Board Thread:General Discussion/@comment-24958008-20160111221835

I have to admit, 2014's Skylanders: Trap Team nearly killed my hype for Skylanders. There were so many things wrong with that game that I practically lost all hope for the franchise's future. However, after playing 2015's Skylanders: SuperChargers (as well as Skylanders: SuperChargers Racing) my hope has been fully restored.

Now don't get me wrong. Trap Team was still fun to play, but it was without a doubt the worst game in the series. So here's my two cents on how it could've been a much better game.

1. LightCore Trap Masters The Trap Master figures were beautifully designed, but their Traptanium weapons were missing something. A light-up feature. C'mon, I know I'm not the only one who thinks this. As a matter of fact, when I first unboxed the Trap Masters back in Christmas of '14 my dad was curious to see if the Trap Masters' weapons lit-up while on the Traptanium Portal. He was slightly disappointed to find out they didn't. Seriously, that would've been a really cool feature.

2. A better story. Trap Team had the worst story out of all the games. The entire plot was literally predictable and the new supporting characters weren't interesting or supportive at all. I swear, it's like they rushed that story to get the game prepared for E3.

3. More reposed Skylanders. Only five reposed Skylanders? Seriously? I understand that they were probably trying to focus less on reposed Skylanders, but they could've at least added three more to the mix. Like Series 2 Slobber Tooth, Series 4 Trigger Happy, and Series 2 Roller Brawl. Cuz five is a really odd number don't ya think?

4. No Traptanium Gates. Literally every Skylanders fan was mad when they came across their first Traptanium Gate. I mean seriously, which genius at Toys for Bob came up with that idea? If the 3DS version could receive regular Elemental Gates then why couldn't the console version? Cuz I had a lot of Core Skylanders I had my eyes on, but I completely failed to see the point in getting them if they could no longer open the gates. It would've been cool if the Villains could open the gates as well. Heck, they should've just added no gates at all for that matter.

5. Elemental Traptanium Shards As you all know, there were several Traptanium clusters scattered throughout the game and you needed a Trap Master in order to destroy them. However, you literally only need one Trap Master to do so, which kinda got old after a while. They could've made it more interesting by requiring a Trap Master of a certain element to destroy a specific cluster. For example, if you came across a red Traptanium cluster then you would need a Fire Trap Master (Wildfire or Ka-Boom) to break it open. Toys for Bob could've totally used that rather than those stupid Traptanium Gates.

6. Villain Options The Villains were fun to capture, but a lot of them I caught didn't really get that much play time outside of opening Villain Chests and completing their respective Villain Challenges. I say each Villain should've had their own mini-game challenge, their own upgrade chains, and even something similar to the Heroic Challenges. Like, in the Academy you could talk to Tessa and she could send any Villain of your choosing to go on a special adventure that would increase their stats upon a successful mission.

7. PvP Mode I was really upset to find out there wouldn't be a PvP mode. Seriously, there is no excuse.

8. Time Attack, Score Mode, and Bonus Missions You guys remember how SWAP Force had all of those different game modes that made it really enjoyable? Well, none of those modes made a comeback in Trap Team so there was pretty much nothing left to do besides complete the remaining Kaos Challenges and Arena Mode (which I grew bored of after Giants). I really enjoyed those three modes, especially Score Mode, and would play Trap Team over and over again if it featured those things.

9. Level Designs All of the levels were brilliantly designed, but some of them had serious flaws. Golden Desert had those annoying Chompy Worms, Midnight Museum had that pain in the butt pinball machine that literally took me half an hour to complete, and The Future of Skylands just didn't really make much sense. I honeslty think Toys for Bob was starting to run out of ideas.

10. Minis The Minis literally served no other purpose than being required to access certain parts of the Academy. If they were going to add a second team of Skylanders in that game, they could've at least gave them a better purpose. Such as accessing super secret parts of the levels for example. Also, the Minis are powerful but at the same time they're pretty weak. For example, Bop and Terrabite both nearly died from just three hits. And they were both on Level 9.

That's about it. If there's anything you think could've improved Trap Team then please leave a comment below. Let's just keep our fingers crossed and pray to God that Toys for Bob doesn't screw up Skylanders 6.

-BCtheBoss 