![]() That repetition extends beyond the mini-games too. These half-baked ideas provide a fine if forgettable distraction from the core gameplay the first time they pop up, but as they reoccur in increasingly difficult incarnations, they become game-stopping annoyances. At various points, the regular gameplay will be replaced with a dual-stick shooter, a side-scrolling shoot-em-up, a rhythm game, and - worst of all - several challenges that rely on finicky Sixaxis/Vita tilt mechanics. Thieves in Time is strangely obsessed with mini-games. That variety doesn't always work in the game's favor. It's very rare that you'll repeat the same type of level twice in a row. Each era also features a playable Cooper ancestor, adding even more to the game's overabundance of activities. Levels change from beat-em-up excursions as Murray to platforming-centric challenges as Sly to hacking and sniping puzzles as Bentley. If there's one thing that Thieves in Time does undeniably well, it's variety. Each level contains clues to the criminal causing havoc in the era, with every action building toward a giant final heist before the team jumps to a new century. The team may have traded globe-trotting for time travel, but the game's structure remains the same: In each era, Sly and crew explore a large, open overworld area that feeds into smaller, more linear levels. ![]()
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