My thoughts on Skylanders: SuperChargers.

04e13-addiction

First things first: I felt Skylanders: Trap Team was an epic money grab, and it pissed me off. From portals with dead spots, to the sheer number of figures required to 100% the game, and finally, the figures that are still unavailable now that the next game is out.

I hadn’t planned on picking up Skylanders: SuperChargers until the deep discounts on Black Friday. If I didn’t get the dark edition for my Wii U, like I did for every iteration it was available, I really didn’t care. I had no plans of acquiring all the figures as I had for the previous three games. Which is saying a lot – I have some serious money wrapped up in the first three Skylanders games. That’s how much of a bitter taste Trap Team left in my mouth. In fact, the post on this blog with the most traffic is the one I complained about the Trap Team portal.

I borrowed SuperChargers for my Wii U, and I picked up a sky vehicle and a SuperCharger skylander, since it was likely I would eventually purchase them. I don’t plan on keeping the sky vehicle, since I’m not getting any of the reposes and their corresponding vehicles. It took me three days to finish the story in nightmare mode, with the very last boss the only one that tried to induce me rage-quitting.

As with all skylanders games, only what comes with the starter pack is all you need to finish the story. More skylanders definitely make it easier, and are needed to 100% the story mode. The best thing about SuperChargers is that you only need three vehicles and one SuperCharger. Spyro’s adventure only needed a total of eight figures, Giants only added the need for a single giant to go with the eight core skylanders, Swap Force needed eight movement types, and if you did it right, you’d get all eight elements at the same time, but any split element gates could be opened with two regular skylanders of the appropriate element type.

Trap Team requires ten Trap Masters, and ten traps. That’s the same as every other game combined. SuperChargers is a return to what made the original game so much fun: story. It isn’t collecting all the figures, or pretty figures, but the story. I’m not too keen on all the vehicle stuff, but SuperChargers is definitely superior to Trap Team in so many ways.

Now, I’m looking forward to picking up SuperChargers when the discounts hit this holiday season. I think I’ll get the eight series one SuperChargers, and their vehicles. Dark and Light was a stupid idea, and poorly implemented. As far as I’m concerned they don’t exist. I still haven’t gotten all the Trap Team figures I had planned on, but I think my money will be better spent on buying the SuperChargers figures.

Finally, there are two “Instant” figures built into the disk. This is opposite of the whole “toys to life” thing, but I appreciate it. I’ll still get a Spitfire and Hot Streak when I finally get my starter, but the SuperChargers disc can be lent to someone who doesn’t have a massive collection (I have something like 180 figures in my collection) and with any old portal they can complete the game with the instant figures.

So if you’re a parent or grandparent, and you’re thinking about purchasing Skylanders, and you have to decide between a reduced price Trap Team starter or the new SuperChargers starter, get SuperChargers. It’ll save money and headaches in the long run.

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About Mark Gardner

Mark Gardner lives in northern Arizona with his wife, three children and a pair of spoiled dogs. Mark holds a degree in Computer Systems and Applications and is currently attending Northern Arizona University. View all posts by Mark Gardner

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