Skylanders Trap Team

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Another year has gone by and we are already at the annual Skylanders release. Time really does fly because it feels like we were playing Swap Force not too long ago. Again we were fortunate to get a review copy from Activision for the newest release — Skylanders Trap Team — and I’ve been checking it out ever since it got here. I wont bother going into too great of detail about what Skylanders are, but if you are curious we have several articles from the past games. Basically it’s light action RPG where you place figures on a tiny portal and see them come to life in the game. What I will go into detail about is all of the new stuff in Skylanders Trap Team.

skylanders-trap-team-fire-trapTrap Masters & Traps

The new hook this year are the traps and the whole concept of trapping villains and turning them to fight for you. The specialty figures in Trap Team are known as Trap Masters and they are each equipped with weapons made out of “Traptanium.” From what I can tell they don’t seem to be really any different than normal Skylanders and have the same amount of abilities and so on. The thing that makes them unique is their ability to destroy Traptanium deposits which usually lead to bonus side areas. Trap Masters are also the only Skylanders that can access the elemental doors that also lead to bonus areas. In past games you would be able to open these with any figure of the respective element, but in Trap Team the doors are made out of Traptanium and can only be opened by Trap Masters.

The traps are actually a pretty cool idea. Each element has its own trap and they can hold one villain from that element. There are around 50 villains that you can trap and initially I was concerned that you would need multiples of each trap in order to catch them all, but thankfully that is not the case. When you do encounter a trappable enemy and defeat him you are given the option of putting him in a trap our not. Regardless of whether or not you decline the trapping, or just don’t have that elemental trap, the villains will be locked away in a vault back at the Skylanders Academy. If you want to put a villain inside a trap, or switch it out with another, all you have to do is go to the vault. So this means you really only need one of each elemental trap rather than 40 traps. You could have multiple traps of an element if you wanted, for taking multiple villains of that element out with you, but it really isn’t necessary.

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Villains & The New Portal

Tskylanders-villainhe Villain characters are all very interesting and the whole concept of trapping them and using them is easily one of the best ideas added to the series. Some of the Villain characters are just specialty versions of normal monsters that you encounter but some are actually the bosses that you encounter in the game. In order to call out your villain all you need to do is press the left trigger and you “tag-out” with your current Skylander. The villain character can stay out and fight for short amount of time before having to recharge. The timer bar acts as its health as well so taking damage will decrease the amount of time they can be out. I was bothered at first by the time limit but it actually recharges fairly fast. Villains don’t level up or gain new abilities like Skylanders but each one has a special side quest where they can be redeemed. Some of them are fun little missions or minigames but there are a few that amount to just a short conversation. Once the side quest is done the villain turns into his evolved form which usually means some cosmetic changes and making his attacks stronger. Not only that but it seems to greatly slow down the trap timer and make them buffer. (more…)

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Having a blast in Mario Kart 8

We just got our copy of Mario Kart 8 in the mail yesterday and I’ve already logged a ton of time. Keen joins in when he isn’t playing Wildstar (or Wild Star? I have no idea) and when he isn’t distracted by his personal life. I mean the nerve of some people, right? Mario Kart just came out! I’ve put more time into it than Keen has so I can’t really speak for him but I’m sure he will chime in down by the comments sooner or later. I’m just going to overview what I like, and don’t like, so far after playing.

wario-dk-mario-kart-8COOL STUFF

Anti-Gravity Racing – The new anti-gravity gameplay is pretty sweet. When your kart crosses over special lines or during certain parts of the course the anti-grav will kick in. Your wheels turn sideways and start to glow blue and you find yourself riding a wall or completely upside down. For most of these areas you can’t really tell that you are upside down at all, or at least I can’t. Keen swears he can tell but I think he is full of crap. The times when it really does feel like your perspective is crazy are the side paths that let you optionally drive on the walls.  Another neat aspect to the anti-grav is how it changes some of the driving mechanics a little bit. Bumping into other players and special bumpers will give you a speed boost.

New Items - Along with the classic stuff like bananas and shells is the addition of some cool new things. The Piranha Plant will chomp at nearby enemies and items and I think you might even be able to get a small speed boost out of it. The boomerang lets you throw out a huge projectile either forward or backward that returns to you (x3 I think). Then there’s the really cool horn/speaker thing that you can even use to defend yourself from shells, even blue, or just blast it at other racers. There’s probably a few more new things that I’m not remembering but you get the idea.

New Racers – In addition to most of the classic cast you can now race as Shy-Guy, Lakitu, Rosalina, Baby Rosalina, Metal Mario, Pink Gold Peach or something, and every Koopaling (Iggy, Ludwig, and a bunch of others than I can never remember the names of).

Fun Tracks – The levels are very well done in Mario Kart 8. I don’t think there is a single one that I don’t like. After 8 games they still manage to come up with some fun and interesting ideas. My only real complaint is that some of them aren’t longer. Along with 16 new courses you also get 16 retro courses that come from the previous games across tons of different platforms. They have been given a very pretty visual update and even feature some minor tweaks to make use of the new gamepaly mechanics like gliding and anti-grav.

Controller Support – Mario Kart 8 supports pretty much every controller configuration on the Wii U. Gamepad, wiimote, classic controller, Wii U Pro controller; it’s all available. You can even steer with the gyro controls if using the gamepad or wiimote. I think I have one of the Mario Kart Wii steering wheels around here someplace so I’ll have to check that out. The reason this is appreciated so much is that with the Wii U you are usually put into a situation where somebody gets to use the gamepad and player two gets screwed and has to use some crappy control scheme. A surprising number of games don’t support the classic controller and that’s just messed up.

The Visuals! SO PRETTY! O_O – Best looking Mario Kart ever. First Mario Kart in HD. Performance is also flawless. Not much else to say, really. (more…)

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