Video Game / Sly Cooper: Thieves In Time

http://static.tvtropes.org/pmwiki/pub/images/sly4_5688.png
The fourth game in the Sly Cooper series, and the first not to be done by Sucker Punch. Instead it was done by Sanzaru Games, who were the head of the Sly Collection (a HD port of the original trilogy).

A return to the series after an eight year hiatus. Set somewhere after the events of Honor Among Thieves, Sly and the gang reunite when the pages of the Thievius Raccoonus start to go blank. Someone's messing with the timeline and targeting the Cooper clan. The gang, armed with a time machine, intends to find out who and stop them.

This game has the examples of:

  • Anachronism Stew: Noted in Chapter 3. While mostly subverted with what Sly and Le Paradox's forces brought along to the past, the Ice Age apparently was noted to occur merely thousands of years before the present as opposed to millions; dinosaurs were still alive; and upon first glance in the hubworld, the natives already knew how to write long before the first documented scripts from Ancient Egypt.
    • Talking of which, some of the collectible treasures screw around with this, too. In the Ice Age, you can find "Slytunkhamen's Vase." How it existed thousands of years before said Cooper was born is just plain baffling. In Cotton Mouth Bluff, you can find Muggshot's Coin, the last remnant of his Mesa City empire... before said empire even existed. In Ancient Arabia, you can find Puffin's Cookie Jar, which is stated to be the one Sly, Bentley, and Murray stole when they were at the orphanage, 1,000 years before they were even born. Was the cookie jar passed down for that long?
  • Arabian Nights Days: "40 Thieves", which takes place in Ancient Arabia.
  • Badass in Distress: Sly, Bentley, and Murray are captured by Toothpick at one point in "Go West, Young Raccoon." The trio are eventually saved by Carmelita Fox and "Tennessee Kid" Cooper.
  • Bad Boss: Toothpick, who shoots one of his mooks by accident, and when the other mook tells him to watch where he is pointing his weapon, he threatens the mook.
  • Blade Lock: Sly and Le Paradox do this in the final boss fight.
  • Block Puzzle: A pretty simple one is one of the obstacles Sly overcomes when breaking Tennessee out of prison.
  • Breaking the Fourth Wall: El Jefe does the shush gesture at the screen just before he jumps Rioichi.
  • The Cameo: Clank appears as one of the treasures found in the game, and Daxter also appears.
  • Chekhov M.I.A.: Penelope vanished at the start of the game. She returns in the fourth episode as the Black Knight.
  • Clothes Make the Superman: Sly obtains various "disguises" that grant him unique abilities.
    • The Samurai armor lets him deflect fireballs back at whatever shot at him and gives him an immunity to fire.
    • The Jailbird outfit gives him a ball and chain that can be used to smash through objects as well as used to walk through laser fields.
    • The Sabretooth fur lets him pounce on specific targets.
    • The Archer outfit allows him to use the baskets of arrows to shoot arrows, obviously. Some arrows have ropes attached to them, which can be shot to targets in order to walk across them.
    • The Thief outfit lets him slow down time as well as give him a massive scimitar for destroying obstacles.
  • Conqueror from the Future: The villains have no trouble setting up in their respective eras.
  • Continuity Nod: In rescuing one of the Forty Thieves from Ms. Decibel's hypnosis, Bentley mentions that he once saw a device just like it in Prague once. Upon rescuing another, Bentley then outright mentions how Murray was briefly made Brainwashed and Crazy by The Contessa's Psychic Powers.
    • It also keeps Penelope around from the last gig.
  • Contrived Coincidence:
    • Murray's necklace just happens to date back to the Ice Age, specifically in a region that one of Sly's ancestors occupied, and which has been taken over by one of the bad guy's henchmen.
    • Likewise, The Grizz's crown (which looks like a dead ringer for St. Edward's Crown) dates back to Medieval England in the year 1301, which is where another one of Sly's ancestors can be found.
    • And of course a gold coin Carmelia just happened to have picked up as evidence back in the museum dates back to Arabia, where Sly's Ancestor Salim needs help.
    • Lampshaded by Sly, repeatedly commenting on their remarkable luck.
  • Demoted to Extra: Dimitri, who goes from playable character to informant for the gang as they time travel. Which is strange seeing that he has his old voice actor in the credits.
  • Didn't We Use This Joke Already?: If Sly's terrible Italian accent in the last game wasn't enough, the gag ends up getting repeated in Chapter 4 during the "Juggling Act" mission, with a very subtle response from Bentley:
    Sly: "How does this sound for a stage name? 'The Amazing Cooperoni!' Eh? Eh? Right? It's good."
    Bentley: "It sounds like bad Italian takeout."
  • Difficulty Spike: All of the bosses, save for the first and the last one.
  • Disney Villain Death: Subverted with Le Paradox, thus making him the first Final Boss in the Sly series to not die.
  • Distressed Dude: All the Cooper Ancestors except for Salim are captured at the beginning of each episode. Sir Galleth, though, is the only one who really deserves this trope, as he gets captured by the Moat Monster and has to be saved by Carmelita, much to his humiliation.
  • Downer Ending: Le Paradox and his crooks are arrested and sent to prison (and Toothpick is soon run over and killed by a train), but Sly disappears and winds up in Ancient Egypt, while Penelope escapes from prison.
  • Easter Egg
    • Clockwerk can be seen in various areas in every episode as shown here. Also related to this is the "Dragon Claw" item which has a short message scratched into the bottom of it: "Clockwerk was here."
    • Sanzaru's monkey head logo design can be seen as a decorative emblem for attentive players to spot, including a streetlight in Paris, Toothpick's belt buckle, and Sly's backpack.
  • Foreshadowing: The game just loved to give so many hints on the Black Knight's identity. See the character's page for more info.
    • The tutorial mission has a few good ones. Villains encountered later in the game are chatting with the museum owner in Sly's infiltration, the big blueprint for Le Paradox's time blimp seen much later in the game just before Bentley's hacking tutorial...
    • One of the treasures you can find in Episode 3 is a pair of ice skates labeled as Grizz's Skates. Guess what happens in his boss fight...
  • Face–Heel Turn: Done poorly with Penelope. While Bentley has spent a lot more time with Sly, and even revealed to the audience in Sly 3 that he had every reason to be jealous of him, Penelope's side shift came off as head-scratching, considering that it was her that helped Bentley get over said jealousy. Her explained reason didn't help.
  • Fanservice: Carmelita with the belly dancing, plus certain camera angles.
  • Gameplay and Story Segregation: On a number of occasions, the van's time machine breaks or certain characters run off on their own as part of the story. The "Time Travel" to other periods and "Replay Jobs" menu in the hideout is completely unaffected and said characters are available in other locations to replay jobs or just futz around with.
  • Gas Mask Mooks: Le Paradox's rat guards.
  • "Get Back Here!" Boss: El Jefe. Sly even lampshaded this.
  • Getting Crap Past the Radar:
    • There are several suggestive signs outside the geisha house (such as a fox with cleavage) and inside (the pictures of what is presumed to be the real Madame Geisha), there's also the fact that El Jefe slaps Murray's butt when he walks into the place as Madame Geisha.
    • The Siamese Cats in Arabia are all wearing belly dancer outfits, there are drawings of belly dancers in the level, and Carmilita dresses as one for a distraction in the final mission of the level.
  • Guest Star Party Member: While Sly, Bentley, and Murray and Carmelita, eventually can be selected in each era, each of Sly's ancestors can only be played in the era they're specifically from, for obvious reasons.
  • Hailfire Peaks: Gungathal Valley and Clan of the Cave Raccoon.
  • Heroic BSOD: Bentley falls into this upon realizing that the reason Penelope had vanished in the beginning was because she IS the Black Knight in the Middle Ages episode and had sold out the Cooper Gang to Le Paradox. Needless to say, he took it really hard, tucking inside his shell.
  • Hoist by His Own Petard: Le Paradox's father planned to steal something and frame Sly's father for it. Only to get there after Sly's dad had already stolen it, getting caught by the police and having it pinned on him instead of the other way around.
  • Hypocritical Humor: Near the end with Tennessee Kid of all people commenting on how Sir Galleth has a strange way of speaking while using one of his "southern" expressions.
  • An Ice Person: The Grizz has the ability to freeze you.
  • Indy Ploy: In Chapter 4, the mission briefing is pretty short since Bentley is inactive and nobody has really come up with a plan other than "storm the castle". The team decides that they'll have to make up the plan as they go along.
  • Infodump: Sly's opening narration.
  • Interface Spoiler: Every character, as you know, has a color associated with them. The Black Knight's color is pink, which was Penelope's color in Sly 3.
  • Ironic Hell: El Jefe is a heavy smoker of Cuban cigars. Once he's arrested, he does time rolling Cuban cigars and is not allowed to smoke them.
  • Irony: See Hoist by His Own Petard above.
  • Jerkass: Le Paradox; He doesn't treat his men well such as not paying The Grizz; Not letting Ms. Decibel on the ship; likely planning to get rid of Penelope and furthermore just being a snobbish jerk to Sly Cooper's friends and ancestors by ruining time and trying to kill them.
  • Latex Perfection: This is how Dimitri disguised himself as Sly in the trailer.
  • Matrix Raining Code: In the little loading screens that appear before and after Bentley's hacking minigames.
  • Medieval European Fantasy: "Of Mice and Mechs", set in Medieval England.
  • Misplaced Wildlife: "40 Thieves," set in Ancient Arabia, features Siamese Cats, a native breed of Thailand, as Guards. This can be explained away, as "the Orient," while commonly referring to Asia, can include The Middle East. The Grenade Baboons are less dubious, for baboons can be found in both Africa and the Arabian Peninsula.
  • Moral Dilemma: Bentley is truly torn between sitting out the fight with the Black Knight aka Penelope, and assisting Sly and his gang in the Knight's defeat. In the end, Bentley shows up just in the nick of time, and remarks he realized that his family is more important to him than his personal problems, and they could have been hurt by his inaction.
  • Musical Nod: The music during the side-scrolling version of Bentley's hacking sequences uses the same music as his one hacking game in the first game.
  • Never Found the Body: Sly's friends refuse to believe he is dead when he disappears at the end of the game. Of course, this is an example where the character is ultimately revealed to be alive in the same game.
  • Nice Job Breaking It, Hero: Sir Galleth unplugs a huge plug thinking it would "slay" the 3-headed robot dragon. It doesn't, it ACTIVATES it.
  • Noodle Incident: Sly mentions the time Murray won a burrito eating contest. The only thing commented on it was that it was a bad memory and that Bentley couldn't enter the van for a month.
  • Not So Different:
    • In Chapter 3, Carmelita realizes this between her and Sly. After all, they do both fight crime, they just do it from different sides of the law.
    • Later in the game, in Chapter 4, this sort of thing happens again, between Bentley and Penelope, who's working for Le Paradox because she believed that Bentley had so much potential wasted on Sly.
  • OOC Is Serious Business: Multiple times throughout the game, Murray turns down food. At first, he does it in Chapter 3 after Bentley sends in Bob to climb an ice wall, in the introduction to Chapter 5, and then he turns down a few bowls of ice cream in the final cutscene after Sly's disappearance.
  • Press X to Not Die: The Le Paradox boss fight relies on quick time commands during the sword/cane fight portions.
  • Public Domain Soundtrack: The piano piece Ms. Decibel plays during "Heavy Metal Meltdown" contains snippets of "Rule, Britannia."
  • "The Reason You Suck" Speech: Towards the end, Sly tells Le Paradox that he's a complete idiot for messing with his ancestors in the first place, and that he could've avoided everything bad that happened to him in the game and lived his life in peace in the present as a billionaire thief.
  • Red Herring: You can see Clockwerk in various points of each in the hub worlds; he has absolutely nothing to do with the plot, and is basically an Easter Egg.
  • Ripple Effect Indicator: The plot is kicked off by Bentley seeing the words written in the Thievius Raccoonus literally vanishing off their pages.
  • Ripple Effect-Proof Memory: The Thievius Raccoonus is being erased because the Cooper ancestors who wrote them are being interfered with. This has no effect on any of the skills Sly learned from the book.
  • Scenery Porn: Dear lord, Sanzaru Games is really worked hard on the backgrounds.
  • Sequel Hook: The ending has Sly missing, and everybody in the gang trying to find him. The secret ending reveals that Sly is still alive, but because of the rift in time that Le Paradox created, he's trapped in Ancient Egypt, not to mention Penelope escaping prison in the end credits and sending postcards to Bentley.
  • Save the Villain: At the climax, when the blimp is beginning to crash, Sly chooses to save Le Paradox instead of letting him fall to his death. Le Paradox repays Sly by stealing his paraglider and leaving him to die.
  • Ship Sinking: Penelope Jumping Off the Slippery Slope leads to her and Bentley breaking up for good. Darkly lampshaded when, before the Rock 'Em Sock 'Em Robots portion of her boss fight, Penelope tells Bentley it's time to make their breakup official.
  • Show Some Leg: Carmelita takes one for the team by doing a belly dance to distract some guards in Arabia. Shes not happy about it either. Seeing how the rest of the guys take a glance to see the show they're not as upset as she is.
    Sly:: Possibly your best plan ever, Bentley.
  • Smelly Skunk: Le Paradox. A lot of characters have brought up his odor problem.
    • And yet, he uses it to his advantage, providing... ammunition for the gas guns his mooks carry.
  • Snap Back: If you choose to go back to a previous time period, the respective Cooper from said time period is not only still playable, but still HAS his cane despite it being stolen in an earlier cutscene.
  • Snark-to-Snark Combat: At least half the dialogue between Bentley and Sly.
  • Soft Water: The only reason why Le Paradox didn't die was because he conveniently fell into a river.
  • Stealth Pun: After Penelope's betrayal is revealed, Bentley falls into a Heroic BSOD, hides in his shell, and won't come out. In other words, Bentley "won't come out of his shell."
  • Stopped Numbering Sequels: Notice the lack of a 4 in the title.
  • Symbol Swearing: This is how the steer react during the sarsaparilla serving portion of the "Saloon Bug" job if they're close to losing their patience at the counter.
  • This Is Unforgivable!: Penelope betraying her former allies, and breaking Bentley's heart was enough for Sly to declare war on them.
  • Time and Relative Dimensions in Space: Thieves in Time takes the destination programming route, programming being done via analyzing an object from the specified time period. They were quite lucky to be able to find objects that were not only from the correct era, but even right down to the exact year, month, and day needed.
  • Time Travel for Fun and Profit: Plan of all of the villains.
  • Trap Is the Only Option: Sly and Bentley recognize that Carmelita sitting right in the middle of an empty room is an obvious set up, but Sly can't just leave Carmelita, and springing the trap does distract Le Paradox long enough for the Cooper Ancestors to take back their canes.
  • Tron Lines: A lot of these can be found throughout the game, most noticeably the giant fish ad in "Turning Japanese".
  • Trophy Room: There are trophy rooms in each hideout, consisting of treasures and trophies collected throughout the game. Some can even affect the gameplay.
  • The Web Always Existed: Not only are you able to access ThiefNet during ages where even electricity had not yet been discovered, but you are also somehow able to instantaneously teleport your purchases to you, whenever and wherever you may be.
  • The Wild West: Cotton Mouth Bluff, the setting of "Go West, Young Raccoon."
  • Wutai: Turning Japanese, which takes place in Feudal Japan.
  • Wham Episode: "Of Mice and Mechs." Bentley is following the Black Knight, only it's revealed that it's Penelope, his girlfriend. She's undergone a Face–Heel Turn that makes poor Bentley go into a Heroic BSOD and hide himself under his shell.
  • Ye Olde Butcherede Englishe: This is how Sir Galleth speaks.
  • You Have Researched Breathing: Some of the abilities you can buy are rather... odd. Sly and Murray need to buy the ability to run while charging their attacks, Sly needs to buy the ability to run while on a rope, and Bentley needs to buy the ability to kick his bombs (despite said move only requiring you to do Bentley's regular kick attack while next to a bomb).
  • You Need a Breath Mint: Red-Eye, the coyote gunslinger from the "Grand Key Larceny" mission. After telling Carmelita that she has to kiss him if she loses the shooting competition, Carmelita remarks that his breath smells like "fermented gym socks."

http://tvtropes.org/pmwiki/pmwiki.php/VideoGame/SlyCooperThievesInTime