Then news started to flow and while I indeed tried to avoid spoilers as much as possible I sincerely saw potential in SuperChargers.
Finally, after completing the game for PS4 and letting the hype fade away I can tell you I was both wrong and right at the same time.
Here's why.
First let me say I think each Skylander title is made up of two things: the actual game and the collectable toys.
So let's start with the game.
Obvious spoilers ahead.

The Game
SuperChargers is an amazing game.
It's incredibly polished, really detailed and overall looks like a perfect mix between TfB and V.V.; the designs are practically perfect, the characters are sweet, most of the environments are awesome and the plot is fantastic.
You can definitely tell the guy behind the comics wrote it: great character development and rather serious moments for the series really made it feel like a huge step in the right direction to make Skylanders grow up.
But then you also have whimsical parts and others which make you laugh and I never felt those scenes were forced.
And could I not mention Spell Punk Library...?
That's the whole Skyland's lore all in one level.
Of course there are things I don't like: for example I didn't like how Glumshanks' "death" was solved so quickly and I sincerely hoped The Darkness would have been a lot more serious and threatening (though that might have to do with Kaos's influence) but the rest is simply outstanding.
I mentioned levels so I'd better talk about them: I won't lie, I was expecting a lot more since everyone was so excited simply for their names but they are still fantastic ideas.
Some of them are a bit too silly for my tastes (like Cluck's chicken HQ) and others feel more like fillers than anything else (Bandit Train) but they are all fun to play and that's what matters the most.
Puzzles aren't complete no-brainers, combat is well balanced but exploration feels a bit lackluster at times.
Boss battles were ok but I was definitely expecting a bit more from the final one.
Still a huge improvement over SWAP Force's blandness.
I absolutely loved the open Land areas but it was a pity they were restricted to vehicles.
Imagine roaming the skyes, sailing the seas or walking across huge explorable landscapes simply with your Skylanders... Awesome.
Branched paths were also fine but they all took you to the same part of the level.
Now let's talk about the mechanics: the fact each level offers something new while still keeping the core gameplay intact is the exact definition of what I consider a good gimmick to be.
No detachable characters ot talking traps: pure in-game freshness and innovation which really helped each level feel even more unique.
Daily quests are also a great new feature and so are Buzz's missions!
They give you true purposes and not just make you wonder trought old levels and award you for that.
Portal Master Rank has also been improved immensely: the powers are all pretty cool and I can't sincerely wait to unlock path switching, that will add all the replayability I want!
Skystones Overdrive is also a fun new twists on Skylands' favorite game which I sincerely appreciated.
The Wishing Well is also fun but it is tied to one of my biggest gripes with the game.
One thing I sincerely didn't like is how collectables were implemented.
It's fine having random hats, mods and wishstones but I prefer my important items (Soul Gems, Legendary Treasures, Winged Sapphires) to be fixed to specific locations.
I was so sure only a couple of them would have been available at the store I immediately bought all the ones I could find... And then I found out I actually took them away from random chests... Disappointing.
Now, the moment you were all waiting for: the gimmick.
What can I say?
Vehicles are really fun to play, all have unique abilities and definitely help variating the gameplay but I don't like how they are so forced in every aspect of the game.
One of the thing I absolutely don't like is how each level has mandatory Land areas: they are fun the first time you play a Chapter but become terribly annoying when all you want to do is collection money and experience or simply re-explore an area.
Not to mention they take away potential classic-gameplay parts which would have helped feeling the levels even longer (the lenght of the Chapters and the general game is fine but there are still only 13 "Worlds" compared to the 18 or so Trap Team had, even if they are longer).
New hats are based off-of vehicles, the majority of the extra modes regard vehicles, this year's Adventure Packs unlock racing tracks instead of actual levels and tons of little and small details scream vehicles...
You even need at least one of them to simply play the game and complete the main Story.
It's a bit too much, isn't it?
Even then, racing is a really neat aspect and I'm sure I'll have a lot of fun both with my father (Who loved karting games) and online.
Speaking of that, I can't really express an opinion since I only played for a couple minutes and I was near the end of the level but it definitely seems fun and this title was a good time to introduce it.
And last but not least: the soundtrack.
I absolutely loved it.
It's creative, a great mix between magic and techno, fits the various themes and moments greatly and really excites you when you need to.
The Darkness' theme is one of my favorite pieces: some users said it was too slow and calm for a boss fight but I think it was perfect.
We are fighting the very source of each evil in the Skylands: everything needs to point towards it and you have to feel scared and hopeless.
And what can I say about "Supercharged with Love"...?
Awesome.
So... This is the end of the first part of this looooong rewiev.
Hope you enjoyed it so far, let me know if I missed something you wanted to be discussed or if you simply have different opinions.
I might add things myself if they come to my mind.
See you with the second and last part "The Toys" as soon as possible, fellow Portal Masters!
