![]() ![]() 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. 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 boss's lair from the beginning. It will allow him to take extra hits, or if he currently has one, an extra life. For every 100 coins collected, Sly gains a lucky horseshoe that is the color blue and when you have two horseshoes, it turns to gold. Coins are scattered about the levels and are also generated by defeating enemies or destroying objects. Defeating each of the bosses also gives Sly moves, and these abilities are typically necessary to pass later levels. These pages grant Sly new moves to aid in movement, stealth, or combat, such as creating a decoy or dropping an explosive hat. Įach sub-section of a lair contains a number of clue bottles that, when collected, allow Sly to access a safe in the level that contains a page from the Thievius Raccoonus. 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. 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. 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. While Sly is equipped with a cane to attack his foes, he can be defeated with a single hit, so the player is urged to use stealth maneuvers and the environment to evade or silently neutralize potential threats. 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. PlayStation Magazine retrospective, the game "tries to mix one-hit-kill arcade action with Splinter Cell sneaking". Sly Cooper is a third person platforming video game which incorporates stealth elements as noted by an Official U.S. Gameplay Highlighted by the blue "thief sense" auras, Sly Cooper sneaks along a wall to avoid detection. It was remastered alongside its initial two sequels and compiled as the The Sly Collection for the PlayStation 3 and PlayStation Vita. The game was followed by three sequels: Sly 2: Band of Thieves (2004), Sly 3: Honor Among Thieves (2005), and Sly Cooper: Thieves in Time (2013), becoming the first installment of the series. Sly Cooper and the Thievius Raccoonus was praised for using a variation on cel-shading rendering, which is used to create a film noir feel, while still rendered as a hand-drawn animated film, though criticized for being too short. The game follows master thief Sly Cooper and his gang, Bentley the Turtle and Murray the Hippo, as they seek out criminals known as the Fiendish Five to recover the pages of the "Thievius Raccoonus", the book of the accumulation of all of Sly's ancestors' thieving moves. Sly Cooper and the Thievius Raccoonus, known as Sly Raccoon in PAL territories, is a 2002 stealth platform video game developed by Sucker Punch Productions and published by Sony Computer Entertainment for the PlayStation 2. ![]()
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