly's being and a pertinent gameplay mechanic from the second game has been greatly reduced, with some thieving aspects omitted entirely. The clue bottles that were a staple collectible in the first two Sly games are no longer strewn across the level, clanking and clattering to indicate their presence. Naturally, this means that there aren't any vaults to crack either. The closest to this is a new feature in which Sly occasionally cracks a vault-like opening of a school locker in a mission. It's not the same as earning access to the vaults by finding all clue bottles. The exorbitant artifacts Sly and the gang can take back to the safe house to sell on the "Thief-Net" are also gone. Pickpocketing is still a central mechanic, and Bentley and Murray can even pickpocket guards this time, with a magnet and by hoisting up guards and shaking them, respectively (I don't think I have to tell you which character does which here). However, each trinket you receive from the pockets of the guards is immediately liquidated, which doesn't make any sense. The Thief-Net is still active as Sly and friends can still purchase moves and upgrades, so why did the developers choose to eliminate the selling portion of it? I'd argue this decision was made to streamline Sly Cooper, a common practice with third trilogy entries, but the selling aspect was already so simple. I just can't seem to fathom why they would do this.

While the levels are still designed like open-world playgrounds, the absence of these features makes these levels feel more barren and lifeless. It also diminishes the identity of Sly Cooper as a thief and the noirish inspiration that was present throughout the entirety of the second game. The smokey, noirish tone of the second game is heavily reduced here. Most levels are even in broad daylight, for god's sake. Instead, Sly 3 focuses on the cartoony, comic-book aspects of the series in both aesthetic design and direction. These aspects are readily apparent across the entire series but are amplified to a greater degree. I suppose they complement the humor and the higher energy the game presents, but diluting the film noir influences makes for a less inspired game. There are already so many humorous platformer games with cartoons and comics as their primary influences. They might not hold the same caliber of charming characters with a stellar narrative in an open-world environment as Sly Cooper, but their influences are all cut from the same cloth. The film noir influence is what made Sly Cooper special. The noir influence wasn't just dabbed into the mix as a means to accentuate the tone. The heists in the second game matched with the ultimately doomed Clockwerk mission showing that the developers understood how to effectively integrate these darker noir influences in their game while balancing their more light-hearted influences. Without this balance, the tone and direction of Sly 3 aren't as substantial comparatively.

Every level in Sly 3 also feels much less inspired. Each level in Sly 2 was the stronghold of one of the Klaww Gang members, and the levels more or less reflected their presence and personas. The Contessa was creepy and had a sinister presence, so the gothic foreground of Prague was perfect in reflecting this. The same could be said for the old-fashioned, rustic Jean Bison, whose persona was reflected in the folksy regions of Canada. The villains in Sly 3 are just circumstantial to the foreground instead of being the core of it. The only exception is Octavio, who seems to have a looming presence over the area he occupies in Venice. The different animals that make up his guards are pigeons, cats, and wolves, reflecting animals common in mobster slang. The other areas had cracks in them that irked me. For instance, Australia has so many unique marsupials, and yet the developers chose to use two types of dingos for the guards? That's just lazy. The gang returns to China after the first game, breathing more life into this country with the open-world direction. Still, I can't help but consider that this is the first time the series has repeated a location, and feel as if this is another point of the developers getting more lethargic as the series progressed. The most inspired chapter is the fifth one, a pirate adventure in the Caribbean. Pirates were the one thieving aspect absent in Sly 2 amongst the archetypal heist jobs explored in Sly 2 like a demolition job, bait, and switch, train robbery, etc. Finally, the gang explores another thieving staple, but this chapter is practically ruined by the second half. The series may have translated well into the open-world genre, but not as a high-sails adventure on the seas. The ship controls terribly, and the player cannot adjust the trajectory of the wind ala The Wind Waker, so sailing to a mission will likely be at a glacial pace. Worst yet, the gang will constantly be ensnared by rogue pirates and will be forced to do battle with them. If one-half of your ship is destroyed during these battles, it counts as dying, and you will be forced to return to the starting point where the middle mission of the chapter took place. This is not only the worst section of Sly 3 but arguably the worst section in the series.

The other arguably worse section of Sly 3 is the Hazard Room, a tutorial level after the prologue that is supposed to refresh the player on how to navigate the areas and use Sly, Bentley, and Murray's movesets. Bently has rented out a warehouse in an undisclosed area and uses a series of boxes and ropes to simulate the foundations and traversable obstacles in the areas. For the most part, Sly 3 does an admirable job at not streamlining the series, but this area is just a gigantic, patronizing slap in the face. The controls and layout of Sly Cooper are already easy to learn in a matter of reminding the player ever so slightly in the first real area as they did in Sly 2. Plus, not too much is different here from the previous game, rendering this area useless. The agonizing aspect is that the first real chapter after the prologue is locked until you do the tutorials here with Sly. I wouldn't have bothered mentioning this area if it was optional. For some reason, it is optional for Bentley and Murray and unavailable for all the new characters who introduce us to new movesets. Why did the developers even bother? Was the area forced to be implemented here by Sony executives on some accessibility quota? This is the third game, guys. This was the first Sly game I played, and I still didn't need this tutorial level. I really wish all video game developers would stop doing this.

Because the more refined noir influences aren't as present, the missions are also affected. The missions are far less restrained than in Sly 2, and they feel much more roundabout. They still culminate in a grand final heist at the end of the chapter, but I'd be reluctant to use the word "heist" to describe these final missions as nothing is stolen. The plans of execution for these final missions are circumstantial to whatever the main conflict is in the chapters. These final operations are also sort of less poignant because the missions leading up to them tend to be grandiose themselves. Most of them involve more than one objective and involve playing more than one character as well. A good number of them will also deviate into an objective that wasn't planned by the gang. For example, Sly has to bomb a series of advertisements in Venice to sabotage Octavio's comeback recital. After bombing all of the ads along with Octavio's visage on the top of a tower, Octavio kidnaps Bentley and Sly has to chase him all over the city, similarly to chasing Neyla in Sly 2. In the Australia chapter, the gang challenges some miners to a (lemonade) drinking competition. Like with any altercation in a bar, it erupts into a brew-ha-ha. The mission is reminiscent of the mission from Sly 2, in which the player plays as Murray fighting off hordes of guards from attacking his friends. The surprise comes with the game having the player fight these miners as Sly, Bentley, and Murray instead of just Murray, the person in the gang who specializes in fisticuffs. Was simply playing as Murray too direct for the developers? In addition, this mission escalates into a surprise boss fight. Gone are the days of surveying the land with reconnaissance photos and lurking in the shadows while executing the plan. Every mission in Sly 3 has to make a big scene. Even the first job in Venice taking reconnaissance photos involves Bentley dismantling a Ferris wheel.

The saving grace is that these more chaotic missions are more fun than the more meticulously executed missions in Sly 2. While the first few heists in Sly 2 are essential in establishing the new open-world, mission-based gameplay, they are a little dry compared to the exhilarating heists later in the game. Sly 3 capitalizes on the entertainment factor of the missions and the final operations and provides the player with consistent thrills. Every final mission in Sly 3 also has a habit of going awry, which was always an aspect of my favorite final missions from Sly 2. It's all killer, but I'm not so sure there is no filler. There are many missions presented in Sly 3 that prove to be irrelevant in working up to the final operation. In Sly 2, each mission, no matter how minuscule, was never insignificant in working up to the main mission. It wasn't all killer, but there was no filler. I always lamented that there wasn't a mission select option in Sly 2 after finishing the chapter. Still, now I consider that some missions in Sly 2 aren't worth replaying individually. Sly 3 has this feature, and I replayed practically every mission in the game ad nauseam as a kid. However, I still think Sly 2's missions are more substantial.

Sly 3 also improves upon my one main critique from the second game. The difficulty was far too forgiving, especially in the case of being caught by the guards. Each character could get away quickly enough and or fight their way through them to the point where getting caught seemed trivial unless the characters (namely Bentley) found themselves in an unlucky position of being ambushed. In Sly 3, the guards are much more durable and persistent. The smaller guards won't dissipate comically when knocked off of a rooftop. The guards in this game will fall and jump right back up to apprehend you. The flashlight guards also take way more hits to take down, even than Murray. A hit from the guards will deplete around a fourth of your health instead of a seventh of it, forcing the player to be more cautious around enemies. It's ironic considering that Sly 3 is the game between the two sequels that has less of a focus on stealth. Sly 3 also drastically improves on the bosses. The bosses in previous games had incredibly predictable patterns and weren't very tenacious. Some bosses even repeated the same attack for the duration of their fight. The bosses here will change their attack patterns and even come in different phases to throw the player off, making them far more engaging than the fights in both previous Sly Cooper games.

As one could probably assess, everything in Sly 3 acts as a means to make the franchise bigger in scale. Sly 3 seems to have more to offer than Sly 2 does, for better or for worse. Not only is Sly 3's initiative to expand the gameplay elements, but to expand the Cooper gang as presented in the overarching story. Sly 3's is a Seven Samurai-Esque tale of venturing worldwide to find enough talent to take on their most ambitious mission yet: the opening of "The Cooper Vault". Sometime between the second and third games, Sly encounters an intimidating-looking walrus named McSweeny who apparently used to be a member of the previous Cooper gang with Sly's father. He informs Sly about the vault, which is said to possess an unfathomable fortune that makes Scrooge McDuck's gold vault seem modest by comparison. Excavating the vault is also deemed a rite of passage for any member of the Cooper clan. The vault is located on an island in the pacific but surrounded by seemingly impenetrable security put up by a man named Dr. M, who has been trying to violently crack the vault for some time now. He's made himself a stronghold on the island with every type of security measure and with an army of horrifically mutated guards whose genetic material consists of two or three different animals (does the "M" in Dr. M stands for "Moreau" by any chance?) The game begins at the point in the story where Sly and the gang are executing the Cooper Vault operation. Besides Bentley, the other members are silhouetted on the other side of the binocucom to not give away their identities. Some of the voices are unfamiliar, one of them should be obvious, and two of them should ignite a sense of deja-vu. Sly gets to the vault, but the operation goes awry, and Sly finds himself being slowly crushed under the palms of one of Dr. M.'s genetic abominations. The story of Sly 3 is told in flashbacks as Sly's life flashes before his eyes, working its way up to the prologue.

Before I talk about the myriad of new playable characters in Sly 3, I have to make a slight mention of the old ones. A lot has happened to our old friends since the devastating end of the second game, and the fallout of those events has affected them drastically. This is not particularly true for Sly, who is the same as he always was, but Bentley and Murray are the most war-torn. Murray left the gang due to being in a state of overwhelming guilt over what happened to Bentley. His feelings are understandable, as any good friend would feel bad about witnessing a friend getting mortally wounded. However, Bentley is now permanently bound to a wheelchair for the rest of his life, coupled with the fact that if you notice carefully, Murray could have prevented this by prying open Clockwerk's head while Bentley was under there, makes his grief even more gut-wrenching. Murray then seeks spiritual guidance from a wise mentor and travels worldwide searching for enlightenment like Kane from Kung Fu. You happen to meet him in Venice, where an opera singer turned mob boss Octavio is planning a comeback recital. This is to make his presence as a star again and punish those who have forsaken him due to changing musical tastes. He plans this by flooding the waters of Venice with tar and planting a bomb under a landmark as an explosive encore (no pun intended). He's a menacing villain with a lot of character, snarling at his cronies and speaking with an emphatic vibrato. He roughs up wheel-chair-bound Bentley, and the sight causes Murray to get a chance to redeem himself for the accident last game by beating Octavio. Once you get Murray back on the team, he washes off his tribal makeup, dons the mask and the gloves, and becomes "The Murray" that we all know and love.

Bentley, on the other hand, is the only main character that is radically different. Even though he is confined to a wheelchair, he does as much if not more fieldwork than he did in the previous game. The wheelchair has an accessible hover feature and is equipped with the same sleep darts and bombs. Bentley has also become my favorite character in this game, not just because he's fun to play. To compensate for being crippled, Bentley has shed his geeky, hesitant nature and is now a cold-blooded tactician. He's like a green paraplegic Tony Soprano now. Some of his finest and hilariously fiendish moments are dueling vocal feats with Octavio, having Murray feed guards to a crocodile, siccing a giant wolf on the guards, and uttering one of the most savage "your mama" jokes to the face of a man who is big enough to eat him. Sly and Murray constantly comment on how devious Bentley has become and are in both shock and awe of his plans. He was in training wheels in the second game, but now he's in the Tour de France. He's the man now.

Another familiar series character that is now playable is Carmelita. No, she does not join the gang, even though it's Sly's star-crossed fantasy, I'm sure. The gang (meaning Bentley and his devious deeds) often has Carmelita support them by having her take out some kind of big threat through guided manipulation. She is equipped with her trademark shock pistol and a kick move at short range. She can also leap over buildings with a jump move. The shock pistol has a target system making shooting very smooth and accurate. Yes, the only way to manage Carmelita's poor aim is to have the player do it.

The chapters in Sly 3 are presented much more episodically than in Sly 2. The Cooper vault job is still the end goal, but not as emphasized as the overarching plot like collecting the Clockwerk parts was. Each chapter feels much more contained and involves executing a favor for a new potential Cooper Gang member before they can join. After hearing about the mystical powers Murray's teacher, "The Guru," possesses, the gang takes an interest in him and travels to Australia. However, parasitic miners excavate the land, and The Guru can't join until his homeland is purified from miner influence. In doing this, they unearth an evil mystical force known as the "Mask of Dark Earth," the dumbest villain in the series. It's a sentient mask that randomly latches onto unsuspecting people as they become irrationally angry and grow to gargantuan size. This eventually happens to Carmelita, and Sly has to climb her (another dream come true, no doubt) to pry off the mask and destroy it. It's an entertaining final operation, to say the least. The Guru is my new favorite character as his mystical gibberish is amusing, and his unique move set is a blast to use. The only problem with him is his blatant hypocrisy, preaching non-violence while manipulating people to propel themselves into dangerous machinery.

Bentley then discovers he needs a mechanic and pilot with skills that surpass his own. He finds a Dutch mouse named Penelope who can offer her skills to the team if the gang wins a prestigious piloting dog-fight competition in The Netherlands. The competition is curated by "The Baron," a formidable pilot and Penelope's boss. This chapter is my favorite in the game because Sly and the gang go to great lengths to cheat. Any section that involves the gang being sneaky and duplicitous is a winner in my book. Like the log games, the host cheats, and Sly confronts him for it. After battling the Baron, it's revealed that Penelope is under the mask and has been posing as the Baron because of the Ace's Flight Competition's "strict age requirements." C'mon, Sucker Punch. This is an obvious glass ceiling scenario. The player doesn't get to play as Penelope (except for one boss fight) but plays as her toy box of gizmos like the RC car and the RC Chopper.

One could argue that Bentley could just fulfill this role just as well, but being the team mechanic is not Penelope's real role in the gang. She's a love interest character for Bentley, a situation in the gang that we haven't seen play out yet. Even though she's obviously the perfect match for Bentley, Bentley has competition for her affections. You can't tell from behind her thick glasses, but she's giving Sly the "fuck me eyes" throughout the fourth chapter. One mission in chapter 5 highlights this elephant in the room as Bentley reveals his frustrated feelings about Penelope's affection for Sly. However, this is the same chapter where Bentley brilliantly wins her favor. Penelope gets captured by the vicious pirate Lefwee as she is forced to be his bride. Knowing that Lefwee is onto them and he is very clever, Bentley hatches one plan he willingly knows that Lefwee will catch onto and a "plan B" to throw him off and rescue Penelope. He has Sly enact the first plan and fuck up on purpose, thus making him the hero of the day by rescuing Penelope himself. This plan makes him seem more capable than Sly and Lefwee to Penelope. After this, Bentley gets the girl. Sly probably knew about Bentley's crush on Penelope and threw him a bone like the bro he is. After all, Sly obviously only has eyes for Carmelita anyways.

The demolition man for the big job is a shock for Sly and the player. The gang goes to China to convince none other than The Panda King, a boss from the first game and mortal enemy of Sly, to join their gang. Sly is understandably apprehensive about this plan, but Bentley can't think of anyone better for the job. Since the events of the first game, The Panda King has become a monk amid the humiliation of losing to Sly and being separated from his daughter. For him to join the gang, they must halt the forced marriage between his daughter and a ruthless Chinese general named Tsao. The third game may have been my favorite chapter regarding the missions, but this one is my favorite in terms of narrative. The tension between Sly and The Panda King is palpable, being that he was one of the people who murdered Sly's parents. They come to a point of cooperation and forgiveness once The Panda King makes a deep effort to try to forget the past and become a better person, literally by communicating with the reflection of his old self. I said that revisiting China was slightly disappointing because of repeating a geographical location, but this chapter shows the total growth of the series. It juxtaposes the setting, narrative, and characters to the rudimentary ones present when the gang last visited China. This also includes the villains, as General Tsao is not only vastly more heinous than The Panda King but also the most heinous villain in the series. He's a villain so arrogant that not only does he love the smell of his own farts, but he'd be offended if you didn't love them too. During a fight with him (the best fight in the series), Sly even tells him that he's one of the worst people he's ever met. Don't worry; the wedding is stopped, and he gets his just desserts. Murray is also reunited with the team van by coincidence during this chapter.

Dimitri is the last new member to join the gang and is the narrative reason for the pirate chapter. In chapter 3, Sly deals with Dimitri for leverage in the Aces Flight Competition. In return, the gang goes to Blood Bath Bay to retrieve Dimitri's grandfather's scuba gear. Once they find it, Lefwee captures Penelope, making the gang hold off on declaring Dimitri as a member just yet. With his new scuba gear, Dimitri acts as the team's frogman, which heavily involves swimming. I'm glad Dimitri is back in Sly 3 because his nonsensical "hip" vernacular is always entertaining, but his underwater missions are convoluted as all hell to control. Fortunately, he joins the gang so late that you only have to play as him twice.

After assembling the gang throughout five chapters, the events come back full circle to Sly in peril on Kaine Island, thus starting the final chapter of the game. As he starts to lose consciousness, he reflects on his life and starts to have regrets. It's at this point where he considers leaving his thieving career behind and starting a real relationship with Carmelita instead of just flirting with her while escaping her shock blasts. At the last moment, Carmelita acts as Sly's guardian angel and subdues the creature with her shock pistol, freeing Sly. After regaining consciousness, Sly and his team do their best to retrieve Sly's cane and get Sly into the Cooper Vault.

Let me make this clear distinction: the ending to Sly 3 is great, but the final chapter of Sly 3 is not. It's another linear, gauntlet-style chapter similar to the final chapter in the first Sly game. I had wondered if the final chapter in that game was this way because of a rushed development period. Considering that the second game is the only one where the final chapter isn't a gauntlet and has a longer development time, I know this was the case for Sly 1 and 3. The missions involve putting the abilities of each Cooper Gang member to the test, but the problem comes with a lack of familiarity. Some of the missions are way too difficult due to only having a little bit of exposure to their gameplay styles, especially with Dimitri and the biplane. It doesn't help that Dr. M has been completely forgotten about through the course of the game due to each chapter being more contained with its own villains. It doesn't help matters that Dr. M is an incredibly weak final villain. It's revealed that Dr. M was the Bentley in Sly's father's gang and Mcsweeny was the Murray. Apparently, Sly's father was very callous towards Dr. M and undermined his team, taking all the glory for himself. He's supposed to be a sympathetic villain but is laughably unconvincing. All we've seen him do is act like a violent maniac who spits so much vitriol at Sly and his family that you'd think HE was the one who killed his parents. After this exchange, Sly is guilted into inviting Bentley and Murray into the vault with him. Unfortunately, Sly is the only one who can proceed into the chamber. As Sly ventures into the glorious Cooper Vault, Bentley starts to converse with Murray about if Sly treats them like underlings. Murray deflects this by saying that "Sly is cool," but I have a better rebuttal: How, especially at this point in the series, can you question the relationship between these three? They've been through so much together at this point for so long that their relationship shouldn't be up for debate. They've broken each other out of jail, Sly turned himself in so he could let his battered friends go free, and Sly even risked his life to secure a girlfriend for Bentley. The dynamic between these three is one of the strongest points in the series, and it cannot be adulterated by some lunatic who doesn't even give us any insight into his own experiences with Sly's dad. Of course, Bentley and Murray stop Dr. M's goons from bushwhacking Sly in the vault because that's what you do for a dear old friend. Sly has a final duel with Dr. M as Carmelita arrives unexpectedly. Sly takes a shot for Carmelita and fakes amnesia as an opportunity to start over with her as they escape the crumbling vault, with Dr. M marveling over the treasure in his last moments. Months pass, and Sly is nowhere to be seen. After some time, they all go their separate ways. Bentley catches up with Sly to find that he is in a relationship with Carmelita, finally getting a chance to settle down with her as he has always desired.

I commented on my Sly 2 review that the story was the game's strongest aspect. Compared to the ebb and flow of Sly 2's story with rich themes such as betrayal, loss, and failure, Sly 3's story doesn't quite deliver on the same scale. The more confined chapters are all entertaining in their own right, but the lackluster final chapter shows that they all fail as sums to the story's foundation. The added number of players in the Cooper Gang also lessens the impact of the dynamic between Sly, Bentley, and Murray, which was one of the best aspects of Sly 2. However, the finale, where Sly's character arc is fulfilled and the series concludes, is very satisfying and bittersweet. It doesn't make up for any shortcomings in the final chapter but doesn't diminish it all the same.

The main objective of the developers was to make a more indulgent Sly Cooper experience to cap off the trilogy. Sucker Punch's initiative was to damn all subtlety and offer as much as possible with one final entry like one final hurrah. Everything about the second game has been magnified exponentially, such as the number of playable characters, the humor in the dialogue, and the more frantic missions. Sly 2 may be more mature and refined, but Sly 3 is so much fun to experience. I still can't decide which one is better, and I guess it's all up to subjective choices rather than objective quality. What Sly 3 is that Sly 2 isn't a great conclusion to one of my favorite franchises in gaming.

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There's also another aspect of Sly 3 that is present outside of the narrative. Sly and the gang will use "optimizer goggles" in a few missions to see the levels more clearly. This references the 3D paper-thin glasses from the game's manual that you use for a 3D effect. This extra feature may have been fun when I was a kid, but I cannot see in 3D due to having only one eye. These levels would have just been a nauseating blue for me. Thank god using this feature is always optional, or else Sly 2 would have been the clear victor over this game.

Sly 2: Band of Thieves Review

 (Originally published to Glitchwave on 6/20/2021)













[Image from igdb.com]



Sly 2: Band of Thieves

Developer: Sucker Punch

Publisher: Sony Interactive Entertainment

Genre(s): 3D Platformer, Stealth

Platforms: PS2

Release Date: September 14, 2004




Sucker Punch must have taken a great deal of influence from the other Playstation exclusive studios when considering the sequel to the first Sly Cooper. Namely, Naughty Dog’s direction when developing Jak II, a radical shift in tone and direction from the first game. While Jak II was drastically different in many ways, it still retained all of the essential elements from the first Jak and Daxter. The melding of new and old elements created something surprisingly nuanced and unlocked the potential of the Jak and Daxter franchise that we never knew it had. The Jak and Daxter franchise needed to evolve because the first game practically perfected the 3D platformer game and couldn’t have been topped. In the case of Sly Cooper, the franchise needed to evolve because the first game wasn’t substantial enough. Sly Cooper’s potential was obvious, but it was undermined by the first game's simplistic nature. The presentation and characters had way too much charm, pizzazz, and narrative complexity to be relegated to a bare-bones 3D platformer. The Sly Cooper franchise needed to evolve and adapt to fulfill that potential and not become a faint memory amid the stagnating 3D platformer genre. Sucker Punch took an extra year in development just like Naughty Dog did with Jak II to make a game that fully realized the potential of the Sly Cooper IP. Sly 2: Band of Thieves is what came of this long development period, and it wasn’t a radical overhaul like in the case of Jak II. The familiar elements like the comic book style presentation and the smokey, noirish tone of the first game were still present. Sly 2 takes a similar approach to Jak II in that it mixes in open-world elements in a 3D platformer, making a hybrid that allows the characters and narrative to become more involved. With this direction, the Sly Cooper series, once a bud, bloomed into a beautiful flower. All it needed was some richer soil.

Sly 2 illustrates this extra level of involvement as early as the prologue. In Sly Cooper fashion, the introduction involves silhouetted figures running across the rooftops of a bustling city skyline. That's right, I said figure(s). Sly’s got some help on the field. Sly slides down a rope into what looks like a museum and surveys the grounds. He gets a binocucom call from Bentley and treats Bentley’s wariness from being out on the field for the first time with light-hearted mockery, telling him to lighten up. Yes, Bentley is no longer just a glorified tutorial constantly giving Sly swimmer’s ear with his nasal whine. He’s front and center in the action and uses his technological skills to turn off the museum’s security system. If three figures were running across the rooftops and Bentley was one of them, could the third one possibly be Murray? As Sly moves forward, he hears a “THUNDER FLOP” from above as Murray crashes through the glass ceiling. This time, Sly doesn’t aid a helpless friend. Murray returns the favor by lifting an iron gate and smashing another by impressively lobbing a bust at it from far away. Sly makes it to what looks like the center of the museum to find that what he was looking for has already been stolen. Carmelita and another officer jump out of hiding to arrest Sly when the other officer, Constable Neyla, suggests that perhaps Sly didn’t steal the Clockwerk parts. She suggests that there’s evidence that a group of criminals known as the Klaww Gang made off with the parts, but that doesn’t stop Carmelita from chasing Sly and his friends with her trademark shock pistol. Sly and his gang get away in the van, and Sly explains the set-up. Clockwerk, the leader of the Fiendish Five and the final boss of the first game, has somehow survived the unfathomably scalding temperatures of sitting in molten lava. His parts have been exhibited in a museum in Cairo for some time. The insane excavator who found and moved these pieces out of the mouth of a volcano is never revealed. Sly feels reasonably discontent that Clockwerk is relatively intact and seeks to destroy those pieces for good measure. After all, he did kill Sly’s parents and harbored a grudge against his family that lasted a millennium. Alas, all the pieces were stolen by The Klaww Gang, and Sly must travel the world bringing those pieces back and finally end the legacy of his nemesis.

If you couldn’t tell from the prologue, the level of involvement present in Sly 2 is apparent in tons of different aspects. The presentation in the first game was colorful, and the comic-book quality of it gave it a certain level of charm, but what’s presented here in Sly 2 makes the first game look rough and amateurish by comparison. Everything involving the presentation here looks much more refined. The character models look more pronounced and fit much better with the cel-shaded backgrounds. Sly’s bottom jaw no longer looks like it’s trying to remove itself from the rest of his head when he talks like it did in the first game. The illustrations in the comic-like intro/outros are better outlined, and everything from the characters, and backgrounds, to the slight movements in the animations, are impressively defined. They look far more attractive than the splotchy illustrations from the first game. The presentation here upholds a higher standard of professionalism which can probably be attested to the long development period. They took the time to put a much-needed sheen over the aesthetics and made them look much more captivating.

The attention to detail in the presentation is certainly delightful, but that’s not the level of involvement everyone often associates with Sly 2. A more literal sense of involvement is the inclusion of both Bentley and Murray doing fieldwork with Sly. Their roles might be a bit misleading, judging from the prologue. Both aren’t here to assist the player when Sly comes across something out of his element. Bentley and Murray are both playable, and not in the same sense of conveniently popping up once in a while like Clank and Daxter. Bentley and Murray are in the limelight almost as much as Sly and are as readily playable. Sly may still get top billing here, but the “Band of Thieves” subtitle sort of connotes that the game involves a group effort instead of simply supporting Sly whenever they are needed. Sly’s “band of thieves” are like the Attractions to his Elvis Costello: supporting members who have their own unique functions that make up the whole of the band. While Sly gets more precedence, his role is no more vital than his teammates. After all, pulling off the jobs in this game requires a considerable group effort and a smattering of unique talents working together.

Sly is still the same nimble, agile thief he was in his first outing. He has retained most of his physical thieving abilities from the first game, namely spire jumping, climbing up pipes, swinging off of hooks, etc. that help him traverse through an area with ease. He has also adopted some new moves like the sneak combo, where latches onto an enemy while their back is turned and slams them to the ground. This range of movement is also assisted by the impeccably smooth controls that transfer from the first game. He’s still incredibly confident and devilishly charming, leaving his trademark calling card at the crime scene and flirting with Carmelita even when she has her shock pistol aimed right at him. Sly’s character is essentially the same as he was both in terms of physicality and personality. The evolution of his character comes with translating his thieving prowess into the new foreground of an open-world design. Sly’s moves aren’t a means to traverse obstacle course-like levels with a concrete finishing line anymore. Fortunately, these new spacious playgrounds accommodate Sly’s array of thieving acrobatics quite nicely. I don’t think there is a section in any of these areas where Sly can’t climb or use his cane as a tool for traversal. He may be visiting these places inconspicuously, but they seem to be curiously designed in his favor. Sly’s translation into the more open-world format is similar to how Naughty Dog transferred Jak. A platforming character is introduced into a new setting that strangely allows him to transfer all of his innate platforming moves without any inconveniences. Their varied movement makes the often rigid open-world protagonist feel much more comfortable to control. Sly’s voice actor also does a much better job this time as he projects Sly’s confidence more clearly instead of mumbling his lines.

Bentley’s more proactive role in Sly 2 is a progression of his character. In the first game, he monitored Sly from a distance, and this wasn’t because Sly only needed him for quick points of advice. Bentley was too cautious for his own good and fretted at every danger point. In Sly 2, Bentley rips off his bowtie and dons a safari hat, signifying his more dynamic role in Sly’s gang. While he is willing to leave his comfort zone for the job, he can still be hesitant to act, especially if he’s on his own. As the game progresses, Bently’s prudent nature in the face of danger will be tested to its limit. Bentley is the least versatile and physically weakest of the three main characters, making the stealth aspects more of a means for survival on the field. Fortunately, Sucker Punch didn’t leave Bentley in the dark, or so to speak. Bentley is more than capable of holding his own out there in the face of adversity. He is armed with a crossbow, and it’s not for pinning guards against the wall. He uses it to fire sleep darts which incapacitate guards for a short period. He can then plant bombs to subdue them, timed or detonated with manual control. As the least intimidating member of Sly’s gang, his method of combating the guards is the most cold-blooded. Bentley can also initiate hacking minigames involving a green tank shooting security bots in a top-down perspective. They are sort of like the one section in the last area in the first game except much more realized, and they look less like a 1982 arcade game.

On the other hand, Murray in Sly 2 is a total revitalization of his character from the first game. He is no longer deadweight like he once was. Sly even makes a point to introduce Murray as “the brawn” in the prologue as if he’s always been the powerhouse of the team since day one. Really, Sly? You’re telling me this isn’t the same fat, pink doofus who couldn’t pull his own weight from the first game? Either or, Murray has shifted from being burdensome to Sly and the player to being my favorite character. This Murray is confident in his abilities and even refers to himself as “The Murray,” which signifies his newfound boisterous attitude like a frat boy. His new persona more or less comes off endearing like a kid playing superhero. I felt it was more endearing because it made me wanna hug the big guy, only if he wouldn’t inadvertently crush my spine in the process. Speaking of crushing spines, that’s Murray’s specialty on the field. The stealth aspect of this game goes right out the window with Murray, as he can mow down swarms of guards with little effort. He can also pick up most objects and throw them, including most of the enemies. Playing as Murray is a little cheap because he breaks the stealth foundation of the series. A hippo running loose in the streets is about as subtle as...well, a hippo running loose in the streets, so stealth is out of the question. I can’t fault this too much because playing as Murray is too much fun, and at least his approach to combat feels totally different from Sly and Bentley.

Carmelita returns, fulfilling her role as the dedicated cop who ambushes Sly occasionally and fails to bring him to justice. She is essentially the same as in the first game except with a new voice actress. This new voice actress brings a more passionate delivery which was needed from the totally wooden one from the first game. It’s still unfitting that this new voice actress decided to give Carmelita an American accent instead of a Latin one. Carmelita’s aim with that shock pistol also isn’t any better. The returning supporting character that ironically has more of a presence is Clockwerk. Clockwerk himself never makes an appearance in Sly 2, rather his body parts are the main focus of the story. For some reason, Sly illustrating how menacing Clockwerk is in the first animated cutscene brings more intrigue to Clockwerk than his role as the final boss in the first game. This one narration heightens Clockwerk as a gigantic threat to Sly, making the main goal of destroying his parts of dire importance. This level of intrigue is elevated as Sly describes the power of his individual parts in each chapter. When the sequel makes the final boss of the first game seem more foreboding through simple presentation even when he’s not actually present, you know you’re dealing with a whole new level of quality here.

The Klaww Gang is also much more of a formidable unit than the Fiendish Five were. I always understood that the Fiendish Five were retired and settled nicely in their respective strongholds, just minding themselves. Sly’s mission was to seek them down at their homes as a means of revenge for killing his parents and stealing his property. Sly was checking off their names like a hit list. The Klaww Gang is still an active force, conducting an illegal spice operation using specific Clockwerk parts for their unique properties. The members of the Klaww Gang also have their own roles in the spice operation, more realistic ones in a criminal gang rather than the vague set of skills each member of the Fiendish Five offered. Rajan produces the spice, Jean Bison ships the spice, and Dimitri deals with the spice. Arpeggio acts as their leader and specializes in creating and maintaining the technology they use for their operations. The Klaww Gang members also seem to admire Clockwerk, giving Clockwerk this legendary status as an immortal criminal instead of just a menace to the Cooper clan. They did seek out his parts and are utilizing them for maximum efficiency (except for Dimitri, who is using them to copy money). I also felt Sly’s interactions with each member of the Fiendish Five were unfittingly nonchalant for dealing with the people who murdered his parents. With the Klaww Gang, it’s just business. Sly can exude his smarmy attitude towards these people as there is nothing personal between them. Their strongholds are nothing more than layers of adversity that keep Sly from quickly nabbing the parts.

Sly 2 is also much more inspired than the first game. The new source of inspiration that has molded the concrete identity of the series is heist films. Heist films aren’t necessarily synonymous with film noir, but the genres tend to overlap at times (The Killing, The Red Circle, etc.) due to both being heavily stylized crime subgenres. The more complicated set-ups of heist films better complement the noirish tone of Sly Cooper. They also give much-needed depth to the gameplay. Sly is no longer collecting simple, Macguffin platformer items like keys to access the area’s boss. Progression in Sly 2 is in the form of mission-based objectives, which are standard in the open-world genre. Every area has six or seven different missions divided fairly evenly between Sly, Bentley, and Murray. The first mission will always involve Sly sneaking into the Klaww Gang member’s base of operations and taking reconnaissance photos. Once he does this, Bentley puts together a slideshow detailing the tasks needed to be done before they can steal the Clockwerk part. There is often the second phase of operations in the same area that is also presented in its own slideshow presentation that details even more tasks.

Once all of these tasks are completed, Bentley will detail the heist in yet another slideshow, naming the heists as “Operation: X” to signify the grand scale of the main operation to steal the Clockwerk part. Each of these heists is so grand that they require the efforts of every character. For example, in the first India chapter, Murray has to lift the heavy Clockwerk wings suspended by a rope on a winch. Bentley blows up a bridge to distract Rajan’s guards while Sly dances with Carmelita to distract all of the patrons in Rajan’s palace. Murray then carries the wings to the van while Bentley covers him from the air with his remote-controlled chopper. While the regular missions are brief and usually involve repetitive tasks, they are necessary for leading up to the electrifying heist. Every task Bentley has you do is always air-tight, thanks to the writing in this game. Nothing you do ever seems like grinding or busy work. Even in playing the most forgettable of missions, the heist at the end of each area always pays off.

In contrast to the vast cityscape of Haven City in Jak II, Sly 2 shows a little more restraint with its free-roaming playgrounds. Sly can’t seamlessly travel around the world in the team van at his leisure, as ideal as that sounds. Each area coincides with an episode like in the first game, now presented in the main menu like selecting an episode of a DVD menu. The areas are free to roam with any of the three characters once they survey the land and conjure up a multi-step plan to steal the Clockwerk part. Admittedly, the areas accommodate Sly’s range of movement more than the other two, but Bentley and Murray aren’t completely helpless. Murray can execute a charged super jump, and Bentley has a jetpack to get to the same heights as Sly. Playing as Bentley and Murray never feels like a handicap in terms of traversal. Whether it be a city or a more remote location, each place is beaming with its own unique geography, tone, and layout. Most places even have inside areas that are usually accessed during missions. These missions can be revisited anytime and can range from clubs, hotels, crypts, log cabins, etc. There isn’t much to do in these areas outside of the missions, but the fact that these are just a part of the whole level gives them more depth. Each area also has a safe house where you select to play as one of the three characters. There is not much else to do in the safe house, but it’s sometimes interesting to spectate the gang just hanging out in the area in the background. The hubs of the first game were so lackluster and were just placed as a center for all of the levels. The open-world foundation of Sly 2 organically breathes more life into these levels and makes running around in them all the more engaging.

In Sly Cooper fashion, the areas of each episode center around a member of the target criminal gang and are based on a real-world location. Except for the first and final chapters, each country or city is represented in two separate locations for two consecutive chapters. The second consecutive chapter may be in the same country but in a totally different geographical setting, like the Indian city in chapter 2, followed by the Indian jungle in chapter 3. Like the areas in the first game, all the areas in Sly 2 take place in totally different geographical locations with their own cultures and climates. The three types of guards are also animals that more or less represent the country. For example, the guards in Paris are frogs, rats, and pigs (Haha. I just realized how offensive that is.), and the Canadian guards are moose, ducks, and rams. King cobras will pop out of holes in India, and Canada has caves with hibernating bears. The open-world aspect elevates Sly 2’s areas above the areas from the first game. Still, it’s nice to see the level of detail the developers put into making each level discernible through cultural and geographical differences.

Sly 2 also puts a bigger emphasis on stealth and thievery. Every mission involves escaping plain sight (except playing as Murray) and stealing items from enemies. Sly will often steal keys, sneak through hideouts in a barrel, sidle past buildings with visible enemies walking around, and crawl under tables to avoid being seen. Sly can also pickpocket the guards of their money and valuables. These valuables can be sold on the internet with Bentley in the safe house. There are also valuables found throughout each area supported on a plinth that can be taken back to the safe house and sold as well. Thirty clues bottles will also be strewn across each level, and collecting them will grant you a code to a vault with a powerup inside. This emphasis on stealth and thievery gives the game more credence to the stealth genre and Sly’s role as a thief. It’s also far more enticing than using stealth as a circumstantial game mechanic while platforming.

In the first game, stealth was necessary not to alert the guards or trip the security because Sly would die in one hit. In Sly 2, each character has a health meter in the top left corner of the screen. The amount of health you lose upon being hit depends on several variants ranging from being hit by guards, security lights with bullets, lasers, and falling in water (which makes sense for Sly but not for Bentley and Murray. You’re telling me that neither the turtle nor the hippo can swim? I understand that this is done for consistency, but the irony is too rich). The most common threat that Sly and his gang will have to watch out for most of the time is the guards. These guards are aesthetically different per area (different animals by country), but the three types of guards remain constant. The smaller guards will attack you lightly but alert more guards by blowing a horn. The medium guards will attack you more often, and they scale the most ground. The big flashlight guards are the ones to fear. Their light gives them the widest range of sight, and they are the sturdiest of the three. They are also the only type of guards with firearms. These guards are constantly on patrol in the streets, on top of buildings, inside buildings, etc. While the levels act as big playgrounds, Sly and the gang always have to be vigilant so as not to be seen by them. However, the consequence of getting caught by the guards is never that severe.

Sly can fight the smaller guards with ease and may only sustain minor damage from fighting a flashlight guard. Murray can KO a flashlight guard with two hits and obliterate the smaller guards with a single blow, making him practically indestructible. The only character who has to worry is Bentley, but Bentley can run away all the same. In fact, the characters can just run away, and the guards will forget about them in seconds. My main criticism of Sly 2 is that it’s too easy. I would say this game is more lenient with error, but there are constant checkpoints during the missions, and the bosses all have predictable attack patterns. They certainly didn’t take note of Jak II in this case.

The most important level of extra involvement that vastly elevates Sly 2 from the first game is the story. With all of the refinements to the presentation, the more in-depth, open-world, platformer hybrid gameplay, and the emphasis on thieving, the story is the aspect that shows Sly Cooper’s full potential. The story is tense, complex, and heartfelt and will drop surprises on you when you least expect it. It is the centerpiece of this game.

The first heist sends the gang to Paris to steal the Clockwerk tailfeathers from Dimitri, a lounge lizard (har har) who owns a nightclub in Paris. Sly and the gang topple the giant peacock from the front of the club, and Sly confronts Dimitri from inside. Dimitri ends up being nothing but a clueless peon who talks like someone who is trying to use hip lingo to desperately sound cool. Sly has no trouble taking the clockwerk feathers from this guy. India is the next stop as the Klaww Gang’s spice producer Rajan is the next target. Rajan is a pretentious egoist who goes to great lengths to exude his high status, but it’s all a ruse to mask his peasant upbringing. He presents the massive Clockwerk wings as the centerpiece of his throne inside his extravagant palace, where he hosts dignified ballroom dances. Once Sly and the gang take the wings literally while his back is turned, a disgraced Rajan goes into hiding in the dense Indian jungle, a humbling reminder of where he came from. It’s here in these jungles where chapter 3 takes place. Rajan’s hideout is the heart of the Klaww Gang spice production (no pun intended), where he uses the unending beat of the Clockwerk heart to continuously pump spice. He’s also carrying the other half of the heart on staff as another symbol of power. Bentley decides the appropriate course of action is to flood Rajan out by breaking the dam over his hideout, reminding Rajan of the virtue of humility by reverting him to his primal, cat-like instinct of disliking water.

The first few operations in Sly 2 are executed smoothly with little to no blowback. They are probably anti-climactic to situate the player into the new method of progression and to prove that the three characters can execute jobs of a higher caliber than just collecting items and beating the boss. These first few chapters are adequate, but after the third heist is when the game becomes interesting. I’ve been very careful not to spoil too much about the middle section of Sly 2 because it’s spurred by a twist that happens during the heist mission in the third chapter. This moment sets the precedent for the rest of the game. I cheer for these guys when the job goes accordingly, but it’s all the more invigorating when it goes horribly wrong. After all, what would Reservoir Dogs be if everything went hunky-dory?

During the first few chapters, Sly often has a spontaneous rendezvous with Neyla, a police officer who is supposed to apprehend Sly and his gang like Carmelita. Instead, she acts as a renegade cop who aids Sly in getting a leg up on infiltrating Klaww Gang hideouts. One would think her helpful disposition and knowledge of Klaww Gang secrets would be suspicious, but Sly doesn’t think twice about it. Methinks Sly was thinking with his tail, if you catch my drift. During the third heist in the jungle, Neyla traps Sly and Murray in a giant hollow basin, leaving Sly injured and Murray to fight Rajan. The Contessa, a high-ranking police officer, takes them away, and Neyla even accuses Carmelita of being in league with the Cooper Gang, resulting in her arrest. Her reason for accusing Carmelita is that she danced with Sly during the ball. It doesn’t make sense, but we soon learn that’s not the real reason she’s arrested. It does make you consider something about Carmelita, however. Sly’s “disguise” during that scene in the ballroom was as convincing as a monkey wearing a Groucho Marx mask, yet Carmelita didn’t seem to notice. Did she know it was Sly the whole time and pretended she didn’t know so she could dance with him? Neyla also points out how persistent Carmelita is with attempting to catch Sly but never seems to bring him to justice. Does Carmelita have feelings for Sly? Is her fixation on Sly motivated by affection and not honest police work? It really does make you consider their relationship.

The fourth chapter, “Jailbreak!” isn’t the best in Sly 2. However, it is the most important chapter for several reasons. It’s the turning point of the game where the Cooper gang’s mission takes a back route, but it’s something much deeper. This chapter is the reason why this game is considered the optimal Sly Cooper experience and the reason why I favor this game over the others as well. The chapter deeply explores the rich chemistry between Sly, Bentley, and Murray, not just as teammates but as best friends. While Sly and Murray were taken into custody, Bentley got away by hiding out from a distance. He realizes that this means he’s on his own now, which is something that greatly discomforts him. While the situation is grim, he decides to face his fears and press forward to save his friends, no matter what stands in his way. Bentley finds himself in the center of The Contessa’s rehabilitation center located in the city of Prague. This dark, spooky place is the perfect area for Bentley to overcome his fears. While on his own, Bentley learns about the insidious truth about The Contessa. She’s a secret operative in The Klaww Gang who specializes in hypnosis. The worst aspect of this is that she’s not using the hypnosis as means of rehabilitation but brainwashing criminals into telling her where they’ve hidden their loot. Considering the thieving reputation of the Cooper Clan, saving Sly and Murray proved to be urgent. Bentley breaks Sly out first, a sweet moment of gratitude from Sly to Bentley, endearingly referring to him as “the wizard” as a callback to the prologue. The rest of the chapter is a joint production between Sly and Bentley to rescue Murray. Once they break into the prison, they find Murray being tormented with a combination of eating spices and being hypnotized. This sends Murray into a drug-induced rage which they use to their advantage to bust him out. Murray calms down, and they have a confrontation with the Contessa, but she gets away on a blimp.

It’s obvious from the first few chapters of this game that these three guys work spectacularly as a group of thieves. How else would they have been able to flawlessly execute those first few jobs? Their unique talents work incredibly well together. However, these characters are more than just their unique roles on the field. While Sly is acrobatic, he is also courageous and charismatic. Where Bentley is tech-savvy, he is also pragmatic and clever. Where Murray is strong, he is also sweet and passionate. Their unique talents don’t just make up a formidable team, but their different personalities are the components of a strong friend group. We know about the background between these characters from each game’s prologue, but “Jailbreak!” is when the game proves that they are great friends and not just teammates. Bentley had to get his hands dirty in this chapter and did some uncharacteristic things, but he persevered because Sly and Murray meant so much to him. He also inadvertently completed his character arc, showing his friends and himself that he had more strength in him than he ever knew. When they all reconvene after the chapter, they don’t immediately start formulating another plan. They all are overjoyed to be with each other again, joking and laughing all night long in the team van. This chapter shows that you can find other people to do a job, but you can’t easily replace a friend. It’s at this point where you really start to care about these characters and want them to succeed in their mission.

The gang isn’t quite done in Prague just yet. After outing herself as a secret member of The Klaww Gang, The Contessa is on the outs with Interpol, and Neyla has waged a war at her stronghold in Prague to apprehend her. She is also in possession of the Clockwerk eyes, which she’s been using to hypnotize people. When Sly climbs her tower to take reconnaissance photos, he sees Carmelita strapped down to a gurney and being subjected to The Contessa’s hypnosis. It’s a pretty unsettling scene, made even more unsettling by the aghast reaction Bentley has to the machinery The Contessa is using for hypnosis. Looks like the gang has another objective other than retrieving the eye. Real-life Prague is filled to the brim with gothic architecture, but all of these gothic features are amplified here to the point where it looks like an area from Bloodborne. However, the gang is too determined to be afraid of this haunting place as they capture ghosts, ransack coffins, and explore ancient Czechoslovakian tombs while carrying highly sensitive explosives on their backs. This all results in my favorite heist in the game that doesn’t go exactly as planned, much to Bentley’s chagrin. Sly has to chase down Neyla for one eye, and Murray has to shoot Carmelita down with a tank for the other. The heist is incredibly tense, but the tank is one of the worst things I’ve ever had to control in any video game. The gang makes off with the eyes, Sly makes a getaway with Carmelita, The Contessa is arrested, and Neyla is even promoted.

The next location is a breath of fresh air from the last two chapters. The gang makes their way up to the icy northern regions of Canada to steal a whopping three Clockwerk parts from Jean Bison, the distributor of the Klaww Gang. Jean Bison is introduced with an interesting backstory. Apparently, Jean Bison is a prospector from the mid-19th century who was frozen in a block of ice and thawed out 150 years later. Since then, he’s become one of the most successful train barons of the 21st century but has found himself twitterpated by the crime world. The folksy foreground of this area mixed with the gang’s underestimation of Jean Bison makes for a more breezy chapter compared to the eerie setting of Prague with the cruel, malevolent Contessa. Everything goes a bit too smoothly for my liking, but this chapter is too damn fun for me to care. However, this chapter goes far too smoothly for a reason. The gang lets their guard down after overcoming Prague, and so does the player. The story’s conflict does not peak in the middle of the game. It gets much worse for the Cooper gang.

The gang travels north to Nunavut Bay to Jean Bison’s logging site. This is where he’s using the Clockwerk talons as a makeshift ax for deforestation, something he started in the 1850s that he has decided to continue in the 21st century. He puts the talons up for a prize in the annual lumberjack games but doesn’t plan on competing fairly. The good news is that Sly and his gang don’t intend to either. The heist is the gang cheating their way to victory in the lumberjack games, enacted like a comical Marx brothers routine. Once Jean Bison catches wind of their shenanigans, he knocks them all out. They all wake up in a daze to find themselves held up somewhere, and only Bentley can escape through a tight hole. He confronts Jean Bison, who has ransacked the safehouse and shipped every single Clockwerk part they had to Arpeggio, including the talons, giving him every single piece of Clockwerk. Jean Bison then exposes some prejudices about turtles which is expected from someone from the 19th century. Bentley beats Jean Bison in one of the most unorthodox fights in the game, and the gang heads inside a battery being carried to Arpeggio’s blimp. The comic outro of this chapter is one of the most devastating moments in the game. Remember what I said about the game doing a stellar job of making you care about Sly and his friends? Well, the crestfallen impact of this moment is felt by every player in this game. Everything was going so smoothly for the gang, and to think they would be thwarted by the least assumed member of the Klaww Gang is just an added insult to injury. All of their hard work until this point was about to be squandered. You feel the hopeless feeling of failure with the gang. You might even shed a tear with Murray as the team van floats away on a block of ice.

The last chapter of this game takes place on Arpeggio’s blimp located high in the sky somewhere over Europe. From a certain standpoint, this is my least favorite chapter in the game. The mechanical layout of the blimp does not match the geography of the other areas, but this chapter carries a sense of dread that others do not. Sly takes immediate action once arriving on the blimp and tries to retrieve the Clockwerk parts from Arpeggio. The hairs stand up on the back of the gang’s necks when they discover that Arpeggio has already been reassembled but not fit to be operated just yet. After attempting to tear Clockwerk apart by reversing the polarity of some magnets, he accidentally completes the bird. Arpeggio arrives and commends Sly for doing his work. Sly also finds Neyla here and learns that she’s been secretly retrieving Clockwerk parts for Arpeggio because he didn’t trust the other members to give them up to him when the time was right. Sly readily assumes that Arpeggio wants Clockwerk to be a vessel for him because of his small stature and inability to fly. However, Arpeggio reveals his true incentive with a convoluted plot involving making himself immortal by generating hatred from the people of Earth who have consumed spice by hypnotizing them with the northern lights, and the hatred fuels his immortality. It’s pretty Machiavellian for a little parrot. Once he’s about to step inside, Neyla tips him over and jumps into Clockwerk herself, killing Arpeggio and becoming the second incarnation of Clockwerk (with a stupider name). Even though Sly’s mortal enemy lives on, the gang doesn’t give up. They pull off some group jobs by deactivating the blimp’s engines and hire Carmelita to help Sly shoot down “Clock-La”, engaging with a mutual enemy. The first phase of the “Clock-La” fight is a rehash of the Clockwerk fight from the first game, but the second phase is an intense climax where Sly paraglides over the wreckage of the blimp and fights “Clock-La” with his cane 10,000 feet in the air. The gang crash lands in Paris and realizes Clockwerk’s mortality lies with the hate chip. Bentley dissects the hate chip from “Clock-La” but cripples himself. “Clock-La” explodes, but the pieces remain intact. Carmelita arrives and destroys the hate chip, disintegrating the Clockwerk parts and ending the immortal Clockwerk. She also tries to arrest all of them, but Sly negotiates to let Bentley and Murray go after what they had been through. Carmelita clears her name by taking Sly into custody, and they ride out of Paris, or so they think. The last moment of the game corroborates my theory about how Carmelita truly sees Sly. They have a first date on the chopper, with small talk and champagne. I don’t buy that Carmelita didn’t notice the ploy set up by Bentley and Murray. She just wanted to get some alone time with Sly, and her final words as Sly paraglides away are even flirty. It’s a total “a-ha!” moment and a sweet way to close the story of this game.

I feel exhausted retelling this entire story, but I felt it was necessary to illustrate how spectacular it is. The level of improvement over the glorified checklist that was the story of the first game cannot even be expressed with words. The story started seemingly as another checklist with different items but throws the player through so many loops as a process of deviating from simple goals completed just by playing the game. This is a story so good that it garners a sense of empathy for the characters and their mission. How many video game stories can say that, especially one from a game whose target demographic is children like Sly Cooper? I can’t think of any.

Sucker Punch needed a guiding light to fulfill the full potential for the Sly Cooper IP. I’m convinced they took inspiration from Jak II to make this happen, considering Sucker Punch combined the platforming elements from the first Sly Cooper and projected them into the open-world genre just like Naughty Dog did with the sequel to Jak and Daxter. It was through this direction that Sly Cooper could relish in heist missions, which complemented the noirish tone of the series and gave the gameplay much more depth than the standard platformer. All of this was complete with a knockout story with one of the most likable ensembles of characters across any video game. Sucker Punch needed to transcend the first game to make the desired impact they wanted Sly Cooper to have, and they accomplished this without any question in mind.

Sly Cooper and the Thievius Raccoonus Review

 (Originally published to Glitchwave on 6/3/2021)












[Image from igdb.com]


Sly Cooper and the Thievius Raccoonus

Developer: Sucker Punch

Publisher: Sony Interactive Entertainment

Genre(s): 3D Platformer

Platforms: PS2

Release Date: September 23, 2002




Out of all of the new 3D platformer mascot trilogies on the PS2, Sly Cooper was the underrated one. It could’ve been because Sucker Punch was a new Sony developer with only one game on the N64 under their belts. It could be because Insomniac and Naughty Dog had better fission with each other and kept Sucker Punch out of their friendly, competitive brew-ha-ha. It could be because both companies had more air time with commercials than Sucker Punch (which isn’t true. I knew about Sly Cooper from watching commercials on Cartoon Network at the time, while I heard about the other two series from word of mouth). Sly Cooper didn’t seem like it was in the running against Ratchet and Jak as the supreme 3D platformer mascot at the time, but now we see it as a third of a holy trinity of PS2 series. I grew up loving all three of these PS2 trilogies and saw them as a collective, and that wasn’t just because I played all of them around the same time on the same system. The Sly Cooper trilogy, while not getting as much limelight as the other two series, had as much charm, character, creativity, and stellar presentation as the other two. This level of quality was what tied all three of these series together. I’m glad other people who played these games group, Sly Cooper, in with the other two series in retrospect as I always did. In saying this, one detriment to the Sly Cooper series compared to the other two is that it had the weakest first entry out of the three series. The first Sly Cooper game is not a rough prototype for the rest of the series to have built upon like the first Ratchet & Clank, nor is it a unique entry with its own strengths like the first Jak and Daxter. The first Sly Cooper game is different from the other two in the trilogy. Still, it’s not a case of the developers having to radically change their IP due to the first entry being too exemplary to recreate like the first Jak and Daxter. The first Sly game is a favorite to quite a few people, but I’ve always thought it slightly underwhelming.

A silhouetted figure is running across the rooftops of a city with a French flag and the Eiffel Tower to signify that it’s Paris. The figure shows himself to be Sly Cooper, an anthropomorphic raccoon with blue clothes, a red backpack, and a cane with a golden arch. Once you press start, the game catapults you into the action as Sly radios in his nerdy turtle friend Bently about their operation to steal a book kept in a police vault. The operation goes smoothly until Sly is ambushed by Inspector Carmelita Fox (she’s a fox and a fox. Get it?), who tries to take Sly into custody by force with her shock pistol. Sly makes a quick getaway in his team’s van and gives us some context to who he is and what he just stole. Sly is a master thief from a long line of master thieves specializing in stealing from criminals. The book he stole back is the Thievius Raccoonus, a relic from his family composed of thieving information each member puts in themselves. When Sly was a kid, a group called the Fiendish Five killed his parents and ransacked his house for the book, ripping vital sections for themselves. Sly and his two friends, Bently and Murray, must venture around the world collecting the missing pages of the Thievius Raccoonus and bring the ones responsible for his parent’s death to justice.

The second generation of 3D platformers sure wore their influences on their sleeves. As Jak and Daxter were influenced by Banjo Kazooie, Sly Cooper takes obvious elements from franchises like Metal Gear Solid and Crash Bandicoot. Sly Cooper is a franchise that mixes elements of stealth in the rooted base of a 3D platformer. In Sly Cooper, everything in the environment can be readily used to traverse or as a means of stealth. Sly’s nimbleness allows him to climb up pipes, perch himself onto spires, latch onto hook-like objects with his cane, etc. When he needs to be stealthy, he can sidle against walls, quickly cover himself behind barriers, and even make himself invisible. You can probably imagine Sly controls extremely well, considering all of these different moves he can pull off. If he didn’t control it smoothly, the game would be unplayable. Fortunately, Sly’s versatile move set is backed by buttery smooth controls with an excellent framerate to boost. This is certainly a must for any platformer, but how does it lend to the stealth aspects? Sly will often find himself encountering guards with flashlights that are meant to be snuck around because they have ranged attacks that will home in if he gets caught. There are also yellow security beams scattered everywhere, and if Sly comes into contact with one of them, he’ll trigger an alarm. The beams turn red, and Sly will be incinerated if he contacts them again. Smooth controls for being stealthy are entirely necessary because of these obstacles. Combining stealth elements in a 3D platformer was probably uncommon then, so I’m glad the developers managed to execute both firmly with the controls.

One of the more outstanding aspects of Sly Cooper is its presentation. Sly Cooper is ultimately a franchise with a younger demographic in mind, but that doesn’t mean it has to be sickeningly cute. Sly is stylized as a cartoon with its cel-shaded animation and comic book-like presentation. The tone is rooted in film noir, a choice in the presentation to accentuate Sly’s role as a thief. The introductions of each chapter in this game highlight these presentation aspects wonderfully. Sly narrates the background of each Fiendish Five member like the narration in a noir film, presented with animated comic stills. The intro concludes with a title card with the chapter's name, similar to a noir film, and it could also be like introducing an episode of a cartoon. As far as the Metal Gear Solid influence, the influence isn’t entirely obvious, but it was the pinnacle of the stealth genre at the time. That, and the codex calls between Sly and Bently, talking heads jabbering about secret operations, are very reminiscent of the calls between Otacon and Snake.

The direction in Sly Cooper is more obviously inspired by Crash Bandicoot. Every level is a linear path to get an item, in this case, a key. There are approximately seven levels per hub world, but the hubs are far more intricately designed than the hubs in Crash Bandicoot. Once you get each key per level, Sly can access the area with the boss. Sly also dies in one hit like Crash but can take more damage if he collects a horseshoe that he wears on his red backpack. Sly can also upgrade to a golden horseshoe that allows him to take two hits instead of just one. Horseshoes are readily available in the levels but can also be acquired by collecting 100 coins. This health system is copied and pasted from acquiring 100 wumpa fruit to get Aku Aku as a protector in Crash Bandicoot. Also, the linear platforming levels naturally lend themselves to Crash Bandicoot comparisons. However, I do not think Sly Cooper executes this type of direction as well as in the Crash series. Linear 3D platformers were never my forte, and I’ve always preferred open-world-Esque 3D platformers. The areas of the latter type of games feel much more fleshed out and give substantial weight to the world. I didn’t mind it in the Crash series because everything about that series was simple; thus, the simple, linear level design was warranted. Sly presents us with so much interesting background about the character and his Robin Hood-like persona that it’s a shame the design of the game doesn’t match the same level of intricacy that the presentation does.

The linear level design of Sly Cooper also doesn’t work because the game is too easy. There are some levels in the Crash series that require several accurate maneuvers in jumping, defeating enemies, and getting past obstacles that will take a little while to get past and potentially have you farm lives for insurance. In Sly Cooper’s case, the environment and enemies are designed to be accessible for Sly, plus the more refined controls also help quite a bit. Sly might need one horseshoe to get through a level, but having the golden horseshoe almost guarantees that Sly will easily get through it. Areas that are more focused on stealth can sometimes be tense because Sly can only get hit once, but the game is still lenient with error. The strength of the levels is intertwined with the acrobatics Sly can pull off rather than presenting a substantial challenge. It’s still fun, but I felt much more entranced by the difficulty of Crash Bandicoot than I was by testing out the capabilities of Sly’s moveset.

The levels are still enjoyable because of the variety each hub world presents. Besides effectively catering to Sly’s range of movement, each main level takes place in a different area of the world. I can probably attribute my interest in geography as a kid to playing Sly Cooper because each area is different and geographically dispersed. Besides the obvious location of Paris at the tutorial level, each area is somewhat based on real-world locations. The Welsh coastline is a rainy, craggy graveyard of pirate ships. Mesa City is a discount Las Vegas centered in a dry canyon region of Utah. Haiti (no specific region) capitalizes on the country’s voodoo lore for a spooky level filled with ghosts and witch doctors. China is snowy and mountainous, and everything about this area, from the enemies to the architecture, screams orientalism. Using the unique geography of each of these places is how the developers get away with using the platformer trope of providing different themed areas to keep the game fresh.

Mesa City is a desert area, China is a snow level, and Haiti is a quasi-Halloweeny area. All of these are staples in the platformer genre, but the real-world elements give these areas a substantial identity not only between the levels in the game but in the Sly Cooper franchise. Mesa City has Sly jumping on roulette tables and climbing neon fixtures on rooftops. Haiti has Sly sliding across vines from mammoth-sized swamp monsters, all the while batting at ghosts made of purple ectoplasm. Crash Bandicoot may have offered more of a challenge, but Sly accomplishes something in its level variety. These levels are also encouraged to be searched thoroughly and played more than once because of the bottle clues, the game’s only collectible. Across most levels, around 20-40 bottles will be scattered about that amount to unlocking a code to a vault with a page of the Thievius Raccoonus in it. Many of these pages unlock special moves varying in usefulness, but this collectible gives the player an incentive to explore these levels, and they make sense in the grand scheme of the story as well.

The developers of this game should’ve better centered their focus on achieving variety through different level foregrounds instead of going overboard with it via gimmicky levels. Besides platforming levels, the developers implemented other types of levels in the vein of vehicle levels and mini-games. Some levels have Sly piloting a floating orange cruiser equipped with blaster turrets. The biggest problem with these levels is that there are so many obstacles in Sly’s way, so most of the levels will be tediously blasting away at the hard-wearing obstacles. The mini-game levels involve preventing crabs from stealing treasure, whacking chickens (this level is also a total upset of tone from the Haiti level), and lighting torches with the body grease of piranhas. These mini-games are quick and easy but ultimately pointless. Sometimes, Carmelita will show up and try to subdue you with her shock pistol again. These levels are designed exactly like any normal platforming level, only with pistol blasts in the background. Fortunately for Sly, Carmelita has the aim of a drunk Stormtrooper, so she never poses much of a threat. The absolute worst gimmick levels are the ones with Murray. He’s not utilized as much in this game besides being Sly’s friend and the driver, so I guess the developers implemented him in these levels so you wouldn’t forget about him. Considering what they did, I’d rather be ambivalent towards Murray than be frustrated with him. One gimmick level has Sly protecting Murray as he escorts him through a road with guards coming around corners to whack him. Murray is utterly defenseless, so Sly has a turret gun at the helm to protect him. The difficulty comes from how feeble Murray is matched with shooting Murray on accident. The even worse gimmick levels are the two races. The team van controls like dogshit, and winning is a matter of being fortunate that the CPUs don’t steal the boosts. Platforming as Sly is a strong aspect of this game, and it never gets tiring, so why did the developers overdo it with these gimmicky levels? They should’ve been confident enough with the platforming levels, but the gimmick levels here make it apparent that the developers weren’t confident enough that the platforming levels were enough. The platforming levels are by far the strength of Sly Cooper, and these gimmick levels never prove themselves as welcome additions to the game.

The simplicity of this game also doesn’t bode well with its characters. Sly is naturally the main protagonist being the titular character and all, but all of the other main players are so underutilized that it begs the question as to why they are even there. Bently is the brains of Sly’s gang and the technological master. He’s a man of extraordinary intellect, but we never really get to relish in Bently’s genius. He’s essentially a glorified tutorial as he nasally gives Sly directions to new obstacles the game throws at you (I must get this point out of the way now that it’s mentioned. Throughout every game in the series, Bently will tell you how to execute a move by literally telling Sly the button combination the player has to do. What to do isn’t presented as a text blurb briefly on screen. It’s a voiced line by the characters to “press the circle button” and what not to do a certain move. I didn’t think much of this as a kid, but it irks me as an adult. I can’t tell if this is endearing because of how silly it is or if it pulls me out of the immersion. Is this a fourth-wall-breaking element taken from the Metal Gear Solid series or something? All of these moves are told through codex calls, after all). Sometimes Bently’s cautious nature clashes with Sly’s daring attitude, which is entertaining, but it happens so often that Bently starts to get annoying. I’ve already explained in detail why Murray feels underutilized. Sly even refers to him as a part-time burden in the beginning cutscene, and I’m not sure why the developers decided to make him the player’s part-time burden as well. Carmelita has steamy romantic chemistry with Sly but doesn’t pose much of a threat. Her voice actor also did a terrible job giving her character the passion she’s supposed to have. The voice acting also is a problem for Sly for the same reason. Sly is supposed to be cool and confident, but his voice actor puts it on a little too thick, and he sounds emotionless. He approaches each Fiendish Five member so nonchalantly that it’s almost like they didn’t kill his parents or anything.

The members of the Fiendish Five are a colorful crew of baddies that are also each level’s final boss. Each offers unique fights and serves a unique purpose in the gang. Raleigh is a bourgeois frog turned pirate who is the tech worker of the Fiendish Five. Muggshot is the dim-witted, gangster-inspired muscle of the gang. Mz. Ruby is a mystical supernatural worker, and the Panda King is the disenfranchised demolitions expert. They are all also a bit underwhelming in certain aspects. They are presented like the bosses in Crash Bandicoot, animal bosses with their own gimmicks one has to exploit to defeat them. The bosses in Crash Bandicoot are fine because the game is so simple. Still, Sly Cooper introduces us to these bosses with so much exposition with their own levels surrounding their personas that their encounters feel so anticlimactic. All of these fights are also incredibly easy, with Mz. Ruby’s fight is an unexceptional exception due to the broken rhythm-game gimmick.

Then there’s the fifth member of the Fiendish Five: Clockwerk, a giant menacing, mechanical owl fueled by his hatred for the Cooper Gang. Unlike the other members of the Fiendish Five, ripping up the Thievius Raccoonus was directly motivated by relinquishing the Cooper legacy, or so he thought. The final act up to Clockwerk is all climax as Sly, and the gang utilizes their talents to their fullest. Murray drives up to the volcano's peak in the van with Sly, clearing explosive ordinances and debris off the path. He then clears away monstrous, volcanic blobs to get Sly inside of the heart of Clockwerk’s lair. Bently then has to save Sly after he falls into one of Clockwerk’s traps by hacking the mainframe. It’s nice that Bently finally gets to shine, but it feels uneven implementing something new in the game's climax. The player then plays as Carmelita of all characters and helps Sly climb further up the volcano to face Clockwerk. Clockwerk is not an anti-climactic fight like the others. He makes his gigantic presence known with more exposition, detailing his hatred for Sly and his family. His fight is in three acts without checkpoints, so you know this final fight means business. The first two acts involve shooting at him with Carmelita’s weaponized jetpack, in which Carmelita exposes weaknesses in Clockwerk’s armor with shock pistol blasts. The real struggle here is maneuvering the jetpack with inverted PS2 controls. As Clockwerk plunges into the lava, Sly has to get past tons of laser security to make it to Clockwerk’s head to deal the final blows. Once the fight is done, the remnants of Clockwerk simmer in the lava, and Carmelita foolishly gives Sly a five-second head start before she tries to arrest him. He uses that opportunity to cuff her to the molten rock and make a getaway with his friends. That’s a real dick move, Sly. The malevolent menace Clockwerk is dead, and all's right with the world...or is it? (there is a cutscene after the credits with Clockwerk’s eyeball flashing, indicating that he’s not dead. You’d have to see this for the full impact of what I’m alluding to).

The Sly Cooper trilogy on the PS2 was one of my favorite series growing up and was an exemplary new 3D platformer IP worthy of being grouped with Ratchet & Clank and Jak and Daxter. As for the first game of the series, the aspects that underwhelmed me as a kid still persist into adulthood. The first entry of this series feels like an incredible premise undermined by its simplistic, Crash Bandicoot-inspired direction. Don’t get me wrong, I like Crash Bandicoot just fine. The simple elements of that series serve it quite well. However, I feel like the Sly Cooper series had more depth and intrigue with its characters and its story. What is presented here is a 3D platformer that plays well with some great, varied levels mixed in with some dumb gimmicks. It feels more rooted in the more rudimentary 3D platformers of the previous generation than progressing with the other second-generation platformers. The full potential of the series wouldn’t come into full form just yet, so the first game always feels like it’s a league below the sequels.

Spyro 2: Ripto's Rage Review

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