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I have no idea what you're saying. And your suit sucks!
This article requires a partial or complete rewrite.
The following is based on cut or altered content and is not considered to be part of the Sly Cooper continuity.

This is a list of content that was either removed or altered in the final version of Sly 2: Band of Thieves.

ContentEdit

  • In the demo, Bentley and Murray had different lines of dialogue during the binocucom discussion in "Silence the Alarms."[1]
    • Murray: Hey Bentley, you don't have to talk to me like I'm a child.
    • Bentley: Well, I'm just trying to make it crystal clear for you.
    • Murray: What's clear to me is that you're not sure I can pull this off. Look, if I'm the guy for the job - then I'm the guy!... don't worry, The Murray will lay waste to these alarms and emerge triumphant.[2]
  • There was going to be a ninth episode that took place in Monaco. A mission was also detailed as having Bentley hijack a yacht and crash it into the docks. It is assumed that this was going to be a second Dimitri Lousteau episode, as he has only one, and he is in Monaco in The Adventures of Sly Cooper, Issue 1.[3] If it was Dimitri's second respective episode, then it would have been the second episode of the entire game, not including the prologue.
  • A yacht appeared in an early version of Paris; while it is unknown what the purpose of the yacht was, it may have been related to the cut Monaco episode.
  • An early version of the game originally had maps, in the PAL instruction manual talks about them a brief conversation between Bentley and Sly refer to using them to look for waypoint beacons.
  • As mentioned by Bentley in the demo disc for Sly 2, some flashlight guards in specific missions (such as "Theater Pickpocketing") would have red flashlights instead of yellow. These guards would all be in radio contact with one another, so being seen by one would alert all of them.
  • In an early trailer for the game, Sly can be seen collecting a treasure (presumably the Gold Painting) in the backstage area of the theater, with the sleeping guard. Treasures found inside areas do not exist in the final release with one exception, the aforementioned Gold Painting in "Bug Dimitri's Office."
  • Keys in some missions would be replaced by keycards.
    • Pickpocketing was also originally supposed to be a job-specific technique; loot that would later be able to be sold on ThiefNet was not implemented into the game possibly until ThiefNet was even introduced.
      • Collection screens were absent during the demos.
  • Both the warthog guards and the rats from "The Black Chateau" had different texturing; The warthog guard's face was brown, his eyes were yellow and he had a blue and purple suit. This early version can be seen in the E3 demo of Sly 2. The rats, on the other hand, had a pink bandana instead of a red one; this design is only seen in pictures.
  • It originally took three hits from Murray to kill a rooftop guard.
    • Rooftop guards originally took two slam moves to defeat, while flashlight guards originally took 3.
  • A few early images show there was originally going to be snow in "A Tangled Web," just like "Jailbreak."
    • The bank also originally had wooden boards nailed to the door of the abandoned bank Neyla has taken over.
  • Several jobs were cut from, or altered in, the final game.
    • In "The Black Chateau," there was a job requiring Sly to ride the skids of a helicopter around Paris in order to drop into and unlock the courtyard behind the nightclub. In the final game, the courtyard's gate is not required to, and cannot, be opened.[4]
    • Follow Neyla's mission originally had you chase her back to the start of the mission to gain insider knowledge about Dimitri, which would unlock the cut helicopter mission, instead Neyla just leads you to the nightclub's back entrance.
    • Dimitri's boss fight in the mission Operation: Thunder Beak originally took place on the upper levels of Dimitri's printing press room, which also had a removed pipe leading up to the second level and operational elevators, these elevators still function in the final game.
  • In the demo, coins would appear in larger amounts.
    • The coin counter featured a 3D spinning coin instead of a stationary 2D coin.
  • Clue bottles initially did not exist in the demo. When they were introduced to the game, however, they did not make a sound until very late into production.
  • Rajan was originally made to be Neyla's father, but this was changed to simplify the plot line.
  • Some characters were originally supposed to have different names:
    • Neyla's name was originally supposed to be spelled "Neela".
    • The Contessa was originally "the Countessa".
    • Jean Bison was originally called "Jean Cretin".
  • The splash intro from Sly Cooper and the Thievius Raccoonus with the Sucker Punch logo was originally going to be used in the game, but it was replaced with the current intro.
  • Many jobs contained different names:
  • Murray had a different voice for the demo; whether this was Chris Murphy doing another voice or a different voice actor entirely is unknown, although this was eventually changed to the current Murray voice. It is known that this was due to the playtesters thinking that Murphy's bisexual voice of Murray sounded like a bad impression of Barney the dinosaur.
  • The cinematic cutscenes for the game were originally animated like they were in Sly 1. The intro cutscene for "The Black Chateau" was also originally narrated by a different actor behind the voice of Sly than Kevin Miller.
  • The lighting stats for the game were drastically different, the most notable difference being that Paris (as seen in "The Black Chateau") was much darker.
  • The safehouses had many differences:
    • The table in all of the Cooper Gang's safehouses was glass-topped and rectangular, unlike in the final game.
    • Bentley was always typing on the laptop where ThiefNet is accessed instead of crunching numbers on a small, telephone-like device. This would most likely be due to the fact that there was no ThiefNet earlier on in the game's production stage.
    • The chairs in each safehouse were all two cardboard boxes stacked on top of one another.
    • While standing idle in the safehouse, Sly was not animated.
    • The safehouse in Paris had different windows on the roof than it did in the final release.
  • The beacons all originally needed to be activated by opening a character's Binoc-U-Com and then moving it around instead of pressing L3Button like in the final version of the game.
  • Binocucoms all needed to be opened and closed by clicking RStick, not pressing R3Button.
  • The "meter" part of the Thief Meters looked exactly like that of the Bentley's RC chopper, not like what was shown in the final version of the game. Sly's Thief Meter also did not have the black outline on it like it did in the final version of the game.
  • Players could originally spam the use of Bentley's darts.
  • Murray was originally not animated while he was holding something that he picked up with his "Stomp" move.
  • The only submenu of the game that initially worked was "Sound options", and it would also freeze the game if the player tried to close out.
  • A mechanic that was cut from the final game involved the player holding down the L2Button button. This would focus the camera on the nearest waypoint or guard.
  • When the player was being sneaky, the Thief Meters would not emit yellow rings. The original counterpart to this was an exclamation point being shown above the avatar's head.
  • The guards in the game originally dealt twice the damage than they currently do from their attacks.
  • The sewer manhole near the Cooper Gang's safehouse in Paris used to be bigger. It also had road barriers surrounding it. The barriers were used in Murray's tutorial during the beta, but it remains unknown today if the barriers were also supposed to be part of a mission in Paris.
  • If the player spammed the XButton and SquareButton buttons (specifically in that order), Sly could fly. This feature was patched by the time of the game's release.
  • The Cooper Van was nowhere near both the Paris safehouse and the India safehouse (near Rajan's palace) in the early demos.
  • Sly's stealth auras were missing from everywhere in the episode "The Black Chateau".
  • The suitcases filled with money from the areas around Dimitri's nightclub were originally crates.
  • The first room in the wine cellar from Paris had a stealth mission involved during the demos instead of a guard brawl that Sly took part in alongside Murray.
    • The transition from the first room in the wine cellar to the second room also featured a single laser trap instead of the current three.
  • The "Job Complete" screens were very different. Tasks from those jobs were shown above a character's head, then checked off.
    • Bentley lacked his gloves when his "job complete" screen was shown.
  • Dimitri's nightclub had tougher security than in the final version. It also featured a safe, similar to the clue safes from Sly 1.
  • Graffiti with corrupted textures was spread throughout the interior of Dimitri's nightclub. The graffiti was removed in the final game.
  • Chalk talks did not exist in demos.
  • Markers for some of the jobs were in different locations than in the final version.
  • During binocucuom chats, the waypoints were originally always yellow and really simple instead of the way they would normally be represented.
  • In the job that is now known as "Satellite Sabotage", there were four satellite dishes instead of three in the demo. One of the satellites was also in an alternative spot.
    • Redirecting the satellites originally needed to be done after the player hacked the control module for whatever satellite they were about to redirect.
  • Dimitri originally did not have his own card and sound effect after he emerged from his boat.
  • During the job "Follow Dimitri", Dimitri was able to see Sly when he was on top of a tightrope during the demos, which would fail the job. This feature was removed in the final release.
    • Dimitri also did not say anything when he saw Sly.
    • In the same job, the player was initially required to be very close to Dimitri when he typed in the password. There also was no keypad during the demo.
    • When the job was completed, Sly was not directed back to the safehouse by the game system; the player had to take him back manually.
  • "Job Failed" screens looked very different than in the final version of the game.
  • The job that is now called "Waterpump Destruction" had a very different design than in the final version of the game.
    • The ice cubes that Murray threw in that job were originally used to put out a fire instead of shut down the laser control modules. The fire was completely removed in the final version of the game.
  • The rooftop guards inside Dimitri's nightclub used to be the normal rat guards instead of the current janitor rat guards.
    • The guards inside the nightclub had increased jump heights.
  • In Paris, treasures could only be found inside Dimitri's nightclub. In the final version of the game, they were all located outdoors, just like in every other episode.
  • The piano inside Dimitri's nightclub originally had potted plants next to it instead of the current poster with comedy and tragedy masks on it.
  • The vaults in the game all looked used to like bank vaults instead of safes.
    • The pictures of Dimitri that surrounded the vault in Paris were absent during demos.
    • There was no vault in Rajan's palace during the demos.
  • Neyla's model depicted her as being very chubby in the demos.
  • Guards originally did not stop coming during the job "Silence the Alarms".
  • The job now known as "Disco Demolitions" had the pillars that Bentley needed to bomb marked with icons instead of waypoints.
  • The spotlights in Dimitri's nightclub originally had blue lights coming from them despite the bulbs being illuminated with yellow light.
  • The rat guards in the job which is now called "Operation: Thunder Break" were in slightly different positions in the demo than in the final version of the game.
    • The truck's health bar from this job was more complex in the demo.
  • Thief Meters that the bosses used looked similar to how they did in Sly Cooper and the Thievius Raccoonus during the demos.
  • During the demos, spoken dialogue was only used in binocucom chats. All other times, text boxes similar to those in Rocket: Robot on Wheels were used.
  • Bentley had a decreased jump height in the demos.
  • Murray's jump height was increased in the demos.
  • Sly's paraglider was originally striped, but in the final game, it has his symbol on it.
    • In the E2 demo, the paraglider was available as early as "The Black Chateau", while in the final game, it can be unlocked as early as "A Tangled Web".
  • When guards were alerted, the symbol on a character's Thief Meter would not repeatedly pulse red, but there would rather be a red exclamation point in the upper right-hand corner of the screen.
  • At Rajan's palace, the lighting featured different contrast amounts. Some structures even appeared darker.
  • The cobra statue at the exterior of Rajan's palace originally featured a pedestal where treasure could be placed, but it was removed in the game's release.
  • Although the fire pit outside Rajan's palace was the same size in demos as it was in the final game, the fire was considerably smaller.
  • The cobras from India originally were able to respawn, even after Sly defeated them.
  • One of the rhino guards in "A Starry Eyed Encounter" had his flashlight set up the wrong way in some of the demos.
  • The floor from the ballroom inside Rajan's palace originally had lots of colors.
  • The job "Recon the Ballroom" had some differences in the demos:
    • Curtains would get in the way when taking some photos, yet it did not affect the outcome of the result of taking the picture.
    • The player did not have to take photos of the guests; only Rajan, the Clockwerk wings, and the mechanical winch.
    • Dimitri appeared in the job instead of Jean Bison.
    • Carmelita was not animated during the job and also wore her regular attire, as seen in Sly 1
  • Attacking the guards in the job "Lower the Drawbridge" would fail the job in the demos, even if Sly had already pickpocketed their keys.
  • Rajan was always wearing the vest that can only be seen in cinematic cutscenes during the final game.
  • The job "Battle the Chopper" originally did not have the lever that Murray needed to pull.
    • The health meter for the helicopters in that job also was missing.
  • The doorman from the jobs "Ballroom Dance Party" and "Steal a Tuxedo" did not have a black background surrounding his eyes.
  • In order to enter rooms during the job "Steal a Tuxedo", the player needed to use balconies marked with waypoints instead of the front doors during the demos.
    • In the same job, the icon for the tux parts was a flower in the demos.
    • The job also featured a different collection screen. Some of the tux parts even looked different in the E2 demo. The owners were even displayed after a tux part was collected:
      • The bowtie belonged to Arpeggio.
      • The gloves belonged to Carmelita.
      • The dance shoes belonged to Rajan.
      • The shirt belonged to the Contessa.
      • The tuxedo jacket belonged to Jean Bison.
  • Neyla and Carmelita never wore their formal wear during Rajan's ball in the demo (except in dancing segments).
  • The gems in the job "Elephant Rampage" were originally emeralds instead of rubies.
  • The jobs in "A Starry Eyed Encounter" were not all unlocked in order; some of them were unlocked together.
  • In the demo, Murray was not carrying the Clockwerk wings during the job "Clear the Way for Murray".
  • Early in the game's production, the map of Rajan's spice temple had lighting features that made it brighter. The skybox was also missing in the demo.
  • The elephant mouth in the spice temple originally contained a doorway, but it was removed during the final release.
  • The pipe in Rajan's spice temple did not have the grate blocking its opening in the demos.
  • The cricket chirp sounds from "The Predator Awakes" that can be heard in the final game were missing in the demo.
  • The ruby buyers originally wore different-looking clothes.
  • One of Rajan's shoes is untextured in "The Predator Awakes" during the demos.
  • The Cherry Bomb 500 did not have visible TNT early in production.
  • In the job "Operation: Wet Tiger", Bentley needed to shoot parachuting baboon guards instead of bombs.
  • The ruby from what is now the job "Rip-off the Ruby" was visible even after the job was completed.
  • The boss fight from the job "Showdown with Rajan" had many differences in demos:
    • There was no electric fence
    • When Rajan was unconscious, Murray needed to throw him into a pipe.
    • The guards continuously respawned after they were defeated.

GalleryEdit

ReferencesEdit

  1. https://www.youtube.com/watch?v=podveVY-aZI. Sly 2 E3 demo.
  2. It should also be noted that there is a difference in Murray's voice between the E3 demo and the one from Ratchet and Clank: Up Your Arsenal.
  3. The Evolution of Sly
  4. The Chopper mission on YouTube
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