Most Useful Mechanic - Sly Cooper - Thieves In Time Part 22

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  • Опубликовано: 16 окт 2024

Комментарии • 7

  • @Wolfmansgeneralchannel
    @Wolfmansgeneralchannel 8 дней назад +1

    27:15 thats actually one thing I can add about this game. This game is surprisingly hollow in terms of writing and what not. Every single chapter ends in a defeat of a boss but with nothing the team actually gets out of it. The cooper ancestors lose their canes, Cyrille still fucks with time. And theres actually no breaks inbetween for the you to really sit back for a bit to take it all in. To compare, Sly 2 had moments of defeat, but those were essentially the breaks, giving us a moment to look back on and even appreciate what came before up till that point. This game though is really just artificial in its writing and how it handles itself

    • @SinnerBladeX
      @SinnerBladeX  8 дней назад +1

      The writing is really showing itself at this point....

    • @Wolfmansgeneralchannel
      @Wolfmansgeneralchannel 8 дней назад +1

      @@SinnerBladeX ive talked to some who say they dont care about the story, which fine its a game I understand gameplay matters more, but if youre gonna have a story then why half ass it? The sly games especially are remembered ever lovingly for being a super well written character driven story. Yet nothing in this game even comes close to what the og trilogy did. This game doesnt even try to expand on themes or even bring into any themes. Hell they couldve easily expanded on the themes of identity and legacy the og games started on with the costume mechanic, but they didnt because they never seemed to bother to expand to the other characters despite that being an infinitely more interesting idea than that lame gadget wheel they tried

    • @Wolfmansgeneralchannel
      @Wolfmansgeneralchannel 8 дней назад +1

      @@SinnerBladeX actually I also wanna add a bit on the writing bit and bring up the art style. Its no secret the sly games use of anthro is meant to appeal more to a demographic of families and cartoonists alike, but the use of anthro was also meant to visually tell you a story. Sly for example being a master thief is characterized by the use of raccoon visual elements. Helping to land that hes a natural due to the common association raccoons have with being masked bandits but also to demonstrate hes not a bad guy thanks to his color pallet consisting of all 3 primary colors, red blue and yellow. The same can be said for pretty much every character in the og games. In here though while the art direction is cartoony (if not overboard) theres a noticeable lack of use of that idea that went into the sly games prior. Its not all bad, theres some examples in here I do think work such as Cyrille, El Jefe, the Macacque guards and even the wooly mammoth neanderthals. Sadly though you get the deputy coyotes which really dont work, the dodo birds which is just a straight up dodo bird, the hedgehogs, the owls, the mandrill guards because they all just look like walking talking animals and not people. It might sound like a nitpick here, Im not sure how familiar you are with the arts, but its very noticeable once you really dig into it

  • @Wolfmansgeneralchannel
    @Wolfmansgeneralchannel 8 дней назад +1

    Oh boy, THIS moment as well. Combined with the meh-tion controls, not exactly doing the game favors, let alone carmelita. Id also like to add that for some reason instead of waiting this chapter to reveal Cyrille the writers decided to reveal him in chapter 2 for no real reason. To be honest theres not a whole lot I can say thatd be just me repeating myself for this part on whats been said or what im positive youve realized by now in this game

    • @SinnerBladeX
      @SinnerBladeX  8 дней назад +1

      Not a fan of the motion controls at all lol. Was a pointless gimmick honestly x3

    • @Wolfmansgeneralchannel
      @Wolfmansgeneralchannel 8 дней назад +1

      @@SinnerBladeX especially considering this came out in 2013 where most ps3 titles just didnt bother with motion controls, yeah it was just unnecessary and felt like padding, but then again theres a few things in this game that also felt like padding