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Sly 2: Band of Thieves

Developer: Sucker Punch
Publisher: SCEA
Genre: Platformer
Players: 1
Similar To: Jak III
Rating: Everybody
Published: 12 :14 : 04
Reviewed By: Matt Warner

Overall: 7 = Good

 

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Used to be, every console had a single, definitive mascot. Sega had Sonic, Nintendo had Mario, NEC had Bonk, Atari had E.T., and so forth. Whether it's because of gamers growing up or an ever higher reliance on cross-platform, third-party games, that's just not as common anymore. Microsoft has the Master Chief, but he's also showed up on the PC, and they really didn't have much to do with him. Sega mismarketed their way out of the console business a while ago, so now Sonic games can be seen with the Nintendo logo at startup, belatedly fulfilling the dreams of everyone who roamed a school playground during the bloody 16-bit wars of the early 90s. Even Bonk resurfaced in a remake (in Japan, under his original name PC Genjin) on the GameCube and PS2.

It's just not a good era for mascots these days, and really, that's not necessarily a bad thing for games overall.

But, that sure hasn't stopped Sony from trying. While Crash Bandicoot held the unofficial position on the PS1, his outings on the next generation of consoles have not only been lackluster, they've also been multi-platform. Having abandoned him to the wilds of third-party commerce some time ago, Sony went back to the drawing board, and in 2002 released the holy trinity of modern-day Western-made platformers: Rachet and Clank, Jak and Daxter, and Sly Cooper.

To a lot of people's surprise, Sony managed the impossible. They brought what most people considered a dead era of gaming back to the modern day, simultaneously updating the technical aspects for the new generation but leaving all of the core goodness intact. At the same time, they took the overarching "platformer" genre and broke it into three distinct games: Rachet and Clank was about blowing stuff up real good, Jak and Daxter was probably the most traditional of the three in that it relied on hunting for widgets and making acrobatic leaps, and Sly Cooper was the nod to the

 

still fairly new "Stealth Game" genre wrapped neatly in a straightforward cartoon romp.

It worked. Critics praised, children clamored, cash registers rang, and bank accounts began to fill up. Cue the Sequels, and (as it's turned out) the Sequels to the Sequels.

Yet Sly, the favorite of many out of the original trilogy, was oddly late to the party. While Insomniac and Naughty Dog were able to churn out significantly upgraded versions of their original games quite rapidly, Sly Cooper stayed on hiatus for two years while developer Sucker Punch poked and prodded, reworking the original game's concepts into what was intended to be an expanded, invigorating visit back to Sly's world.

And now that I've got it and have played through it, I can say that they've succeeded for the most part, but there's a few snags attached. Of the three franchises, only Sly's seems to have had no foreward momentum in the move to a sequel. In fact, it may have taken a slight step backward.

The premise is intriguing enough. Sly returns from the first game after having defeated the immortal cyborg Clockwerk, leader of the Fiendish Five, at the original game's finale. This time, a band of international criminals known as the Klaww have stolen the first piece of Clockwerk (which, for reasons unexplained, Sly himself had just set out to do on his own) and are slowly making their way across the world to acquire the remaining parts.

The cast from the first game is fully intact. Carmelita Fox is back as the embodiment of the long arm of the law. Murray and Bentley, Sly's accomplices in well-intentioned crime, graduate from minigames to the real thing in this installment. This chapter also introduces the mysterious Constable Neyla, as well as the four new villains: Dimitri, Jean-Bison, Rajan, and Arpeggio.

It's pretty standard stuff, and it functions fine. There are no Jak II-style trips to the dark side here, though the series is a tad less cartoony than it was before, which will probably work better for most people.

There are a few core changes to gameplay. Now, Sly can take more than one hit per level, though this is offset by the radically more difficult enemies. Also, he seems to have forgotten all the moves he learned over the course of the first game. Call it "Metroid Syndrome". It's an excuse to have you re-learn all the (same) moves over again, though this time you'll have two other characters to beef up as the game progresses. Just bear in mind, a few of Sly's original moves are missing in action this time around. Most notably, there's no power roll, which is a crime. There is also one puzzling instance where Sly earns an extremely fun power-jump skill towards the finale of the game, only to have it mysteriously vanish at the end of the mission with no explanation. My guess is that the ability could be used to either break the few remaining missions or somehow get out of the game's boundaries, so it was limited, but there are better, less obvious ways to go about that.

The game's stages have been expanded from linear affair into eight central hubs from which individual missions are accepted. This is a common design choice nowadays; you can take the obvious Grand Theft Auto influence or leave it, but it doesn't hinder the game at all, though somewhat ironically it does make it more linear. In Sly 1, stages could be re-visited at will to hunt for better items or simply for fun, but because of the way the missions are staggered here, once they're finished, they only way to play them again is to replay the entire game. Not exactly a huge issue in the long run, but it's a weird omission nonetheless.

The missions themselves are kind of a mixed bag at times. The idea is that Murray is the brawler, Bentley is the tech-head, and Sly is the stealthy one. Thing is, I hated playing as Murray. He's nowhere near as agile as Sly, or even Bentley (who, it should be noted, is a turtle -- not exactly nature's stealth powerhouse). While the ability to fight off enemies is nice, Murray still get shoehorned into many of the same situations that Sly and Bentley wind up in, but he isn't particularly well suited to them. For example, in the Prague stage, Murray is assigned to break some alarms by picking up various objects and hurling them at the alarm boxes, at which point some weasel enemies pop up for you to take out with a few punches. That's fine, but try to have Murray pick a fight with the far more deadly, gun-toting police enemies that patrol elsewhere in the level, and he's in for a pounding. You're supposed to be dodging these guys, but trying to steer a clumsy pink hippo through the streets of Prague in a stealthy manner doesn't always work and can get frustrating.

Those instances are relatively minor, though. For the most part, the multi-character dynamic works fine Sly is the one who is sent in for the genuine stealth missions where avoiding combat is key, and uses his abilities to slip along wires and pickpocket keys from enemy guards to infiltrate where the other two characters cannot go. Bentley's missions were a personal favorite of mine, usually involving using his tranquilizer bolts to knock out enemy guards before cracking a safe or blowing the place up.

In Sly's missions in particular, there's a nice sense of freedom that still maintains focus. One of the better examples is when Sly must tail Dimitri the chain-smoking lounge lizard to his hideout and learn the combination for the door. You can run along the ground and literally follow him if you like, or you can take to the rooftops. He's much harder to see there, but conversely you're much less likely to be spotted by him, or anyone else looking for you. Barring that, you can just guess where he's going (not hard to do) and beat him there -- just don't let him spot you camping his destination.

Vets of the first game will likely feel right at home once they adjust to the more expansive nature of the levels, though the boss fights may throw them for a bit of a loop this time around; they're actually fights, and not puzzles as they were before. Personally, I think it's an improvement, but tastes may vary.

This game is no walk in the park, by the way. While you can't really call it "difficult", for a game pretty clearly aimed at kids, there's still a meaty challenge to be had here. Kudos to Sucker Punch for knowing that most kids are actually a lot better at games than you might think (as anyone who's been smacked around by a 13-year-old in Halo 2 multiplayer can attest). Parents, however, might want to reconsider buying this for the extremely young, as some basic mastery of the controls is required to get through even the first level.

On the graphics front, nobody is going to be able to fault Sly 2 for a single thing. Character design is fantastic, and the game's cell-shaded visuals and literal cartoon cut scenes are near-perfect. Other designers looking to go the cell-shaded route should require their graphics staff to play through this game to see how to get it right. Notably, the game continues the weird ability for Western developers to push the PS2 seemingly much farther than most Japanese companies do. While the game isn't Metal Gear 3 or Silent Hill 3 jaw-dropping in terms of visuals, the framerate is solid like a rock throughout, and the animations are nuanced and detailed on a level that most games never seem to achieve.

On the audio front, things are similarly solid, if a little less memorable. I honestly don't remember much about the game's music save for some vaguely ratpack-inspired tunes over the game's into movie. The one snag in the audio, however, is also going to be the first thing many people notice about the game: Carmelita's voice actress, Alesia Glidewell, is pretty lackluster. While the actress herself (who also voices Neyla) has a sound that fits, her flat, almost emotionless delivery of Carm's lines clashes horribly with the over-the-top quips from the rest of the cast. Everyone else sounds like they're in a cartoon, whereas she sounds like she's reading from an episode of "E.R." It improves a bit towards the end of the game, but it left me wondering if anyone ever told Ms. Glidewell she was voicing a cartoon character.

As for problems with the rest of the game, there's nothing truly wrong here, but there are some things that wound have benefited greatly from some extra time on the drawing board. Primarily, the game gives very little reason to ever track down and acquire more than a few of the special moves. My first playthrough of the game, I don't think I ever switched anyone's abilities from the default ones given to you at the start. Only three can be active per character at a time, and since you're already given essentially the most useful ones on the game, there's just no incentive to experiment.

This doesn't hinder the game itself, but it does take the replayability to zero. Once you've finished the game, which can be done in a weekend, there's absolutely no reason to play through it again until enough time has passed that you've forgotten what the game was like. There's next to no hidden content in the game, and a replay is identical to the first time through. Furthermore, while it's a solid platformer, there's a distinct lack of "Oh wow!" moments or anything you really, really want to play through again. Level design in the game is perfectly functional but a bit uninspired, meaning you pretty much never notice it. In the end, that means the game is going to wind up as a shelf ornament once you complete it. Or, more likely, it's going to wind up as in-store credit towards a game with some more staying power.

Overall: 7/10
Sly 2 is essentially the perfect rental game. It's a fast, funny, no-commitment thrill that you'll enjoy while you're playing and will quickly forget when it's all over. Fans of the first game might be a little disappointed that, in a rush to add new features, some of the charm of the original game took a hit. Had the game just been spit-polished a bit more, it could be sitting high with the ambitious sequels of it's brother games, Rachet and Clank: Up Your Arsenal and Jak III, but as it stands, the series still needs a bit of work before it gets to that level. If the mechanics are fine-tuned and Sucker Punch manages to make the variations as compelling as the default gameplay with Sly 3, we'll have a real classic on our hands. Here's hoping.

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