Part of a balanced breakfast.
If I keep this up, I'm going to become the go-to guy for Sly Cooper speed runs...
Anyway, I've played through the first three episodes of this game, and I've concluded that if I am ever going to attempt a speed run of this game, then it's going to have to be an any% single segment. Unlike the other games, there's no on-screen indication when the game is saved, so it's hard to segment. Not to mention that you warp back to the hideout every time you complete a job.
The reason I would do any% is because I have no idea where everything is located and I haven't played the game enough to master finding all the collectibles, let alone plan a route for them. With clue bottles, treasures with very tight time restrictions, and masks to find, a 100% run would require a lot.
Anyway, I'll make some comments on the episodes. Turning Japanese was not very difficult. The hardest part to do quickly is in the prison when you have to get past the fire and axes. That samurai armor moves so goddamned slow that you want to wear it as little as possible. El Jefe is an easy boss once you learn how to dodge his attacks.
Go West Young Cooper is when things get more tricky. Particularly the Tennessee Kid missions have a high chance for failure with all the dodging electricity during the rail slides. Two difficult missions were the one where you have to clear the way for the stagecoach Carmelita's on and the mission where you have to protect the raft with Carmelita. I died numerous times on both these missions. I'm sure with practice I can get the hang of it.
Clan of the Cave Raccoon is not bad until the end. Bob's first mission (where Murray trains him) is way too goddamned long, but there is some room for failure. In the training montage sequence at the end, you are allowed two failures without failing the job, so you can skip the longer mini games in favor of finishing the job more quickly. No, the real problem in this level is the Grizz. Good luck getting through that boss without getting hit or dying at least once. He attacks so much, and trying to knock the ice blocks into him, I always got frozen by the icicles and the shockwave from his jump. And that part is on a timer, too. I'll need to practice that one as well.
Today I tackle Episode 4 and possibly finish the game as well. Then I'll know fully what to expect from an any% run.
Anyway, I've played through the first three episodes of this game, and I've concluded that if I am ever going to attempt a speed run of this game, then it's going to have to be an any% single segment. Unlike the other games, there's no on-screen indication when the game is saved, so it's hard to segment. Not to mention that you warp back to the hideout every time you complete a job.
The reason I would do any% is because I have no idea where everything is located and I haven't played the game enough to master finding all the collectibles, let alone plan a route for them. With clue bottles, treasures with very tight time restrictions, and masks to find, a 100% run would require a lot.
Anyway, I'll make some comments on the episodes. Turning Japanese was not very difficult. The hardest part to do quickly is in the prison when you have to get past the fire and axes. That samurai armor moves so goddamned slow that you want to wear it as little as possible. El Jefe is an easy boss once you learn how to dodge his attacks.
Go West Young Cooper is when things get more tricky. Particularly the Tennessee Kid missions have a high chance for failure with all the dodging electricity during the rail slides. Two difficult missions were the one where you have to clear the way for the stagecoach Carmelita's on and the mission where you have to protect the raft with Carmelita. I died numerous times on both these missions. I'm sure with practice I can get the hang of it.
Clan of the Cave Raccoon is not bad until the end. Bob's first mission (where Murray trains him) is way too goddamned long, but there is some room for failure. In the training montage sequence at the end, you are allowed two failures without failing the job, so you can skip the longer mini games in favor of finishing the job more quickly. No, the real problem in this level is the Grizz. Good luck getting through that boss without getting hit or dying at least once. He attacks so much, and trying to knock the ice blocks into him, I always got frozen by the icicles and the shockwave from his jump. And that part is on a timer, too. I'll need to practice that one as well.
Today I tackle Episode 4 and possibly finish the game as well. Then I'll know fully what to expect from an any% run.
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