Jump to navigation
Advertisement

Sly 2: Band of Thieves Preview

PlayStation 2 Preview by Tom Bramwell

9 March, 2004

Although you still remain in the dark about Sly 2: Band of Thieves, now that we're aware of a sequel to Sucker Punch's depressingly under-appreciated platform thieve-'em-up - which proved that linear gameplay, heavily scripted abilities, basic sneak-'em-up antics and complex platform environments can deliver a rich and absorbing blend - we're actually poised, lurking in a perpetual state of alertness, ever capable of pouncing on the first scrap of info. Well, actually, with Kristan out of the country again this Tuesday, your portlier correspondent is in more of a state of constant glazed over-ness, ever capable of flopping in the general direction of any blatant outbursts from SCEA or Sucker Punch, flailing arms and hoping to suffocate spokespeople in flaps of... Ooh look, there's one right now! [Flop.]

Cheating death

'Sly 2: Band of Thieves' Screenshot 1

Nobody wants to talk to the online press as ever, but having tracked down a copy of the US Official PlayStation Magazine, which plays host to a lengthy preview of the sneaky sequel, we're busy grinning broadly and gawping at shots of Sly tearing around the streets of an unrestricted Parisian environment, swapping places with fellow gang-members Murray the hippo and Bentley the turtle in order to iron out the rough edges in various heists. Or, in Murray's case, roughen up the iron edges of various coppers by picking things up and hurling them at the nightstalking Parisian policefolk.

Yes, Sly's back in Paris, hot on the heels of French detective and arch-nemesis Carmelite, who has rather unfortunately collected the tattered remnants of the last game's boss (we'll keep his identity secret for the sake of those of you still struggling through the Platinum release) and boarded them up in a Parisian warehouse. Sly, worrying that his shady adversary - the architect of the death of every member of his illustrious criminal dynasty - could be resurrected, hatches a plan to steal the remains back from Carmelite and Interpol, and in another gloriously jazzy intro before the opening credits he attempts to do just that, only to discover that somebody beat him to the prize. The ever dotty and faintly biased Carmelite subsequently turns up and - you guessed it - concludes that Sly is responsible for the whole shebang. Thunk.

According to the developer, the new story focuses on the whereabouts of the broken bad guy, who has in fact been lifted wholesale by a new and nefarious criminal gang keen on redeploying the dying embers of pure evil to fuel its own ends. In order to undo the impending menace of you-know-who's second coming, Sly has to engage each of the gang's crime lords in turn and recover the remains. Sounds familiar, eh? Those who finished the first game will of course remember only too well how it worked - a group of hubs feeding into a series of levels, and then a final climactic and surprisingly imaginative boss encounter in each case, ranging from simple point-and-whack antics to a rhythm-action sub-game. However Sucker Punch seems only too keen to try and crush the sense of sequelitis before it spreads, and, mercifully, this time they've even given Carmelite a new sidekick called Constable Nesta, who having no historical beef with the Cooper clan is more than happy to question Carmelite's assumption of Sly's guilt.

Honourable intentions

'Sly 2: Band of Thieves' Screenshot 2

Apart from delivering a game that is allegedly twice the length of its predecessor (about 15 hours then), we're now looking at a game heavily influenced by the likes of Grand Theft Auto. And while some of you may sigh, we're not simply referring to a big, open-ended Parisian environment, although Sly 2 certainly has that. According to Sucker Punch, it's the sense of being able to achieve something from an hour of play or less, via smaller goals that still fuel a sense of progress.

That said, Sucker Punch has also dispensed with the rigid hub dynamic, the map screen, etc, in favour of attaining a more Jak II-like open ended-ness. In this case though it's less of a vibrant but largely superficial load screen (with annoyingly hard hover car driving bits), and more of a tightly coiled cluster of dense gameplay, riddled with even more mischievous traps like spiked rollers and other obstacles. While the Paris environment is big, it's not meant to be huge - instead it's open and dense, and geared towards fun.

As are the changes to Sly's abilities, the combat and enemy AI. As it is, guards no longer operate on set paths, easily evaded by sneaking through the shadows and dodging their probing flashlights. Here they can roam as freely as you, and relatively miniscule obstacles no longer bring their pursuit to a halt either. When they spot you, these enemies will chase and chase you, and you can't just kill them with a single hit either - you'll have to be clever enough to take advantage of the environment in facilitating their downfall. In fact, improvisation and nimble thief-like antics are far more significant this time than before, when arguably all you did was dodge between searching beams and avoid tension wherever possible. Sly 2 will force you to get up close and personal with enemies more than capable of bringing your furry, striped bonce under the cosh, even pick-pocketing them for keys and other items.

That said, even in delivering tougher enemies and a more open-ended, thief-on-the-run feel, fun has always been very high on the agenda, and in the words of one of the game's production team, they've tried not only to make enemies that can kill you, but enemies that can make you look good.

Right hook

'Sly 2: Band of Thieves' Screenshot 3

Sucker Punch has also brought Sly's fellow thieves Murray and Bentley into play more than before, even giving you full third-person control of them in some sections. As we've said, by switching to Murray at Sly's hideout, you'll be able to roam the streets clobbering people with loose objects, crates and whatnot, and use the hippo's girth to your advantage. Bentley's brain will also come into play - in one example, the talented turtle has to work out which valves to turn in order to divert water from a fountain and overflow a drain somewhere. We wouldn't be too surprised, given mention of the gang's Scooby-like van, if the pair are involved in the odd driving section either, whether on rails as with the first game or otherwise.

It's also clear from a spot of video footage, which can be found on MTV's "Advance Warning" website, that the Sly has retained a number of his old abilities, leaving him free to literally leap from pillar to post, swing from hooks and dazzle with his death-defying antics. We also spied a familiar vault in one section, so we presume the excellent system of unveiling new abilities via torn out pages of the Thievius Raccoonus - the thief's bible - survives in some way, and if you ask us, the possibility of gradually earning the right to explore the sloped roofs and out-of-reach areas in a persistent Paris is more than enough to be excited about alone.

Graphically of course the game has also evolved, although it's more in scale than sheer number of polygons. Dangling from a helicopter over the city, Sly can see for miles, and you can regularly see the whole way over the river to the banks on the other side and indeed for quite a distance in every direction, the whole thing once again delivered in the game's trademark mix of cel-shading and more detailed design.

Lights out

Given that the MTV copy-writers on Advance Warning inform us that Sly 2: Band of Thieves is due out by the ends of the year, this latest platform sequel should go up against both Jak III and Ratchet & Clank 3, of which we've also found some new screenshots this morning. But if Sucker Punch can deliver on the exciting promise herein, Insomniac and Naughty Dog can succumb to sequelitis themselves for all we care, because this could well be the surprise star of the Christmas season.

For more information and screenshots of Sly 2: Band of Thieves, pick up the latest issue of the American Official PlayStation Magazine.

Advertisement

Are you excited about Sly 2: Band of Thieves on PlayStation 2?
View Eurogamer readers most anticipated games

Thanks!

Want to comment on this article? Log in, or register!

Comments: 1-15 of 15 in total

Poster
Comment Low-scoring comments hidden. Log in to see them!
pjmaybe
09/03/04 @ 11:05
#1
0
You buried this comment
Comment below viewing threshold
Show
Oh fucking NO!!! Not another platformer "drawing on elements from Grand Theft Auto"

GRRRRRRRRRRRRRRRRRRRRRRRR

Peej
Mugwum [staff]
09/03/04 @ 11:11
#2
0
You buried this comment
Comment below viewing threshold
Show
Said the producer chap in the interview I read, "Any developer who says they weren't influenced by GTA is lying. GTA changed everything."

At least they've established that GTA was good for more reasons than "it's a city you can drive around doing missions" though, eh? Surely you've got to give them that.
Singularity
09/03/04 @ 12:25
#3
0
You buried this comment
Comment below viewing threshold
Show
The city was the worst part of Jak II for me. If it becomes a staple of the genre I won't be a happy camper.
Mugwum [staff]
09/03/04 @ 12:29
#4
0
You buried this comment
Comment below viewing threshold
Show
Yeah it certainly polarised opinion. But look at what they've said and it doesn't seem like they're doing the same thing at all. They're talking about a section of city which is densely populated with interactive elements. In my head it looks like a massive multi-storey climbing frame that you can gradually penetrate in more and more exotic ways. Plus, they didn't actually compare it to Jak 2 themselves, I did, which is quite significant in itself I suppose.
Abscido
09/03/04 @ 12:45
#5
0
You buried this comment
Comment below viewing threshold
Show
Yeah, Sly Raccoon was sweet (I actually have a Sly poster on my wall, sadly enough) except for the bloody time trial sections. I was aiming to get the game 100% completed until I tried a few of those.
pjmaybe
09/03/04 @ 12:49
#6
0
You buried this comment
Comment below viewing threshold
Show
So what this person's effectively saying is "GTA changed everything" therefore every game that comes out from now on won't strictly be just a bandwagon-jumping exercise, but will be a better game due to some huge wandering interactive "sandpit" cityscape...

Pffft. Developers. Couldn't have an original idea if one dropped out of an orang utan's arse onto their heads...

Peej
Tiger_Walts
09/03/04 @ 13:06
#7
0
You buried this comment
Comment below viewing threshold
Show
Pffft. Developers. Couldn't have an original idea if one dropped out of an orang utan's arse onto their heads...

They do have original ideas, it's just that there are few publishers that would touch a project that doesn't resemble an existing successful title.
Cubfan
09/03/04 @ 14:47
#8
0
You buried this comment
Comment below viewing threshold
Show
Damn that first paragraph was awkward. Just two sentences with all those words cramned in. You get paid by the word?
Mugwum [staff]
09/03/04 @ 15:11
#9
0
You buried this comment
Comment below viewing threshold
Show
I get paid by the comment.
WoodenSpoon
09/03/04 @ 16:20
#10
0
You buried this comment
Comment below viewing threshold
Show
Ah
bungalooBunny
09/03/04 @ 17:56
#11
0
You buried this comment
Comment below viewing threshold
Show
PoP was original and look what happened.

I'm looking forward to this as I prefered it a lot over Jak&Daxter and Ratchet&Clank. On the other hand I do hope they don't turn him to the 'dark side' has happened with those 2 games' sequels.
bungalooBunny
09/03/04 @ 21:33
#12
0
You buried this comment
Comment below viewing threshold
Show
It's free in the sense that you can walk around the whole city without having to worry about barries (invisible or not) and you can hit people or steal cars.

What I find stupid is that games that relate in no way to GTA nick the idea, like Jak 2 and Tony Hawks did.
killerbob
10/03/04 @ 06:08
#13
0
You buried this comment
Comment below viewing threshold
Show
the first one was a greatly overlooked little treat. short, yes, but so damn slick. it really says something about a game when you put into it the energy required to complete something so hard as the time trials were. but i really enjoyed completing them.. (except maybe two of them that were a real stretch to complete, but when you find the right way and tweak your abilities to the max, you should be able to do them, as i did)

looking forward to this one.
Phil_-
10/03/04 @ 09:22
#14
0
You buried this comment
Comment below viewing threshold
Show
Does anyone remember Rocket: Robot On Wheels on N64? The one where you controlled the little unicycle robot thing? I might be going all rose-tinted, but I remember it as one of the splendidest and most underrated 3D platformers ever. One of those games that refuses to beat you over the head with endless identikit puzzles. That was Sucker Punch too - so, I was wondering, is Sly Raccoon a patch on it?
Edited 1 times, most recently on 10/03/04 @ 09:26
ekko
10/03/04 @ 13:33
#15
0
You buried this comment
Comment below viewing threshold
Show
Sly Racoon isn't as good as classic Rocket, but its still a very good game worth picking up on Plat.

It sounds like Sly 2 will be more like Rocket, which is a good thing.

Hopefully this one will sell well, if anyone deserves a hit its Sucker Punch (pun not intended).

Comments: 1-15 of 15 in total

Want to comment on this article? Log in, or register!

X View gallery