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YMMV / Sly Cooper and the Thievius Raccoonus

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  • Breather Boss: While each previous bosses all required a specific strategy to beat them, the Panda King is nothing short of a walk in the park. His attacks are all slow, blatantly telegraphed (not that that's a bad thing) and easy to avoid. And what do you have to do to beat him? Avoid his attacks while approaching him, then whale away on him with your cane. No other boss had you do this. At all.
  • Breather Level: Fire In The Sky, while still moderately challenging, is probably the easiest part of the game and a relieving change of pace before you're thrown into the brutality of Clockwerk's lair, and the Panda King is a refreshingly easy boss as the cherry on top. The only truly difficult part is the Murray race, and even thats more forgiving than the previous one.
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  • Demonic Spiders: All of the flashlight guards count as these, but Muggshot’s Doberman Pinschers are particularly nasty since they come sprinting at Sly much faster than the other guards if they spot him, but while the other guards fire single projectiles that can be dodged with some skill, Muggshot’s fire a barrage of 4 shots that all home in on Sly. If any bullet hits him, you’re done.
  • Ear Worm: Mz. Ruby's catchy boss theme will get stuck in your head, not merely because of how catchy it is but because you'll more than likely be hearing it over and over again.
  • Hilarious in Hindsight: Panda King is a panda who practices kung-fu and uses fireworks before a movie about a certain panda who practices kung-fu and uses fireworks came out.
  • Goddamned Bats:
    • The ghost cats from the Vicious Voodoo stage.
    • The bomb toting roosters from the "Down Home Cooking" level.
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  • Jerkass Woobie: Muggshot, Mz. Ruby, and Panda King of the Fiendish Five could qualify, all being rejected/bullied in their youth and becoming criminals to get revenge. Raleigh is a notable aversion, as he was well off and became a villain out of sheer boredom.
  • Moral Event Horizon:
    • Clockwerk definitely crossed it when he had the Fiendish Five kill Sly's father, but it turns out that his whole reason for it? He hates the Cooper line and wants to surpass their reputation.
    • While we only learn of the villain’s main evil deeds in their stages introductory stages, we actually see the Panda King destroy a mountain village because they wouldn't pay his protection racket… then, when you enter his compound, you hear an announcement from the Panda King telling his workers to murder any survivors in case they come to the compound looking for vengeance. This, and his part in killing Sly’s parents, is part of the reason why Sly refuses recruit him in the third game or forgive him.
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  • Most Annoying Sound: Unlike Sly’s smooth, quiet voice, his teammates yell their lines. Bentley in particular is bad about this, given how often he speaks.
  • Narm:
  • Paranoia Fuel: Mz. Ruby is the only one besides Clockwerk to know precisely who is messing around in her base of operations.
  • Scrappy Mechanic: Unlike in some other platforming games with optional time trials in each level, you actually lose a life if you die after you start the timer. Especially bad since the game takes away your horseshoes if you trigger the timer, so not only are you reduced into a One-Hit Wonder, the difficulty will likely drain your extra lives like all hell. While fortunately the only penalty for losing all your lives is that the game ignores your latest checkpoint and sends you to the start of the level instead, it's still rather annoying.
  • That One Achievement: Those damned Master Thief Sprint challenges. They get a little easier once you get the hang of it, but quite a few of them can only be beaten by pure luck and timing.
  • That One Boss:
    • Mz. Ruby, as the fight against her is an Unexpected Gameplay Change to a rhythm game, becoming strangely similar to Space Channel 5. Your sense of timing has to be very precise to land some of those button prompts as well. Doesn't help that in the PS3 Collection, the rhythm that you have to press the buttons in is off beat from the song. It can really annoy some of the more musically inclined players.
    • Muggshot as well, mostly because you have to have amazing dodging skills in order to evade his bullets, and Muggshot is a pretty fast mover. To make matters worse, the second floor is oddly shaped with a few pitfalls and the last phase of the boss has you spire jumping to turn the mirrors around. Oh, and if you use a mirror as cover that’s been turned to face him, it’ll turn away when he goes to shoot you. There is one saving grace; while using the roll move, Muggshot is completely unable to hurt you.
  • That One Level:
    • "A Ghastly Voyage", in large part due to the dozens of obstacles you have to shoot through to advance, not to mention all the Goddamned Bats.
    • "Sinking Peril". Remember that Daredevil Comet mission from Super Mario Galaxy where you have to rush through Melty Molten Galaxy without getting hit? Yeah, it’s like that, but with a lot more climbing and precision jumping required. There are also portions of the level (electrified gates) that you can't rush through—you have to wait for the electricity to stop firing before you can pass.
    • "Bentley Comes Through," because every broken piece of code hurts you AND you have One-Hit Kill security drones after you as well. It gets to ridiculous Nintendo Hard levels like most of the final level.
    • Both of the Murray Races are among the most frustrating parts of the game, due in part to the loose physics of the car and the tight track design making it a huge pain to even pass up the other cars, much less hold the lead. At times, they can really feel like a Luck-Based Mission. To add insult to injury, finishing them is mandatory to beat the game.
    • Pirahna Lake isnt particularly hard compared to the rest of the game, but it can be a serious slog to beat for newcomers. You have to light up 25 torches while using pirahnas to fuel your swamp skiffs flamethrower. Catch is, youre given a very tight 2 minute time limit, and the pirahnas constantly flee from you and have tiny hitboxes, making it hard to stack up on fuel. Oh, and you can only hold five shots at any time.
  • They Wasted a Perfectly Good Character: Sure, all five members of the Fiendish Five are extremely colorful and memorable in their own unique ways, but it would have been really awesome to see them all being dastardly as a group. Sadly, aside from a single flashback to the death of Sly’s father (where we just see their silhouettes), they spend the whole game in their separate lairs.
    • Unlike in the later games, the villains don't appear in person until their boss fight; unfortunately this means they don't get too much characterization as a result. While you can piece some details together from their PA announcements and intro cutscenes, they don't feel as fleshed out as, say, Don Octavio or Contessa.

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