Common Gameplay Elements
The games are primarily a third person platform game. The player controls Sly or one of his companions through many missions of several levels, relying mostly on stealth to avoid encounters and alarms while collecting treasures or other items. Sly is very agile, and is able to use many of the features of the architecture for stealth, indicated to the player by a blue glow, explained in-game as a visible manifestation of Sly's "thief senses." For example, Sly can perch on the top of sharp points, climb up pipes, sneak along a narrow ledge, walk across a tight rope, or use his cane to swing from hooks. Sly also uses his cane to defeat foes, although it makes noise that may attract other foes. He prefers to use sneak attacks when possible because of his little endurance. Due to his heritage, Sly has a number of special moves that he learns through the games that can also increase his stealth or speed, or allow him to eliminate foes silently. The player also may play as Bentley with his gadgets, or Murray with his strength, and many minor companions in the third game. There are also mini-games scattered throughout the gameplay.
Each game is broken into a series of heists, and to accomplish the heist, Sly and his gang must complete several sub-missions. In the first game, each sub-mission was located on a level accessible from the main heist level, while the second and third games used a nonlinear, open world approach to have various missions located around the same large level. There is typically a boss fight at the end of each heist as the conclusion to the mission.
Read more about this topic: Sly Cooper
Famous quotes containing the words common and/or elements:
“Do you think that it is possible to have a mere taste of commonness? Either one hates it or makes common cause with it.”
—Franz Grillparzer (17911872)
“English general and singular terms, identity, quantification, and the whole bag of ontological tricks may be correlated with elements of the native language in any of various mutually incompatible ways, each compatible with all possible linguistic data, and none preferable to another save as favored by a rationalization of the native language that is simple and natural to us.”
—Willard Van Orman Quine (b. 1908)