Sly Cooper: Thieves in Time GR GamePlay demo

It’s been more than six years since Sly Cooper last starred in a caper, but the raccoon cat-burglar’s long-awaited return to action is just over the horizon. Earlier this week, we got a chance to tackle Sly Cooper: Thieves in Time for ourselves, and judging from what we’ve played so far, the franchise is in good hands with new developer Sanzaru. Thieves in Time is a finely tuned, cel-shaded, goofy platformer filled with stealth, climbing and opportunities to steal stuff – in short, it’s everything we’ve come to expect from a Sly game.

We visited two levels during our playthrough: in the first one, we crept through a restaurant in feudal Japan as Sly’s ninja/sushi chef ancestor, Rioichi. In the second, we explored a medieval big top as Sly, armed with an archer costume that let him shoot remote-controlled arrows attached to ropes, which he could then run across. And while we could bore you with more description, we’ve instead brought together two editors who played the game – GamesRadar’s Mikel Reparaz and PlayStation: The Official Magazine’s Scott Butterworth – to talk you through the two levels in their entirety and point out cool stuff along the way.

So far, Thieves in Time looks poised to be a treat for fans who’ve missed the larcenous raccoon’s antics. We’ll find out for sure when the game finally arrives sometime this fall.

Mikel Reparaz
After graduating from college in 2000 with a BA in journalism, I worked for five years as a copy editor, page designer and videogame-review columnist at a couple of mid-sized newspapers you've never heard of. My column eventually got me a freelancing gig with GMR magazine, which folded a few months later. I was hired on full-time by GamesRadar in late 2005, and have since been paid actual money to write silly articles about lovable blobs.