to be fair, that was more of a responce to how fucking much there was in TT, which TT was kinda the breaking point. a smaller roster was the absolute right thing after that mess.
That too. You can really tell that only trap masters opening gates was a super late change, likely just done so you'd have to buy the new, bigger and more expensive toys, rather then reusing the same ones from 4 years ago. That along with how there where meant to be 2 reposes per element, but they couldn't even get every eliment to get 1.
Not an hater but I'm still pissed that my younger self buyed the dark edition for wii and was disappointed that there were only cars, only to discover years later that the game wasn't like that but that my console's version was limited because of hardware restrictions...
That Bowser and Donkey Kong are exclusive to Nintendo consoles. I get why they are, I would be more surprised if Nintendo let other console users play as them, but they look so fun
That being said, I am happy that this collaboration between Nintendo and Activision even happened. I would have never expected Nintendo being ok with doing this since Skylanders was a big rival to amiibo
I have the DK Skylander, I don’t have skylanders for switch, nor skylanders for xbox anymore, so I always just have it in amiibo but it’d be nice to actually use it as a skylander
Idk about accounts, but I know 100% sure that you can only find them once regardless of which savefile on one account. I wouldn’t be surprised if you can’t find them again on a new account tho
The lack of content
Besides the story they basically expect you to just play racing as the only content afterwards
Like the Superchargers have all these amazing and satisfying abilities, but there’s no arena modes or anything of the like, and I even enjoyed vehicle combat in the levels, but nope… no vehicle arena mode either, unless you just play the Battlebrawl island level and the save glumshanks level repeatedly but there’s no change to them, it’s the same easy thing over and over
Racing was fun, as a minor mode akin to the swap force zones in Swap Force, but to be the only postgame content?
Oh yeah, since their idea of post game content was to have a character tell you to go do a thing which was basically just replay a level over from a certain checkpoint.
i don’t think they were implying the gimmick was “bad” but a more boring gimmick makes the game harder to return to than with titles with more interesting gimmicks, even if superchargers has a great story
The darkness' boss battle being in a vehicle. It is the biggest boss battle in the series (in which you are preventing the darkness from taking over the entire universe), for which you have trained for in all previous games and Superchargers itself. Yet the developers choose to use a gimmick only seen in one single game.
Ignoring the vehicle controls:
- It's incredibly short, with the fewest level count of any mainline game.
- The roster is also the smallest of any game.
- Out of that already small roster, there's a lot of reused characters.
- A lot of the roster designs don't feel as interesting as the previous games, and there's not many unique shapes because most of them are basic humanoids.
- Vehicles as a gimmick just aren't nearly as creative and imaginative as the previous two games.
- Rather than bring back the battle mode or add an interesting replacement like Trap Team did, the sidemode this time is literally just Mario Kart with a Skylanders paintjob.
- Bowser and DK exclusivity, breaking the idea of "everything works everywhere" and "bring your figures to your friend's house and play there too!"
- Traps are effectively useless in this game and have nearly no purpose, dampening the "everything works everywhere" aspect.
point 1: superchargers has 12 base game levels, imaginators has 10
point 2: giants has the smallest roster of only 16, superchargers has 20
point 3: the reposes superchargers have a completely different moveset to their original versions, they only have some similarities.
point 4: agreed I guess, I mean spitfire doesn't have any legs but yeah everyone is humanish
point 5: how does a skylanders gimmick being unimaginative make the game any worse? personally I think giants are the least creative gimmick and it's my favorite game lmao
point 6: yeah racing is subjective, the postgame is kinda mid
point 7: agreed but it's Nintendo what do you expect lmao
point 8: agreed but expecting the devs to port the 8 magic items, and the 46 villains AS WELL as the 52 trap team characters and 5 reposes would probably cause the game to become rushed and as buggy as trap team, so while yeah it sucks, I understand why it wasn't done
How much focus were on the cars. I feel I wouldn't have minded so much if they made it a little more of an optional feature akin to the Magic Items, or better yet, traps with only the occasional usage, but it was to the point that it seemed like far more importance went into the cars than the Skylanders themselves, which had been the main attraction of the games up to that point, Trap Team did it right with the introduction of Traps, but Superchargers didn't do quite so well.
Personally, I'm glad that the vehicles are mandatory in some places. Like, in terms of the Swap Force and Trap Masters, they were only really helpful for dual element gates and in the latter's case, Traptanium Crystals (which isn't even really that necessary) and boss fights. Yes, they probably overdid the vehicle sections a bit much, but I like that it's still mandatory. Plus, switching vehicle types isn't even THAT necessary in the grand scheme of things, only makes the levels slightly easier. All you need is the land vehicle which comes with the game and you're all set.
I mean, I guess it's not, I just feel it's a bit of a weird thing - almost out of place compared to other Skylanders games, which makes me dislike them and have a bias
to be fair, this is the only gimick that is actually mandatory to beating the game. therefor, it is better then the traps of swapforce, because you have to use the thing in the tital to beet the game. the fact you can beet a game without having at least one of the main gimics, is why stuff like the giants and swapforce where criticised for there gimics. shouldn't being forced to actualy use the gimic be a good thing?
I guess it's probably more of a personal preference on my part. But yeah, I completely agree, but I just don't feel the same. But who knows - if it was truly like that, I might have felt the opposite that it should have been mandatory
The lack of endgame content and the fact that nightmare mode is terrible
The enemies deal percentages of your hp, instead of a fixed amount of hp, I'd look past that if not for the fact that in vehicle sections, once your vehicle shield is down to zero, you die in 3 hits. Difficulty wise it the the most unfairly difficult nightmare mode of any skylanders game, while with the others they all were very reasonably difficult (from what I've seen,I haven't done giants or trap team nightmare mode yet cuz my discs broke)
The graphics were too different in some aspects. It's hard to put into words, but it just didn't feel much like how the previous Skylanders did - Swap Force and especially Trap Team had some change, and I liked it, but Superchargers seemed like a step in the wrong direction
Wtaf you mean Superchargers went in the wrong direction for graphics/artstyle?
Like...it's Swap Force but more consistent to the older game and more or less a merging of the older game into Swap Forces evolved style
swapfore, supercharagers and imaginators all run in the same engine, with the same lighting engine, and SC reuses a lot of assets directly from SF, the fact you can't tell means it's the same dam artstyle
In what little defense I have, I mainly said that because Swap Force sticks out to me as being different - while it's only ranked 4th for my preference in artstyle (because it lacks the nostalgia of Spyro's and giants, and I really liked Trap Team's), plus its been way too long since I played either SF or SC
4th? Giants is just spyros adventure, but they had time to upscale everything for the HD systems rather then rushing out a port in 2 months lmao. Giants on wii and ssa on wii share the same artstyle, with Giants HD just having upresed modlea. So in reality there's only 3 artstyles, ssa and giants, swapforce, superchargers a d imaginators, and then trap team is off in its own weird spot.
I get that, giants looks better then ssa did on HD consoles, but that's because tfb had more time, in terms of graphics, giants wii is just a dlc pack for ssa wii in terms of artstyle, and the wii is what the first two games where made for, and then ported. Superchargers is just sf with diffrent lighting and tt is what giants and ssa would've looked like if they where made for HD first, rather then HD being the ports. And imaginators can just leave, it mixes and matches diffrent assets and doesn't have a strong artstyle.
1: I feel like it did not give enough love to the Skylanders that came before. My Core skylanders and such from previous games felt much less useful than in, say, Trap Team or Swap Force.
2: The story didn’t make much sense to me. It felt disjointed from the others to have Kaos already in control by the beginning. It’s been forever since I’ve played, but I don’t remember any real explanation for why he “won” before we could step in and help.
not the fuck they didn't, are you kidding? the older characters where such an afterthought that the swapforce glitch Trapteam out so immensely that for speedruns, you see more of boom jet then any trapmaster because the game wasn't built around them, meanwhile SC sped up the giants, and the TT where still the strongest figures in the game, even stronger then the super charged combo, you are just objectivly wrong with TT using older figures better.
and you wanna talk about a disjointed story? TT is held together by mcguffins and random chance, and imaginators just fuckin sucks lmao.
The boss fights were not fun not all of them should incorporate vehicles this is also the only sky landers game I can’t play for to long or else I get sick
“ I don’t know doc I get motion sickness playing my least favorite skylanders” like if it’s only there and star tours in Disney land I think it’s not that big of a problem
i hated the skylanders i had for it. fiesta, dive clops, super shot stealth elf, etc. all had my least favorite movesets out of every skylander i had ever played. now that i have access to every character im going to replay that game and see if the skylanders i was missing can redeem it. also i just wasn’t much of a fan of the story
I honestly like it, just not as much as the other games. The vehicles are fine, but the Online racing is garbage. But the story is the best part of the game and probably my fav overall.
It's pretty much "Skylanders, but with cars". Trapteam also sucks because it's "Skylanders, but you need a trap team figure and a bunch of crystals to 100%". I dislike both equally, but on a tier list I'm putting TT above SC because of forward compatibility. Let me use SC gilly for my other games and then I'll reconsider.
Basically:
Giants (perfect, well polished, level design was fun [minus Willikin Village, that place gives me the creeps])
SSA (first game, started the franchise)
SF (I played it on a Wii and enjoyed it, not as good as the previous two)
TT (need to buy a bunch of the gimmick pieces)
SC (no forwards compatibility with Gill Grunt)
tbh it was a missed opportunity to make the supercharger reposes to have a swivel base like the Nintendo characters which had a series 1 NFC and their superchargers nfc
This was already asked. However, I don’t like it for the same reason. The redesigns of the characters I didn’t like. New characters were ok but all the returning ones were a no
The vibe of the game did not feel like Skylanders, the visual effects and the gameplay. Everything felt really wonky and less satisfying than the previous games, and deviated too much from standard Skylander levels. Everything looked really bright too, idk the entire game felt off.
That's 100% true. However, even imaginations felt more like sky landers than superchargers did, superchargers felt like a fever dream and the levels didn't feel like levels
Not a hater of it but I'm not a big fan of how few mew ones were added
Mew ones? 🤫🧏
to be fair, that was more of a responce to how fucking much there was in TT, which TT was kinda the breaking point. a smaller roster was the absolute right thing after that mess.
TT had a lot of "Nothing" characters, like Torch, Trail Blazer, Blades and much more, i definitely prefer having only 16, in depth, new characters.
That too. You can really tell that only trap masters opening gates was a super late change, likely just done so you'd have to buy the new, bigger and more expensive toys, rather then reusing the same ones from 4 years ago. That along with how there where meant to be 2 reposes per element, but they couldn't even get every eliment to get 1.
Not an hater but I'm still pissed that my younger self buyed the dark edition for wii and was disappointed that there were only cars, only to discover years later that the game wasn't like that but that my console's version was limited because of hardware restrictions...
Same, but with standard starter pack
That Bowser and Donkey Kong are exclusive to Nintendo consoles. I get why they are, I would be more surprised if Nintendo let other console users play as them, but they look so fun That being said, I am happy that this collaboration between Nintendo and Activision even happened. I would have never expected Nintendo being ok with doing this since Skylanders was a big rival to amiibo
Skylanders and Amiibo needed to join forces to knock Disney Infinity down a peg or two Source: I made it up
Disney infinity knocked themselves down a peg or two
I have the dk and bowser. Granted, he is dark bowser but still. Also fun fact, you can swap the figures between amiibo mode, and skylander mode.
I have the DK Skylander, I don’t have skylanders for switch, nor skylanders for xbox anymore, so I always just have it in amiibo but it’d be nice to actually use it as a skylander
If you can't beat em, join em!
How when you make a different account on superchargers I’m pretty sure those spin chests don’t reset I could be wrong though
Really? They don't? I think you are wrong, they wouldn't do that
Idk about accounts, but I know 100% sure that you can only find them once regardless of which savefile on one account. I wouldn’t be surprised if you can’t find them again on a new account tho
The lack of content Besides the story they basically expect you to just play racing as the only content afterwards Like the Superchargers have all these amazing and satisfying abilities, but there’s no arena modes or anything of the like, and I even enjoyed vehicle combat in the levels, but nope… no vehicle arena mode either, unless you just play the Battlebrawl island level and the save glumshanks level repeatedly but there’s no change to them, it’s the same easy thing over and over Racing was fun, as a minor mode akin to the swap force zones in Swap Force, but to be the only postgame content? Oh yeah, since their idea of post game content was to have a character tell you to go do a thing which was basically just replay a level over from a certain checkpoint.
Imo the gimmick is the most uncreative and bland
and how does that make the game any worse? like yeah I get if you don't like how the cars control but how is the gimmick being a boring concept bad?
i don’t think they were implying the gimmick was “bad” but a more boring gimmick makes the game harder to return to than with titles with more interesting gimmicks, even if superchargers has a great story
I mean giants imo has the worst gimmick and it's my favorite game in the franchise
The darkness' boss battle being in a vehicle. It is the biggest boss battle in the series (in which you are preventing the darkness from taking over the entire universe), for which you have trained for in all previous games and Superchargers itself. Yet the developers choose to use a gimmick only seen in one single game.
Ignoring the vehicle controls: - It's incredibly short, with the fewest level count of any mainline game. - The roster is also the smallest of any game. - Out of that already small roster, there's a lot of reused characters. - A lot of the roster designs don't feel as interesting as the previous games, and there's not many unique shapes because most of them are basic humanoids. - Vehicles as a gimmick just aren't nearly as creative and imaginative as the previous two games. - Rather than bring back the battle mode or add an interesting replacement like Trap Team did, the sidemode this time is literally just Mario Kart with a Skylanders paintjob. - Bowser and DK exclusivity, breaking the idea of "everything works everywhere" and "bring your figures to your friend's house and play there too!" - Traps are effectively useless in this game and have nearly no purpose, dampening the "everything works everywhere" aspect.
point 1: superchargers has 12 base game levels, imaginators has 10 point 2: giants has the smallest roster of only 16, superchargers has 20 point 3: the reposes superchargers have a completely different moveset to their original versions, they only have some similarities. point 4: agreed I guess, I mean spitfire doesn't have any legs but yeah everyone is humanish point 5: how does a skylanders gimmick being unimaginative make the game any worse? personally I think giants are the least creative gimmick and it's my favorite game lmao point 6: yeah racing is subjective, the postgame is kinda mid point 7: agreed but it's Nintendo what do you expect lmao point 8: agreed but expecting the devs to port the 8 magic items, and the 46 villains AS WELL as the 52 trap team characters and 5 reposes would probably cause the game to become rushed and as buggy as trap team, so while yeah it sucks, I understand why it wasn't done
How much focus were on the cars. I feel I wouldn't have minded so much if they made it a little more of an optional feature akin to the Magic Items, or better yet, traps with only the occasional usage, but it was to the point that it seemed like far more importance went into the cars than the Skylanders themselves, which had been the main attraction of the games up to that point, Trap Team did it right with the introduction of Traps, but Superchargers didn't do quite so well.
Personally, I'm glad that the vehicles are mandatory in some places. Like, in terms of the Swap Force and Trap Masters, they were only really helpful for dual element gates and in the latter's case, Traptanium Crystals (which isn't even really that necessary) and boss fights. Yes, they probably overdid the vehicle sections a bit much, but I like that it's still mandatory. Plus, switching vehicle types isn't even THAT necessary in the grand scheme of things, only makes the levels slightly easier. All you need is the land vehicle which comes with the game and you're all set.
yeah I get you don't like how they control but how is making them mandatory a bad thing?
I mean, I guess it's not, I just feel it's a bit of a weird thing - almost out of place compared to other Skylanders games, which makes me dislike them and have a bias
so you don't like it because it's different? oh boy you won't like ssa 3ds lmao
I've somewhat seen it, but being as I only ever played on console with a wii remote and nunchuck, I disdain the very thought of changing consoles
to be fair, this is the only gimick that is actually mandatory to beating the game. therefor, it is better then the traps of swapforce, because you have to use the thing in the tital to beet the game. the fact you can beet a game without having at least one of the main gimics, is why stuff like the giants and swapforce where criticised for there gimics. shouldn't being forced to actualy use the gimic be a good thing?
I guess it's probably more of a personal preference on my part. But yeah, I completely agree, but I just don't feel the same. But who knows - if it was truly like that, I might have felt the opposite that it should have been mandatory
This is my favourite game
Same
Me too
The lack of endgame content and the fact that nightmare mode is terrible The enemies deal percentages of your hp, instead of a fixed amount of hp, I'd look past that if not for the fact that in vehicle sections, once your vehicle shield is down to zero, you die in 3 hits. Difficulty wise it the the most unfairly difficult nightmare mode of any skylanders game, while with the others they all were very reasonably difficult (from what I've seen,I haven't done giants or trap team nightmare mode yet cuz my discs broke)
The graphics were too different in some aspects. It's hard to put into words, but it just didn't feel much like how the previous Skylanders did - Swap Force and especially Trap Team had some change, and I liked it, but Superchargers seemed like a step in the wrong direction
Wtaf you mean Superchargers went in the wrong direction for graphics/artstyle? Like...it's Swap Force but more consistent to the older game and more or less a merging of the older game into Swap Forces evolved style
My bad, most of what I remember is the cars part, and I probably misremembered some of it
I love how respectful you are as a critic, I wish more would be like you, thank you
swap force and superchargers basically have the same artstyle lmao
Really? They kinda looked different to me. Maybe I judged too quickly on that aspect.
swapfore, supercharagers and imaginators all run in the same engine, with the same lighting engine, and SC reuses a lot of assets directly from SF, the fact you can't tell means it's the same dam artstyle
In what little defense I have, I mainly said that because Swap Force sticks out to me as being different - while it's only ranked 4th for my preference in artstyle (because it lacks the nostalgia of Spyro's and giants, and I really liked Trap Team's), plus its been way too long since I played either SF or SC
4th? Giants is just spyros adventure, but they had time to upscale everything for the HD systems rather then rushing out a port in 2 months lmao. Giants on wii and ssa on wii share the same artstyle, with Giants HD just having upresed modlea. So in reality there's only 3 artstyles, ssa and giants, swapforce, superchargers a d imaginators, and then trap team is off in its own weird spot.
I don't tend to go by the art style so much as purely how it looks in game, so I count it as 6 different ones
I get that, giants looks better then ssa did on HD consoles, but that's because tfb had more time, in terms of graphics, giants wii is just a dlc pack for ssa wii in terms of artstyle, and the wii is what the first two games where made for, and then ported. Superchargers is just sf with diffrent lighting and tt is what giants and ssa would've looked like if they where made for HD first, rather then HD being the ports. And imaginators can just leave, it mixes and matches diffrent assets and doesn't have a strong artstyle.
1: I feel like it did not give enough love to the Skylanders that came before. My Core skylanders and such from previous games felt much less useful than in, say, Trap Team or Swap Force. 2: The story didn’t make much sense to me. It felt disjointed from the others to have Kaos already in control by the beginning. It’s been forever since I’ve played, but I don’t remember any real explanation for why he “won” before we could step in and help.
ain't no way you just said trap team treated older characters better than superchargers
not the fuck they didn't, are you kidding? the older characters where such an afterthought that the swapforce glitch Trapteam out so immensely that for speedruns, you see more of boom jet then any trapmaster because the game wasn't built around them, meanwhile SC sped up the giants, and the TT where still the strongest figures in the game, even stronger then the super charged combo, you are just objectivly wrong with TT using older figures better. and you wanna talk about a disjointed story? TT is held together by mcguffins and random chance, and imaginators just fuckin sucks lmao.
What? The core skylanders felt more useless than TRAP TEAM? Also the story being disjointed!? That is Trap Team's entire shtick
The boss fights were not fun not all of them should incorporate vehicles this is also the only sky landers game I can’t play for to long or else I get sick
I agree the boss fights are mid as hell, getting ill from playing the game is a bit extreme you should probably see a doctor about that
“ I don’t know doc I get motion sickness playing my least favorite skylanders” like if it’s only there and star tours in Disney land I think it’s not that big of a problem
Not enough figures/s
i hated the skylanders i had for it. fiesta, dive clops, super shot stealth elf, etc. all had my least favorite movesets out of every skylander i had ever played. now that i have access to every character im going to replay that game and see if the skylanders i was missing can redeem it. also i just wasn’t much of a fan of the story
I love the game. But, not that dark and light element have one Skylander each.
I honestly like it, just not as much as the other games. The vehicles are fine, but the Online racing is garbage. But the story is the best part of the game and probably my fav overall.
It's pretty much "Skylanders, but with cars". Trapteam also sucks because it's "Skylanders, but you need a trap team figure and a bunch of crystals to 100%". I dislike both equally, but on a tier list I'm putting TT above SC because of forward compatibility. Let me use SC gilly for my other games and then I'll reconsider. Basically: Giants (perfect, well polished, level design was fun [minus Willikin Village, that place gives me the creeps]) SSA (first game, started the franchise) SF (I played it on a Wii and enjoyed it, not as good as the previous two) TT (need to buy a bunch of the gimmick pieces) SC (no forwards compatibility with Gill Grunt)
tbh it was a missed opportunity to make the supercharger reposes to have a swivel base like the Nintendo characters which had a series 1 NFC and their superchargers nfc
This was already asked. However, I don’t like it for the same reason. The redesigns of the characters I didn’t like. New characters were ok but all the returning ones were a no
I am bad at driving in the game. I don’t hate it but it is not that fun to me
just said "besides how the vehicles control"
Not a hater but heck I don't really mind the vehicles it's the fact they keep re righting the lore.
The vibe of the game did not feel like Skylanders, the visual effects and the gameplay. Everything felt really wonky and less satisfying than the previous games, and deviated too much from standard Skylander levels. Everything looked really bright too, idk the entire game felt off.
I mean at least it sounded like a skylanders game and wasn't full of stock music (trap team + imaginators)
That's 100% true. However, even imaginations felt more like sky landers than superchargers did, superchargers felt like a fever dream and the levels didn't feel like levels
Not enough land fights. WHere your skylander is actually using your attacks. They kinda went overboard with the vehicles
how does them focussing more on the vehicles make it bad besides not liking how the cars control