Well, this is it. My first highly anticipated game of 2013
is now here. Around two years ago, I reviewed the original trilogy of SlyCooper games for the PlayStation 2 in commemoration of the announcement of
Thieves in Time. Certainly not some of my best material, especially Sly 3’s review,
but nonetheless, it did a…passable
job of explaining why I love this franchise and what it meant to my childhood.
So, Sanzaru Games, the developer who crafted this latest entry, had some pretty high standards to live up to, and I would be lying if I said that
once the “Holy crap, they’re seriously making another one” feeling began to
fade away, I…started having my doubts. Outside of ports, the only credit on
Sanzaru’s resume was an ungodly overpriced piece of Wii shovelware garbage: not
something that would give one much faith, obviously. At the same time, the game
looked great and the developers
seemed like they genuinely cared about it. They only took on the challenge,
after all, because they were such big fans of the series and as I saw more and
more, I grew more willing to trust these strange folks that they wouldn’t allow
Sly to go the way of Crash Bandicoot and Spyro the Dragon.
*shudder* |
And they didn’t. Thank God.
Eh, so, presentation. For the most part, it’s pretty great. The
soundtrack may not be the most memorable you’ll ever hear, but it’s very true
to its roots in its style and instrumentation. And visually, Thieves in Time is
fantastic. Character models and in-game animations may look a little off at
first, but they do grow on you. The real strength lies in the environments. Ho-ly crap. After the 3-D platforming genre lost
prominence, I thought I’d never see the “cartoon” look done so well like this.
Cel-shading is, of course, used liberally, but it really works, and each of the
game’s individual environments explodes
with color and inspiration. I haven’t seen environments this amazing and lively
in a 3-D platformer since…well…Sly 3.
And just like in the original trilogy, enemy designs are every bit a part of
the environment and atmosphere as the scenery, and it all comes together
extremely well. And character animations in in-engine cutscenes are something to behold.
Now, when I commend the cutscene animations, I don’t mean
that they’re all that much more impressive than anything else on the market. To
fully appreciate it, you need to look at it in the context of the series. See,
for as well as the original trilogy captured the feeling that you were playing
a cartoon, it never did much to capture the feeling of watching one. Cutscene animation in the PS2 games was…stiff and awkward at best, especially facial-wise.
Of course, there were always the narrated Flash sequences between chapters of
the story (and those are just as abundant here), but in-engine cutscenes always
looked kind of…eh. In Thieves in Time, the in-engine cutscenes actually look
better than the Flash ones – ehm, make of that what you will, but they’re quite
awesome. The characters are very…well…animated,
and oft-times I felt less like I was watching a video game cutscene and more
like I was watching the latest from Dreamworks.
Yes. *sigh* Dreamworks.
Yes, I do love this image. |
Yeah, if I may be up-front about this? The “humor” can get
downright horrendous. I mean, it’s not all
bad by any means. For at least half the time, it’s the same kind of stuff you
would find in the original trilogy – cheesy, charming, Saturday morning
cartoon-inspired writing interspersed with self-aware remarks and occasionally
genuine wit. That stuff works. Then you have the fart jokes and the halitosis
jokes and the jokes about the name “El Jefe” possibly being Spanish for “Big Baby”
because comedy. There are jokes about stepping in horse
manure, jokes about a “rice and bean” flavored lollipop, obvious jokes
regarding the fact that one of the main villains just so happens to be a skunk, and generally pathetic attempts
at wisecracking more befitting of an episode of Johnny Test than Sly Cooper. It’s
simply disgraceful, and while, again, the script had plenty of good bits to
offset the pain, the awful lines really
stood out.
In fact, to be perfectly honest here, the story in general
is probably both one of the game’s strengths and its biggest
disappointment. Character-wise, it’s arguably even better than ever. Sly,
Bentley and “The Murray” are all just as awesome as they ever were, and due to
her role in the story, Carmelita actually ends up being even more awesome. But it’s not just the main
recurring cast. The game is, after all, about going back in time and saving
Sly’s Cooper ancestors, and the ancestors and
their interactions with the main cast lead to a lot of really entertaining
moments. It even sets up some development of Sly and Carmelita’s relationship,
as Carmelita, still bitter about Sly tricking her at the end of the third game,
finds herself appreciating the company of his ancestors more. While the game
ends on a bit of a cliffhanger, the development does go places, and it’s great. And, of course, the various
villains are every bit as fun and memorable as ever and I simply love to hate them. Oh, and the climax
was fantastic, too. I don’t want to spoil anything, of course, but I will say
that nearly every character gets a moment to shine and it is awesome.
Art and animation in the Flash cutscenes aren't really the best, but to be frank, they never were. |
But while the story stirs up character development with Sly
and Carmelita, with the help of one of the most thoroughly idiotic and
downright contrived twists I’ve seen
Metal Gear Solid 2, it single-handedly destroys
some on Bentley’s end and completely ruins a pretty decent character introduced
in a previous game. The ending even pours salt in the wound, implying that, if
this game gets a sequel, this is going to result in something of an arc. Hopefully they’ll either retcon it
into something less mind-bogglingly inane or simply drop it altogether, but
it’s enough to make one sick. There are a handful of other lame plot points,
too, and to put it simply, the story is just a bit of a mixed bag. It’s got its
really enjoyable aspects and some that…really aren’t so great.
So aside from some disappointing story elements, is
there anything else worthy of note that Sanzaru got wrong? Well…a few things,
but nothing serious. But before I get into that, I should go over how the game
plays. Problem with that is that Sly is by its very nature an extremely varied game, so there’s quite
a lot to go over. At the most basic level, it’s an open-world sandbox
platforming game with heavy emphasis on stealth elements. Then you factor in
all of the different mission objectives and playable characters on top of the
ones they’ve added for this
installment, Sly’s alternate costumes and the various mini-games peppered
throughout the five episodes and there’s a lot
of ground to cover. It only lasts about fifteen hours – not a problem given the
40-dollar price tag – but this is by no means a small game.
Now, I’m going to be pretentious and call back to my review
of Sly 3, in which I complained that there was almost too much variety in its gameplay styles and the entire game ended
up feeling inconsistent because of it, blaming it partially on some of the
various characters introduced in that installment. I regret presenting this
criticism in such a way as, while I still think Sly 3 went so far as to devolve
into the identity crisis sin known as “genre roulette”, in the end, every new
character and mechanic introduced in Sly Cooper brings an entirely new gameplay
style with it, just within the same game space. And really, I think that’s
pretty awesome. Beyond Sly 1, at least, Sly
isn’t a series you can go into expecting to do even remotely the same thing
each time you play – it’s a series where you just have to buckle up and go
wherever the ride takes you. You have to go in with no expectations other than
a lot of surprises. At its best, everything falls together so seamlessly that
inconsistency doesn’t become a problem.
Thieves in Time handles this extremely well. Main character
Sly Cooper, of course, shows off the series’ gameplay at its most pure. Out of
the main trio, he gets the majority of the missions involving acrobatics and
heavy platforming. Bentley, on the other hand, is a more technical-minded type,
using more explosives and long-ranged projectiles in his missions as well as
partaking in the occasional hacking mini-game.
Murray is a fighter and, as such, takes on jobs requiring his strength.
And, of course, the Cooper ancestors, while playing similarly to Sly at the
core, have unique abilities and attributes that don’t seem like they would
affect things so much, but end up creating entirely new styles of play in their
own right. Tennessee Kid Cooper’s cane doubles as a gun that leads to some
strong third-person shooting on his end as well as a Sonic-tastic ability to
switch rails in the middle of a grind. “Bob” Cooper’s ability to climb walls of
ice leads to parkour platforming of a very different sort, and the same can be
said for Sir Galleth’s ability to quickly bounce between wall hooks. The abilities of Riochi Cooper and Salim
Al-Kupar aren’t quite as game-changing, but are utilized very well in their own
right. That’s not even going into Sly’s various costume abilities, which each
give their own attributes to said character and do their part to change things
up as well. What’s extremely
impressive is how nearly every mission with each character finds a new and often
inventive way to play his strengths – not only are the characters highly
varied, but the mission structure is as well. Sly’s costume abilities, in particular,
are used in a lot of cool and imaginative ways that ensure that they’re more
than just a boring gimmick.
The one character I really felt was seriously underused was
Carmelita. About halfway through episode 2, she becomes fully playable for the
first time ever in the series. She’s selectable from the hideout and you can
buy all kinds of upgrades for her. This was one thing I was really excited
about, since I thought it meant I would get to control her more and that her
gameplay from Sly 3 would be expanded upon. ...I didn’t and it wasn’t. I
suppose it is somewhat justified by
Tennessee Kid Cooper doing most of the third-person shooting, but it just makes
her feel sort of pointless – like she’s just there to be there. Oh, you use her
occasionally, but the moments are so
few and far between that you have to wonder why they made her playable in the
first place.
The inconsistency of Sly 3 came more from the overuse of
vehicle segments and other superfluous gameplay elements that didn’t serve to
build onto what was already there and, in fact, detracted from the time spent
with it. Thieves in Time, fortunately, does not
suffer from this problem. Complaints do abound of the overuse of mini-game
segments such as with the RC vehicles and computer hacking with Bentley, as
well as a number of others. But while it perhaps has more than would be ideal,
unlike with Sly 3, I never found them intrusive on the experience and I generally
enjoyed them for what they were when they showed up. In particular, I always
found myself getting a kick out of the “Alter Ego” hacking mini-games (one of
the three types you’ll encounter along the way), which are 2-D scrolling space
shooter-type deals.
But there was one variety of them that I really didn’t like, and no, it wasn’t this part (although I wouldn’t call it
pleasant) or…even…(spoiler warning) this part, (probably one of the most uncomfortable gaming experiences I've had in awhile) but rather the downright offensive Sixaxis mini-games. Oh, they’re
mercifully short, yes, and there aren’t too many of them, but I’m sorry. Unless
you want to cause pointless frustration, you do not use the Sixaxis gimmick and you especially don’t use it in Sly Cooper. Out of all of the moronic
gimmicks I’ve seen throughout my life, the Sixaxis controller is one of the
most disgustingly vapid, and it’s never felt like such a slap in the face as in
Thieves in Time. They even force you to use it when opening safes in the game,
and it’s every bit as ungodly frustrating as you would expect. I’m really not
one of those people who thinks that motion controls are inherently awful and,
in fact, I’ve seen them used very well, but you don’t just stick a motion
sensor in a run-of-the-mill gaming controller and expect everything to work
out. That’s just unintelligent. But back to the game itself.
One thing that stood out to me about Thieves in Time was
that it almost seemed to take a “best of both worlds” approach in reviving the
series. The original Sly Cooper was a linear platformer a bit more typical of
its genre. You had hub worlds and such, but most of the time was spent in
segregated levels with an emphasis on getting from point A to point B. Sly 2
was basically a complete retool in which all missions took place in a single
large hub world, being based on completing objectives instead of completing
individual levels. Thieves in Time takes the big hub worlds introduced in Sly 2
and has several missions that take place within them, but also has about half
the missions taking place in isolated, “level”-like areas. And it works. The
hub worlds are actually larger than ever, and while that may seem like an odd
decision given what I just said, exploring them is worthwhile joy in and of
itself. Clue bottles return from the second game and collecting all of them
will allow you to open a safe containing a treasure that gives you some special
ability. There are also plenty of individual treasures that you can find and
add to your collection provided you bring them back to your hideout in time.
This brings not only monetary rewards but also unlocks various other goodies in
the hideout. There are also Sly Masks hidden throughout the game, which unlock
various cheat codes. Oh, and it’s not all completely superfluous. While the
collect-a-thon is completely optional, you need a Platinum Trophy to see the
secret ending. Since there are no good guides yet, it seems I’ll have to wait on
that. Aww.
But anyway, item collection aside, the overworld is still
used very well. As already mentioned, almost every mission has you doing
something completely different, and even the ones that use familiar gimmicks
such as taking pictures and following the villain of the week put a new twist
on it. However, it’s in the "levels" where the game really shines. Not
only do these also serve to emphasize the variety of the game, but Sanzaru has
done a commendable job of crafting each with all of the love and effort you
would have expected out of the original Sucker Punch trilogy. They certainly may
not be as stunningly innovative as what you might find in a modern Mario game
(although the creativity is still very much there, make no mistake about that)
or as wacky and out there as the kinds of worlds we see in some of Sonic’s
latest adventures, but through their own methods, they always find new ways to
entertain with the way they constantly switch gears, utilize the game’s
mechanics and at times even offer a compelling challenge. The platforming in
Thieves in Time isn’t quite as forgiving of screw-ups as its predecessors, but
checkpoints are generous, ensuring that frustration with the game’s design is a
rarity at best. And stealth is still incorporated into the levels just as well
as ever. Through and through, this is Sly Cooper.
I suppose there is one pervasive problem that I really need
to point out, though, and that is the vile
load times. Oh, this game loves to
load, and while it doesn’t do it as horribly often as the likes of Sonic 06,
when it does do it, oho, it goes all out.
I actually counted how long it took for the game to load once after I died and
it was nearly a full minute. What’s baffling about this is that the game is
otherwise polished to a shine; I fail to see how the loading could be this bad. It’s a problem you’ll forgive just
because of how good the bits in between are, but it’s a consistently annoying
one. But other than that and my gripes with the story and Carmelita’s underuse (and, naturally, the Sixaxis bullcrap),
this game…really was a pleasure to play throughout.
I still remember the utter disappointment when I first
completed Sly 3 and feared that one of my favorite platforming franchises had
just met its end. At the age of 9 and until literally six years later, I could
only dream of what a new Sly game would be like. I remember, as a kid, hoping
every year that Sony would come out and announce that Sly would be making his
glorious return, and when the fated day finally came, I was simply ecstatic.
Now that I’ve actually completed the game, I’m just that much more satisfied
and I really feel like all of my nostalgia for the series was done justice. All
the little disappointments I had along the way never felt like they mattered
much in comparison to the things that impressed me. Sanzaru Games, against all
odds, has delivered something that really feels special.
Of course, the critics can whine and moan and complain all
day about how it’s “doing nothing new” and “playing it too safe” and you know
what? It is playing it safe, but that’s exactly what I wanted. It’s the first
Sly game in eight years – would we really want a revival of such a long-dormant
series to completely overhaul everything or would we want it to remind us of
what made the original games so great to begin with? I personally think the
critics are missing the point here. I mean, I don’t want it to stay this way
forever. If this game gets a sequel – and it deserves one – I do want to see some legitimate
innovation brought to the table. But this wasn’t the game that needed to do
that. To use a phrase often used jokingly in the Sonic fanbase, Thieves in Time
is “Sly 4 as I truly imagined it” and I freaking love it. To compare it to the rest of the series, I think the easiest
way to do so is to be pretentious again and bring up my reviews of the original
trilogy. In those reviews, I gave Sly 1 a 7.5, Sly 2 a 9 and Sly 3 an 8. I don’t
usually give scores anymore, but following that line of thought, I think I’d
give Thieves in Time something around an 8.5. It has some bothersome problems,
but it all comes together really well
in the end. Here’s to hoping it sells well enough for a sequel and revives this
franchise for good.
No comments:
Post a Comment