If we want to get Murray back, it looks like we’re going to need to bring Octavio down a peg, and stop him from polluting the waters of Venice… more than they already are. Let’s help him out.
As I mentioned in this batch of episodes, one of the most immediately noticeable changes to the game in Sly 3 was the absence of clue bottles and the vaults whose combinations they revealed. I believe the reason for that was simply the short dev cycle this game went through, but either way, I’m one of the few people who seem to think it was better for the game.
I felt that clue bottles in Sly 2 felt more like a legacy carryover from the first game than a useful mechanic in their own right. As someone who likes to finish everything as soon as possible, I would start most episodes by scouring the map for clue bottles to get all 30 of them before I even start the story mission. Not only did this hurt the pacing, but in many cases, the clue bottles were hidden in places I couldn’t access until I made enough progress on the main story missions, leading to my frustration.
Without them, this pacing killer was a non-issue. I could just play through the story without feeling the need to constantly detour just to take a few clue bottles that were off the beaten path. Additionally, not many of the powerups unlocked through clue vaults in Sly 2 has a dramatic effect on the moment to moment gameplay, so even when I got them they would just clog up my gadget select screen.
Obviously, my opinion is not the commonly popular one here, but it is my opinion and I’m sticking to it.
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