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This review contains spoilers

This is it, the Big 40th Review and home to probably one of my favourite stories ever crafted in a Video game, Sly Cooper 2: Band of Thieves, Sly 2 is almost a masterpiece, it’s almost right there but unfortunately there’s so many factors keeping it from to be that great, but it’s still pretty fucking great and i would dare to call it a perfect sequel, that takes elements from the first game while doing it's own thing to cohesively make this banger of a game, but where to begin? Well I guess from the beginning. Oh by the way i’m gonna be fully spoiling this game, i normally don’t put a spoiler warning on a game unless it’s game that’s story is it’s entire identity like Ace Attorney or a recent game but here i really want to you to play this game by any means necessary or at least experience it’s story so with the warning out of the way, let’s begin.

Part 1: Crafting An Great Continuation

Despite its pretty lukewarm commercial sales compared to its contemporaries, Sucker Punch knew there was something greater to this quaint little series and so instantly began development on Sly 2 after Sly 1’s completion. To make a gaming sequel now you’ve gotta ask, First: Is it necessary and second (around this time) is there a target audience? For Sly 2 both of these factors in my opinion were going against this game pretty hard, Sly 1 was a pretty open & shut game, there wasn't much left to continue apart from a pretty weak sequel hook of the return of Clockwerk but nothing too major (This will be important later in the series) but would have cool nonetheless to see these characters again, especially with how the romance with Carmelita ended, and the fast changing landscape of gaming after Grand Theft Auto 3 changed gaming forever, for better or for worse but that's a story for another time, for now the game changed a lot about my favourite genre along with another game, God of War. A lot of developers that weren’t Nintendo (I mean even then there wasn’t many major 1st party platformers after Super Mario Sunshine) didn’t know how to suite this change, some suck to their roots while expanding on the predecessor’s gameplay like Ratchet & Clank 2 Locked & Loaded, Pac Man World 2, Rayman 3 & Ty 2: Bush Rescue which did well while others mainly Crash & Spyro struggled to change with the times while others got overly edgy and missed the point of what made the games so great like Prince of Persia Warrior Within and uh, Jak 2 (I do not like Jak 2: Renegade) both of these games just feel off to play as they’re clearly trend chasing but don’t make the gameplay any better, just worse but again for another time. Sly 2 did the impossible and managed to do both things masterfully, right in the hotspot of Grand Theft’s Auto’s magnum opus, San Andreas. It told a deeper, darker & and more mature story naturally with the same cartoony charm of the first game while also having a new gameplay formula that instead feels like a natural evolution of Sly 1 and not trying to disregard everything that the first game did while also being a pretty fun in it’s own right and suiting the rapidly changing times, all of this is masterfully communicated by the prologue sequence.

The prologue sequence in the first game was already decent but this one just steals the show, first of all, gameplay wise it shows the new formula used in this game pretty well, it’s not an open world yet but the area you play is much more open than any level area from the first game, it shows the new health system & how it’ll be utilised, the multiple playable characters and what they’re gonna do and Sly’s moves, but more importantly story wise. In this game it not only perfectly justified its existence but also serves as a decent enough introduction to people who didn’t play the first game, our goal is set pretty clear, get da Clocktwerk perts, it’s not overly convoluted or doesn’t make sense in terms of the established world, it also serves as good enough driving force for Sly and the boys to stop the evil plan by the new group of villains as they have seen the horror that Clockwerk has done firsthand and know that these people are easily dealing with more that they can handle, speaking off you are given a scarily first impression by the Klaww Gang, they managed to steal all the parts without a trace, making them already a more competent force than the Fiendish Five. We’re also introduced to a mysterious new ally and character to bounce off to Carmelita, Constable Neyla who gives us the clue to the Klaww Gang, look I’m not gonna pretend she’s a twist villain in this game but it’s serviable enough twist until the end but since we’re far off that yet, she’s a decent enough new character. But easily, this prologue excels at reintroducing previous characters, Sly’s just a good as the first game but a lot more mature, he’s always has his head on the mission at hand while can also tell a joke, the biggest difference in his friends where he always backs them up and believes in them no matter what, speaking of the Cooper Gang has shown a greater amount of competence than anything from the first game, Bentely shows a great amount of courage being on his first time on the field and has is just as great as the first game and Murray, he’s almost a different character and in a good way he’s fully transitioned into the muscle of the group instead of the dumb fat character, his more booming vocal direction is great, his new design is great and the comedy that the tell with this character is great, making him like an over the top wrestling character was possibly one of oddest yet greatest choice you could make for the character, Carmelita is also there i guess don’t really have much to say, Zenigata but it’s a girl and a fox i guess that’s all your getting lol. This is all amalgamated in the chase at the end, showing the characters and new gameplay with the music that has been built up throughout the prologue, it’s flawless and we’re just getting started, Sly 2s greatness in terms of story, gameplay and presentation is masterfully exhibited, so I'm gonna go in depth with each subject in each part, first the gameplay, then presentation and finally the story so without further ado let's get this show on the road.

Part 2: Advancing and Reinventing Platforming Gameplay

Sly 2’s gameplay is both radically different and insanely amazing improvement to Sly 1, the idea of the series going Open World sounds like dumb trend chasing but it works gloariously, it feels natural seeing that this isn’t a simple Hub World, but rather a entire sandbox for you to play and tinker around with masterful level design that complements the character's physics and stealth elements along with fun and varied missions that follow a airtight structure along with a few new improvements such as a health system and removal of lives which makes the slight more in-depth combat system a lot more bearable, Sly feels a lot more agile with way more moves you can achieve making him really fun to play as now, a run button which has a pretty good risk reward system, You get a burst of speed but at the risk of alerting guards, speaking off Sly 2 ups the stealth element tenfold as the enemies in this game aren't a one and done thing, You've got Light Guards which have automatic guns when you're on their light and smaller guards that can jump or throw dirt at you, in return you can also pickpocket guards to get coins or items you can sell in Thief.net which can gain you new power-ups in the Gadget-Grid, some of them are necessary to complete the game but some are completely optional and even expand the combat or movement options, highlights being the Stealth Slide, Hang-glider and Jackpack with a fair trade off with them being a separate meter that depletes when you use them but your wondering what I mean by a Jackpack? Sly doesn't have a Jackpack? Well that's when Sly & his titular Band of Thieves come in.

Part 3: Minigame & Mission Mayhem!

Yes I know the multiple playable characters aren't a minigame but bare with me, Most platformers at this time that had multiple playable characters didn't do them very well, SA2 being a prime and InFamous example where each character is a different gameplay style and another one being Donkey Kong 64 where character balance is non-existent but Sly 2 manages to do Multiple playable characters amazingly, the ratio of playable characters is great, 50% Sly and other 50% being dedicated to the other characters (though i would say 30% Bentley and 20% Murray) so you'll play as the other characters not as often as Sly but still pop up every once in a whole but more importantly they don't stray away from a main gameplay style (plus they're fun to play)

Bentley is a lot less agile and instead is more focused on long ranged combat with his Bow and Bombs, he's probably least favourite character to play given how he leads to the minigame which I'll get into later plus he's a bit weak and slow without his Adrenaline Burst Gadget or other Gadgets but I still think playing as Bentley is decent enough due to how he's used in terms of the game as your never forced to fight enemies extensively, but playing as Murray is so damn good, he just there to wail on guards and I'm not complaining, not being able to jump and run while carrying things and he isn't as agile as Sly but it's just fun to smash things especially with his gadgets, like the Juggernaut throw were the enemy explodes on impact and his inferno moves, and the Guttural Charge all being elements of destruction when playing as him, so overall we've established that Sly 2 has great character gameplay but what about the missions and returning minigames? Well each Mission and Chapter for that matter has a clear structure that eventually follow into the Heists, some of these are great mainly ones that focus around platforming, smaller rooms that have self contained challenges, switching between different characters and the camera recons but some missions are absolutely awful, mainly the ones in the Chapter 4 & 5 most the missions that don’t involve character team-ups in Chapter 8, a lot of them in Chapter 4 & 5 focus on the verticality of the stage so for a lot of them you’re just awkwardly jumping around, plus as we’ll get to soon, the variety in them is not very good and Chapter 8 isn’t fun to traverse through even with Sly, it only gets fun when you get the Mega-Jump but for most of it feels way too big for its own good, the catalyst of this is the TNT run where you have traversal through this giant stage, but on the whole i’d say the missions in Sly 2 manage to keep my attention throughout it’s missions, the game does have a inconsistent difficulty problem and repetitive structure but i think the game throws enough at you to make each mission at least unique, for better or worse.

It’s time for the 3D Platformer Minigame round-up, Sly 2’s minigames are both a huge improvement and a huge step-down from the first game, some of are horrible, mainly the tank, it controls so awkwardly and doesn’t feel rewarding when destroying the other enemies, the hacking minigames are fun but there’s way too many of them, half of Bentleys missions revolve around them and it just becomes boring after a while, the Parappa Minigame was cool though i feel doing them at different times is a bit weird, protecting yourself from enemies using traps, and using helicopters/planes in Chapter 2, 5, 7 and 8 while cool gets a bit mindless after a while and finally you’ve got the 2000s Platformer classic: The boring and mindless Turret sections, but i feel Sly 2’s variety comes more so in the form of of giving the player unique challenges and places to traverse through a long with some fun yet pretty mindless combat sections which are mainly shown in the bosses rather than relying on the minigames as a crux of content like the previous did and it shows, Sly 2 clocks around 10-12 Hours and maybe an additionally 13-15 Hours 100% the game, speaking of i really enjoyed 100% this game, i liked finding all the clue bottles and buying all the power-ups since they gave me some fun skills to mess around with but i do wish they could at least shown like the last few when you’re done to mitigate the last crate syndrome seen in game’s like this, maybe with an upgrade you could purchase, but unfortunately, Sly 2 has basically no replay value once doing all of that, the only thing that come close are Treasures which are a nice distraction but once doing all Treasure runs, there’s nothing else, This is the moment where i wished there was a New Game Plus Mode where you could play the game again (maybe with skippable cutscenes) while also retaining your old moves and maybe upgrading them, along with just being harder, also wish you could replay individual missions and try to beat them as fast as possible, calling back to the time trials from Sly 1 like come on even Jak 2 did this, but it’s nothing to stress or hold the game over. So overall in terms of Gameplay, Sly 2 definitely hits it’s mark, Chapter 4, 5 and 8 are kinda weak compared to the rest of the game especially Chapter 8, the level design just sucks, it’s too spacious, big and not fun to traverse around , but still it is such a great game due to its strong level design, characters and missions, it may be a bit on the easy and long side (The Bug mission especially) but it can’t take away from what is easily one of the highlights from this era, and we’re not even done yet.

Part 4: Presentation!
The game doubles down on the Toon-shading aspects of Sly 1, making it a pretty cool game to look at, locations are mostly unique and are brimming with life throughout the game, though one compliant i have is that after Chapter 3, Contessa and Jean Biasons Act 2’s just look the same to me, Contessa's especially, with Jean you could say that one’s more ice themed while the other is more snow themed but maybe with the Contessa ones a mental asylum and the other is a castle? But they don’t really differentiate much honestly, one thing i noticed while playing both versions is that the PS2 Version is much darker, plus the excess motion blur and inconsistent 30fps return which are all fixed in the PS3 along with a higher resolution and framerate and uh, fading in and out audio clips, widescreen assets not fitting unless in overscan mode, removed bonus content like great making off documentary and the commercials, which is a bad emission in my opinion but alright.

There’s also another weird difference in that Sly’s Colours are made more accurate in the PS3 Version to his cutscene look which is cool i suppose but the definitive way is to play this with emulation mostly due to mods but that’s a discussion for another day, though one thing if i don’t know if is a result of the port is that the game is pretty glitchy, clipping through the floor, some cutscenes not working, dialogue cutting out and needing a restart were all problems i faced during the game, it’s certainly more than the first game despite me thinking that game was more unpolished, but two things that is a huge boost in quality is the music/sound design and voice acting. Nearly every track in the game is so good, emphasising the sneaky theme the sly games are known for along with each world having a varied and distinct themes throughout, i don’t have any stage highlights but one thing in-particular i like is how when the menu theme gets more elaborate and sinister as the game progresses, that’s a pretty cool detail, i also really love the sound design, especially when you hit an enemy with that Batman and Robin Sound effect, really making it feel like a comic book/TV Series that came to life, this is further shown through the new artstyle used in this and Sly 3, it looks a lot better to me, it feels less cheap imo (also the artstyle in the first game is used in a bonus video, Sly Cooper: The Second Season and was used in a demo so that’s nice)

But easily, in terms of Voice Acting, Sly 2 is the best in terms of improving the presentation set from Sly 1, returning VA’s like Kevin Miller and Matt Olsen return with a much better direction, sounding less stiff and more alive, Chris Murphy sounds like a completely new character, turning into a deep macho wrestler instead of a Gay Barney the Dinosaur which is cool given how he may have been replace but sometimes his voice can sound a bit jarring with the deeper voice but overall an massive improvement, and then you got the newcomers, Sergeant Johnson i mean David Scully does a great job as both the comedic Dimitri and the threaten/imposing Rajan, the late Gloria Manon did an great job at playing the Conteassa and Ross Douglas and Sam Mowry do a decent/serviceable job at doing their performances as Jean Biason and Apperggio respectively. The only one i’m quite mixed about is Alésia Glidewell, while her performance as Neyla is good both managing to balance threatening and gentle with a decent british accent her role to voicing Carmelita is a bit boring, the first game’s VA wasn’t amazing but with the right direction could have been up there with the returning VA’s but why recast? They also decided to remove her latina accent in favour of an American (?) accent, she’s just not a very good replacement overall, she sounds bored most of the time and says the same lines with the exact same tone and emotion which can happen with the other characters along with some instances of overacting but it’s especially the case with Carmelita but on the whole i really dig the cast, but are they given good material, well i mean you know the answer already.

Part 5: Sly 2’s Subversive and amazing story
There’s no way of cutting it, Sly 2’s story is almost amazing and it really only shits the bed at the end of the game but that’s for later, for now let me ask you this question; What makes a good video game story? Not a good story in a game but a good story that uses the medium of Video Games through it’s story, where it doesn’t have to sacrifice Gameplay for story exposition and tells the a story that can only be used in Video Games, A game like Far Cry 3 or Ace Attorney do this incredibly well while others such as most Modern Sony games while tell a good compelling story mostly do it at the expense of Gameplay, Obviously you need cutscenes to tell your story but in cases were you’re just walking in a straight line while a character tells you shit possibly masked as a loading screen isn’t that great in my opinion. But Sly 2 while doesn’t do it as well as those 2 still makes your actions in the story tied to the gameplay such as a mission structure, which can make playing the game being a bit repetitive but without further ado, let’s start from beginning, ah your already asking didn’t i already do the beginning and to that i say, Yes, Yes i did but there’s another beginning i haven't talked about, the prequel comic. Unlike Sly 3 where it explains plot details left out of Sly 3 this one is more of a brevity comic which brings back the Monaco chapter cut from Sly 2, the comic is more there to shed light on Sly's relationship with other people such as his father, The Cooper gang and Carmelita, Overall it's a very cute comic despite their being a bit of a contradiction with Murray's character but still, I really like Sly applying his father's philosophies to a heist in Monaco, Sly bonding with the Cooper gang as kids in the orphanage that they grew up in whilst doing a heist and my favourite, Sly and Carmelita meeting for the first time with different and exaggerated versions of the events of the comic, so overall a pretty fun comic with some fun dialogue, nothing necessary but you go give a read if your a fan of series, now back to the story.

As established I've already talked about the prologue, so in Sly 2 you start in familiar territory, France as you take down Dimitri, one thing you'll notice is that the villains aren't just your normal monster of the week archetype seen in Sly 1 and most platformers, each of the Klaww Gang are one cog in a spice machine, Dimitri being the distributor in the club's of Paris, Rajan being the Spice Producer, The Contessa being the hypnotist, Jean Biason being the transporter, Arpeggio being the leader/chief inventor and Neyla being the protege (also fun fact, Neyla was suppose to be related to Rajan but was removed due to “simplicity”, would have cool to see) all of the villains are part of a connected organisation that feels like you’re taking down a Band of Thieves at one time, Sly 1’s villains were good but Sly 2’s are on a whole nother level, each one being more sinister and competent than the last (until the end), and on the whole, the characters of Sly 2 are incredibly well-written, Sly is just as great as the first game, now being more mature and appreciative of his friends, Bentley and especially Murray have now have the screentime they desperately need and deserve, like the first game, the characters have a drive for their actions and damn well-witten arc mainly Bentley and Murray though Sly has a good mini arc at the end of the game, releasing that his friends can’t match up to him no matter what, leading to his characterisation in Sly 3, Bentely also grows from being a somewhat small, quiet kept person who is pretty much scared of everything in the outside world becomes the key to stopping the Klaww Gang and fighting Jean Biason, the biggest character in the game, using per-wit, Murray has probably my favourite character moments in terms of pure comedy and brilliance, can you tell i love this character? He goes from the dumb fat guy who you like but know is a bit incapable to a strong, courageous, fearless and badass hippo who his still a bit incapable (like he gets distracted with food all the time in this game like wtf) but is still a very good friend and even ally to have, Murray’s the heart of the team, staying optimistic in the worse of situations and when he’s given it, you know your in for deep shit. Murray’s is probably one of the best strong yet dumb characters i’ve seen in any media barring maybe Ed from Ed, Edd and Eddy, I wouldn’t even call him that dumb in most cases just unaware of his surroundings and doesn’t having much knowledge as say Bentely or even Sly, and it’s so heart-wrenching to see their new found confidence absolutely crippled (physically with Bentely), both of them hit an all time low in their mental state but still decide to help Sly get away despite him knowingly turning himself in for a good a while, completlingly their character’s arcs, Sly realising that his friends can prove themselves even unexpectedly despite them already doing that in the previous chapters removing the doubt he always had with them and the Cooper Gang growing more confidence despite the drastic ending, Carmelita is there too i guess, she’s a character that’s good but i don’t really have much too say much about, i like how she realises not all thieves are bad at the end of the game and sometimes in Chapter 6 & 7 but i don’t have much to say about her and finally Neyla, i think i’ll save her for later.

Sly 2 is essentially a story of building the confidence you’ve never knew you had in you, there may be times you’ll doubt your confidence but it’ll come back even stronger than before, along with strengthening your relationships with your friends and enemies, leaving the past behind/keep moving forward and taking things seriously when you need too, it’s a masterfully written story that is elevated by insanely well-written dialogue with any character, being both smart, witty, charming and funny at points, i love how it foreshadows future events such as Bentely not being able to drive stick, Murray’s fate with the contessa, Neyla’s true intentions and Carmelita’s feelings about Sly all are foreshadowed in the past events. But i’ve already hammered in why this Story is so amazing but what about it being subversive? Well let me take you through the story of this game, Chapter 1 is pretty simple, you’re greeted with the same Carmelita sting operation you’ve grown oh so familiar with in this game, even if you haven’t played this game your established a full success, in Chapter 2 your given the same affairs as last time both gameplay wise and story wise, Sly and gang pulling of scheme after scheme eventually leading to the heist that is until you realise Rajan escaped, the game pulls a fast one on you and subverts your expectations, especially if you’ve grown accustomed to how Sly 1’s villains fared, it’s the reason why having Monaco cut was such a great decision overall as it allows both old and new players to grow accustomed to how things will be run but here it’s completely turned on its head, especially how most games at the time with these types of villains are handle so in Chapter 3 you’re more on edge seeing how Rajan escaped again who knows what will happen next? That’s when Neyla comes in and helps you recover the heart piece while also beating Rajan with Murray’s newfound confidence, this is where you think you’d escape with the help of Neyla right? And that’s where the twist comes in, the game perfectly subverts your expectations once again with Neyla, this is the time were i talk about Neyla as a twist villain, i’ll admit, while i do love the idea of it the execution could be better though it’s not terrible, i do like the red-herring in the beginning of the game and her as character is great, especially in chapter 6 were she doesn’t decide to give up for anything and that’s where in my opinion she should have been killed off but that’s unfortunately not case but that’s until a little awhile, from the twist Sly and Murray captured leading to Bentley being the narrator for 3 cutscenes and the main star of Chapter 4, emphasising how this adventure will focus on the Cooper Gang not just Sly, this is where the subversive bit of the game ends, it’s mostly is pretty straight forward, this game doesn’t have the most mind blowing twists but it still delivers on a pretty great story, in Chapter 5 especially the game really wants you to believe you’ll fail again but in this operation you’ll really have to fight for the the Clockwerk parts in it, then in Chapter 6 you get all 3 Clockwerk parts making you at the height of your confidence, continuing through most of Chapter 7 until Rajan raids your safehouse and gets all the Clockwerk, leading to a high octane chase ensuing (which happens with all 3 characters by the way) as you stow away into the bunker and ride off to Arpeggio Airships, and then Chapter 8 shits the bed really hard.

Okay, it’s time Chapter 8’s gameplay and story is really weak I’ve already talked about that but story wise? It’s sucks, we’re introduced Arpeggio a villain who has a decent back story, we go do the photo recon then, Clock-La for some reason instead of doing something that makes sense, they do Clock-La, you see instead of wanting to fly like all birds for Arpeggio he wants to be immortal, but Neyla does as well and yeah this needed another draft, like i said earlier i think Neyla should have been done with Chapter 6 and have Arpeggio steal the show and not make him into a joke, like in my opinion Arpeggio should have been the main villain of this chapter and awakened Clockwerk, not as a vehicle like the original does but have him return, raising the stakes even higher, (i guess Arpeggio could die again, i don’t know) and the game essentially continues as normal but now Clockwerk takes stage.

That’s just way better than Clock-La in my opinion since it ties into the themes of this game and could lead to some great dialogue, don’t get me wrong it doesn’t make the other scenes and ending aren’t hampered by Clock-la but could have been a lot better (along with the whole of Chapter 8) but man the ending it’s kinda dark, the only game that apparently has a darker ending is Klonoa but that’s for another time, the team is in disarray as 2 of the members are heavily injured one mentally and physically as the team aren’t ready for any elaborate scheme this time, this leads to a great interaction with Sly and Carmalita how they have more in common with Carmelita realising that not all thieves are bad, unbeknownst to them,to the Cooper Gang help Sly escape as Carmelita vows to find him once again while Sly escapes on the hang glider, ending Sly 2 (except not as there’s post credit stuff with what the Klaww members are doing now plus the game tells you to touch grass so that’s nice) but i think I’ve stretched the story analysis enough, overall Sly 2’s story is awesome, it blends great and charming dialogue with a deep and mature story that naturally follows the first game and manages to subvert your expectations, while it doesn’t stick the landing all the time, it manages to still stay enjoyable through it’s characters, but anyway let’s wrap things up shall i?


Conclusion and Thank You
Yeah this game is very good, like holy shit it’s way better than any right it needs to be, it takes a completely new direction that is respectful to the original game both in terms of story and gameplay topped with presentation that makes you feel like your in a comic book, you can tell the developers really tried to make this game as great as it could be since they didn’t know that if Sly was a feasible series to continue with, i mean Rocket was a failure and at the time, Sly 1 was underperformed so the future of the company and series was up in the air, and it paid-off, over 2 Million Units sold and received critical acclaim both at release and retrospect, so i think to say Sucker Punch needed to deliver but would they, find out after i 100% Sly 3 i guess, this is where i would end the review except something unexpected while i was making this review i managed to hit over 50 followers, and i just wanted to say thank you, never did i imagine to reach this amount of people (especially this soon) when joining this site or if people would like the reviews but i’m glad my anixties are put to rest so i apolgise for the wait for this review but i hope it delivered (or it’s a horribly bloated mess, though i hope that’s not the case) but anyway yeah man you’ve probably been reading this for a while go outside.

I’ll be seeing you soon, Ringtail

Sly 2 is a curious game, when you think about it. It’s a sequel to a traditional 3D platformer with missions instead of stages, semi-interactive world hubs instead of stage selection plazas, and a life bar instead of hit kills. The changes from the first game are almost uncanny. Sucker Punch decided that they wanted to make the Sly series something more than just a regular platformer, and they did it in an ambitious and unexpected way. They could’ve just stayed with the formula from the past game, as it already worked pretty well and had room for expansion on its own. But who would’ve expected that Sly 2 was bound to turn into a “story focused” 3D action-adventure game with bits of Immersive Sim?

With a new approach to the way things work, Sly 2 has much more to offer than just green bottles to waste hours collecting, and funny dialogues to laugh at. The story is more enjoyable than ever. The plot with its unexpected twists turning everything upside down, and charismatic villains stealing the scene with their memorable lines and great stage presence, grabs your attention, making you a hostage of the rich and fascinating world of Sly Cooper. And we can’t forget to talk about the gang! Honestly, you could make a game that is just a Suda51 inspired visual novel featuring them, and you can bet that I WOULD play it without thinking twice. The dynamic between the characters and how they make the heists come true with their strengths and quirks is fantastic. Each one of them had their personalities expanded, especially Murray, who is now an iconic juggernaut with a strong presence instead of a comic relief who is only there to make a team. They interact with each other organically, always with something interesting to say, sometimes even a joke for you to chuckle a bit. And you can play with all of them now! Nothing out of this world, but it’s a welcomed feature to make things fresh (although I’ll be honest, most of the time I just wanted to play with Sly). It’s hard to even tell which of the characters is the best, they all outshine each other from time to time, but I can say that Dimitri is definitely a highlight. He got the juice, you know.

And what about the gameplay? Well, it is less arcade-ish this time, and more interested in being a medium for the story to be told. It’s clear that Sucker Punch's focus was to make a more interactive experience, making the player feel more immersed in the game’s universe, instead of just playing the game for the sake of it. We also have some new skills for the characters, but they are more of an excuse to reward the players for collecting all the bottles of a world, than something actually useful. We have some exceptions, though, like Sly’s smoke bomb and Bentley’s trigger bombs. When talking about the new world system, most of the missions are fine, some of them drag a bit, some of them are iconic and amazing. I think it’s a justified change from the first game’s traditional stages. What captured my attention is that you can steal from enemies now! This is something that makes it more interesting to engage in a stealthy manner, as you're gonna try to pickpocket the guards for coins and goods. You use the money to buy new upgrades, but I honestly just did for the sake of completion, and also because it’s fun!

Overall, it's nice gameplay, but you can’t expect anything mind-blowing.


Sly 2 is a deserved classic. Some may call it a masterpiece, others may remember it fondly as their childhood game. Me? I think it’s a great game that deserves the praise it gets. Don’t think it’s a must-play for being an outstanding game that will crush your brain into tiny little pieces with its story or gameplay, but a must-play for being an important piece of video game art, and an enjoyable game to play a bit every day. That’s how I played, one hour or a half before work, wasting my time going after the bottles (I love them), or just progressing with the missions, enjoying each moment at its fullest. I turned out to become a fan of the series, as its aesthetics and characters captured my heart, giving me something to think and talk about in my spare time.

The Cooper Gang managed to be featured in another great game, now it’s your time to give it a shot if you haven’t already!

Oh, and your suit sucks.

why'd anyone bother making games after this tbh

If you'll let me indulge more personally in this prelude, I've always had a rather complicated relationship with Sly 2. I mean, I never hated it, I always liked it even, but as I somewhat stated on my Sly 1 review, this was actually the last game of the trilogy I played, having picked it up around 2008 or 09, meaning that while I did indeed grow up with it, it wasn't nearly the same amount of time as the original, strictly linear and sometimes arcadey platformer, and especially the finale of the PS2 trilogy which refines (to a point, but we'll get there when we get there), and extends what this brought onto the table, while also making sure to have the first game's aspects back in. After beating it for the first time all those years ago, I thought it was really good, definitely better than the first game, but not quite to the level of 3.

Then, around mid-2010s, Youtube videos about Sly Cooper were beginning to crop up, which of course I made sure to check out. Only, there was something that felt pretty unexpected to me. A number of people were saying *2 was the best one, and that 3* was an underwhelming game compared to not only that, but even 1, and to a select few, 4. Nowadays I try (keyword, try) not to get too absorbed as to what random people online say about my favorite games, but being a late teen who was much more emotional about this sort of thing for whatever reason... yeaaaa didn't take that lightly, in fact I think I viewed 2 more negatively as a result which in hindsight was rather silly, it wasn't the game's fault things happened the way they did.

So this replay I decided to set expectations to around the first time I played it, which is seeing what this does to improve and expand the first game, and see where refinement of 3 starts, and where the missing magic creeps in (obviously though not like, worded like that in the minds of a 9 or 10 year old). The result, after doing a 100% run again, was something I kind of figured I'd settle on: It has some of the best moments of the trilogy, and it's a major blast for a majority of its runtime, but there's a few nagging instances that, while not enough to keep me from calling it a masterpiece, is something I'd easily say are some of the low points of the trilogy.

Now, getting the obvious out of the way, the writing and overall presentation has seen a major boost. What was already great about the first game's fronts has been made even better, and gave more depth and characterization to Sly, and especially Bentley and Murray, who now feel like actual friends and cohorts with one another, especially now that you can not only play as the other two, but some cases have you swapping or incorporating them to do something. Even Carmelita has been improved upon, actually feeling like a rival force to the trio's motives and planning due to becoming more involved within the plot and stakes, having a voice actress that better delivers her lines (though I still think she stilts the intented tone here and there) instead of feeling like a neat character that shows up every now and then until the finale. Coupled that with even more impressively fluid and distinct animations, wittier and flat-out funnier plays of humor, a cleaner comic book and cel-shaded style, and one of the best OSTs around this time, it's no wonder this has held up rather tremendously. The only thing that's aged is that it isn't all too bright, I already mentioned this on my S1 review but holy SHIT playing this on an HDTV with standard cables can this game darker than it actually is, I'd even say certain chapters become harder to move around in unless you crank up the brightness, and is pretty much why I'm sticking w/ PCSX2 for this replay.

The villains also got a bit of an upgrade. They have more of a chance to show off their personality this time around, as well as the fact they're a little more involved with the current predicament, and especially with how the finale, despite how mixed I am about it overall, reveals that each individual's own plan and motive all comes together for The Big Bad's scheme. From Contessa's crooked cop nature, to Jean Bison's more brawn-and-simple dialect, to Neyla's intrigue (yet rather abundant and really funny) of double crosses, and to one of my personal favorites from this era, Dimitri, being just the funniest lizardman and Frenchman I've ever had the pleasure of interacting with in a video game, the roster of baddies this time around I can definitely say are better and more intricate than before, only weak link being Rajan who I still rather struggle to come up with any noteworthy traits outside his fight in Chapter 3, but even then he's not like, awful.

With that said... I don't think I can say the same for the boss fights. Not in the "oh unfortunately this is a downgrade" sense, to be clear, I appreciate that it's more consistent in a way, since now it's mainly 1-on-1 brawls... but because of that there's not that many "unique" encounters this time around, only popping up rather scarcely, which is a shame because that was something I always liked about 1's boss fights. It's more of an unfortunate disappointment than anything, cause it's at least all-around good.

And on that note, let's talk about the gameplay, or rather, the shift of it. There's some other small aspects to talk about, like the feel of the controls (EXTREMLY satisfying and much better handled), some issues still lingering (I've experienced more overlap circle button stuff here than in S1, unfortunately,) and a mix of both (the camera isn't as janky as last time but it still gets stuck every now and then), but as I said before, 1 is the only game that's strictly platforming-focused, cause 2 onward take on the sandbox, mission structure approach with multiple characters to play as. Platforming is still a thing, don't get me wrong, it's just that it isn't as involved by comparison until around the second half. While I can see this being a disappointment to some, speaking personally, there's a lot more good to this new formula, and even a few improved iterations from the old one that I feel made the move a great call. The overhaul of powerups and coins are two good examples, this time you can just outright buy them from a new shop called Thiefnet, mixed in with the regular Clue Bottle hunt which I'll get into in a bit, and a lot of them are very damn good. Sly gets the most of the bunch, and I use and swap around which ones here more than I ever did in the first game. If there's a moment where using something could even the odds, or even get you out of there, chances are it's worth using. Bentley and Murray also get some, but most of them are usually just utility purposes, and rarely did I ever swap out of the ones I had unlocked, though I could see some room for experimentation being made.

Next are the clue bottles. Now, I thought I'd go into this saying that I felt they were a downgrade from an already poor application, but surprisingly enough, I actually enjoyed getting them this time around, and the upgrades they have are usually more worthwhile, like the Knockout Dive, Voltage Attack, Music Box, and Long Toss than just bland gimmicks, like Shadow Power (idk why they made the last one an invisibility move, which in hindsight is really funny cause that retcons the invisibility move from 1). Finding them is something you can either do all at once, which is what I usually do, or do every now and then while traversing the hub, all while hearing the little dinks as indication on whether they're around or not (pro tip: turn the music volume wayyy down in the options, this is something I just learned for the first time and could probably help you a lot), as it's something to do while you go around the hub for stuff to do or steal. So yea, replaying this made me appreciate them a lot more now.

Another aspect to do outside of bottle hunting is treasure hunting. There's the standard pickpocket stuff where you get neat loot, but there's also special treasure to get in each world, there being three in total (though I think the Paris world has a secret fourth one, been a while since I checked though), and doing so nets you some serious cash to spend once sold. Alongside being another source of doing cool acrobatics shit as Sly, some could be booby-trapped, which gives a good tool to try and find the best way to get back to the safehouse ASAP. It's very satisfying to do once you got the hang of things, and should you fail, you can just retry it again later.

Wow that was a lot of positives to list out here, what did this game do wrong again? Oh right, be rather repetitive and tedious on occasion, while also feeling like some aspects could've been cut down. Granted, it isn't all that common, but I'll point to Chapter 5 here since it's when I really noticed it: The first half has some cool stuff to do as the trio, but then the second half is just doing the same thing over again, three times (or more, but they really love the rules of three here so it's usually that) when it could've just been tied altogether as one obstacle, or perhaps doing a random minigame that, much like last time, is either fun or pretty damn boring and rather confusing to include (I never had problems with the tank controls even when I first played it, but I know some people do). And as much as I like Jean Bison, that dude seriously did not need two whole chapters to himself, feel like it would've been possible to just bridge Chapter 6's first half in with Chapter 7's second half and not lose much.

Also, this being one of the more common critiques, the sandbox stuff kinda sorta don't work as Bentley and Murray. It's weird, there's more missions available as Sly by comparison, you do have upgrades to buy to make Bentley and Murray's movekit more able to do vertical movements, and overall there's only two worlds here I can easily say only ever works out for Sly, so overall it isn't THAT bad if you're focusing solely on playing the main game... but that's just it, you're never given any reason to explore as the other two, since Sly's the only one that can actually do like, any of the side stuff, and it takes a good while to even unlock those two's upgrades to make their traversal a little more open. The way Sly 3 tries to refine this is another odd instance, but again, we'll get there when we get there.

There's like, other stuff I can say, such as Chapter 8's underwhelming finale to such a strong, strong story, but this review is getting so long and other people have talked about it in a more concise manner that I want to get to the main point here: Even despite some of the underwhelming and tedium, the way Sly 2's overall package works and tells its bittersweet tale of change and unfortunate cruelty of the world , combined with most of the meat being Super Fucking Good, easily makes up for those slumps. If you bounced off this before, I suggest try giving it another chance, as there's a reason this is seen as one of the all-time greats by many.

a famosa sequencia q melhorar tudo do antecessor e expande, não tem muito q falar,
ah não ser q pra mim o jogo se alonga demais, tem certos mapas q são insuportáveis de andar.


Sly 2 is an absolute masterpiece of a game, there’s so many positive terms I can describe it and it still wouldn’t be done justice. There’s several things to love about this game. The Character Interactions are still fun and charming like they were in the first game, Murray goes from someone very frightened and nervous to someone confident and strong showing great Character Development. The Gameplay is very fun with the Stealth and platforming being designed very well and something I like about this game is that you have a Health Bar this time instead of dying in one hit like in the first game, I think the Health Bar is a good addition since it’s better for newcomers and makes it less annoying on how you will die. Bentley and Murray are also playable in this game, Bentley a lot of the time is used for hacking things to make Plans be executed well, which is a nice and unique way to shake the gameplay up. Murray I have so much fun playing mostly because his attacks feel so strong and satisfying. The Music is also pretty nice, some of my favorite tracks are the Episode Select Theme, Paris Theme, Canada Theme, etc. Lastly, the Visuals are pretty nice, the variety is nice since all of the Chapters are inspired by real life locations from Paris, India, Prague, etc. it’s nice to see it represent several countries of the world, it makes the game feel very real and unique.

Despite my overwhelming praises, there are a few criticisms I have for this game, the Tank in this game has horrendous controls, you’re supposed to move it forward with both Analog Sticks moving forward and going backward with both the Analog Sticks, the problem is the turning feels extremely clunky, slow, and horrible. Another complaint I have is some of the Bottles, while I enjoy collecting the Bottles and it rewards you with some really nice moves, some of these are really annoying to find considering the size of the Level Design can make it a nightmare to find a Bottle, especially in Chapter 8 where the Level is huge with so many different routes, and it’ll be annoying when you spend a good chunk of your time finding 1 Bottle meanwhile you’ve collected the other 29 in the Level. Lastly, the Boss Fights, pretty underwhelming in all honesty, they have 1 pattern that’s easy to overcome and you beat them up until they’re dead, it feels disappointing knowing that there could’ve been some really nice Boss Fights.

However, despite my criticisms, this is still a very fun and enjoyable game that is filled with great things, but slightly dragged down by a few shortcomings. Still, play this game if you haven’t already, highly recommend it.

Dimitri is the best character.
SHOW YOUR BLING AND LET ME SHINE YOU.

The highlight of the series, with amazing villains and surprisingly touching emotional moments. I'd understand someone complaining about it being too long, but I couldn't get enough.

It continues the story of the first game while MASSIVELY improving its play style. Favoring more of an open level design, you take on missions that lead up to a heist in each area instead of completing run-and-gun sublevels in each area. This allows for the stealth mechanic to become MUCH more prevalent. Voice acting and writing is way better, the overall plot is way better (though nothing groundbreaking), and the characters are more memorable. The comic-book aesthetic really suits it. Boss battles all feel like they have stakes, and the fact that each area introduces each villain and builds you up to the point where you fight really helps. The addition of extra abilities is really fun to experiment with, and combat feels more like a back-street brawl than just picking off enemies to pass a level. Really fun!

this is a tedious, often infuriating experience with an appreciated art style and inconsistent spikes of good humour.

everything in the game is 2-3x longer than it should be; interesting and varied objectives aren’t interesting or varied when you’re asked to complete them three times in a row with little differentiating the first from the last - all the while the camera is unhelpful at best, the platforming is inconsistent, the combat is mostly lazy. the environments that you explore each chapter seem to be created by a team saying “this is a well designed and attractive area, how do we make it an absolute living nightmare to traverse?”. the cutscenes and dialogue are mostly exposition dumps and some of the mission objectives are wildly unclear.

this sounds overly negative, and it is, but only because there is a VERY good sequel in an easily trimmed down version of the content that is here. the first game is a fun and tight 6-7 hour experience, this is at least 15 hours and feels like the longest game ever made when you can see the progress % going up by a single percent after each mission - I was questioning things at 25%, bored by 50% and almost shelved it at 75%. this is a bloated misstep and killed any interest in me playing Sly 3.

Vastly improves on the first game with upgrades and being able to play as Bentley and Murray. Backtracking all the way back to the safehouse can get mildly annoying though, at least depending on what episode you're on. Other than that, one of the best platformers I've played.

The first Assaisin's Creed game. Or should I say the game that built the basis for the Sly-like genre leading to the wildly successful game series known as Assasin's Creed. This game is such an enormous step up from Sly 1, creating an entirely new identity and focusing on the stealth platforming mechanics that made the first game so unique. The story is elevated, the animations and style are even better, and the overall progression (albeit repetitive) is fun to blast through. I think some levels are much more defined and memorable than others. The more experimental environments unlike what we usually see in 3D platformers (Contesas's Prison, the Blimp) are what I wanted more of. And I think the game reusing environmental themes as a Part 2 for certain levels also didn't sit well with me. But the level design is crafted too damn well to really complain. It feels good to traverse in Sly 2. You are always in control, and you the environments are your playground for that control, rather than an obstacle like in Sly 1. The story captivated me more than I expected, and now I am obsessed with these characters. I love their chemistry, and I'm so glad the game let them grow not only showing their growth as a team, but also growth as individuals. The ending is perfect for the journey they endured.

The mini-games though.... At least they feel more grounded to the "heist" premise of the game, and they don't overstay their welcome. However, I still think the game could do without turret sections, and 15 different hacking mini-games. Regardless, Suckerpunch knocked it out of the park with this title. To think this was a PS2 title as well.

8.5/10

Sly 2 expands on the first game's formula in terms of story and heisting, but unfortunately the more open structure robs the game of a good deal of focus and shines a light on some of the ways in which the mechanics fall short.

A focused and stylized experience. The dark cel shaded art style is a beauty to behond. Plus the understated yet punchy jazzy soundtrack made by the great Peter Mconnell really makes the game shine. The writing is crisp and punchy. The gameplay is engaging and fluid. Its a 6-9 hour experience that, in my opinion, never loses its stride.

Sly 2 is the kind of game anyone can pick up and appreciate. Definite recommend. One of my favorite games of all time.

L2AGO #14

Ah, I love it when a great game comes together.

I don't have any intricate yarns to spin or esoteric devices to break down, this game just fucking works and grips your attention throughout its entire length. Sly 2, or as I and my pals like to call it, Sly Coops 2 & the Gang, follows up just a few years after the events of the original Sly Cooper and involves your quest of cleaning up the remainder of Clockwerk's legacy and taking down a new big bad syndicate. The individual levels are now larger yet tightly constructed overworlds filled with treasure to loot, guards to pickpocket, and separate missions with varying objectives to prep and pull off the grand scheme. The clue bottles are still there as collectibles, but now have a distinct glass tinkering sound that plays whenever you're nearby so you can more easily pinpoint their locations. Once you've gotten all the clue bottles in a location, you can use them to unlock a safe for some super cool powers just like the original; through unlocking safes and purchasing additional abilities in Thief Net, you can greatly expand your cornucopia of approaches and attacks and turn the levels into a bit of a sandbox. The abilities range from classics like a slo-mode toggle to make you feel like you're in the middle of a bullet time sequence, to an alarm clock you can throw to distract guards with noise before you pickpocket and end them. Sly's pals Bentley and Murray also have their own missions and abilities to work with and really come into their own with drastically different characteristics: while classic Sly works on maximizing finesse, Bentley's the brain and strategically disables enemies with explosives and sleeping darts, while Murray's the brawn and punches/throws his ways to success.

It's just so deceptive how the sequel organically takes and expands upon everything that the already super fun original was great at and manages to polish everything to a fine luster. The cel shaded environments and character models look sharper than ever, the soundtrack captures the moods perfectly, there's a great cast of vibrant personalities with fantastic lines, and the movement's just as crisp as ever. Sly 2 sells on atmosphere and great vibes, and it manages to do with such ease yet remaining accessible; the game's not technically demanding at all (simply press the circle button to do cool thing), yet you'll feel so badass and accomplished every time you successfully pull off an seemingly elaborate heist sequence or outmaneuver waves of guards and obstacles. Even the short breaks in platforming to allow for minigame segments like the tank sections and the twin stick shooter hacking have been upgraded with even more flair and precision. Gone are the days of clunky van races or rhythm game reaction boss fights; now you get to engage in a shmup bullet hell bombing run with a RC helicopter over a rogue train in the middle of the Canadian wilds. Finally, I think this is the first 3D platformer I've played in a while where I have absolutely no complaints with the camera whatsoever; the camera was almost exactly where it had to be whenever it needed to be without feeling too uncomfortably close or sensitive and a versatile rotatable free cam gives you the leeway to ensure you'll always be in a position where you can see where you need to go and how to fight against everything in your way. If I really forced myself to nitpick, there were a few moments where the tight and precise jumping of Sly 2 wasn't quite enough to get to obvious collectibles and I had to resort to more arcane solutions, and I honestly can't say I'm the biggest fan of some of the turret sections due to how much of an endurance test they felt like, but these moments were far and few in-between.

I was absolutely stoked picking this back up due to all the praise my friends have levied upon this PS2 classic, and I'm happy to concur that the game has more than lived up to the hype. This, alongside Ape Escape 3 and Super Mario 64, is one of the greats of 3D platforming, and you would be incredibly remiss to give this a pass if you're even remotely interested in slick and satisfying action adventure games with over the top cartoon violence and thrilling and epic heists. I can't recommend this enough, go give Sly Coops and the boys some love. Here's hoping that the leak was real and that we'll be getting some news for a future installment soon.

Excellent game. A ton of variety with the levels and missions, and I mean a TON of variety. All the missions would surprise me with how different it would be. 99% of them were fun as hell.

Excellent music, especially in Paris, loved that first level.
Excellent voice cast.

Only negative was 1 of the areas of the game, the 3rd one, was a pain in the ass to traverse or navigate. Sour spot on the whole game but I still loved my time with this game and the missions in the area. Definitely an essential play for the ps2.

I did everything in this game. Multiple times. One of my favorite ps2 games, and one of my favorite games period. The stealth, the characters, the collectibles, everything. Peak ps2.

The Empire Strikes Back of sandbox games starring talking animals. Bigger, darker, more interesting, better laid out (if somewhat padded), Sly 2 is the perfect example of a game that builds off of the original while crafting a compelling place for its own.

I'm glad that Sly Cooper was able to get his foot in the door at SCE with his first game, rough as it may be. After all, it lead to this excellent sequel becoming a reality. Aside from characters, it feels near indistinguishable from the first game, but I love it so much more.

The thing that caught my eye immediately was the art style and the 3D models. The character art has been refined, and the 3D models have been changed to match. Everything has been animated in such a satisfying, fluid way. The music, while not the most memorable, fits the sneaking atmosphere impeccably, and does carry a notable leitmotif throughout.

The level structure in Sly 2 has been turned on its head from the first game. Most of the action will take place in each episode's hub, with 2-3 indoor areas that feel more like linear levels. The hubs are just a constant stream of satisfaction. Each one is completely distinct in terms of style, atmosphere, and how they let you traverse it. They're veritable playgrounds for Sly's nimble acrobatics. You can sneak up behind enemies and pickpocket their loot, change your route on the fly when you spot a guard heading your way, or drop literally everything when you hear the quiet-yet-notable "tink tink tink" of a clue bottle, dropping everything to scout for it. This kind of gameplay loop persisted before, during, and between the game's missions, and I think the reason I kept doing these things is because the gameplay itself was so damn satisfying. The jobs you go on are all unique and make great use of these hubs, but most importantly, everything you do feels like it's pushing you one step closer to your goal for that chapter.

Gameplay in Sly 2 flows so well. Sly feels more refined from his first outing, and the addition of a ton of gadgets you can remap to the triggers allows for a lot of experimentation and on-the-fly strategies. More importantly however, you can now play as Bentley and Murray. While I still prefer playing as Sly, Murray and Bentley are fun in their own right due to their distinct playstyles, complete with their own sets of gadgets. Minigames also return from Sly 1, but they're a lot more subdued, polished, and less numerous. It didn't stop me from experiencing a few that tried my patience, but it was still leagues more enjoyable than Sly 1's minigames.

The last thing I mean to highlight is the story and characters. Without spoiling it, I'm really happy with how they managed to juggle two main plot threads at once: Sly and the gang's quest to regain and destroy the Clockwerk parts, and the incidental destruction of an illegal spice-smuggling scheme. A lot of what surprised me was kinda cliche, but this game's plot took me for a spin several times. A lot of the twists I genuinely didn't see coming, or were executed in ways I didn't expect. The more notable aspect of the story is the characters. The villains are a lot more entertaining and get more spotlight in the story. Sly and his friends have a sincere sense of camaraderie to them, and the banter between them ranges from charming to laugh-out-loud hilarious.

With all of this considered, I wanna say that this is personally my favorite 3D platformer on the PS2. (I haven't played Sly 3 yet, so this is subject to change.) It's an extremely well-paced stealthy platformer with an entertaining plot/characters, excellent style, and constantly fun moment-to-moment gameplay. I can't recommend it enough.

It definitely feels like it was starting to overstay its welcome at certain points, some of the episodes really didn't need split into two (looking at you Jean Bison), and the mission structure did feel like it was starting to fall into a basic formula at the end, but for everything else, Sly 2 hits just the right notes to become a favorite.

From the gameplay overhaul to an open-world stealth platformer, to the GTA-like mission structure, the slick comic booky presentation, to even getting to play as the trio. Although Bentley feels like the weak link gameplay wise here with his arsenal feeling too specialized at times which I’m guessing gets tweaked better in Sly 3. Going from Sly 1, you can definitely feel like this series has found its proper footing to stand out just enough from other PlayStation mascots of its time.

Impressionism - the depiction of scene, emotion, or character by details intended to achieve a vividness or effectiveness more by evoking subjective and sensory impressions than by recreating an objective reality

In a way, video games could be one of the most impressionist art forms out there, a game can't accurately portray objective reality or actions, it often needs to rely on abstract and unorthodox mechanics in order to convey the feeling of what it's trying to depict.
Of course this impressionist style is on a bit of a sliding scale, it's up to the developers of each individual game to determine how abstract they want to go with the depiction of their world and game mechanics.
That overly pretentious intro brings us nicely into talking about Sly 2.

Sucker Punch had one clear mission statement when creating the character of Sly Cooper - they wanted to make a mascot platforming protagonist who was a thief.
In the original Sly Cooper every aspect of the game, from an aesthetic level to the stage and enemy design, was created around the fact that Sly was a thief: rather than traditional platformer obstacles Sly would need to sneak around spotlights and laser grids and a majority of the game's enemies were patrolling guards who you'd have to take out without being spotted.
While the developer's efforts on this front are to be commended, they were too afraid of breaking from the mold too much in regards to the mascot platformer genre in order to make the most out of their premise. While a novel idea, the laser security system starts calling into question the logistics of the world once you see them installed in abandoned subway cars in the middle of a junkyard or in ancient voodoo temples deep inside a Central American swamp.
It was clear that the stealth and thief motifs were mostly in the game as set dressing in place of more a more traditional platformer aesthetic, but the level design and Mario 64-like progression system gave them away.

Now when it came time to make a sequel the devs were at a crossroads, do they polish the foundation they set, tweak Sly's controls a little to make him more fluid to control and set him off on another safe but fun platforming romp? Or do they go back to the drawing board and attempt to fully realize their original vision?
Well you've seen the score and if you're reading this review you've probably already played the game yourself, so you know the answer.

Right from the jump Sly 2 is a much more confident game than its predecessor, the game has a more cohesive sense of style, presenting all the characters with these eyecatches that emphasize the new role they now occupy within both the game's story and its gameplay.
Cutscenes are snappier and have far more interesting cinematography, on top of a much better performance from the voice cast all around.
And it's all punctuated perfectly with this classy, laidback jazz-oriented soundtrack that feels much more adequate for our stylish sneaking antics than the weird synth focus that the first game's score had.

You'll have to forgive me if I keep jumping between gameplay, story and presentation because Sly 2 just marries all of its disparate elements in such a tight knit package that it's impossible to not talk about one thing without having to mention another.

The game itself has undergone a radical shift in its structure - there's no longer a set of linear levels for you to complete connected by a small hub world, now there's just one big map in each chapter for you to traverse through, inside of which there are various missions to take part in.
This is a very good change, Sly was already a very versatile character but the homing onto points of interests meant that platforming was often far too lenient outside of certain situations.
With the move to open world, the focus is now on routing, planning and thinking on your feet to avoid detection, rather than the mechanical execution that a more rigid, linear path would require. A much better fit for a master thief.
The maps themselves are also much more grounded this time, helping further cement the fantasy that you're effortlessly sneaking around real locales rather than video game levels - you won't find any magic ghost swamps or flooded casinos in Sly 2, just regular locations like an urban neighborhood, a high class town in the middle of a huge party or a lumbering operation in the arctic.
A lot of effort is placed on justifying every single platform, rope and pipe you use for traversal in ways that would make sense within the world of the game, which helps make the maps not feel like they're built for Sly, despite the fact that they obviously are.

And speaking of Sly, I wanna talk about the other big shake-up - the playable characters.
Joining Sly on the field now are Bentley and Murray, the other members of his gang from the first game who didn't really contribute much outside of tutorial text.
Now they're fully fledged playable characters standing alongside Sly himself.

First I wanna go over how they've tweaked Sly.
He's a much more stealth oriented character this time around. Enemies are very aggressive in this game and they can take a lot of punishment, punishment which Sly isn't the best at dishing out. Most of the time it's best to try and stay out of sight, which is helped by his improved jumping mobility and more responsive context sensitive actions. His walk is now a slow, crouching tippy toe to emphasize how much you don't want to be seen, with his regular run from the first game being mostly reserved for escapes when things go wrong. Despite all this there is a slight wrinkle here - Sly's stealth takedown is a little too reliable, especially once you unlock the silent variant towards the back half of the game. I tend to try and not use it as I find sneaking around the guards using the environment much more satisfying, but it's hard not to be aware that a much easier alternative is readily available to you at all times.
His design's been slightly tweaked too, with smaller eyes and less puffy cheeks giving him a more mature look, as well as getting rid of his childish mascot backpack for a much more stylish leg pouch, whose red accents his blue tones in a much less harsh way.

Murray, once the most useless member of the gang and the target of all of its weird and outdated fat jokes, is now the powerhouse of the team and the complete antithesis to Sly.
Murray's a total tank and he can freely walk on the ground level taking out even the bigger guards with as little as two hits, while Sly mostly has to stick to the rooftops where even there he has trouble dealing with the small fry.
This dichotomy is represented in the designs as well, while Sly is blue with red accents, Murray is red with blue accents, they're mirrors that are able to fill for each other's weaknesses.

And then there's Bentley, the brain of the operation.
Let me start out with the design this time. As I said, Sly and Murray mirror each other's designs, so of course this means Bentley sticks out with his earthly green and brown tones, and that's on purpose.
Both in the story and in the gameplay Sly and Murray stand back to back as polar opposites that can accomplish almost anything by themselves, by virtue of one being strong where the other is lacking, which leaves Bentley with the short end of the stick.
Mostly focusing on gadget-based gameplay, shooting guards from afar and finishing them off with bombs, Bentley's much more reminiscent of a traditional stealth game protagonist - unfortunately he's just stuck in a game where the actual protagonist is a web sling away from being Spider-Man.
But of course this is on purpose, playing into Bentley's feelings and place in the group and the way that's turned on its head as the game goes on, with him slowly coming out of his shell (get it?) and cementing his place alongside his two teammates.

The contrast between playstyles here while also having none of them feel any more or less fleshed out than the other really helps sell the idea that you're playing as, well, a Band of Thieves. The extra playable characters never feel arbitrary and their role is always justified in the ways that they make up for what Sly lacks, much like a real life gang of criminals would work.

Now this is all well and good here with the gameplay styles and level design, but what do you actually do in this game?
Well, the answer is complicated, because you do a little bit of everything.
Much like a real life heist (or, well, the ficticious but closer to reality heists that you tend to see in movies and TV shows which inspired this game) there's a lot of prep work and set up that has to go into each individual part of a plan, so Sly 2 will often put you in a variety of gameplay scenarios justified by the story which always feel like you're making progress towards your big hit in each chapter.
Rather than going through an obstacle course with a Power Star disguised as a key at the end, individual missions in Sly 2 are much more defined by their context first - one time Sly might have to sneak around a night club stealing keys to deactivate a security system, another time you might need to disguise yourself as a member of high society to infiltrate a ball dance and impress the guests enough to distract them while your teammates pull off a heist in the background, accomplished in real time through a mini-game; and boy, does Sly 2 loves its mini games. Thankfully they're never intrusive and it never feels like the developers aren't totally confident in what they put in the game, despite the radical shift in playstyle none of them ever feel like they're padding, just another piece of the puzzle towards the big heist at the end of a chapter.

And boy those heists, these are the part of each episode where all the disparate missions you've done throughout a chapter come together in quick succession as you pull off the big climactic hit, and often they're where the biggest plot developments take place, which always makes them a treat to go through.
When you're making a game like Sly 2, this huge risk expanding the gameplay to this degree, you'd probably be tempted to play it safe and just have the Cooper gang going around pulling off some fun but overall inconsequential heists as you dip your toes into this new formula.
But, thankfully, Sucker Punch said screw it and dove right in. Every chapter in Sly 2 is connected to each other through the story and it's very common for heists to go wrong and force the heroes to think on the fly while scrambling to go back to the plan, often leading to some major consequences that carry over from chapter to chapter.
This obviously makes the game's story and gameplay structure much more compelling, as you can never be sure when or how something could go wrong. Just like a thief, you're always on edge, wondering if the next big hit is the one that'll get you thrown in the slammer.

I talked about impressionism at the start of this review, and I think the reason for that should be clear.
I've talked about how all of this game's disparate elements, presented through this cartoony world inhabited by goofy talking animals, always have one main goal in mind - to make you feel like a thief, or better yet, a band of thieves, pulling out a number of consecutive hits, and the triumphs and defeats that come with them.
The first Sly game kind of gestured vaguely towards these feelings, meanwhile Sly 2 fully embraces and tries to capture them as much as possible, without compromising on any aspect of its gameplay or presentation.
In this way I'd say it's one of the best showcases of the medium and its use of impressionism, as well as a resounding success for Sucker Punch, perfectly solidifying what their game was meant to be about.

TL;DR - this game really makes you feel like Sly Cooper

Peak PS2 game. Everything about this game is perfect

I have played through this game countless of times and while Sly 3 is still my favorite,
Even with its very not good moments, this game is so fucking phenomenal god

Everything a sequel needs to be, quite simply bigger and better. Sucker Punch's style is found at its very best in Sly 2: the characters you know and love are given so much more personality in design and dialogue; the world is expanded and can be explored to great depth; there are many additions to gameplay mechanics such as pickpocketing and paragliding (which is awesome) and it never feels repetitive or frustrating in the same way the mini-games of its predecessor do.
I've loved the Sly games since a young age but never quite knew anyone who'd even played them - they can keep their Ratchet & Clanks and their Jak & Daxters because Sly is simply the best of its kind.


she wants cooper to stick in her pooper

You and your band of criminal friends are on a mission to make sure a metal monster doesn't destroy the world. No, this is NOT Metal Gear Solid. It's better. There's really not much else to say. This is the perfect Sly Cooper game and probably the best 3D character platformer I've ever played. You might like it, too. So much so that maybe you'll want to play the third game, Sly 3: Honor Among Thieves. Sadly there was never a game that came out after Sly 3. Damn shame.

An absolutely classic experience. Sly returns as the main lead and has been improved upon greatly. The sprint button alone is fantastic, but pick pocketing and upper cutting help flesh Sly out so much more. The new playable characters are fantastic too; Making Bentley a tactician and Murray a bruiser are so perfect, they must have planned this when developing the first game. Every character has strengths and weaknesses that must be juggled.

One of Sly 2's greatest strengths is improvements to the overall story. Each level now involves the Band of Thieves performing various tasks, each one contributing towards a greater goal. Once all tasks are complete, the Operation is where all of the pieces come together towards a greater goal. It's a perfect recreation of Heists in game form. The story that connects the levels is also fantastic. Information may be discovered in one episode that becomes relevant 4 hours later, and it's a joy to untangle that plot.

The upgrades have also been greatly improved. It's satisfying to know a new episode will add three new shop abilities, plus a bonus for collectables. Unlike Sly 1, three abilities can be equipped per character. Experimenting with these moves is quite enjoyable, with some standouts being the Paraglider and the Feral Pounce.

Though I have some minor gripes, they don't get in the way of my enjoyment. Some visuals can look a bit washed out, and most bosses are excessively simple. My main gripe is that, while the game focuses on the connected story, the stories of individual missions are kept simple. A majority of missions boil down to being told to do a thing, and then doing it without detour. The weakest missions in the game involve traveling to the corners of the map to complete the same task, such as collecting Spice flowers in the jungle, or... well... nearly half of the Jail missions.

This way of making levels isn't necessarily bad; Having simple missions makes the build up towards the Operation more engaging, since the Operations ramp the complexity up dramatically. The occasional mission that drags is easy to ignore when the rest of the game is so engaging.

More of what we wanted, with a dash of what we didn't want. It's okay, the game makes up for it. It's a fun romp through many interesting locales and characters, with gameplay that surpasses the first game at pretty much every turn.

The sense of camaraderie between the gang is palpable, and I wish we got more of that. It could've had the potential for a strong story, but that ending... Eh, sticking the landing isn't easy.

I wanna pickpocket some wild animals now