You're not having any trouble - that's the way it works. It adds length and a very small amount of height that is useful for smacking just our of reach bottles with your crosier.2) I'm also having trouble with the double jump. I can jump and flip but it doesn't add any height, so I'm having trouble getting to those high spots
Sly Cooper and the Thievious Raccoonus (PS2)
#41
Posted 16 May 2009 - 07:06 AM

#45
Posted 16 May 2009 - 07:39 PM
Yes. But the "minigame" missions are - for me - a weakness of this game. Sly 2 & 3 fixed that.That Murray race in the bulldog section was frustrating. Anybody finish it in one try?

#46
Posted 16 May 2009 - 09:44 PM
Well, thank you!
This is my favorite fan art ever.
...wait, that was posted somewhere on Rare's site? Crazy!
#48
Posted 19 May 2009 - 05:03 PM
Just a little aside: I was still hanging around Furry message boards when this game came out, and none of them ever really gave the game a second look. I think Starfox Adventures had come out at about the same time, and more of the more perverted furrys seemed to be more nuts over Crystal than the fox chick in this game.
Fun fact: I sent Bubsy a fan letter when I was like, 12 (there was an address in the back of the manual) and I actually got sent back a reply that was from "Bubsy" himself, and it was not a form letter either. I guess someone at Accolade actually made some intern write me a letter back. They also sent a button and some stickers back.
Something tells me that that was the only piece of fanmail Bubsy ever got. XD
This + That= Furry Erotic Bubsy Fanmail
#49
Posted 19 May 2009 - 06:57 PM
It was weird seeing that Japanese intro. Instead of that comic book look, they went straight up anime style. Quite cool.
#50
Posted 19 May 2009 - 08:24 PM
This + That= Furry Erotic Bubsy Fanmail
Me-owwww
#51
Posted 19 May 2009 - 08:28 PM
Yes. But the "minigame" missions are - for me - a weakness of this game. Sly 2 & 3 fixed that.
I agree. I didn't particularly care for the "Shoot the crabs and collect the chests" one, and I remember when I beat this game the first time HATING the whole "Clear a path for Murray" ones.
#52
Posted 20 May 2009 - 12:30 PM
Check out the new sensation that is the "I Hope You Die" podcast! It's pretty awesome. http://ihud.libsyn.com/webpage
#53
Posted 21 May 2009 - 07:01 AM
I agree. I didn't particularly care for the "Shoot the crabs and collect the chests" one
Same here, I had not remembered this part from my first play-through years ago. When I saw it I thought it felt like Geometry Wars, but after beating it I realized how unbalanced and tough it felt compared to the platforming.
Also, I just finished the first chapter and got all the bottles on each stage here's what you get:
-a roll attack
-a dash attach where you spin your cane while jumping at the enemy (it sucks)
-a move that slows down time while you are jumping
-a power that draws coin to you automatically
With that done I'm currently at 20% complete.
Edited by pvx22, 21 May 2009 - 07:20 AM.
#54
Posted 21 May 2009 - 04:00 PM
In its second area, sly cooper reveals itself as a subversive piece of anti-imperialist polemic. The intellectual exile is shown returning from his european hideaway of many years to find his homeland a industrially stagnant, crime riddled, money obsessed society populated exclusively by criminals,thugs and heavily armed "dogs".
Poignant reminders of the country's previous incarnation as an industrial and automotive giant loom large in the iconography, the rusting husks of great gas guzzling cars litter the landscape, whilst a dispirited populace live in disenfranchised poverty perpetually besieged by the onmipresent sirens.
It is little wonder the areas are filled with empty bourbon bottles ( different from those sly collects). Roughly one third of the inhabitants wear the orange garb of the penitentuary, their only weapon the shackle of their own oppression.
The only model for success in coopers vision of america is the casino owning super capitalist, the exploitative "top-dog" who has murdered and looted his way to the top of the economic food chain.
It is not these individual images themselves that hold such power, but our decoding of the inherent visualisations of the iconography contained within our personal lexicons as we dovfrfiejreonvrjenvbrfiel ellnvnbvn ;ev;fn;
Can I have a job at newsweek?
#55
Posted 21 May 2009 - 04:52 PM
Edit: I got through it eventually but had a lot of trouble.
Edited by Casual_Alcoholic, 21 May 2009 - 07:01 PM.
Check out the new sensation that is the "I Hope You Die" podcast! It's pretty awesome. http://ihud.libsyn.com/webpage
#56
Posted 21 May 2009 - 07:04 PM
#57
Posted 21 May 2009 - 09:30 PM
I have family in town, so I won't be able to start this until the weekend, but I wanted to say thanks for picking it. Sly Cooper is a name that I've heard here and there but had no idea what kind of games they were. I love stealth games and I love cel shading! And damn the furries for taking anthropomorphic animals away from us. I'm taking it back.
There's very little stealth honestly, it's mostly a platformer.
Check out the new sensation that is the "I Hope You Die" podcast! It's pretty awesome. http://ihud.libsyn.com/webpage
#58
Posted 21 May 2009 - 09:48 PM
#59
Posted 21 May 2009 - 10:40 PM
Check out the new sensation that is the "I Hope You Die" podcast! It's pretty awesome. http://ihud.libsyn.com/webpage
#60
Posted 22 May 2009 - 07:11 AM
Just beat it today, so a few things. There were a couple annoying parts, but over all a fun game. I really hated the races and a couple of the boss fights, especially Mz. Ruby. A lot of this had to do with the health system. I would have preferred a more substantial health bar than the one hit or horseshoe thing, all it did was lead to some really frustrating parts. Also the dialogue was pretty harsh and could have used some more work, but that's all just nitpicking at this point. I think what makes this game stand out is the bottles. A typical platformer would implement the bottles without the safe at the end, and just have you collect them all to add up to one thing at the end. However the safes throughout the game reward you immediately for every level your collect the bottles for, and that's just plain awesome.
The safe's are awesome, I wish the stupid turtle wouldn't tell you to press the circle button every time you've collected the requisite bottles and are in front of the safe. How long did it take to beat? Did you run through or did you collect all the bottles for every stage?
Edited by pvx22, 22 May 2009 - 07:15 AM.
#61
Posted 22 May 2009 - 09:09 AM
The safe's are awesome, I wish the stupid turtle wouldn't tell you to press the circle button every time you've collected the requisite bottles and are in front of the safe. How long did it take to beat? Did you run through or did you collect all the bottles for every stage?
I didn't time myself, but I'd put it at 8-9 hours, I played through the first world on my first play session which took about 3 hours, and beat worlds 2-5 on my second which took about 6. After I beat the first world I tried doing those stupid Master Thief Sprints and got so frustrated I almost stopped playing. I have a mental thing where I want to 100% everything, but not so in this game because I am not putting myself through the torture of those time trials, but I still dumped an extra 2 hours trying to do them. I would not move past a level until I collected all the bottles and opened the safe, but I've got the experience of platforming under my belt and collected all of the bottles on virtually all of my first passes through a level with maybe 2 or 3 exceptions throughout the game.
There were a few things that kind of annoyed me as well, the press the circle button thing included. The other is not always being able to skip dialogue between characters. They're very spotty ranging from automatically skipping, to making it skippable, to not being skippable and that confused the shit out of me. I'm not someone that tries to skip every cutscene and get right to the gameplay but after I've seen or heard something I don't want to hear it again, at that point they're just wasting my time.
Check out the new sensation that is the "I Hope You Die" podcast! It's pretty awesome. http://ihud.libsyn.com/webpage
#63
Posted 22 May 2009 - 11:32 AM
It seemed to me that the dialogue only occurred once, then never again if you had to repeat a segment. A pop-up would appear in the lower left corner if I wanted to hear it again.
I think it only happened for the stuff with Carmelita Fox and levels shes in. That's the one that comes to mind.
Check out the new sensation that is the "I Hope You Die" podcast! It's pretty awesome. http://ihud.libsyn.com/webpage
#64
Posted 22 May 2009 - 01:27 PM
It's kind of dis-heartening to realize that no platform games of this caliber have been released this generation. The only other game I could really compare Sly to from the current generation is "The Maw".
#65
Posted 22 May 2009 - 06:05 PM
8-9 Hours to beat the game sounds about right...I can't wait to wrap the game up and try the other two in the series. I've already beat this game back when it came out, but it's nice to prime up with this one before heading into the sequels. Sly seems like a much easier trilogy to play through compared to the Playstation Metal Gear's or the Metroid Prime series, other products of the last generation.
It's kind of dis-heartening to realize that no platform games of this caliber have been released this generation. The only other game I could really compare Sly to from the current generation is "The Maw".
I have to severely disagree with you on that one, I personally thought Ratchet and Clank: Future was phenomenal.
Check out the new sensation that is the "I Hope You Die" podcast! It's pretty awesome. http://ihud.libsyn.com/webpage
#67
Posted 24 May 2009 - 09:09 AM
I have to severely disagree with you on that one, I personally thought Ratchet and Clank: Future was phenomenal.
Yeah, I kinda forgot about that one (though for some reason I was never really able to get into the Ratchet series). Though my point was rather that the resources poured into Sony platformers has instead been placed into shooters and open world games like Uncharted, Resistance and Infamous. Not that I have anything against those games, it just makes me a sad panda to know that there are not going to be as many console mascot platformers this generation.
#68
Posted 24 May 2009 - 11:33 PM
I loved this game back in the day and it's aged fine for the most part. It's so easy to get back into the groove of things. Even though it's been...years since I played this game, it didn't take long before the controls returned to being second-nature. Some of my favorite touches in Raleigh's stage include...
- the little PA announcements Raleigh makes about there being an intruder.
- the level where you hide/walk around in a barrel.
- the claustrophobia that hits you in some of the furnace levels where you're in a tight corridor and have to hit the vents down.
- the mini-game in Raleigh's stage. Gotta love some dual-stick shooting action.
- the banter between Sly and Bentley is pretty hilarious here. Especially Bentley's very defeatist "this is going to be impossible!" lines.
- the level amongst the ship graveyard is very cool.
I also love the title cards for each level, done up as if they were a cartoon. It really sets the stage right. And of course the animated intros are awesome.
The only thing I kind of wonder about is the one-hit kill system. Yes you can collect coins to get additional hits (up to 2 extra) but for a game that you would imagine is targeted towards younger players for the most part it *can* be pretty unforgiving. And I mean on things like the boss encounter against Raleigh. The enemies are pretty easy to dispatch once you learn their patterns.
#69
Posted 24 May 2009 - 11:59 PM
The only thing I kind of wonder about is the one-hit kill system. Yes you can collect coins to get additional hits (up to 2 extra) but for a game that you would imagine is targeted towards younger players for the most part it *can* be pretty unforgiving. And I mean on things like the boss encounter against Raleigh. The enemies are pretty easy to dispatch once you learn their patterns.
I spent a lot of time thinking about this one and I understand why they did it, but I don't really like it. Since there are some stealth elements and the theme is supposed to be stealth, the health system makes since in that context. If you had a forgiving health bar you could just muscle through the stealth parts instead of what actually happens where the 1 hit from being detected kills you. I think this could have been easily solved by making the 2 deaths separate, so as not to effect the rest of the game. They softened the blow a little bit by giving you the water and gravity protection later on to prevent deaths and horseshoe losses from water and accidental skydiving; what annoys me about that particular design is it gives you something you should have had from the start for a lack of a better upgrade. I don't really see this in games anymore but it's definitely a noticeably outdated design decision. A lot of times it feels like the developers are doing something to patch a broken design rather than upgrade a solid system.
Most of the frustrating moments in this game came from the weak health system. On the other hand, there really weren't that many difficult parts because the game difficulty is really scaled down to match this fact. Enemies also take 1 hit to kill, and even the only melee boss fight(panda) was probably the easiest. I could complain that for hours but I don't want to make it sound like I didn't like the game, because it was great. Any other game that did this stuff probably would have had me dropping my controller and refusing to continue playing in a matter of seconds, but this game was compelling enough to keep me going. Does this shit get improved in the next 2 games?
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#70
Posted 25 May 2009 - 11:07 AM
They softened the blow a little bit by giving you the water and gravity protection later on to prevent deaths and horseshoe losses from water and accidental skydiving;
I do recommend dying in those ways at least once before getting that protection, though. The animations for those deaths are total cartoon homages.
#71
Posted 25 May 2009 - 11:51 AM
This also applies to the lives as well. I think it was the first level (or second, I can't remember) you can go back and forth between levels and pick up the extra life in the hub area.
#72
Posted 25 May 2009 - 12:06 PM
#73
Posted 25 May 2009 - 12:10 PM
- the level where you hide/walk around in a barrel.
Did you ever wonder if this was a homage to another famous stealth action game hero that hides in a box? ;D
I also love the title cards for each level, done up as if they were a cartoon. It really sets the stage right. And of course the animated intros are awesome.
This is probably my favorite part of the game right here. I miss classic Saturday Morning cartoons, and this brings me right back to them.
#74
Posted 25 May 2009 - 12:28 PM
Did you ever wonder if this was a homage to another famous stealth action game hero that hides in a box? ;D
I think it's much more a Bugs Bunny / Looney Tunes type of reference than one to Solid Snake. But almost everything else about the stealth in this game is lifted from Metal Gear.
This is probably my favorite part of the game right here. I miss classic Saturday Morning cartoons, and this brings me right back to them.
Totally.
#75
Posted 25 May 2009 - 07:14 PM
Other than a few moments in levels I've like this game a lot. The one-hit kills pissed me off for a brief moment, but I got over/used to that pretty quick. The sparkles that indicate where to do moves seems to hold your hand through what might be challenging. And in the swamp levels I've been getting quite a bit of slow down. But still this is a great game.
#76
Posted 26 May 2009 - 12:25 AM
#78
Posted 26 May 2009 - 11:49 AM
That's true in the beginning but in the later stages of the game as more stuff is going on the frame rate gets really bogged down.
I also had a lot of slowdown and frame rate problems, but if it doesn't cause a death I don't mind it.
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#79
Posted 26 May 2009 - 06:28 PM
That's true in the beginning but in the later stages of the game as more stuff is going on the frame rate gets really bogged down.
Ah. I've left off at the swamp area, so I'll keep that in mind as I do the next couple of areas.
#80
Posted 27 May 2009 - 08:42 AM
Also, I thought raccoons could swim.
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