November 19, 2010
By Michael Lowell

Sly 2: Band of Thieves
Playstation 2
Developed: Sucker Punch Productions
Published: Sony Computer Entertainment America
Released: September 14, 2004 (North America)
Note A: The Sly Cooper trilogy was just re-released on the Playstation 3. The series has a reputation for being some of the best platformers that nobody played. Let’s check in on that.
Note B: This review analyzes a game released during a previous generation. This review is not here to reflect player and critical reception at the time of the game’s release. It’s here to see whether those perceptions held up.
To understand where Sucker Punch got it wrong with Sly 2: Band of Thieves, you have to understand that it seemed like a hell of an idea in 2004. The industry was only three years removed from Grand Theft Auto III, and Rockstar Games firmly demonstrated their game was no fluke by repeating the success with 2002′s Grand Theft Auto: Vice City. Yeah, open-world wasn’t particularly new. The world of computer role-playing had been delivering a brand of open-world for almost two decades, with Fallout and Ultima and a world of dungeon crawlers all sporting a major exploration element. The difference? Grand Theft Auto made open-world video games feel organic and alive; that non-player-characters and their low polygon counts were “leading real lives”, had “places to go”, had “errands to run”. But what about console gamers? Shit, for them, day became night. Grand Theft Auto III changed the world of consoles. Every developer was asking the question: “How can we capitalize on the success of Grand Theft Auto III?” That’s how the slightly-conjoined universe of Jak and Daxter: The Precursor Legacy (a bit of a swan song for the dreadful world of item-collection-based platforming) returned in 2003 with a sequel featuring a massive cityscape, automobiles to traverse it, guns to shoot their assailants.
It’s little surprise that a year after the release of Jak 2, the sequel to Sly Cooper’s platforming adventures received the same treatment. Both games were published by Sony and Sly Cooper was supposed to be the heir apparent to the throne of Crash Bandicoot, a series that sold millions during the late nineties without having to sweat. Critics were thrilled with Sly Cooper and the Thievius Raccoonus but sales indicated consumers were not. The main criticism of that game was its length, as the game could be completed in seven to ten hours. So why not kill two birds with a single stone? In the way a role-playing game can have its “content doubled” by halving the amount of experience granted by kills, the mere act of getting to the next mission would require Sly to waltz around buildings and tip-toe by watchguards and dodge patrolling tanks and oh my God it will be awesome! Grand Theft Cooper was a go.
The problem? This is still 2004. Nobody had quite wrapped their head around the open-world sandbox game…at least not those who were using Grand Theft Auto as their body of reference. The sandbox game had grievous flaws that needed to be addressed. Hell, they still do: How do you make level design interesting when you’re so busy hyping the size of your brand new game world? You can’t. If you’re developing the next Elder Scrolls game, you hype the grandeur of the locations the player will be visiting, not the positioning and location of hazards that make those places interesting to explore. That’s why you add day-and-night cycles and wow audiences with “dynamic reflexive intelligence”. You go bigger and more exuberant until you’ve finally fooled your audience into believing the smaller details don’t matter. So let’s ask: What does Sly 2 do to become bigger and more exuberant in the absence of level design?
Well, it triples the number of playable characters. Those two characters are Bentley the Turtle and Murray the Hippo, featured as supporting characters in the original game. I can very easily explain the problem with this: You are designing a new platformer. Platformers are at their best when the controllable characters display a level of acrobatic ability. Sly Cooper does this and the game world is built for his strengths. Hell, look at Mario in his three-dimensional debut. Mario could triple jump, he could long jump, he could bounce off of walls, he could do backflips. Mario could do all of these things that weren’t necessary in his less complicated, two-dimensional, side-scrolling affairs. In order for level design to survive its new boundaries, Mario had to become a freak athlete. His skill set had to become more complex. His abilities had to be optimal within that open space. Sucker Punch made the decision that their two new playable characters in their action-stealth-platforming game were going to be a turtle and a hippo. That’s like designing the latest Assassin’s Creed game to chronicle the exploits of a man and his wheelchair.

This looks a lot more exciting than it really is.
In an attempt to distance themselves from any criticism that Murray and Bentley simply aren’t as fun to maneuver as Sly, Sucker Punch has loaded each of these characters with a diverse roster of abilities. And just like in the previous game, these abilities are completely optional. The player doesn’t acquire them as necessary, he purchases them. And unless you want your platformer to become an intolerable item-collection endeavor similar to 2003′s Kya: Dark Lineage (a forgotten sixth-generation platformer that required the player to purchase critical items, amongst other grind mechanics), those purchases have to remain optional. So the question is: Does the game grant the player incentive to purchase those abilities? Not really. Padding out the entire ability tree requires the player to grind for money. The best way to acquire money? Pickpocketing guards. In these instances, it’s not about coins; it’s about collectibles. The collectibles are worth a lot of money. But these collectibles hinge on a drop rate. In other words, the process of collecting money is no different than your girlfriend’s manic obsession with her favorite MMORPG. In the pursuit of increasing access to the game mechanics, the player has to completely pigeonhole his playing experience.
As-is, the platforming can’t carry an entire game. Sucker Punch places a lot of hope that mini-games and beat ‘em up sections can. It’s a mixed bag. Bentley’s “special ability” is hacking, which plays out in a series of run-and-gun shooting missions. Think of these sections as some crazy compromise between Doom’s off-the-wall level design and Geometry Wars’ simple combat. The problem with these sections is that they’re way too easy. Remember, this is supposed to be “entertainment for kids”. While the rest of the shoot ‘em up genre has been taken to its logical extreme with the bullet hell shooter, Sucker Punch wasn’t going to complicate things. Needless to say, it suffers as a result. As far as Murray is concerned, his specialty is kicking ass. Once again, too easy. The issue with combat in The Thievius Raccoonus was the game’s emphasis on stealth; being spotted by any animal with a firearm usually meant that you were going to take damage. In a game where you could take a maximum of three hits before perishing (and more commonly one or two), that was a big issue. In response, nothing has changed except for the addition of a life bar. Sucker Punch chose the absolutely least-interesting route in making fisticuffs more forgiving: They simply increased the margin for error. (It’s important to note that this also significantly harms any stealth incursions, since any mistake can simply be responded to with brute force, because “Hey, I have a life bar. I’ll regain that health in a little bit.”)
Perhaps most aggravating? Even as technology progressed and the game worlds in the Grand Theft Auto series grew bigger and bigger, there was never much of an issue in knowing where to go. When the world layouts grew too complicated, Rockstar Games adjusted. When Liberty City was redesigned as an archipelago in 2008′s Grand Theft Auto IV, the developers designed destination markers that were accompanied by an optimal traffic route. This optimal route would be displayed in the minimap. For starters, Sly 2 doesn’t even feature a minimap. Period. So how do you know where destination markers are located? By repeatedly switching to your binoculars. There’s a very big problem with that: Destination markers can be obscured by buildings and the environment. And this game is in love with the Z-axis, whether you’re climbing the highest perches of aging statues or navigating city streets flanked by towering complexes. And while destination markers will still display themselves when you unequip your binoculars, the destination markers will eventually fade out, requiring you to constantly use your binoculars in order to re-acquire your target. “Obnoxious” would be rather disingenuous in describing it. This is bad enough when you’re playing as Sly Cooper. Now imagine trying to dissect your “optimal road route” with Bentley or Murray, who don’t have access to the chutes, ladders, and high-wire act that allows Sly to traverse the environment.
Navigating Sly Cooper’s universe is a hell of a lot more complicated than it looks.
And somehow, Sly 2 still weathers its issues and plays alright. In the complete absence of level design is very good mission design, which uses the Super Mario school of philosophy (radically change the playing field from level to level and convince them you’re not employing a series of cheap gimmicks) and runs with it. The mere act of navigating Sly Cooper through the various overworlds is still enjoyable. In the total absence of level design, the platforming mechanics still work. The camera isn’t perfect, but the controls are still tight. As far as the implementation of the design is concerned (how well designs and concepts were converted into code), there’s really not a lot to be disappointed with.
But you know, I’m beginning to notice a trend with promising-but-ultimately-disappointing titles: Alpha Protocol delivered on real role-playing and screwed up everything else. Enslaved: Odyssey to the West was a giant escort mission where your escort was infallibly intelligent. These disappointing games always seem to effectively accomplish what they’re not expected to. So dare ask: What does Sly 2 get right? The video game aimed at children delivers one of the most intelligently written, humorous, and dark storylines you’ll find in a platforming game. Sly Cooper is as much a badass as any of his assailants and the struggle between good thieves and bad thieves (portrayed as far more urgent than it was in the predecessor) comes to its logical conclusion: A band of buddies torn apart by the rigors of every anthropomorphic man and woman they had to cut down. That’s at least worth some points on the review scale, and if anyone ever takes a break from playing Call of Duty so he or she can yell at you for playing “kid games”, shove this game in their face and tell them to shut the fuck up.
All of these minor victories and solid disappointments can be surmised with a single series of missions: During the later half of the game, you have to conduct a series of train robberies. Rather unsurprisingly, these missions are literally on-rails. They require you to move one car a time to the front of the train. They require you to analyze the layout of each car. Each of these cars can easily play on their own motif. One car can require the player to jump from safe zone to safe zone. Another car can require the player to hide in the shadows until it’s safe to make a run for it. Sly 2 spends all its time introducing us to new playable characters and new abilities and gigantic overworlds and the series of missions featuring well-designed levels is easily the most entertaining part of the entire game. That is, what The Thievius Raccoonus already accomplished with a degree of success.
So there you go. Know how politics is all about the money? How winning basketball is all about defense and rebounding? Sly 2: Band of Thieves is an open-world take on Sly Cooper’s brand of action-stealth-platforming. That is, an action-stealth-platformer without level design. And guess what? Good platforming is all about level design. The act of successfully stripping level design from the platforming equation would have been some incredible achievement. Sucker Punch tried and half-succeeded. That ain’t good enough.
2 out of 5

(Games rated two-out-of-five will appeal to their target audience. But against the body of work produced in this forty-year-old medium? Against that copy of Beyond Good and Evil sitting on the rack for eight bucks? Yeah, it has issues.)
Special Thanks To:
IGN’s Screenshot Gallery for the Pretty Renders
e series has a reputation for being some of the best platformers that nobody played. Let’s check in on that.</em>
<em><strong>Note B: </strong>This review analyzes a game released during a previous generation. This review is not here to reflect player and critical reception at the time of the game’s release. It’s here to see whether those perceptions held up.</em>










