I get a real kick
out of games that roll credits during the open level of gameplay. It
gives the games a real cinematic quality that I love. Of course, the
cinema here is more Looney Tunes than Titanic. Actually, this game
could be a Looney Tunes cartoon. The graphics are that beautiful;
and the characters are voiced, drawn, and animated with every bit as
much detail. Add to that, rich, witty dialogue and a variety of
wacky bosses and locations, and it’s like you are playing a Tom and
Jerry episode [I realize that there is actually a Tom and Jerry game
on the market, but I have yet to purchase it, and no one has sent me
a copy, so I haven’t played it.] Nothing has come this close to
capturing the spirit of Saturday morning in the 80’s since Sheep
Raider for the PSone. Take my word, if you have only seen screen
shots for this game, you haven’t seen anything. Plus, how cool is
the title?

I need to be
serious for a moment, because I really must issue a retraction of
sorts. I was convinced that many of the gaming genres recently have
hit somewhat of a plateau. In my defense, I’m not the first, or only
person to discuss this. Nearly everyone has been talking about the
stagnancy of the First Person Shooter. Others slag the Real Time
Strategy titles. After playing Super Mario Sunshine, I thought the
Platformer had peaked. I loved Sunshine, but it wasn’t very
innovative. Sly Cooper has made me rethink this issue. Sucker Punch
has added, with amazing seamlessness, such a slew of cool moves, and
slick levels it opens up a new door for the platformer.
Each mission is
set up like an ‘episodic cartoon’, such as “Sly Cooper in…”, and
this further adds to the game’s overall sense of style. Within the
game are some incredible, often very subtle visual touches that
could easily be overlooked. Where I first realized the amazing level
of detail was in a ‘run through’ level where Sly is edging along a
precipice, hugging the wall, with the camera angle from above. As he
steps across, some of the ledge crumbles underfoot, and the stones
fall many stories, crashing to the ground. Subtle, but really cool.
The one negative
thing I can say about the visual style of the game is that, because
the graphics are so seamless, and the animations so integrated into
the action, it’s not always immediately obvious what can kill you
and what is just scenery. Eventually you learn simple things like
“if it’s sharp, it will hurt you”, or “if it’s liquid, you will
drown.” It comes down to concentration. It’s unfortunate that since
this sort of simplicity and style is lacking in most other games
these days, that this issue would even crop up. The best compliment
I can give to this game is that while playing it, I was reminded of
the good old days of seeing Super Mario Bros. 2 and 3 for the first
time. High praise indeed.
The controls are
precise, and accessible. An observer, simply watching the game may
marvel at he complexity and majesty of moves happening onscreen; for
the player, however, the moves quickly become second nature. That’s
the real beauty of this game. You start the game with some pretty
slick skills. But as the game progresses, and Sly discovers more
pages of the stolen ‘Thievius Raccoonus’, you gain more and more
complex skills. Some of them get pretty badass, such as the
time-stop, or sneaking invisibility. Not to mention a Metroid style
electric ball roll. Each new move is explained as it is introduced
into the gameplay. Never, do any of the moves seem unnatural, but
they do continue to grow cooler throughout the game.
Let’s say, for
reference, that the majority of this game is a difficulty of ‘3.’
The occasional level may reach a 5, possibly 6. The Master Thief
challenges are a definite 10. They are HARD. In the past, I would
have preferred that all of my games were at maximum difficulty.
Maybe it’s my years of playing, or possibly I’ve been influenced by
the many Japanese produced games that tend to be easier than their
American counterparts; but I am more easily frustrated by games
these days. I still prefer games with an overall difficulty higher
than this game. But to then throw in these Master Thief levels after
the game is completed threw me into shock.
These days, a
platformer wouldn’t be a platformer without a crop of wacky
mini-games. It almost seems that game designers are trying to
out-weird each other in this category. This game sports jetpacks,
skiffs, road races, a ‘catch the chickens, and exploding roosters’
level, and even a mini-game shooter that seems inspired by Tron.

The replay value
of Sly Cooper is off the charts as far as I’m concerned. I am
usually obsessed with completing levels or games with 100%
completion, but I think with this game, most people will feel the
same way. Within many of the levels are hidden safes. In order to
obtain the combination to the safe, Sly must collect bottle-clues
scattered through out the level. After finding all the clues, and
unlocking the safe, you receive either a new skill, or additional
intelligence about the levels. And as I mentioned, some of the
additional skills are worth the extra effort.
On top of that
comes my absolute favorite surprise from any game in recent memory:
After completing the game, you unlock a new mode, the Master Thief
Time Challenge. Most of the levels can be replayed, with use of any
new skills you acquired while progressing through the game, this
time, with a countdown timer. If you complete the level in the time
allotted, you unlock a running commentary of that level. Just as if
it was a Special Edition DVD, the game and level designers discuss
the development of the game, characters, and levels while you play
through. Brilliant! A couple (an elite few) games so far for the PS2
have included features like this. This type of feature is REAL
replay value. It’s not just a lame new costume, or mini-game, it’s a
new thing altogether. I just wish they were easier to unlock.
Finally, just as
I thought this game opened well, it closed on a good note as well.
The final boss, Clockwerk sounded like Darth Vader; and that’s
always cool.
HIGHS: