Skylanders: Superchargers Soars, Swerves and Swims

Skylanders Superchargers (1)

Like a juggler who keeps adding additional objects to his performance, the Skylanders’ franchise in an increasingly incredulous feat. Not only does each successive entry manage to offer compatibility with figures from past versions, but each game also strives for that delicate balance between perceived value, desirability, and cost. So far, developers Toys for Bob (Skylanders: Spyro’s Adventure, Giants, Trap Team) and Vicarious Visions (Swap Force) have yet to drop the ball- but the act grows increasingly precarious with each new annual effort.

As the September 20th (five days later in the EU) release date for the next iteration of Skylanders near, it’s evident that Vicarious Visions seems devoted to the game’s success. This year, Skylanders Superchargers ushers in a trio of RFID-chipped vehicles that hope to augment the franchise’s explorational mechanics.  Players who purchase the game’s retail starter pack receive a new Portal of Power, a speedster nicknamed Hot Steak, a fire-elemental character named Spitfire, as well as a redesigned version of  Stealth Elf.

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While Portals from previous versions will work, and Activision even has plans to offer a $49.99 digital version of the game for those with shelf space overrun with Skylanders, players might want to opt for the $74.99 Starter Set. Not only do they receive physical Hot Streak and Spitfire figurines, but they’ll receive a Portal that’s slightly larger and better able to accommodate up to two Skylanders, a single vehicle, and a magic item. Pleasingly, there’s even a spot on the new Portal for Trap Team’s translucent penitentiaries. During a playthrough, the developers hinted that traps can be used to augment the offensive capability of vehicles, as well as be used in the Skystone mini-game,

While half of Superchargers still revolves around moving through environments, gathering collectables, battling baddies and bosses, as well as the occasional puzzle, the new vehicular sections are accessed through the familiar archways around each level. Entering into each area recalls the elemental gatekeeping of previous iterations, where gamers are asked to place a corresponding figure on their portal. But with Superchargers, icons indicate the type of vehicle needed to enter the zone- with either one of the game’s twenty land, sea, or sky craft granting access to these areas.

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Our Vicarious Visions rep allowed a brief peek of what waits behind each entryway. Taking Hot Streak through the portal exhibited a linear racing sequence where navigation across the track was supplemented by drifting mechanics which allowed the car to careen around obstructions and amass collectables called Gearbits. Naturally, a few foes appeared on the course, allowing Hot Streak to show off its arsenal of enemy eliminating abilities. While players can use accumulated Gearbits to augment their vehicles, improving elements like speed and traction, alternatively they can place one of Superchargers’ corresponding characters on the portal to unlock a special version of their car.

Beyond the winding course, Hot Streak also entered an area which resembled a skateboard park, with ramps jutting up on the sides of the area. Here, players were tasked with successfully triggering switches that were suspected in the air, performing Tony Hawk-like tricks to reach the objects. Meanwhile, the game’s underwater segments had their own form of variety, with a submarine-like vehicle shifting between surface-based play and underwater areas to avoid obstacles and enemies. Out time with the water-based vehicle was punctuated by an impressive boss battle which exhibited impressive wave physics and an amble amount of on-screen activity- all without the slightest hint of slowdown. Although the game’s Sky-based sequences were given the shortest showing, a brief demo of one area demonstrated mechanics influenced by Star Fox. Here, players moved along a fixed path, with players using weaponry to eliminate enemies as well as any sky-based obstacles.

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Although both Superchargers’ established exploration and the new vehicular segments looked enjoyable, there were a few worrisome design decisions. One of the most glaring was the lack of physical integration between the new cars, jets, and boats with figures. While Skylanders appear to pilot these craft in-game, there’s no way for the non-articulated characters to fit inside their physical vessels. What’s more, although the wheels on Superchargers cars rotate, the aquatic vehicles aren’t waterproof, limiting the toy-like appeal to the these physical collectables. One other issue is the adherence of to the level cap. After four previous titles, most of the early Skylanders have already hit the twentieth stage of improvement. Ideally, the developers would have urged for a bit more upgradability.

That said, the ability for all 300 pre-existing Skylander figures to function with Superchargers is a major feat; we wonder just how many more years it will be before we see characters retiring. The other positive point about Superchargers is the inoffensive way to access gated content. Merely purchasing an aquatic and sky-based figure (at $14.99) grants access to all of the titles’ land, sea, and sky-based areas. Compared to past iterations, Superchargers’ collection of twenty vehicles as well as twenty new and revisited is comparable to the amount of content offered by past Skylanders titles.

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With continued completion from Disney Infinity, Nintendo’s Amiibo line, as well as the upcoming LEGO Dimensions, an increasing number of RFID-outfitted competitors are attempting to replicate Skylanders success. So far, Skylanders: Superchargers looks like it will retain the franchise’s status as game’s third most popular IP (after Call of Duty and FIFA), by complementing combat and collecting with some stirring racing and stunting. While some might be bothered that Superchargers won’t offer a Mario-Kart like component for multiplayer competition, Activision has to keep something on the table for next year’s inevitable follow-up.

Skylanders: SuperChargers is being published on PlayStation 3, PlayStation 4, Xbox 360, Xbox One, Wii, Wii U, 3DS, and iOS.

Robert Allen

Since being a toddler, Robert Allen has been immersed in video games, anime, and tokusatsu. Currently, his days are spent teaching at two southern California colleges. But his evenings and weekends are filled with STGs, RPGs, and action titles and well at writing for Tech-Gaming since 2007.

18 Comments

  1. Same voice actors? I really like the cinematics. I know its for kids but I find it pretty entertaining.

  2. My family started with Skylanders but now Infinity is the game of choice.

  3. How do the vehicle weapons work? Are they lock on or do you use both sticks.

  4. There’s got to be a reason to buy more than two extra vehicles. I’m guess they lock something away, maybe they have elementals for the vehicles.

    1. I suspect the same. It seems as with each version they get a bit more daring with what you can’t play until purchasing.

    2. I think the same. Maybe some vehicles have abilities that are better against certain enemies. Or can collect things that others can’t.

  5. More like fails, falls, and drowns. I don’t see how a weakass Diablo clone can interest anyone.

    1. Have you actually played any of the game? They’re pretty fun if you give them a chance. There’s a good reason why they’re popular.

  6. I’d be really surprised if there was no head to head racing. That would be a letdown.

  7. I love how you can score last year’s game for $25 now. Portal, characters, and everything.

    1. I love how Amazon has had a lot of the older characters for $2 or less lately. With Prime its too good to pass up.

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