So Skylanders has a sequel for 2015, not really a shocker but there are a few items that stand out in the demo made available at E3 this year. One, the trap team pieces will have a function in the new title which provides elemental bonuses, it’s handy and a nice way to keep pieces relevant between generations. Two… the game incorporates racing / driving into the mix and while that allows them to gain traction on other popular franchises it’s the incorporation that hurts in this demo and by hurt I mean it really kills me a bit to see racing used so loosely.
Most racing titles have adopted the standard of triggers as acceleration and braking mechanisms, they work well they’ve been doing this for ages as they’re not an on or off mechanism and they’re not bad to reach for most hands. Unfortunately Superchargers doesn’t want to follow this mindset, it now works to redefine how these controls work and make them a bit more complex than they need to be and even worse, it makes them harder to use than other titles on the market. A key point here is drifting your car in-game, normally there’s an e-brake for this in sims and arcade racers but in children’s oriented games they allow tricks, flicking the brakes and gas on and off or other sequences to create it, Mario Kart has done this for ages. Instead we’re stuck using trigger acceleration and buttons for braking or sliding which don’t mesh well.
For some it doesn’t sound odd, but it really is, let the thumb direct the car, the fingers pull the gas or brake and go from there as it minimizes the actions of the hand and in the event someone is using the right thumb for action it’s fine because it’s largely just sitting there on the gameplay anyway. It’s not Forza and even Forza doesn’t make this mistake, worse is that even if that was addressed there’s also a problem of inverted steering when deviating from a normal path. Going onto that half-pipe? Sorry, you controls stopped making sense. Going up that other side path straight ahead? Nope, doesn’t work there either, let’s flip those for you and turn every experience into opposites.
It’s problematic because a childrens game is designed to be accessible and fun without overdoing it and alienating them while their older siblings or parents get it and tear things up. As it stands, Superchargers fails to consider the key demographic behind the game and offers a subpar performance in the car area. I really hope they’re able to pick things up in the future before release otherwise it’s a title I’d really hesitate to pick up. It seems like Activision would have put more time into the control system of the cars but in the current state it’s more like an afterthought.