Sly 2: Band of Thieves (2004): The Review

Overview

Sly 2: Band of Thieves is a masterclass in sequel design, building upon the original’s stylish stealth-platforming formula with more ambitious world design, playable characters, and a deeper narrative. This time, Sly, Bentley, and Murray go globe-trotting to dismantle the Klaww Gang and recover the scattered parts of Clockwerk. The shift from level-based missions to open-ended hubs offers a richer, more immersive experience, making Sly 2 not just a step forward, but a bold leap into heist-driven storytelling and dynamic gameplay.

Score: 8.5 out of 10


The Positives

What used to be a tight, arcade-style platformer, in Sly 1, suddenly turns into a full-blown adventure, still packed with humor but now confident enough to stretch its legs. The jumping, sneaking, and cartoon chaos are all still here, but they’re no longer rushed. This time, the game actually lets you live in its world instead of sprinting through it before the credits roll.

The biggest upgrade is the trio itself. Sly may still be the poster boy, but Bentley and Murray aren’t just sidekicks anymore, they’re fully realized, playable characters who feel essential. Murray brings brute force and pure mayhem, bulldozing through problems that stealth simply can’t fix. Bentley, on the other hand, turns missions into carefully planned puzzles, relying on gadgets, traps, and clever positioning rather than raw power. None of them feel tacked on, and switching between them feels natural instead of gimmicky.

Bentley especially ends up stealing the spotlight. His limited combat range forces a slower, more thoughtful approach, and his growing arsenal, bombs, shrinking tech, hover packs, adds constant variety. Add in his nervous personality and surprisingly strong character arc, and you end up genuinely caring about the little guy. That’s not something platformers usually bother with, but Sly 2 commits hard.

The structure of the game is another massive win. Each world is a free-roaming playground where missions unfold organically, GTA-style, instead of being locked behind a rigid hub system. Reconnaissance, planning, execution, it all flows together smoothly. The Binoc-u-com and color-coded missions make it easy to track who does what, without ever feeling hand-holdy.

Visually and technically, the game is firing on all cylinders. The engine is smoother, the environments are richer, and each location feels tailored to its boss and storyline. Prague’s gothic rooftops, the bustling streets, and the boss interactions sprinkled throughout missions all make the world feel alive. Add strong voice acting, standout music, and some genuinely inspired audio design, and Sly 2 becomes one of those rare games where every piece clicks.


The Negatives⚠️ 

While the open-world structure is a huge step forward, it occasionally exposes some padding. Not every mission hits the same high note, and a few tasks feel more like connective tissue than standout moments. They’re never outright bad, just less memorable compared to the game’s best ideas.

Combat, while improved with health bars, can sometimes feel a bit floaty. Enemies take multiple hits, but they rarely pose a serious threat unless you’re careless or overwhelmed. The challenge leans more toward execution and timing than raw difficulty, which works for the tone but might disappoint players looking for a tougher edge.

Murray, despite being fun, can feel slightly one-note compared to Bentley’s depth. His upgrades mostly revolve around hitting harder and causing more destruction, which is entertaining but not as mechanically interesting over long stretches. He shines in bursts, but doesn’t evolve as dramatically as the rest of the crew.

Some of the money-making mechanics also lean heavily on repetition. Pickpocketing guards and hauling fragile loot back to the hideout is tense at first, but after several levels it becomes familiar territory. The risk-reward balance is solid, yet the novelty does wear thin once you’ve mastered the routine.

Finally, while the story is stronger and more involved than the original, it still plays things fairly safe. The villains are well-designed and integrated, but the overall narrative doesn’t take many big risks. It’s effective, charming, and well-paced, just not groundbreaking.


The Experience ðŸŽ®

Playing Sly 2 felt like reuniting with an old friend who suddenly got their life together. From the start, it was obvious this wasn’t just “more Sly”, it was smarter, bigger, and more confident. I wasn’t rushing anymore. I was exploring rooftops, stalking guards, and actually enjoying the quiet moments between missions.

Switching between Sly, Bentley, and Murray kept things fresh in a way I didn’t expect. One minute I was gliding across rooftops, the next I was carefully lining up sleeping darts or charging headfirst into enemies like a furry wrecking ball. Bentley, especially, surprised me. What started as cautious curiosity turned into genuine excitement every time one of his missions popped up.

The humor landed consistently. Whether it was absurd mission setups, over-the-top villains, or small character moments, the game never took itself too seriously, but it also never felt lazy. There were multiple times where I caught myself laughing at how ridiculous a plan was, only to realize it actually made perfect sense in Sly’s world.

The worlds themselves pulled me in more than I expected. Sneaking through streets, stealing valuables, and barely making it back to the hideout without getting smacked added a constant layer of tension. Even familiar mechanics felt better because the stakes were clearer and the environments more alive.

By the time the credits rolled, I noticed this was the moment the series figured out exactly what it wanted to be. Not just a platformer, not just a stealth game, but a character-driven heist adventure that knew how to balance charm, variety, and pure fun. And honestly? It was hard not to love it.

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