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Skylanders: Superchargers review | Stuff

Skylanders: Superchargers review | Stuff 1

Superchargers’ Starter Pack provides you with Spitfire and his matching car, the fiery Hot Streak, as well as the Super Shot Stealth Elf. As you progress through the game, you’ll take the battle to evil on three fronts: land, sea and air – just like Winston Churchill. Investing in extra vehicles also means you’ll be able to travel across different terrain.

Characters are able to use any vehicle, but when matched with the appropriate one they’re Supercharged, which means special abilities like an engine that spits lava rocks. Naturally, this is all a ploy to ensure maximum revenues from the game. Activision claims you’ll be able to complete 50% of the content just by using the land vehicle, but this didn’t stop Rory from feeling hard done by Activision.

On the plus side, you’re thrown into Skylanders: Superchargers’ headline feature from the off. Trying to drive your way out of a portal to arrive safely back into Skylands by collecting gear bits and trying to hit boosts on the track along the way.

Collecting gearbits throughout missions allows you to accumulate currency that you can then spend on applying various mods to your vehicle. The mods you choose will depend on what you value the most, speed, weight, armour, handling or a couple of other specs. Rory decided that speed was our highest priority when escaping the forces of Kaos, so maximising acceleration and reducing weight was a must.

These mods are most important when you come to racing, which you have access to at Skylands Academy. There are plenty of sea, air and land races for you to take part in across various tracks. These are a good Mario Kart-esque activity on the side, challenging players to combine driving skill and tactical usage of weaponry. My calm temperament behind the wheel combined with Rory’s ruthlessness with the weapons combined well, contributing vastly to the downfall of Kaos’ forces.