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Everyone is missing the obvious here:
“Yes! You’re all knocked down and The Murray stands tall! Like a fuckin’ totem pole of strongism!”
1 "fuck" in the entire sly cooper series where dyou put it? because i know where im putting it
"enough with the fucking sauce"
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Everyone’s freaking out over Carmelita’s height and I’m just sitting here thinking about the Cooper Gang being canonically as short as Star Fox was in Starlink.
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Character Analysis: Part 1: Sly Cooper
I’ve had a Sly Cooper-themed Tumblr account for awhile now and I have yet to post anything of note. After years spent lurking and reading the wonderful text posts many fans have made analyzing the shit out of this wonderful series, I felt like it was finally time to throw my hat in the ring of this small but large in passion fanbase because I love analysis as well. So I figured, what better way to get started than by doing a kinda series thing where I post lengthy thought posts on the different characters of the series whenever I get the chance? This won’t be something simple like stopping after doing the main three plus Carmelita...no, I’ll be talking about every major boss and character in the series, so buckle in.
The main goal here is to simultaneously share my love of this series and write analysis pieces while also highlighting what I think of each character and where the games went right (or wrong, in...some cases...) with portraying them. Where better to start than with the main character himself: The Guru Sly Cooper!
Sly Cooper is a very complicated character to get right. I don’t mean just him, I mean the idea behind a character like him. He shows so much arrogance and a flippant disregard for safety precautions in so many scenarios that if these weren’t balanced by the excellent writing of his other personality traits he’d be downright unlikable. Luckily, he’s in the hands of Sucker Punch. But that’s also why, when taken out of Sucker Punch’s hands...things tend to get a bit messy.
Sly Cooper, Nick Wilde, Nathan Drake, the list goes on. They are all similar characters. Cunning, romantic, a bit dangerous, and easily interpreted as uncaring in some instances. That is why it is important to establish a solid background to make it clear why they are the way that they are, and it is equally important to show where their limits lie. Nick Wilde for example could have easily been an annoying character. Judy Hopps is positioned as the main character of Zootopia, and so when audiences see this smug con artist making her job harder, they sympathize with her and demonize him. But the irresistible charm to his personality and the later revelations about his past lead to a satisfying arc that makes him a fan favorite. He is such a smug and cunning asshole because society never gave him the chance to be anything more, and so when Judy gives him that chance, we see who he truly is.
But enough about Zootopia...I’m talking about Sly Cooper. And if I’m being honest, I think the character of Sly Cooper should be the prime example anyone who tries to write this kind of character looks to in the future, because Sucker Punch knocked it out of the damn park.
Starting in Sly 1, we are once again faced with the potential problems of this character archetype. Sly is hard to figure out. We get a solid sense of the rest of the main cast. Bentley is the geeky and cowardly man in the chair, Murray is the clumsy oaf who often makes things more difficult, and Carmelita is the rigid woman of the law: clearly not the main threat, but a definite complicating factor that players will need to work around. Sly, meanwhile isn’t really given any exaggerated traits. In fact, he’s full of many traits that would seem to be at odds with each other. He compliments his friends and thanks them one second but then insults them the next. He flirts with Carmelita, but it’s unclear if this is just for distraction or if there is actually something there. He displays a clear cockiness with his athletic moves, but his inner monologues display a vulnerability that he doesn’t let show to the public.
Sly Cooper is a character built on contradictions, and many if not all of his arcs throughout the series center on him resolving those. In Sly 1, he ends up making his inner thoughts on his friends and himself match what he outwardly displays. He states that both of his friends stepped up to the challenge and really helped him out, matching the respect we often hear him internally communicate. His journey of earning back the Thievius Racoonus piece by piece finally let’s his inner monologue become more proud of his own abilities like his outward cockiness often shows. We get some confirmation that he does truly care for Carmelita, but never lets it go too far out of the knowledge of their opposing fields of work.
In Sly 2, the storytelling took a leap forward and so did the characters. Something that I have noticed about Sly 2 is that many of the arcs are somewhat retreads of arcs we saw in Sly 1, but not really. See, we still have Sly getting humbled, Sly realizing his friends’ value, Sly reaffirming his status with Carmelita, etc. However, Sucker Punch managed to repeat these similar beats with entirely new circumstances to both strengthen the communication of the ideas and make it feel like a continuation rather than a repeat.
We start with Sly once again showing a bit of displeasure with his friends. He chastises Bentley for letting his nervousness get the better of him and refuses to use the code names Bentley has provided for him. He tells Murray he’s used to going it alone when the hippo can’t follow him further into Dimitri’s nightclub. However, the first important thing to note is that Sly’s development from the previous game is not forgotten. He congratulates his friends when the do well, he no longer refers to Murray as a burden, he’s generally a lot more of a team player. The second important thing about this is that the writers gave the team a new point of tension: Bentley and Murray are now out in the field with Sly. In the first game, Sly argued with Bentley because he clashed with his sense of careful planning and lack of danger when being briefed on jobs. Here, he is clashing with Bentley because he is now relying on the turtle in the field to get the job done, and he wants to keep his friend safe. If Bentley freezes up, the job is busted. Same with Murray. Where previously Sly was frustrated because he was having to make up with Murray’s mistakes as a clumsy and naive guy, now he is simply adjusting to a loud and boisterous partner for his more subdued and silent nature.
We also have the deeper storyline being developed with Carmelita. We get more instances where Sly openly admits to loving Carmelita, possibly prompted by his developing romance with Neyla. I said when talking about Sly 1 that by the end we saw that he did care about Carmelita but knew it couldn’t work due to their differing positions. But with Neyla he finally sees someone who is a viable option for him. She is a cop, but she is also less black and white than Carmelita can be, giving him hope that things can work out. And so that is why, as many have said before, the fourth and fifth chapters are such a turning point for Sly’s character in this game.
We see Neyla, the woman who gave Sly hope that he could eventually have real love, reveal that everything Sly thought she was was an elaborate lie to lock him away. We see Sly have to rely on Bentley to break out of jail, fully recognizing his contributions to the group and accepting his differing way of going about things, using Bentley’s code name at last. We see him have to break Murray out of a jail that is force feeding him drugs, making him fully realize the concern and care he has for his friend, and later the respect for his strength when he has to tangle with Murray who is in a blind rage. And we see Sly save Carmelita and help her escape for the cops, once again giving him some hope for a possible relationship.
Now one would think that resolving all of Sly’s ongoing arcs this early in the game is a mistake. After all, that just leaves an unchanging character until the end, and that will make Sly boring. But don’t you worry. It’s Sucker Punch we’re talking about. And so it quickly becomes clear that the resolving of these particular arcs has only led to more questions to come up in Sly’s mind. He has a whole new set of contradictions to consider, and these ones are much deeper set into who he is to himself and those around him.
He loves Carmelita and wants her to be happy. But he seemingly can’t have both. To start a relationship with Carmelita, she’d have to remain on the wrong side of the law, which would make her unhappy. But to make her happy and get her job back, they would not be able to be together. What should he do? He truly cares for and respects his friends, but he keeps placing them in danger. All of the hardship they have encountered so far is due to his family history and only applies personally to him. His friends may end up being better off without him. What should he do?
The ending stretch of Sly 2 aims to answer these questions, but not fully. It does end up with a solution for the time being, but it doesn’t seem to be the best one. Murray and Bentley do end up going off on their own, leaving their gear behind. But it is only because Bentley was paralyzed and needs medical attention and Murray is mentally devastated. Sly ends up making a choice about Carmelita and getting her job back, but then he escapes from her and the chase starts all over again. He’s back to square one. (Carmelita isn’t, but that’s for another day).
Sly 3 is an extremely personal journey. This game’s story is often viewed as lesser than Sly 2′s story due to its seemingly lowered stakes and less connected progression. In Sly 2, you were travelling the world to take down the members of a gang one by one and gather the parts of Clockwerk. All of this was to stop one giant, interconnected plan that would result in the entirety of Paris being driven into a hypnotic rage and Clockwerk being revived. Sly 3, by comparison, does seem like less of a big deal at first. Sly needs to get into his family’s vault, and to do so he needs to gather a team. This means he is traveling the world to get new members and stopping one-off villains while he’s at each location. If he fails, all that will happen is that he won’t get to see the inside of the vault.
But Sly 3 is intentionally more downplayed, because this conflict isn’t any bigger than Sly and his legacy. Everything he goes through is internal, and his own continuing story is the thread tying the adventure together. Sly has been through a lot. He seemingly finally managed to solve all of his internal struggles only to have them replaced by worse ones. And now it all seems worse than ever before. Bentley is paralyzed, Murray has left for a life of meditation, and Carmelita has hired a group of mercenaries, more determined than ever before to take Sly down. The dangers that come with living life on the wrong side of the law are more prevalent in his mind than ever before, and he feels like everyone he loves is paying the price for it.
Simultaneously, Sly is starting to feel like his time is up. He did it. He learned from the Thievius Racoonus. He pulled off great heists. He defeated Clockwerk twice. He’s done more than his ancestors ever could. And as the number of people in his gang grows the less he is needed in the field. He still takes on the majority of jobs, mind you, but there are more frequent instances where he can’t do something alone. Only Bentley and his tech can break into Tsao’s computer. Only Panda King’s fireworks can take out the hopping vampires. Etc. All of the signs are pointing to the idea of Sly finally retiring, but he doesn’t have any life set up to retire to.
All of these fears and hopes and desires culminate in the final assault on Kaine Island, where Sly learns the truth about his father. Dr. M, the villain of this game, is the way that he is due to his partnership with Sly’s dad, and so he is the representation of everything Sly is worried about with his friends. Has he been too selfish by dragging his friends into his family struggles? Has he not given enough attention to their own contributions? Does he even know what it means to share his life with someone? And as he draws closer and closer to the Cooper Vault, a new fear joins in with the rest. What does he have to contribute to the Cooper name?
That last bit is a question that fans have asked for years. Every Cooper was given some special move or technique that they were the master of and added to the Thievius Racoonus. But all Sly does is learn their moves and perform them. Here Sly is, running through representations of his ancestors’ history, and the only real thing he’s decided on is telling Carmelita he loves her if he sees her again. He also decided to bring Murray and Bentley into the vault with him...only to discover that it was a somewhat empty gesture since they couldn’t follow him beyond the entryway.
So Sly gets to the inner sanctum and comes into contact with Dr. M, and when once again faced with his father’s mistakes he has a realization. His father, according to Dr. M, never gave as much thought to his friends’ interests. Sly’s conflicts over how he is treating his friends, his back and forth internal debate over their own well-being, his desire to have a life outside of thieving, all of that is his contribution. His respect for those outside of the Cooper Clan. He doesn’t have the mechanical skills to match Otto. Murray is the mechanic. He didn’t truly defeat Clockwerk, at least not without the help of Carmelita. Everything he’s done has been with the help of his friends in ways big and small. Sly finally resolves his inner contradictions by realizing that he himself is a contradiction of every Cooper before him.
So, with this knowledge in mind, Sly defeats Dr. M, gives up his thieving life to be with Carmelita (a way for both of them to be happy), and leaves the Cooper Vault and Thievius Racoonus to non-Coopers. And while this could easily be a sad ending, with the family we spent three games with breaking up and Sly seemingly giving up the focus of the games, it is played as a happy one. Because as we see in the ending, Sly is truly happy. He knows who he is, he knows who his friends are, and he’s finally made the right choice.
...And then...Sly 4...I dunno...It’s...a game...
Okay. I did say at the start of this that I would be using my analysis of the character to look at exactly where Sly 4 went wrong with the characterization. And I think if you’ve read this far and played Sly 4 you already know.
Sly drops his life with Carmelita just because he wants to steal again and doesn’t really care all that much about the situation. He finds out that his history is being erased and still spends the entire adventure throwing out quips. He frequently underplays his friends’ accomplishments. He breaks Carmelita’s heart and doesn’t understand why she’s angry, only thinking it’s hilarious that he got her so angry in the first place. Remember at the very start when I said that Sly is a difficult character to write? Very easily moving from charming to annoying? Yeah, I said all that because of this game. He has all of the humor and wisecracks with none of the deeper level stuff. It’s a fine line to walk and Sanzaru unfortunately couldn’t keep their balance.
But at the end of the day, I hope the rest of what I said was interesting to you or just a fun read. I love these games, and the main character is a big reason why. He’s had a great journey, and one less than stellar portrayal doesn’t ruin that.
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So, uh, anyone want to talk about some positivity regarding the Spyro Reignited Trilogy?
I think I’m done with Reddit when it comes to Spyro, and I haven’t tried gauging Tumblr’s response to it all, and I just want some positivity to hype me up better.
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