Tag Archives: Sly Cooper

Sly 3: Honour Among Thieves (PlayStation 2, PlayStation 3 & PlayStation Vita)

Developer(s) – Sucker Punch Productions

Publisher(s) – Sony Computer Entertainment

PEGI – 7


Taking place sometime after the events of Sly 2: Band of Thieves, the third Sly game kept to the core mechanics of the previous installment but also presented a few changes to it as well. In my opinion, those changes were made for the worse, since it took away much of what made the second game as exceptional as it was, and I was left pretty disappointed by it.


Graphics – 8.5/10

The one thing the developers didn’t take away at least was the exceptionally great cel-shaded style of the visuals, and outlandish conceptual take on the modern world filled with plenty of anthropomorphic animals. The settings are also as wonderfully diverse as they were in the previous game, taking place in various different parts of the world ranging from Venice to Yuendumu to Kinderdijk. It also features an interesting blend of old and new supporting characters from both the first and the second game to add more to the story element.


Gameplay – 4/10

As I mentioned, Sly 3 sticks to the same core concept as Sly 2; the player must travel from city to city advancing the plot and using stealth mechanics and a range of different abilities to overcome a multitude of different perilous situations the characters find themselves in everywhere they go; with the added feature of some new characters to control. The problem being is that many of the side quests that made the second game as immersing as it was were substituted for side quests, which have the player redoing certain challenges found throughout the story but having to fulfill additional criteria, such as doing them in a certain amount of time, etc. To me, whilst many there consider it to be better than the second game, it was a massive step down in my opinion. It demonstrated a lack of imagination on the developer’s part; especially when I think of all the imagination that went into Sly 2, and how much it was a genuine improvement in the first game.


Controls – 10/10

Since the game runs on the same core principles as both the first and the second, the control scheme hasn’t changed, and thus the developers didn’t take it upon themselves to try and fix something that wasn’t broken. The controls are as wonderfully fluent as many of the greatest 3D platformers to have ever been developed over the years, and regardless of what installment may be coming under review, the stealth mechanics make them stand out greatly.


Lifespan – 3/10

Clocking in at a mere 9 hours on average, this is yet another reason why I view this game as being a drastic step down from its predecessor. The second game could easily be made to last around 20 to 25 hours with everything that there was to do outside the main story quests, but since the side quests are different, I think many gamers will have inevitably disinclined to undertake the side quests upon discovery of what they are; as indeed I was.


Storyline – 8/10

Set one year after Sly 2, Sly Cooper, along with his colleagues Bentley and Murray, as well as a plethora of new allies, venture out to seek the fabled Cooper Vault reputed to hold a vast amount of heirlooms collected by Sly’s descendants over the years. Personally, the ending of Sly 2 blew me away, but Sly 3 continued that level of character development and built upon it even further. For a game series that started by relying on a strong element of comedy, I never thought I would be able to take it as seriously as I ended up being able to.


Originality – 4/10

To me, because the developers took away a lot of the elements that helped to take the Sly series to the next level, there is considerably less originality about the third game. They did try something new with the inclusion of more than three playable characters, a concept that would carry on into the fourth game, but to me, it meant considerably less than what it could have potentially meant if the developers had chosen to handle the side quests in a fashion more reminiscent of Sly 2. I think Sanzaru took this onboard whilst developing Sly Cooper: Thieves in Time, and I’m glad they changed as much from this game as they did.




In summation, Sly 3, in my opinion, is so much less than what it could have been had the developers not decide to make as many negative changes as they did following Sly 2. Even though the original game had less substance, I think the developers misused what substance they added to the third, making it worse; a classic case of quantity over quality.



6/10 (Average)

Sly Cooper & the Thievius Raccoonus (PlayStation 2 & PlayStation 3)

Developer – Sucker Punch Productions

Publisher – Sony Computer Entertainment

PEGI – 7


The Sly Cooper series first appeared in 2002 on the PlayStation 2; around the time when Sony started to find much greater success with developing 3D platforming games than they had done previously with the original PlayStation; having released games such as Jak & Daxter and Ratchet & Clank. Whilst sales of the game were pretty poor during the time of its release, the game has become a cult classic among gamers and has warranted the development of three sequels. Though I don’t believe the first to be the best (Indeed, I believe that honor goes to Sly 2: Band of thieves), I don’t think it’s a terrible game; it just needed an extra push, and I think the developers saved that for the sequel.


Graphics – 8/10

Relating to Week 4’s unique article, Sly Cooper was released at a time when cel-shading was first being established as a popular form of visual representation in video games; so consequently, this game was always going to stand out. At the time, it was an extremely significant change from the norm, and it also made for a number of compelling level designs as well as character designs. Although some of the bosses look a little bit bland, the last boss, in particular, was very well designed, and the main character cast equally so. Looking at some of the levels, which are set on rooftops, it’s also plain to see where the developers took inspiration from when they were creating InFamous. Though this would become even more evident in the sequel and onwards, the opening level of the first game alone is enough for players to make this assumption.


Gameplay – 5.5/10

Sly Cooper & the Thievius Raccoonus is a 3D platforming game with stealth elements reminiscent of games like Metal Gear Solid and Splinter Cell. But even with this somewhat unique aspect of gameplay, I still felt playing it left a lot to be desired. There are so few side quests that completing the game to 100% can simply be done as the player goes along as normal, and there’s not much call for re-visiting levels, save for completing the time trial challenges. In this respect, it reminds me of the third Crash Bandicoot game, Warped; only with less content and fewer side quests. There is a bit of incentive to playing the game to 100%, however, in the form of additional abilities, such as running faster or invisibility. The game also has a bit of variety in that respect too.


Controls – 10/10

At least in terms of controls, there are no problems. Sucker Punch had found critical success before Sly Cooper with their first game; another debatably unfairly obscure game for the Nintendo 64 called Rocket: Robot on Wheels. So that there’d be no problems with the controls would have been expected; especially taking into account the elaborately challenging nature of Sucker Punch’s first game, released back in 1999.


Lifespan – 4/10

Unfortunately, even completing the game to 100% can take players less than 10 hours, which compared with other platformers, especially at the time, is nothing. With games like Jak & Daxter and Ratchet & Clank came more content and substance in gameplay, and I found that the original Sly Cooper game severely lacked that, and by that token, it would seem to be no wonder why the first game couldn’t compete with games such as the two aforementioned examples.


Storyline – 7.5/10

The game’s story is just about as simple in general concept, and as crazy in design as many other video gaming franchises before it; but I found that it wouldn’t really be greatly expanded on or elaborated on until the next game. The plot follows an anthropomorphic raccoon thief called Sly Cooper, who along with his two closest friends, a turtle called Bentley and a hippo called Murray, set out to recover missing pages from the book passed down from generation to generation of Sly’s family; the Thievius Raccoonus. Overall, the game’s story is okay, but it only starts to get most interesting towards the end, and I don’t think there was enough added to keep it overly compelling. At least the story is simple enough to not create any confusion, I guess. I believe it to be the worst-case scenario when games or films become so convoluted that they become nigh on impossible to follow.


Originality – 5/10

Although the game would inevitably be considered unique in terms of visuals, it’s by little means unique in terms of gameplay. The only unique gameplay mechanics was the stealth element, which would again, be more elaborated on with future installments.




Overall, the original Sly Cooper game isn’t an overly terrible game; it was a simple case of trial and error. Only compared to future games in the series, as well as other games around at the time, it seems to me that it was extremely obvious that it was a case of trial and error.



6.5/10 (Above Average)