Sly Cooper Codexery

Sly 2: Band of Thieves

Three new thieves, one global heist, and a raccoon who never stops swinging.

Sly 2: Band of Thieves

Sly 2: Band of Thieves is the second installment in the Sly Cooper action-adventure franchise, developed by Sucker Punch Productions and published by Sony Computer Entertainment for the PlayStation 2 in 2004. It expands the formula established by the original Sly Cooper & the Thievius Raccoonus by introducing a full playable crew—Bentley, Murray, and the newly added Carmelita Fox—whose distinct abilities unlock new traversal and combat options within each level.

The game is widely regarded as the series' high-water mark in terms of level design, character variety, and narrative scope, sending the Band of Thieves across multiple continents to dismantle the Raccoon Brothers' global treasure-heist operation. Its success cemented the Sly Cooper brand as a flagship PlayStation title and set the stage for the 2005 sequel, Sly 3: Honor Among Thieves.

Developer
Sucker Punch Productions
Publisher
Sony Computer Entertainment
Platform
PlayStation 2
Release year
2004
Protagonist
Sly Cooper
Main antagonist
Muggshot
Genre
Action-adventure / Stealth

Lore & Background

After the events of the Thievius Raccoonus, Sly Cooper assembles a permanent crew to counter the escalating ambitions of Muggshot and his brother, the Raccoon Brothers, who have turned their family's thieving legacy into a worldwide enterprise. Each continent holds a piece of a grand plan, and the Band of Thieves must infiltrate, outmaneuver, and ultimately dismantle the operation from the inside.

The addition of Bentley the raccoon, Murray the bear, and the sharp-shooting kangaroo detective Carmelita Fox transforms stealth from a solo discipline into a coordinated team effort. Bentley's gadgets, Murray's brute-force takedowns, and Carmelita's long-range precision each open paths that Sly's acrobatic parkour alone cannot reach, turning every level into a puzzle of who to be and when.

Muggshot's motivation—reclaiming what he sees as his family's rightful inheritance from the Cooper line—gives the conflict a personal, almost familial edge. The Raccoon Brothers are not cartoonish villains but a shadowy parallel to Sly's own heritage, and their global reach forces the Band of Thieves to operate on a scale the lone raccoon never imagined.

In Their Own Story

The wind howls through the scaffolding of a half-finished cathedral in Rome. Bentley crouches on a gargoyle, his goggles reflecting the amber glow of a security laser he's about to loop. Below, Murray is holding a drawbridge with one paw, snarling at a guard who has no idea the two hundred pounds of bear above him is the only thing keeping the whole structure from toppling into the Tiber.

Sly drops from the rafters, scarf trailing, and lands in a crouch on the bridge's edge. "Carmelita," he murmurs into the radio. "Now."

Somewhere in the bell tower, a single .38 round sings through the night air and shatters the vault's lock mechanism. The gears grind. The door swings open. Three raccoons, a bear, and a kangaroo vanish into the darkness of the vault, and by the time the guard finds the bridge, the only evidence left is a single stolen chalice and the faint smell of gunpowder.

Reader's Guide

Sucker Punch Productions built Sly 2 as a direct evolution of the original's stealth-parkour loop, but the true leap was the crew system. Instead of one character juggling every problem, the player now swaps between Sly, Bentley, Murray, and Carmelita mid-level, each with a unique move set that gates specific routes. Levels across Europe, Asia, Africa, and the Americas were designed around this switching, making the game feel dramatically larger and more varied than its predecessor.

Released in 2004 for the PlayStation 2 under Sony's publishing banner, the title arrived during a period when the platform's library was still expanding, and Sly 2 quickly became a recognizable name in the action-adventure shelf. Critics praised the level design, the character distinctiveness, and the tighter pacing compared to the first entry. The game was a commercial success for Sony, reinforcing the Sly franchise as a marquee second-party property.

Its legacy is twofold. First, it proved that a lighthearted, cartoon-styled stealth game could sustain a full sequel with deeper systems, giving Sucker Punch the confidence and studio backing to push further with Sly 3: Honor Among Thieves the following year. Second, the crew-switching design philosophy influenced how the team approached cooperative and multi-character gameplay in later projects. For players who grew up on the PS2, Sly 2 remains the entry that made the crew feel like family—and the one most fans still point to as the series' peak in pure level variety.

Did You Know?

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