There's a new raccoon in town and his name is Sly Cooper: Professional Pilferer. Utilizing the training passed down through the generations, Sly is off to steal back his family's most prized heirloom -- the Thievius Raccoonus, a book of thieving knowledge. The quest begins when Sly comes of age and must track down pieces of the torn tome, which has been been divided among the five villian robbers who stole it.
Sly Cooper and the Thievius Raccoonus features cartoon-like graphics and an emphasis on stealth. Sly can only take one direct hit before becoming road kill, so players must be very cautious about how they handle every situation. Avoiding searchlights, laser-fenced doorways, and angry security guards is just part of the job! Luckily, Sly has a few tricks of his own, like high-tech binoculars and a special cane that allows him to smash objects and reach high places.
~ Jeremy Lee, All Game Guide
Roots & Influences
This is Sucker Punch Productions second title -- their debut being Rocket: Robot On Wheels for the Nintendo 64. Sly Cooper and the Thievius Raccoonus blends elements of stealth-orientated games like Metal Gear Solid 2: Sons of Liberty with the original 3D platform concept of Rocket: Robot On Wheels. Ironically, the "bad guy" from Rocket: Robot On Wheels is the same species as Sly -- a raccoon!
~ Jeremy Lee, All Game Guide
Review: Overall
Do you remember the excitement of waking up on a Saturday morning as a kid? With parents still sleeping off their woes from the weekly grind, you could watch cartoons for hours without being nagged. Back then, getting up at the crack of dawn to watch cartoons such as The "Real" Ghostbusters and Captain N: The Game Master was a perfect substitute for caffeine -- providing lovable characters and tons of action. Sadly, between becoming too obsessed with video games, partying, and growing up a little bit, the days you spent watching cartoons on a Saturday morning suddenly seemed to be stolen from under your nose. For this reason, it is ironic that a game about a master thief raccoon, Sony's Sly Cooper and the Thievius Raccoonus, returns the passion of Saturday morning cartoons to gamers.
Without a doubt, the most striking aspect of Sly Cooper is the game's slick, cartoon-style presentation. Apparently inspired by the innovative game designs from cel-shaded titles such as Jet Set Radio Future and Cel Damage, Seattle-based developer Sucker Punch has done a marvelous job giving Sly Cooper a true cartoon feel. From the beautiful graphics to the game's comic strip-style cut-scenes, players will fall in love with the refreshingly unique story of Sly Cooper.
The game's story revolves around Sly, the last in a long line of master thieves, trying to steal back from The Fiendish Five his family's heirloom -- a book of tricks called The Thievius Raccoonus. To aid Sly on his adventure, he receives help from the brainy, yet cowardly turtle Bentley and a hard working, but sometimes foolish hippo named Murray. Always working together, this animal mod squad is sure to bring a smile to any gamer that plays Sly Cooper. Spicing things up a bit, Sly also has been given a love interest by way of Police Inspector Carmelita Fox, whose love-hate relationship with Cooper was inspired by Jennifer Lopez's character in the 1998 film Out of Sight. Finally, the game's villains, The Fiendish Five, each are very different in personality and must be seen to be appreciated.
To complement the game's great look and story, Sucker Punch has also come through big in the gameplay department. A mix of Mario, Metal Gear, and even the NES classic DuckTales, Sly Cooper is easily one of the best platform games on the PlayStation 2. As a platform game, Sucker Punch has done a brilliant job in making the game fun to play. While featuring a slew of sneaky moves and attacks (of which many are only unlocked after getting back pages of The Thievius Raccoonus), all are very easy to perform. Whether Sly needs to jump from light fixture to light fixture or climb a jagged pipe, the game is very forgiving. As a result, gamers can spend more time figuring out what they need to do next rather than worrying about missing jumps or performing tedious special moves. And with Sly having various uses for his cane in the game's animated atmosphere, experienced gamers are sure to have flashbacks from playing Capcom's adaptation of the Disney cartoon classic DuckTales.
As good as Sly Cooper is as a platform title, it is the game's Metal Gear Solid-inspired gameplay that makes it a classic. Similar to Solid Snake, Sly must sneak around spotlights, climb rooftops, and more to keep out of harm's way. But where Metal Gear Solid allows gamers to usually sneak away after being caught, when Sly makes a mistake, gamers usually will lose a life as enemies and security lights unleash attacks that are generally unavoidable. Also taking a page from the Metal Gear Solid series is the game's highly entertaining sniper mini-game, which will remind gamers of when Snake and Raiden had to protect Emma's butt in Sons of Liberty. In several areas in the game, Sly must act as a sniper to help assist Murray in finding one of the game's keys. This mini-game, along with several others, keeps the gameplay in Sly Cooper and the Thievius Raccoonus fresh and exciting from start to finish.
While Sly Cooper is an exciting game, it does have its shortcomings -- most notably the game being very short. Gamers should have no problem completing Sly Cooper in a few nights, as each of the game's five levels takes about two hours to conquer. The only other noticeable flaw is that many levels (especially in Mz. Ruby's level) suffer slowdown and choppiness. Regardless, gamers will appreciate Sly Cooper and the Thievius Raccoonus for its fantastic gameplay that is sure to bring back many fond Saturday morning childhood memories.
~ Matt Grandstaff, All Game Guide
Review: Enjoyment
Although the game is on the short side, players will no doubt have a smile on their face the whole time.
~ Matt Grandstaff, All Game Guide
Review: Graphics
The game features some of the most cartoon-esque graphics ever seen on a home console.
~ Matt Grandstaff, All Game Guide
Review: Sound
Great voice acting and sneaking music really adds to the game's atmosphere.
~ Matt Grandstaff, All Game Guide
Review: Replay Value
The game's time attack mode will keep gamers playing after they receive all the pages of The Thievius Raccoonus.
~ Matt Grandstaff, All Game Guide
Review: Documentation
The documentation is beautiful -- as it not only assists gamers, but also captures the feel of the game perfectly.
~ Matt Grandstaff, All Game Guide
Production Credits
Company 1: Sucker Punch; Staff: Chris Zimmerman, Karin Yamagiwa, Andrew Woods, Caroline Trujillo, Ian Stout, DJ Stiner, Matt Siems, Darren Rice, Darrell Plank, Augle Pagan, Bruce Oberg, Matthew Morgaine, Rob McDaniel, Dev Madan, Hokyo Lim, Travis Kotzebue, Suzanne Kaufmann, Reid Johnson, Chis Heidom, Nate Fox, Brian Fleming, Kelle Deforrest, Gary Burd, Chris Bentzel, Marquel Basurto; Voice of Sly: Kevin Miller; Voice of Bentley: Matt Olsen; Voice of Murray: Chris Murphy; Voice of Carmelita Fox: Roxanna Ortega; Voice of Mz. Ruby: Priscilliana Esparolini; Sound and Music: Ashif Hakik, Boyd Post, Ian Rodia; Additional Art: Peter Chan, Tom Mabe, Lara Schneider, Steve Rowse, Peter Dollack, Andrew Calzada; Additional Programming: Brian Yamasaki; Game Dialog and Voice Production: Nancy Fitzgerald, Joe Kwong, Webtone; Company 2: Sony Computer Entertainment America; Senior Producer: Grady Hunt; Associate Producer: Sam Thompson; Assistant Producer: Greg Phillips; Director of Product Development: Connie Booth; Vice President of Production Development: Shuhei Yoshida; Director of Marketing: Ami Matsumura-Blaire; Marketing Specialist: Shelley Ashitomi; Director of Public Relations: Molly Smith; Public Relations Manager: Charlotte Panther; Public Relations Coordinator: Tina Casalino; Director of Quality Assurance: Michael Blackledge; Quality Assurance Senior Manager: Ritchard Markelz; Quality Assurance Manager: Sam Bradley; Project Coordinator: Eric Ippolito; Lab Technician: Ara Demirjian; QA Lead Analyst: Derek Rayla; QA Assistant Lead Analyst: Steve Gonzalez, Michael Wilson; QA Analyst: Brian Gilmore, Chris Rewak, Dan Kashkooli, Kevin Kraoll, Ric Stepp, Christina Dena, Dwayne Anderson, Ken Gruca, Brian Bossin, Galen Laws, John Bennet, Chris Seto, Larry Vilegas, Robert Kirksey, John Vehikite; Creative Services Manager: Jack Siler; Manual Copy: Hanshaw Ink & Image; Package & Manual Design: Origin Studios Inc.
The game focuses on the eponymous protagonists and master thieves Sly Cooper and his gang, Bentley the Turtle and Murray the Hippo, as they seek out the Fiendish Five to recover his family's "Thievius Raccoonus", a book with the accumulation of all of Sly ancestors' thieving moves. The game was praised for using a variation on cel-shading rendering, which is used to create a film noir feel, while still rendered as an animated movie, though criticized for being too short.
Sly Cooper is set in a world inhabited by anthropomorphic creatures. The game uses cutscenes to present the background of the eponymous Sly Cooper, raccoon who descended from a long line of master thieves. However, that lineage became crippled when a gang known as the Fiendish Five, led by Clockwerk, a cyborg-like owl with a hatred for the Cooper line, killed Sly's father while Sly was still young. The Five also took the "Thievius Raccoonus", a book recording the journeys and skills of all the ancestors of the Cooper line. The Thievius Raccoonus was split into five pieces among the Five, and dispersed to their various personal lairs. Sly was taken to the Happy Camper orphanage where he became close friends with the intelligent Bentley the Turtle, and the happy-go-lucky Murray the Hippo. Sly,and his friends eventually left the orphanage and formed a gang, pulling off amazing heists and robberies. Their activities attracted the attention of Interpol Inspector Carmelita Fox, who made it her mission to capture Sly, though Sly takes a subtle romantic interest in her.
At the present of the game, Sly learns of the location of the Fiendish Five by stealing the information from Carmelita's office, and plot with Bentley and Murray to retrieve the stolen book. Sly is able to defeat the four underlings of the Five and their minions, and discover the location of Clockwerk's lair, all the while furiously chased by Carmelita. After an assault on Clockwerk's fortress using Bentley's and Murray's help, Sly is able to defeat Clockwerk and retrieve the "Thievius Raccoonus", though Sly is cornered by Carmelita. However, Carmelita gives Sly the ten second head start she had promised. After using eight seconds of it, Sly takes an opportunity to kiss Carmelita, and handcuff her to the railing while she is distracted, and the gang is able to make their escape.
Gameplay
Sly Cooper is a third personplatforming video game that incorporates stealth elements; as noted by an Official Playstation Magazine retrospective, the game "tries to mix one-hit-kill arcade action with Splinter Cell sneaking".[3] The player controls Sly Cooper, the title character, as he moves between each uniquely themed lair of the Fiendish Five and the sub-sections of those lairs, avoiding security systems and the watchful eyes of enemies. While Sly is equipped with a cane to attack his foes, he can be defeated with a single hit, thus the player is urged to use stealth maneuvers and the environment to evade or silently neutralize potential threats .[4]
Highlighted by the blue "thief sense" auras, Sly Cooper sneaks along a wall to avoid detection.
To assist in these stealth moves, the environment contains special areas colored with blue sparkles of light, identified in the game as Sly's "thief senses". The player can trigger context-sensitive actions in these areas, such as shimmying along a narrow ledge or wall, landing on a pointed object such as an antenna or streetlight, climbing along the length of a narrow pole or pipe, or using the cane to grapple onto something.[3] The player must avoid detection by security systems and enemies, otherwise an alarm will sound and the player will either have to destroy the alarm, avoid or defeat foes alerted by the alarm, or hide for several seconds until the alarm resets.[4] The game uses a dynamic music system that changes depending on the state of alarm in the area: the music will increase in volume and pacing when Sly attacks or is detected, and then will quiet down as the disturbance goes away.[5]
Each sub-section of a lair contains a number of clue bottles which, when collected, allow Sly to access a safe in the level that contains a page from the Thievius Raccoonus. These pages grant Sly new moves to aid in movement, stealth, or combat, such as creating a decoy or dropping an explosive hat. Defeating each of the bosses also gives Sly moves, and these abilities are typically necessary to pass later levels. Coins are scattered about the levels and are also generated by defeating enemies or destroying objects. For every 100 coins collected, Sly gains a lucky horseshoe that will allow him to take extra hits, or if he currently has one, an extra life. If Sly collapses and loses a life, the current sub-level will be restarted or at a special "repeater" that acts as a checkpoint; if the player loses all of Sly's lives, they must restart that bosses' lair from the beginning.[4] Besides the regular gameplay, there are mini-games that include driving levels (based on Murray), shooting levels to protect Murray as he ascends certain levels, and a cyber-tank game representing a hacking attempt by Bentley. One notable boss battle includes a rhythm-based sequence similar to Dance Dance Revolution.
Levels can be returned to at any time to gain additional coins or to seek out special moves. When a level is completed, all of the clue bottles are collected and the secret move is found, the player can then attempt a "Master Sprint", a timed sprint through the level to try to beat a set time. The player can unlock additional artistic content by completing all the levels in this fashion.
Development
Brian Flemming of Sucker Punch called the rendering style as "Toon-shading", comparing the detailed backgrounds with cel-shading foregrounds to that of animated movies.[6]. An interview with the Sucker Punch development team identified that they took this route because "We wanted Sly and his world to look illustrated, but one step away from a flattened graphic style."[5] To prevent slowdowns with framerates, the team "had at least one engineer working on nothing but performance for the entire development of Sly."[5] The game art team "collected hundreds of photos and drawings of areas that looked like the worlds [they] wanted to create" to generate the backgrounds. The characters themselves underwent up to "six or eight major revisions" before the designs were finalized.[5]
The music was inspired by the artwork from the game; Ashif Hakik, composer of the game's music, stated that "Stylistic influences came from a combination of instrument choices and musical character defined and inspired by the locales in the game, and similar composer works like Yoko Kanno and her work on Cowboy Bebop, Henry Mancini, and Carl Stalling." He continued to note that "the interactive music engine we used made us consider the gameplay for each specific level a sort of starting point that would influence the way the music would be written."[5]
There are two different covers for the game and they both have two different names, depending on location. Sly Raccoon in Europe and Sly Cooper and the Thievius Racconus in North America.
Localization differences
The Japanese version of the game sports a vocal theme song called Blackjack, set to a flashy intro not seen in the North American or PAL versions of the game. While the group singing the song, Tokyo Ska Paradise Orchestra, has a distinct Japanese accent, none of the lyrics are in Japanese and the entire song is in English.
Another addition in the Japanese version not present in the other versions is alternate animated introduction and ending sequences. These sequences feature full animation, as opposed to the limitedflash-style animation seen in the other animated sequences present throughout the game. These alternate sequences are drawn in a typical animestyle. The Japanese introduction is unlockable for view in the North American and PAL versions, but the Japanese ending can only be unlocked in the PAL version.
Sly Cooper was generally well-received by the video game media. Most reviewed praised the unique look of the game. Gamespot noted that "The game has a fantastic sense of style to its design that is reflected in everything from the animation to the unique use of the peaking fad, cel-shaded polygons."[10] Many reviews also appreciated the ease of learning the controls and gameplay; IGN states that "Sly is incredibly responsive, and though his size seems a little large at times due to his long arms and legs and the cane he carries, skillfully jumping and hitting enemies with precision is a quick study."[9] Several reviewers appreciated the fluidity of the game between actual play, cutscenes, and other features.[9][10]
The game was also praised for being a game that was accessible to both adults and children.[12]
A common detraction of the game was its length;[9][13] as commented by Gamespot's review, "The main problem is that just as you're getting into a groove and really enjoying the variety seen throughout the different worlds and levels, the game ends."[10] The length was defended by Sucker Punch's developers; Brian Flemming noted that there was additional content to be unlocked at several levels, including "for each [Master Sprint] you complete, you get bonus commentary from the designers, artists and programmers here at Sucker Punch, something that people have reacted to really positively."[6] The game was also cited as being too easy, with Gamespot stating that "The game's relative ease combined with a very short length prevents Sly Cooper from becoming the next big platformer. But it's great while it lasts."[10][13]
However, OPM noted that in regards to the difficulty "There's a pleasant old-school feel to Thievius Raccoonus; the enemies are merciless but a bit stupid, and the platforming challenges come on strong and ramp up steadily in difficulty as the levels go by."[3] Reviewers also noted some framerate slowdowns in latter levels of the game,[11] as well as some camera control issues.[9]
Sales of Sly Cooper were poor, overshadowed by two other PlayStation 2 platformers published around 2002, Ratchet & Clank and Jak and Daxter: The Precursor Legacy.[14] This, however, did not prevent the game from achieving at least 400,000 in sales a year since release to allow it to be included in Sony's "Greatest Hits" line, republishing it in 2003 and at a lower price.[2] GameSpy considered Sly Cooper to be the 4th most underrated game of all time in a 2003 listing.[14] The game has since yielded two sequels, Sly 2: Band of Thieves (2004) and Sly 3: Honor Among Thieves (2005) while a fourth game is rumored to be in production.
Sly Cooper won "Best New Character" and nominated for "Excellence in Visual Arts" at the 2003Game Developer's Conference for 2002.[15] Furthermore, the character of Sly Cooper has also been come to be considered as a mascot for the PlayStation systems, alongside both Ratchet & Clank and Jak & Daxter.[3] This has further lead to collaboration between the development teams for all three series, Sucker Punch, Insomniac Games, and Naughty Dog,[16] leading to subtle inclusion of some elements of Sly Cooper within the other titles. For example, a brief gameplay clip of Sly Cooper plays among several for Ratchet & Clank and Jak and Daxter during the start menu for Ratchet & Clank: Going Commando There was also a demo for Sly 2: Band of Thieves in Ratchet and Clank 3.