MP (militarypenguin) wrote,

I finished the Sly Cooper trilogy last night. It's been a long, long time since I'd played consistently good game series in a while, and an even longer time since I'd played one with just the right difficulty curb. I'm a bit of a wimp when it comes to especially challenging games, leading me to get exhausted with the game fast and abandon it to my "to-finish" pile. I think the big difference between the Sly games and the aforementioned games is that while there are definite challenges constantly present, I never get that sense of hopelessness that I won't be able to accomplish them, and with enough practice I'm able to do it. It's a great, rewarding feeling.

When I finished the third game last night I felt my heart sink and I was left with this kind of emptiness that I didn't know what to remedy with. It's not because the ending was bad--absolutely not--but because of the desired effect the story had intended to convey: to get you so attached to these characters that you're so sad when the story's over and you have to say goodbye. There's a continuation of the trilogy--I just bought a copy today--but while I'll try to play it with an open mind, it's a little difficult to accept as the canon continuation to the trilogy, both because of it being in the hands of another company, and because of some of the story developments that I'm really not keen on. But, again, I'll see for myself what I think of it.

Time to talk some more about Sly 3.

I'd already spoiled myself knowing how it was going to end--that Sly was going to retire his position as thief to be with Carmelita, and I thought that sounded like a perfect, bittersweet note to end it on. And it was.

From the moment Sly thinks, moments before being crushed by Dr. M, about how all he can think about was what a coward he'd been to Carmelita, to the required destruction of his father's items in the battle with Dr. M, to him telling Dr. M that while he may be a Cooper, he's still his own individual, there was no way the story could end with Sly continuing to be a thief. The aforementioned bit about Sly having to get his father's items destroyed in order to survive in the battle is a fantastic, fantastic bit of symbolism of him letting go of his past and legacy and moving forward as his own individual. It's a detail that's never given explicit attention to, and it's great. It all culminates in the destruction of the vault and Sly embarking on a new life with Carmelita just to hammer the point home even harder.

Which is another reason I'm a pretty wary of the story being continued with Sly returning to his life as a thief--in doing so, it undoes all of his final arc. It can be argued that Sly can't simply just "give up" on what he's been doing since he was a kid altogether, but his life has really been less about thieving and more about coming to terms and gaining that sense of peace and finality with living up to his family's legacy and understanding he doesn't have to be his family. It's a hard decision to make, but he's shown to be completely content with it in the end.

Aside from those Deep Thoughts...I only wish the game had been twice as long so you could spend more time with your new team, had a bit more foreshadowing to the final boss, and had the tight plotting of 2's. But I was happy with what I got--Murray overcoming his guilt and sense of worth, fist-fighting atop an airplane, getting to swashbuckle with a pirate boss as Penelope, the surprising depth brought into Panda King's character, Carmelita being the ultimate hero of the game, rescuing Sly and dealing the final blow to the's more than I could ever ask for.
Tags: sly cooper
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