Game Review: Sly 3 - Honor Among Thieves
The original Sly
Trilogy on PlayStation 2 saw its third and final entry with Sly 3: Honor Among
Thieves. Developed once again by Sucker Punch Productions and published by Sony
Computer Entertainment this title not only marked the end of the original
trilogy of games, it also marked the end of Sucker Punch’s time working on the
franchise, as Sanzaru Games took up developing duties on the subsequent
entry. Development on Sly 3 began pretty
much at the tail end of Sly 2’s production with the studio wasting no time in
trying to expand on the core framework that the 2nd entry had by
implementing a plethora of additional features. The game was released exclusively
on PlayStation 2 on September 26th 2005 in North America. There wasn’t much I could find online about
the number of units the game sold but I did at least find a Metacritic page
which confirmed the game averaged a decent 83 critical score from the gaming
media at the time.
The narrative of Sly 3
follows Sly Cooper, the renowned master thief as he sets out to break into and
reclaim the treasure of the Cooper family vault. After being tipped off about the vault by an
old friend of his father, Sly learns the vault lies on a remote island in the
Pacific Ocean. Sly isn’t the only one
who is out to claim the treasures of the vault though as the maniacal scientist
by the name of Dr. M has taken residence on the island and set up some beefy
security. Realizing this will be no easy heist, Sly and his friend Bentley set forth
on a globe-trotting adventure to recruit some of the best experts in their
fields to form the ideal crew to tackle this monumental heist to reclaim Sly’s family
legacy.
The narrative behind
Sly 3 doesn’t come off nearly as compelling as the prior two games in the
trilogy. I appreciate the effort to
frame the game around reclaiming Sly’s family legacy but it’s not done in all
that interesting a way. The overarching
thread the story is aiming to do is tackle the relationship Sly has with his
friends around him and the agency they have within their relationship. While it’s
a fair concept that gives the game a unique quality that separates it from the
prior two games, it’s not delivered in a consistent manner. The depth of this storytelling comes in the
games final level which highlights the unbalanced nature of the story’s
structure, a lot of the game ultimately feels like its coasting along until it
begins to act like it’s been telling a layered narrative all along. The game just
doesn’t earn the impact it claims to offer in the end which is not a criticism
the prior games really had going for it.
Sly 3 utilizes the same
core engine and gameplay the prior game established. Structured through an episodic
format, Sly and crew will work to recruit allies across several key locations
across the world including Italy, Australia, Switzerland, Japan and the Caribbean
Sea. Each of these key locations offers the gang plenty of opportunity to
explore and traverse as they go on individual missions to set up their own elaborate
heists within the levels. As I said it’s
pretty much the same formula that was in Sly 2’s levels but it’s clear Sucker
Punch tried to push the scope of the environmental design a little bit more in
this games case. There are more layers
and verticality in the levels themselves and the art design goes a long way to
make these environments a lot more enjoyable to explore.
What also helps is the
character options on offer within Sly 3.
Like the prior game, you’ll be put in control of Sly, Bentley and Murray
as the primary characters in each level with the same core gameplay behind each
of their playstyles. Where Sly 3 tries to do more though is by offering more
unique characters and gameplay styles to experiment with. These additional characters all offer their
own flavor of gameplay to offer a greater sense of variety to the game, although
they do end up coming off more as minigames rather than fully realized
playstyles like what the original trio do. In fact, I do think that’s my only
grievance with the gameplay end of things.
In Sucker Punch’s efforts to add new gameplay concepts to the game it
does end up becoming almost oversaturated with minigame-style segments rather
than honing in on the core gameplay that made Sly 2 so memorable.
As for presentation,
Sly 3 maintains the standard art style and visual identity that the 2nd
game redefined the series with. Between
the hand-animated cutscenes and cell-shaded graphics, this series does a fantastic
job in giving itself a visual identity that stands the test of time better than
most games. Peter McConnell also returned to compose the soundtrack for Sly 3
and I would say it’s arguably the best score in the trilogy. The main theme composition does an amazing
job blending the different musical tones of each location in the game with the
main Sly musical theme.
Sly 3: Honor Among Thieves
while not without its flaws manages to cap off the Sly trilogy in a commendable
fashion. It essentially carries over all the key strengths that Sly 2 provided
the series while doing its best efforts to push the core design in new and
interesting directions. The narrative is
probably my only major gripe with this title as it doesn’t rightfully present
itself as an epic conclusion to the trilogy as it believes itself to be. It does just enough to be a fun and memorable
time from start to finish in any case, but it definitely misses the mark in
areas when put under a magnifying glass.
Rating: ⭐⭐⭐⭐
Comments
Post a Comment