Review: Skylanders: Trap Team

Same great gameplay, not so great new gimmick

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Toys For Bob has found some rather interesting ways to evolve the Skylanders franchise. While the conceit the first time around was simply interactive toys, the developer mixed things up with giants on the second go, and with a mix-and-match concept (my personal favorite to date) after that.

Trap Team is the fourth iteration of the series, and the gimmick this time around involves tiny plastic pieces that essentially function as little Ghostbusters tools to ensnare enemies. While the core game is still as strong as ever, the trap mechanic isn’t all that exciting.

Skylanders: Trap Team (3DS, Android, iOS, PS3, PS4, Wii, Wii U, Xbox 360, Xbox One [reviewed])
Developer: Toys for Bob / Beenox / Vicarious Visions
Publisher: Activision
Released: October 5, 2014
MSRP: $74.99 (Starter Pack)

The premise is basically the same as it always has been with the Skylanders series. Once again an ancient evil (The Doom Raiders) has awakened, and it’s up to the Skylanders and their new allies (the Trap Masters) to put them away. Players will do this by using all of the toys released so far, as well as the new Trap Master figures that can access unique crystal areas, and the trap pieces.

To be clear, all of the toys from the first three generations of Skylanders can be used here, which is a pretty neat way to keep a collection relevant. At this point it’s hard to believe that Toys for Bob is still coming up with unique characters and movesets, but pretty much every new toy I’ve used shines in its own unique way and has its own personality.

Visually, Trap Team has taken some strides since Swap Force, which is a big accomplishment considering how great that game looked on newer consoles. Everything looks like a legitimate Dreamworks or Pixar animated film, and the idea of the franchise transitioning over to the big screen is completely believable based on the game alone. The script isn’t as sharp as Swap Force, but it’s still perfectly acceptable for kids, and completely skippable for adults.

Gameplay-wise the series still holds up, with addictive hack and slash gameplay that deserves to be respected with any modern action release. Characters will naturally grow their abilities as time goes on and most of them will have a tool for every situation, making every toy feel fun and viable. Higher difficulties also help ease in veteran gamers who may view Skylanders as a kids-only franchise.

On the other hand, there’s nothing really new that justifies spending $75 to get the Starter Pack, which includes the game, the new portal, two traps, and two characters. It sounds ridiculous, but while Swap Force technically innovated with the ability to jump and a few other elemental mix-up mechanics, Trap Team doesn’t really add anything exciting to the mix. Well, the “new” bit is found in the traps themselves, but I was pretty disappointed with how they actually play out.

The concept involves the new Traptanium portal, which has a tiny slot to fix in plastic traps that are shaped like pegs. The game has 46 special villains in it that can be captured as you make your way through the story, and if you have a trap toy handy of the correct element (the game comes with the Life and Water traps), you can collect them to re-use from that point on. The trapped character also “talks” by way of the peg, which lights up in the portal.

Traps are a bit of a letdown in two ways. One, the actual use of trapped villains involves summoning them for a limited amount of time as a playable character. Said time is linked by way of a special meter, and at the end of the day, it amounts to nothing more than a temporary power-up. It would have been much cooler to have each villain as a fully playable character at all times with their own level system and custom movesets. Whereas the hulking  giants and the swap combos fundamentally changed the game, traps don’t feel nearly as innovative.

Additionally, adding traps to the game is just too much in terms of the physical collecting aspect. While all eight elements of traps can be purchased now in stores, two “mystery” elements are not for sale, and thus those villains cannot be captured until those are released. While I’m generally okay with gating off small bonus rooms by way of elements, giants, swap doors and Trap Master crystals, gating off characters while juggling the similar looking trap toys doesn’t really make for a fun time.

Taking off and putting on toys feels intuitive. It doesn’t matter if the toy is big, small, or has interchangeable parts — simply placing a new character on a surface and playing instantly is a fun and well designed activity. The traps on the other hand will leave many people confused as to who is in what trap, and since they’re only truly used at certain points of the game to capture enemies, they often feel like they’re sidelined. Thankfully, all of the other mechanics I mentioned earlier from past games are still readily available, and you can still complete the game only using the traps from the base kit.

In true Skylanders fashion there’s plenty to do though, even for those who don’t dig the traps. The Kaos Doom Challenge is probably the biggest addition, and expands the arenas from Swap Force into a full-on horde mode with tower defense elements. Why the series didn’t have this sooner is beyond me, but it’s a ton of fun to play with friends, and a great way to get more use out of your whole collection of toys. Skystones, the in-universe card game is also back in a bigger capacity, battle arenas are still in, and a few more minigames like a 2D platformer diversion are available to unlock.

While I never really connected with the trap mechanic or the new Trap Master toys, Skylanders: Trap Team is still a well-oiled machine. On newer consoles it looks fantastic, the action gameplay is still exciting, and the charm is still there. I just hope that Activision and its ilk have more interesting concepts in mind for the next iteration.

7.5
Good
Solid and definitely has an audience. There could be some hard-to-ignore faults, but the experience is fun.


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Chris Carter
Managing Editor - Chris has been enjoying Destructoid avidly since 2008. He finally decided to take the next step in January of 2009 blogging on the site. Now, he's staff!