Tuesday, December 3, 2013

Video Game Review: Skylanders Swap Force


                You did it again, Activision, you got me to drop a good chunk of change on a game and its accessories.  My boys have had quite the fondness for all things Skylanders since the first game came out two years ago, so it was a no-brainer that I was going to pick this one up.  How does it hold up though?  Is it as good as the last two games in the series, and does it warrant the money necessary to complete it?  Let’s find out.

                The game itself is reasonably fun and in the same vein as the previous two releases.  My favorite thing about this game (and all of the Skylanders games for that matter) is the characters.  The amount of detail and creativity in the sculpts themselves make this game stand out from all others.  I like to reward creativity, and Skylanders is a game that takes that creativity to a new level.  We all have our favorite characters in a video game that features options, be it Blanka or Ryu from Street Fighter, Sub-Zero or Scorpion from Mortal Kombat, etc. but here we get to hold our favorite characters in our hand, to study their sculpts, and better yet, to level up that character to make him the best that he can be.   There is a level of personal commitment to this game (as well as the obvious financial one) that is unmatched anywhere else.  It’s like Pokemon, yes, but you don’t get to take your individual pokemon with you when you catch them.  Sure, they’re in your game, but you never get to hold them in your hand, and the individual pokemon, in my mind anyway, do not even come close to the detail and individuality of the various characters in any of the Skylanders games.  
 
The main upgrade in terms of gameplay has to be the ability to jump within the console game (you always could with the DS releases).  You may think this is a silly thing to make a big deal out of, but it was something that was severely lacking in the first few games.  Toys for Bob, the developer of Skylanders: Spyro’s Adventure and Skylanders: Giants did an admirable job of compensating for the lack of that particular ability, but it always felt like something was missing in those games.  Now, with the ability to jump, the game does feel more complete, and this actually helps to make Swap Force feel less repetitive than it could have been.  It was a good, but short, game with a generic and overused plot.

                Let’s call this what it is though, a money-making venture by Activision.  That is the only way to explain the annual offerings, the constant collectible characters (many of them reposes of characters from earlier versions) as well as the new gimmick with each successive game.  This is not a bad thing as long as the games don’t get stale and dip in quality, as long as the game is worth the substantial financial investment.  Is this game worth that investment?  Not really, and here’s why.

                The main problem with the Skylanders franchise has always been the release cycle of the toys associated with it.  Some of the toys are hard to find, with a few not released until six months after the release of the game.  While an inconvenience, it is not really an issue because the game can be completed to nearly 100% with the day one releases.  Swap Force, however does not have that kind of luck.  Sure, the basic story can be completed with a regular character, one you get from the starter pack, or one you have on hand from the previous games will do the trick.  The thing that makes Swap Force unique is the swappable characters, the characters that have their tops and bottoms held together by magnets and you can switch them around to create new, interesting combinations.  They have absolutely no bearing on the game itself, but they are part of the Skylanders mythology and are therefore important to collectors.  What the Swappers offer is access to minigames and in-game collectibles that go towards achieving 100% completion on each level.  Unfortunately, the game came out nearly two months ago and in waves one and two, a complete set of Swappers (ones that could access all of the areas in the levels) have not yet been released.  By the time wave three is released (in a few weeks from what I hear) those that have already bought the game for anything other than a Christmas present will have played through it, and, when they are faced with the fact that they cannot access certain areas, may get fed up with the game, not bothering to go back to it, and possibly not picking up the next waves of characters.  Will collectors do so?  Of course.  Will people that have yet to open the game before Christmas morning do so?  Probably.  Will everyone else?  That’s highly debatable and a big risk to take.


                The other issue is one of oversaturation.  A new release every year along with a metric ton of new action figures to buy will most likely cause people to burn out on the series (along with continuing to raise the prices of the individual characters with each new installment – a dick move if I ever saw one).  Just like Guitar Hero, Activision is going to drown consumers in product until they say “to hell with it” and find something new.  Personally, I am almost at that point myself.  If these companies want to continue to take my money, they should at least offer a better product in return.  

No comments:

Post a Comment