The Good An excellent tablet port of full game with trap mechanisms bringing something new to the established game for old fans.
The Bad Locked areas can only be accessed by purchasing the correct premium toy, and it's yet another portal to gather dust on the shelf in the future.
The Bottom Line Skylanders: Trap Team is a return to a simpler form, with new elements that prove the franchise is definitely around for the long haul.
Traps and tablets keep the franchise fresh
First came Spyro's Adventure, and it was good. Then came Giants, introducing a new element into the tried-and-true Skylanders gameplay formula; it, too, was good. Then followed Swap Force, and suddenly the game, which was already balancing a fine line of fiddliness, what with having to pause and switch out the figurines, became prohibitively complicated, where time spent configuring the Skylanders detracted from the gameplay.
Whereas in the previous two games, you had to switch out the real-world NFC-enabled figurines -- each of which allows you to play that character in-game by placing it on the Skylanders "portal" peripheral, connected to your console via USB -- Swap Force introduced characters held togetehr at the waist by magnets, which could be mixed-and-matched for a much wider range of configurations.
With Trap Team, Activision seems to have learnt its lesson. Gone are the mix-and-match Skylanders, replaced with a new set of heroes and a new mechanic: Traps. These are pegs that you place in an aperture in the new portal that allow you capture certain enemies -- which you can then play as in addition to your Skylander, switching between the two.
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