During the era of the PlayStation 2 three iconic series defined their generation of 3D platformers: Jack and Daxter, Ratchet and Clank, and finally - Sly Cooper. With its strange cell shaded graphics, light stealth elements, and old school level design, it never quite hit the level of popularity that the other two enjoyed.
Is Sly Cooper secretly the best of the bunch? Or should it stay hidden in the shadows where it belongs?
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On this episode, we argue about:
How best to structure a system of collectibles? Sly demands an all or nothing approach. Would a more gradual system have been preferable?
Is Sly Cooper really a stealth game? Or is there merely a thin coat of stealth paint splashed across the platformer’s surface?
Are the platforming mechanics in Sly engaging? The game features a lot of ‘lock on’ platforming, where you press a button near an object to grab it. Is this a fun and forgiving way to zoom through the game, or does it dis-empower the player?
We answer these questions and many more on the 34th episode of the Retro Spectives Podcast!
The game worked well for us following this guide except for some occasional slowdowns.
Is the first Sly Cooper game the best game in the franchise? Is Pat a complete moron for refusing to pick up the collectables? Are there any other platformers we should play? Let us know on our community discord server!
We’re a text based community so feel free to lurk in the shadows if that’s more your style.
Intro Music: KieLoBot - Tanzen K
Outro Music: Rockit Maxx - One point to another
Sly Cooper OST: Peter Nelson McConnel