Reviews from

in the past


The culmination of the original series. The avengers endgame of Sly Cooper. Builds upon the previous games and reinvents them.

Not quite as great as sly 2, but still a fun plot. Just as charming as its predecessors. Has a giant furry you climb all over.

pire Sly de la franchise ma cassé les couille ce jeu de merde

This review contains spoilers

Return of the Panda King

Flawed in some ways, mostly story related since it isn't as tightly made as 2's and the addition of several new characters bloats the cast. Gameplay wise, the game is great and provides a lot of missions that vary in objective and gameplay style. Sly 2 was more focused on very thief like things such as recon or trading with black market people, but Sly 3 goes harder on providing a lot of unique gameplay segments more reminiscent of Sly 1's abundance of mini games. I think it's a good package overall, and the core 3 are still amazingly written, though I feel they coulda made the Dr. M and Bentley connection stronger.


character dynamics of the series at there actual peak, amazing

Another great game in the GOAT Sony series of my childhood.

One of the games of my childhood , i loved every minute i spent playing this game <3

I can't give this one an honest review because I played it as a kid, but I remember the turtle being a funny little guy!

This game has similar problems as the previous game but more so. It is at the very least sympathetic to the indigenous people it caricatures, which I suppose counts for something.

Out of the big three (Sly, Jak, and Ratchet) Sly's final PS2 entry is the strongest.

As Michael Rosen might say, “It was great. Really great.”

Sly 3 is not as strong overall as Sly 2, but still has some great moments and keeps the great storytelling that made this series so investing for me, capping off Sly’s adventures in a satisfying way. (Until it’s officially made canon, I am not accepting Thieves in Time as that)

The biggest difference is the larger variety in mission types. I didn’t realize it before, but Sly 2 did rely a lot on similar gameplay throughout. I never minded it too much, but I do understand that grievance looking back.

This game has tons of different stuff to do and characters to play as well. While not all have full control, they show up often to give their own spin on the usual gameplay and are pretty fun to play as to boot. Again, not all are winners, but it helps the games pacing overall.

The one big difference here though that unfortunately hurts the game the most…is the removal of clue bottles. While they were a bit annoying to find sometimes in Sly 2 (and especially 1) I did like them as a reward for exploration and using your platforming skills to traverse every inch of the maps. Without that, there’s not much use in exploration. You just look at these maps as set pieces for missions which…isn’t terrible, but not exactly as interesting as that game.

With all that said, Sly 3 is still great and a worthy end to this Goated trilogy. It’s endlessly charming and has been on my mind a ton ever since I beat them all. Seriously, someone needs to bring this series back! I know Sly’s story is done, but surely others in the cooper lineage could have their own stories after.

But that’s just wishful thinking. And me wanting to forget about Thieves in Time.

Not quite as good as Sly 2, but still very solid. The dialogue is fun, and it’s still a great third installment.

Literally the best thing ever

It was so close to being an all-timer for me but the overloading of character gimmicks you only use a handful of times really dragged the experience down for me. Shame too, I was genuinely really invested in the story and was surprised by, despite it clearly leaning towards a younger audience, how mature it was. Plus everyone feels better to control than last time.

An opera singing minigame. Murray becoming an Australian hippie. Richards getting sloppy. This is the peak of the legendary raccoon.

I think this is the funniest Sly. But also not as iconic as Sly 2. I also feel like this was a bit shorter than Sly 2? But not sure.

My favorite of the trilogy. Suffers from a little too much ambition but is the perfect conclusion to Sucker Punch's tenure w/ Sly

More of what made Sly 2 great, but maybe not quite as memorable. Still one of the best 3d platformer trilogies around.

Great followup, but it's way less cohesive than the second. I would have never imagined that a disabled turtle on a wheelchair could work so well in a platform

Alright so Sly 3 is kind of a weird game.

Right off the bat there's one thing you're gonna notice about it - it's ugly.
I don't know if this is a hot take or not, but they tried to make this game look more cartoony, with brighter lighting and higher saturation, and it just makes everything look so garish. The pirate level especially was really bad, with its various tones of brown and green - though most of the game is brown and green, honestly. It just... doesn't look good, the first two titles masterfully blended these cartoony characters and environments with a soft, darker lighting that really made them ooze with atmosphere, while here most of the environments failed to make a strong impression.

The second thing you might notice about Sly 3 is that the story just isn't that great? I didn't really go too in depth with the story in my previous Sly Cooper reviews, but the narrative there was pretty stellar - especially in 2, which felt like a direct response to how cartoonishly simple the first game's plot was at times, retroactively enhancing it as part of this cohesive duology.
But Sly 3 doesn't really fit in, the major conflict of the series has been resolved by this point, so all that's left is to introduce a totally new, never-heard-of-before plot element that's totally been there all along and is gonna tie everything together in a nice little bow.
Sly's no stranger to contrivances, but those were usually reserved for the individual missions so they didn't have to spend too much time going over unimportant details, while the larger plot felt pretty coherent.
Now, though, we have to jump through so many hoops in order to justify this game's major conflict, said hoops including the reading of a comic book that introduces that conflict in the first place!
The story's thematic content also just doesn't really hit for me, it largely feels like a rethread of Sly 2 but with the subtlety of a sledgehammer this time, while not really bringing much new to the table.
There's other issues too which I'll get into as I dive into the gameplay.

Thankfully, there hasn't been another major restructuring of the mechanics with the jump from 2 to 3.
Sly 2's gameplay loop was already incredibly strong and it remains fun here too, however there are more than a few wrinkles on the cloth this time around.
The maps have become much smaller and simpler to navigate, as well as stripped of any incentive to explore them thanks to the omission of clue bottles and treasures. There are a lot more interior environments to compensate, most including linear platforming challenges - it feels like a compromise between Sly 1 and 2, which for me isn't exactly a good change, as I much preferred Sly 2's handling of its overworlds.

When half the missions aren't sending you away from the main map though they'll, more than likely, be asking you to do some other kind of menial task divorced from the core gameplay - Sly 3 loves its side content so much that it makes the main dish here feel a tad underbaked.
Despite being one of the three main playable characters, I can only think of maybe three or four missions in the whole game that involve regular Murray fisticuffs - which brings me nicely into my next talking point.

Sly 3's a game about putting together a gang, a much bigger gang than the one you had in Sly 2, however the way the game goes about doing this feels a bit, well, contrived.
If you're a true Sly connoisseur, and have been around the online discussions surrounding the series, it's likely you've come across a little video series on youtube analyzing the games courtesy of B-Mask.
In the video tackling this game he talks about how, in a lot of ways, it feels like Sly 3 expanding the gang in the way it does makes it seem like we're moving past Sly Cooper leading up to the cap off of this trilogy, however that's a sentiment I'm going to have to wholly disagree with.
There's certainly members of the original Cooper gang getting eclipsed in Sly 3, but it's not Sly Cooper.
The game never really brings up why we suddenly need an RC pilot expert on the team when... wasn't that Bentley's job in the last game?
Like he was the brains right? I always took that as meaning he was the guy that would handle all the gadgets, while Sly and Murray mostly relied on their physical attributes.
This is made even more perplexing when the following member to be recruited is... a demolitions expert? Which is another thing that Bentley did last time?
What does Bentley even do in this game? Like, poor guy, first you take away his legs and now he's out of a job too.
I guess he can always be there for the mandatory hacking mini-games and the all new Grapple-Cam sections... woohoo...
And while Murray doesn't really get any overlap with the new faces in the ways that Bentley does, he ends up getting overshadowed by Sly himself, who is now much better at handling close quartes combat - to the point where the game's fifth chapter is dedicated almost entirely to ground combat encounters as Sly and he takes on all but one of the game's major boss fights.
So what's Murray's job now, if not to beat people up? Well he can turn into a ball and jump really high! That's fun!
He also drives some vehicles - mostly tiny rowboats. Not the plane though, Sly gets that one.
There's two more new additions to the gang other than the ones I mentioned, and they do have some novel ideas, but they're so niche that they end up getting barely utilized throughout the game - almost like the winning formula was the one that was already in the game last time and they're just trying to fill up space however they can.

It sucks because the gang in Sly 2 felt so tight-knit and complete, each one excelled in different areas without overshadowing the others - Sly was great for sneaking around undetected, Murray was great at beating everyone to a pulp and Bentley was the only one that could easily deal with threats from afar with his various gadgets.
Across all of these different playstyles that game managed to be as varied as it needed to without resorting to too many one off gimmicks.
With Sly 3 though? Oh they're out in full force.
The new gang members aren't strong enough on their own to be considered fully fledged playable characters, so they have to be thrown into the mini game sidecar and tag along the main three on their various jobs in order to "spice things up"

What sucks about this is how it affects the story - in a game that's trying to have Sly move on from the Cooper lineage and realize that the true value in all of his conquests came from his friends, his real family... the game itself just chooses to diminish the role they play as a part of that family in favor of a bunch of new faces, with none of said new faces being able to equally eclipse or at stand alongside Sly himself.
It's not the best look, especially with how I feel it's simply going over what Sly 2 already did in its ending but in a much more drawn out way.

The narrative justification for the various jobs has also taken a hit.
Whereas before everything you did in a given chapter served a clear purpose and was eventually paid off in the third act heist mission, Sly 3 opts for a lot more "mights" and "mays" when going over Bentley's plans - it often feels less like you're going over a detailed set up for a heist and more like you're going down a checklist of mandatory meaningless tasks before the game lets you start the real plan. In some cases this kind of dynamic, on the fly story structure actually works to its benefit, but more often than not it makes a lot of the game's more meandering activities feel like filler in the grand scheme of things.

I've been kind of ripping into this game but, you know, it's still fun.
It's still Sly Cooper, always a good time avoiding spotlights and pickpocketing guards just to slip up onto the rooftops at the last second to remain undetected.
It's just incredibly disappointing going into it after how much of a smashing success Sly 2 was at solidifying its identity, this one feels too muddled and confused in comparison, not entirely sure what Sucker Punch was trying to accomplish here.

[ Story: 8/10 | Gameplay: 6/10 | OST: 7/10 ]

An incredibly brave move to fit in newer characters to freshen up the plot, and it works very well amazingly! Despite that, they threw in a considerable amount of gameplay mechanics and minigames so much so that it feels like an overload at times.

I just played the pirate minigame for 10 hours.

Their are two big things that keep this game from being perfect in my eyes.

The level structure is more a series of minigames this time around than interesting level layouts. Which is fine but a balance more like the second game would have been nice.

The villains in this game are pretty weak. I won't get into details, but they aren't apart of a larger team like in previous games. I also don't believe their individual motivations are as fun or as threatening as past foes. Especially the main villain feels under baked.

Regardless I still think this is a great game, and a worthy ending to Sly's Story.


"That does it! I'll floss my teeth with your spine!"
This game has so much charm

This review contains spoilers

Prolly the funniest out of the trilogy. Honestly, still like sly 2 because of the exploration aspect. There wasn’t any bottles so it made the game feel so short. But awesome story, characters, and action, you learn new moves and there’s a lot of diversity in the chapters. I get why Sly 2 and 3 are considered the best out of the trilogy. I ain’t do the challenges. I’m good

2 > 3 > 1

PS VITA
57%
Took me like 15 hours.

This review contains spoilers

The third entry in a video game trilogy always pales compared to the second one. The second entry usually stands as a fully realized version of the potential of the series. The developers take the time to renovate the series in the second game, using the first game as a reference on what to improve upon. The second game can either act as a fine-tuned version of the first game or radically change the direction entirely. The latter is either to offer something new after an unsurpassable first entry or to flesh out the characters and world of the series with a more complementary gameplay style. After achieving this with the second entry, the developers are left wondering what to do with the third entry. More often than not, the third game is a more streamlined version of the second game which often falters due to not being as substantial in comparison. The properties that made up the second game are all usually present but are comparatively underwhelming due to repeated from the second game. Any changes prove insignificant in the big picture. This was the case for Ratchet & Clank: Up Your Arsenal and Jak 3, solid third entries that still felt as if the inspiration from the developers ran fallow due to these games using their previous titles as a crutch. After both of these PS2 trilogies were finished, fellow PS2 platformer mascot series Sly Cooper still had another entry to round out the series as a trilogy of games. In 2005, Sly 3: Honor Among Thieves was released to conclude the Sly Cooper series. One would expect Sly 3 to experience the pratfalls that come with a third entry, but this was not the case (for the most part). By some miracle, Sly 3 managed to be on par with Sly 2 and arguably surpass it as the optimal Sly Cooper experience.

It's a little difficult to explain how Sly 3 achieves this on a surface level because it looks and feels precisely like Sly 2. Retaining the platformer elements with an open world, the mission-based direction is just as imperative here as it was in the second game. These missions involve the talents of two or three different characters, and all of these missions accumulate to a final mission, ending the chapter thusly. These missions are enacted in a real-world location and designed to be accessible for the characters to easily traverse through. Sly 3 is just as guilty of using the previous entry as a crutch just as much as the other franchises. However, Sly 3 gets away with this without seeming painfully derivative. In many aspects, Sly 3 is a refined version of Sly 2. The franchise wasn't necessarily in desperate need of these refinements, but its presence in Sly 3 gives it an edge over its predecessor. In saying this, Sly 3 still has some detractors that are either unwelcome additions, or the returning aspects were stronger in Sly 2. This is why this game isn't the unanimous favorite of the franchise. I still have difficulty deciding whether Honor Among Thieves is better than Band of Thieves.

The most notable improvement is the refinement of the graphics. Once again, Sucker Punch takes the time to improve the visuals with each subsequent Sly Cooper game. The transition from the rough animations in the first game to the more polished, defined ones in the second was essential for the evolution of the series. In Sly 3, the graphics are the same as in the previous game but are displayed much better. The colors in the cel-shaded graphics are more vibrant, giving them much more pop. It makes you notice how murky the graphics could be in Sly 2, especially in the darker areas. It's not to say that the graphics in Sly 2 were ever jarring, but there's no doubt that the more lively graphics in Sly 3 are objectively better. They even make the game look more comic-book-like, supporting this concrete aesthetic influence the series has always had beyond the intro/outros to each episode. Every other graphical aspect is the same as it was. The comic-book-styled intros/outros to each episode still look fantastic, and the characters move like marionettes. The latter aspect might look awkward and dated, and it probably could have been improved in Sly 3. However, I've always thought it was a charming aspect of the series, so I'm glad they left it alone.

The writing in Sly 3 is also much sharper than it was in the previous game. I am not necessarily referring to the story writing, but the dialogue between the characters is consistently more effervescent. The second game had moments of comedic banter between all of the characters sprinkled into the dialogue, but Sly 3 is brimming with comedic wit. Sly 3 is far more dialogue intensive than Sly 2 was. It's no more cinematic than the previous game, but the cutscenes are generally longer and more frequent. It never becomes distracting from the gameplay as the humor of Sly 3 is elevated by an incredibly tight script. The more humorous moments of Sly 2 are amusing at best, but there are some moments in Sly 3 that are uproarious. Besides the dialogue in the cutscenes, my new favorite mechanic in Sly 3 that showcases the power of the script comes with the new "negotiation mechanic". Frequently in the missions, the characters will try to either bargain with someone for a deal or relay other possible outcomes with a few options of dialogue presented to the player via a thought bubble. The game won't penalize you for choosing a less ideal option (except for the pirate insult competition one), and thank god because you'll want to exhaust every option to see how it will turn out. Some of these moments are the funniest Sly Cooper has ever been. There is even one of these with the Panda King in chapter 4 that is surprisingly profound.

Where there are new features that elevate Sly 3 over Sly 2, some aspects are either lacking in comparison or removed entirely, resulting to Sly 3's detriment. Do you know what element of Sly 3 is lacking as a whole? Thieving. The most integral aspect of Sly's being and a pertinent gameplay mechanic from the second game has been greatly reduced, with some thieving aspects omitted entirely. The clue bottles that were a staple collectible in the first two Sly games are no longer strewn across the level, clanking and clattering to indicate their presence. Naturally, this means that there aren't any vaults to crack either. The closest to this is a new feature in which Sly occasionally cracks a vault-like opening of a school locker in a mission. It's not the same as earning access to the vaults by finding all clue bottles. The exorbitant artifacts Sly and the gang can take back to the safe house to sell on the "Thief-Net" are also gone. Pickpocketing is still a central mechanic, and Bentley and Murray can even pickpocket guards this time, with a magnet and by hoisting up guards and shaking them, respectively (I don't think I have to tell you which character does which here). However, each trinket you receive from the pockets of the guards is immediately liquidated, which doesn't make any sense. The Thief-Net is still active as Sly and friends can still purchase moves and upgrades, so why did the developers choose to eliminate the selling portion of it? I'd argue this decision was made to streamline Sly Cooper, a common practice with third trilogy entries, but the selling aspect was already so simple. I just can't seem to fathom why they would do this.

While the levels are still designed like open-world playgrounds, the absence of these features makes these levels feel more barren and lifeless. It also diminishes the identity of Sly Cooper as a thief and the noirish inspiration that was present throughout the entirety of the second game. The smokey, noirish tone of the second game is heavily reduced here. Most levels are even in broad daylight, for god's sake. Instead, Sly 3 focuses on the cartoony, comic-book aspects of the series in both aesthetic design and direction. These aspects are readily apparent across the entire series but are amplified to a greater degree. I suppose they complement the humor and the higher energy the game presents, but diluting the film noir influences makes for a less inspired game. There are already so many humorous platformer games with cartoons and comics as their primary influences. They might not hold the same caliber of charming characters with a stellar narrative in an open-world environment as Sly Cooper, but their influences are all cut from the same cloth. The film noir influence is what made Sly Cooper special. The noir influence wasn't just dabbed into the mix as a means to accentuate the tone. The heists in the second game matched with the ultimately doomed Clockwerk mission showing that the developers understood how to effectively integrate these darker noir influences in their game while balancing their more light-hearted influences. Without this balance, the tone and direction of Sly 3 aren't as substantial comparatively.

Every level in Sly 3 also feels much less inspired. Each level in Sly 2 was the stronghold of one of the Klaww Gang members, and the levels more or less reflected their presence and personas. The Contessa was creepy and had a sinister presence, so the gothic foreground of Prague was perfect in reflecting this. The same could be said for the old-fashioned, rustic Jean Bison, whose persona was reflected in the folksy regions of Canada. The villains in Sly 3 are just circumstantial to the foreground instead of being the core of it. The only exception is Octavio, who seems to have a looming presence over the area he occupies in Venice. The different animals that make up his guards are pigeons, cats, and wolves, reflecting animals common in mobster slang. The other areas had cracks in them that irked me. For instance, Australia has so many unique marsupials, and yet the developers chose to use two types of dingos for the guards? That's just lazy. The gang returns to China after the first game, breathing more life into this country with the open-world direction. Still, I can't help but consider that this is the first time the series has repeated a location, and feel as if this is another point of the developers getting more lethargic as the series progressed. The most inspired chapter is the fifth one, a pirate adventure in the Caribbean. Pirates were the one thieving aspect absent in Sly 2 amongst the archetypal heist jobs explored in Sly 2 like a demolition job, bait, and switch, train robbery, etc. Finally, the gang explores another thieving staple, but this chapter is practically ruined by the second half. The series may have translated well into the open-world genre, but not as a high-sails adventure on the seas. The ship controls terribly, and the player cannot adjust the trajectory of the wind ala The Wind Waker, so sailing to a mission will likely be at a glacial pace. Worst yet, the gang will constantly be ensnared by rogue pirates and will be forced to do battle with them. If one-half of your ship is destroyed during these battles, it counts as dying, and you will be forced to return to the starting point where the middle mission of the chapter took place. This is not only the worst section of Sly 3 but arguably the worst section in the series.

The other arguably worse section of Sly 3 is the Hazard Room, a tutorial level after the prologue that is supposed to refresh the player on how to navigate the areas and use Sly, Bentley, and Murray's movesets. Bently has rented out a warehouse in an undisclosed area and uses a series of boxes and ropes to simulate the foundations and traversable obstacles in the areas. For the most part, Sly 3 does an admirable job at not streamlining the series, but this area is just a gigantic, patronizing slap in the face. The controls and layout of Sly Cooper are already easy to learn in a matter of reminding the player ever so slightly in the first real area as they did in Sly 2. Plus, not too much is different here from the previous game, rendering this area useless. The agonizing aspect is that the first real chapter after the prologue is locked until you do the tutorials here with Sly. I wouldn't have bothered mentioning this area if it was optional. For some reason, it is optional for Bentley and Murray and unavailable for all the new characters who introduce us to new movesets. Why did the developers even bother? Was the area forced to be implemented here by Sony executives on some accessibility quota? This is the third game, guys. This was the first Sly game I played, and I still didn't need this tutorial level. I really wish all video game developers would stop doing this.

Because the more refined noir influences aren't as present, the missions are also affected. The missions are far less restrained than in Sly 2, and they feel much more roundabout. They still culminate in a grand final heist at the end of the chapter, but I'd be reluctant to use the word "heist" to describe these final missions as nothing is stolen. The plans of execution for these final missions are circumstantial to whatever the main conflict is in the chapters. These final operations are also sort of less poignant because the missions leading up to them tend to be grandiose themselves. Most of them involve more than one objective and involve playing more than one character as well. A good number of them will also deviate into an objective that wasn't planned by the gang. For example, Sly has to bomb a series of advertisements in Venice to sabotage Octavio's comeback recital. After bombing all of the ads along with Octavio's visage on the top of a tower, Octavio kidnaps Bentley and Sly has to chase him all over the city, similarly to chasing Neyla in Sly 2. In the Australia chapter, the gang challenges some miners to a (lemonade) drinking competition. Like with any altercation in a bar, it erupts into a brew-ha-ha. The mission is reminiscent of the mission from Sly 2, in which the player plays as Murray fighting off hordes of guards from attacking his friends. The surprise comes with the game having the player fight these miners as Sly, Bentley, and Murray instead of just Murray, the person in the gang who specializes in fisticuffs. Was simply playing as Murray too direct for the developers? In addition, this mission escalates into a surprise boss fight. Gone are the days of surveying the land with reconnaissance photos and lurking in the shadows while executing the plan. Every mission in Sly 3 has to make a big scene. Even the first job in Venice taking reconnaissance photos involves Bentley dismantling a Ferris wheel.

The saving grace is that these more chaotic missions are more fun than the more meticulously executed missions in Sly 2. While the first few heists in Sly 2 are essential in establishing the new open-world, mission-based gameplay, they are a little dry compared to the exhilarating heists later in the game. Sly 3 capitalizes on the entertainment factor of the missions and the final operations and provides the player with consistent thrills. Every final mission in Sly 3 also has a habit of going awry, which was always an aspect of my favorite final missions from Sly 2. It's all killer, but I'm not so sure there is no filler. There are many missions presented in Sly 3 that prove to be irrelevant in working up to the final operation. In Sly 2, each mission, no matter how minuscule, was never insignificant in working up to the main mission. It wasn't all killer, but there was no filler. I always lamented that there wasn't a mission select option in Sly 2 after finishing the chapter. Still, now I consider that some missions in Sly 2 aren't worth replaying individually. Sly 3 has this feature, and I replayed practically every mission in the game ad nauseam as a kid. However, I still think Sly 2's missions are more substantial.

Sly 3 also improves upon my one main critique from the second game. The difficulty was far too forgiving, especially in the case of being caught by the guards. Each character could get away quickly enough and or fight their way through them to the point where getting caught seemed trivial unless the characters (namely Bentley) found themselves in an unlucky position of being ambushed. In Sly 3, the guards are much more durable and persistent. The smaller guards won't dissipate comically when knocked off of a rooftop. The guards in this game will fall and jump right back up to apprehend you. The flashlight guards also take way more hits to take down, even than Murray. A hit from the guards will deplete around a fourth of your health instead of a seventh of it, forcing the player to be more cautious around enemies. It's ironic considering that Sly 3 is the game between the two sequels that has less of a focus on stealth. Sly 3 also drastically improves on the bosses. The bosses in previous games had incredibly predictable patterns and weren't very tenacious. Some bosses even repeated the same attack for the duration of their fight. The bosses here will change their attack patterns and even come in different phases to throw the player off, making them far more engaging than the fights in both previous Sly Cooper games.

As one could probably assess, everything in Sly 3 acts as a means to make the franchise bigger in scale. Sly 3 seems to have more to offer than Sly 2 does, for better or for worse. Not only is Sly 3's initiative to expand the gameplay elements, but to expand the Cooper gang as presented in the overarching story. Sly 3's is a Seven Samurai-Esque tale of venturing worldwide to find enough talent to take on their most ambitious mission yet: the opening of "The Cooper Vault". Sometime between the second and third games, Sly encounters an intimidating-looking walrus named McSweeny who apparently used to be a member of the previous Cooper gang with Sly's father. He informs Sly about the vault, which is said to possess an unfathomable fortune that makes Scrooge McDuck's gold vault seem modest by comparison. Excavating the vault is also deemed a rite of passage for any member of the Cooper clan. The vault is located on an island in the pacific but surrounded by seemingly impenetrable security put up by a man named Dr. M, who has been trying to violently crack the vault for some time now. He's made himself a stronghold on the island with every type of security measure and with an army of horrifically mutated guards whose genetic material consists of two or three different animals (does the "M" in Dr. M stands for "Moreau" by any chance?) The game begins at the point in the story where Sly and the gang are executing the Cooper Vault operation. Besides Bentley, the other members are silhouetted on the other side of the binocucom to not give away their identities. Some of the voices are unfamiliar, one of them should be obvious, and two of them should ignite a sense of deja-vu. Sly gets to the vault, but the operation goes awry, and Sly finds himself being slowly crushed under the palms of one of Dr. M.'s genetic abominations. The story of Sly 3 is told in flashbacks as Sly's life flashes before his eyes, working its way up to the prologue.

Before I talk about the myriad of new playable characters in Sly 3, I have to make a slight mention of the old ones. A lot has happened to our old friends since the devastating end of the second game, and the fallout of those events has affected them drastically. This is not particularly true for Sly, who is the same as he always was, but Bentley and Murray are the most war-torn. Murray left the gang due to being in a state of overwhelming guilt over what happened to Bentley. His feelings are understandable, as any good friend would feel bad about witnessing a friend getting mortally wounded. However, Bentley is now permanently bound to a wheelchair for the rest of his life, coupled with the fact that if you notice carefully, Murray could have prevented this by prying open Clockwerk's head while Bentley was under there, makes his grief even more gut-wrenching. Murray then seeks spiritual guidance from a wise mentor and travels worldwide searching for enlightenment like Kane from Kung Fu. You happen to meet him in Venice, where an opera singer turned mob boss Octavio is planning a comeback recital. This is to make his presence as a star again and punish those who have forsaken him due to changing musical tastes. He plans this by flooding the waters of Venice with tar and planting a bomb under a landmark as an explosive encore (no pun intended). He's a menacing villain with a lot of character, snarling at his cronies and speaking with an emphatic vibrato. He roughs up wheel-chair-bound Bentley, and the sight causes Murray to get a chance to redeem himself for the accident last game by beating Octavio. Once you get Murray back on the team, he washes off his tribal makeup, dons the mask and the gloves, and becomes "The Murray" that we all know and love.

Bentley, on the other hand, is the only main character that is radically different. Even though he is confined to a wheelchair, he does as much if not more fieldwork than he did in the previous game. The wheelchair has an accessible hover feature and is equipped with the same sleep darts and bombs. Bentley has also become my favorite character in this game, not just because he's fun to play. To compensate for being crippled, Bentley has shed his geeky, hesitant nature and is now a cold-blooded tactician. He's like a green paraplegic Tony Soprano now. Some of his finest and hilariously fiendish moments are dueling vocal feats with Octavio, having Murray feed guards to a crocodile, siccing a giant wolf on the guards, and uttering one of the most savage "your mama" jokes to the face of a man who is big enough to eat him. Sly and Murray constantly comment on how devious Bentley has become and are in both shock and awe of his plans. He was in training wheels in the second game, but now he's in the Tour de France. He's the man now.

Another familiar series character that is now playable is Carmelita. No, she does not join the gang, even though it's Sly's star-crossed fantasy, I'm sure. The gang (meaning Bentley and his devious deeds) often has Carmelita support them by having her take out some kind of big threat through guided manipulation. She is equipped with her trademark shock pistol and a kick move at short range. She can also leap over buildings with a jump move. The shock pistol has a target system making shooting very smooth and accurate. Yes, the only way to manage Carmelita's poor aim is to have the player do it.

The chapters in Sly 3 are presented much more episodically than in Sly 2. The Cooper vault job is still the end goal, but not as emphasized as the overarching plot like collecting the Clockwerk parts was. Each chapter feels much more contained and involves executing a favor for a new potential Cooper Gang member before they can join. After hearing about the mystical powers Murray's teacher, "The Guru," possesses, the gang takes an interest in him and travels to Australia. However, parasitic miners excavate the land, and The Guru can't join until his homeland is purified from miner influence. In doing this, they unearth an evil mystical force known as the "Mask of Dark Earth," the dumbest villain in the series. It's a sentient mask that randomly latches onto unsuspecting people as they become irrationally angry and grow to gargantuan size. This eventually happens to Carmelita, and Sly has to climb her (another dream come true, no doubt) to pry off the mask and destroy it. It's an entertaining final operation, to say the least. The Guru is my new favorite character as his mystical gibberish is amusing, and his unique move set is a blast to use. The only problem with him is his blatant hypocrisy, preaching non-violence while manipulating people to propel themselves into dangerous machinery.

Bentley then discovers he needs a mechanic and pilot with skills that surpass his own. He finds a Dutch mouse named Penelope who can offer her skills to the team if the gang wins a prestigious piloting dog-fight competition in The Netherlands. The competition is curated by "The Baron," a formidable pilot and Penelope's boss. This chapter is my favorite in the game because Sly and the gang go to great lengths to cheat. Any section that involves the gang being sneaky and duplicitous is a winner in my book. Like the log games, the host cheats, and Sly confronts him for it. After battling the Baron, it's revealed that Penelope is under the mask and has been posing as the Baron because of the Ace's Flight Competition's "strict age requirements." C'mon, Sucker Punch. This is an obvious glass ceiling scenario. The player doesn't get to play as Penelope (except for one boss fight) but plays as her toy box of gizmos like the RC car and the RC Chopper.

One could argue that Bentley could just fulfill this role just as well, but being the team mechanic is not Penelope's real role in the gang. She's a love interest character for Bentley, a situation in the gang that we haven't seen play out yet. Even though she's obviously the perfect match for Bentley, Bentley has competition for her affections. You can't tell from behind her thick glasses, but she's giving Sly the "fuck me eyes" throughout the fourth chapter. One mission in chapter 5 highlights this elephant in the room as Bentley reveals his frustrated feelings about Penelope's affection for Sly. However, this is the same chapter where Bentley brilliantly wins her favor. Penelope gets captured by the vicious pirate Lefwee as she is forced to be his bride. Knowing that Lefwee is onto them and he is very clever, Bentley hatches one plan he willingly knows that Lefwee will catch onto and a "plan B" to throw him off and rescue Penelope. He has Sly enact the first plan and fuck up on purpose, thus making him the hero of the day by rescuing Penelope himself. This plan makes him seem more capable than Sly and Lefwee to Penelope. After this, Bentley gets the girl. Sly probably knew about Bentley's crush on Penelope and threw him a bone like the bro he is. After all, Sly obviously only has eyes for Carmelita anyways.

The demolition man for the big job is a shock for Sly and the player. The gang goes to China to convince none other than The Panda King, a boss from the first game and mortal enemy of Sly, to join their gang. Sly is understandably apprehensive about this plan, but Bentley can't think of anyone better for the job. Since the events of the first game, The Panda King has become a monk amid the humiliation of losing to Sly and being separated from his daughter. For him to join the gang, they must halt the forced marriage between his daughter and a ruthless Chinese general named Tsao. The third game may have been my favorite chapter regarding the missions, but this one is my favorite in terms of narrative. The tension between Sly and The Panda King is palpable, being that he was one of the people who murdered Sly's parents. They come to a point of cooperation and forgiveness once The Panda King makes a deep effort to try to forget the past and become a better person, literally by communicating with the reflection of his old self. I said that revisiting China was slightly disappointing because of repeating a geographical location, but this chapter shows the total growth of the series. It juxtaposes the setting, narrative, and characters to the rudimentary ones present when the gang last visited China. This also includes the villains, as General Tsao is not only vastly more heinous than The Panda King but also the most heinous villain in the series. He's a villain so arrogant that not only does he love the smell of his own farts, but he'd be offended if you didn't love them too. During a fight with him (the best fight in the series), Sly even tells him that he's one of the worst people he's ever met. Don't worry; the wedding is stopped, and he gets his just desserts. Murray is also reunited with the team van by coincidence during this chapter.

Dimitri is the last new member to join the gang and is the narrative reason for the pirate chapter. In chapter 3, Sly deals with Dimitri for leverage in the Aces Flight Competition. In return, the gang goes to Blood Bath Bay to retrieve Dimitri's grandfather's scuba gear. Once they find it, Lefwee captures Penelope, making the gang hold off on declaring Dimitri as a member just yet. With his new scuba gear, Dimitri acts as the team's frogman, which heavily involves swimming. I'm glad Dimitri is back in Sly 3 because his nonsensical "hip" vernacular is always entertaining, but his underwater missions are convoluted as all hell to control. Fortunately, he joins the gang so late that you only have to play as him twice.

After assembling the gang throughout five chapters, the events come back full circle to Sly in peril on Kaine Island, thus starting the final chapter of the game. As he starts to lose consciousness, he reflects on his life and starts to have regrets. It's at this point where he considers leaving his thieving career behind and starting a real relationship with Carmelita instead of just flirting with her while escaping her shock blasts. At the last moment, Carmelita acts as Sly's guardian angel and subdues the creature with her shock pistol, freeing Sly. After regaining consciousness, Sly and his team do their best to retrieve Sly's cane and get Sly into the Cooper Vault.

Let me make this clear distinction: the ending to Sly 3 is great, but the final chapter of Sly 3 is not. It's another linear, gauntlet-style chapter similar to the final chapter in the first Sly game. I had wondered if the final chapter in that game was this way because of a rushed development period. Considering that the second game is the only one where the final chapter isn't a gauntlet and has a longer development time, I know this was the case for Sly 1 and 3. The missions involve putting the abilities of each Cooper Gang member to the test, but the problem comes with a lack of familiarity. Some of the missions are way too difficult due to only having a little bit of exposure to their gameplay styles, especially with Dimitri and the biplane. It doesn't help that Dr. M has been completely forgotten about through the course of the game due to each chapter being more contained with its own villains. It doesn't help matters that Dr. M is an incredibly weak final villain. It's revealed that Dr. M was the Bentley in Sly's father's gang and Mcsweeny was the Murray. Apparently, Sly's father was very callous towards Dr. M and undermined his team, taking all the glory for himself. He's supposed to be a sympathetic villain but is laughably unconvincing. All we've seen him do is act like a violent maniac who spits so much vitriol at Sly and his family that you'd think HE was the one who killed his parents. After this exchange, Sly is guilted into inviting Bentley and Murray into the vault with him. Unfortunately, Sly is the only one who can proceed into the chamber. As Sly ventures into the glorious Cooper Vault, Bentley starts to converse with Murray about if Sly treats them like underlings. Murray deflects this by saying that "Sly is cool," but I have a better rebuttal: How, especially at this point in the series, can you question the relationship between these three? They've been through so much together at this point for so long that their relationship shouldn't be up for debate. They've broken each other out of jail, Sly turned himself in so he could let his battered friends go free, and Sly even risked his life to secure a girlfriend for Bentley. The dynamic between these three is one of the strongest points in the series, and it cannot be adulterated by some lunatic who doesn't even give us any insight into his own experiences with Sly's dad. Of course, Bentley and Murray stop Dr. M's goons from bushwhacking Sly in the vault because that's what you do for a dear old friend. Sly has a final duel with Dr. M as Carmelita arrives unexpectedly. Sly takes a shot for Carmelita and fakes amnesia as an opportunity to start over with her as they escape the crumbling vault, with Dr. M marveling over the treasure in his last moments. Months pass, and Sly is nowhere to be seen. After some time, they all go their separate ways. Bentley catches up with Sly to find that he is in a relationship with Carmelita, finally getting a chance to settle down with her as he has always desired.

I commented on my Sly 2 review that the story was the game's strongest aspect. Compared to the ebb and flow of Sly 2's story with rich themes such as betrayal, loss, and failure, Sly 3's story doesn't quite deliver on the same scale. The more confined chapters are all entertaining in their own right, but the lackluster final chapter shows that they all fail as sums to the story's foundation. The added number of players in the Cooper Gang also lessens the impact of the dynamic between Sly, Bentley, and Murray, which was one of the best aspects of Sly 2. However, the finale, where Sly's character arc is fulfilled and the series concludes, is very satisfying and bittersweet. It doesn't make up for any shortcomings in the final chapter but doesn't diminish it all the same.

The main objective of the developers was to make a more indulgent Sly Cooper experience to cap off the trilogy. Sucker Punch's initiative was to damn all subtlety and offer as much as possible with one final entry like one final hurrah. Everything about the second game has been magnified exponentially, such as the number of playable characters, the humor in the dialogue, and the more frantic missions. Sly 2 may be more mature and refined, but Sly 3 is so much fun to experience. I still can't decide which one is better, and I guess it's all up to subjective choices rather than objective quality. What Sly 3 is that Sly 2 isn't a great conclusion to one of my favorite franchises in gaming.
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There's also another aspect of Sly 3 that is present outside of the narrative. Sly and the gang will use "optimizer goggles" in a few missions to see the levels more clearly. This references the 3D paper-thin glasses from the game's manual that you use for a 3D effect. This extra feature may have been fun when I was a kid, but I cannot see in 3D due to having only one eye. These levels would have just been a nauseating blue for me. Thank god using this feature is always optional, or else Sly 2 would have been the clear victor over this game.

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Attribution: https://erockreviews.blogspot.com

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