As the PlayStation 2 entered its second year, Sony demonstrated a commitment to original, quirky, and edgier titles. This approach fostered creativity within the 3D platformer genre, a trend exemplified by Sucker Punch Productions' Sly Cooper and the Thievius Racoonus. Released in 2002, the game was seen as a potential enduring entry in the 3D platformer lineage, standing alongside contemporaries like Banjo-Kazooie and Jak and Daxter.

Sly Cooper centers on the titular raccoon thief, a charismatic character described as a suave master of heists with a flair for dramatic escapes. His persona was designed to be a potential all-ages icon for Sony, capable of spawning merchandise and animated adaptations. The game's visual style, characterized by anthropomorphic characters and a noir aesthetic, evoked the feel of 1960s cartoons such as The Pink Panther and Secret Squirrel, complete with a distinctive sneaking bassline accompanying Sly's movements.

Beyond its stylistic presentation, Sly Cooper integrated accessible stealth mechanics into the traditional run-and-jump platforming. Sly's signature cane served multiple purposes, allowing for direct combat, traversal by swinging, and careful sneaking. While not as complex as titles like Metal Gear, Sly Cooper's approachable stealth offered a gateway for players new to the genre. The game mapped environmental interactions to a single button, simplifying navigation and complementing Sly's vulnerability, as he could not withstand extensive damage.

Despite some minor frustrations, such as the inclusion of racing segments, Sly Cooper was lauded for its refreshing contribution to the platformer landscape. The game was part of a trio of new mascot platformers introduced by PlayStation within the first two years of the PS2's lifecycle. This release was viewed as a positive sign for the future of 3D platformers, suggesting a potential for PlayStation to nurture new franchises with the same respect afforded to Sly Cooper's debut.