Author Archives: Joe

The Legend of Heroes: Trails of Cold Steel III

Rean is back and he’s got some new friends this time.

I knew it had been a long time since I reviewed The Legend of Heroes: Trails of Cold Steel II, but I was surprised when I went back and looked and saw that I posted that entry almost 5 years ago. The Trails of Cold Steel series was planned to be 4 games and I basically went from the first game right to the second, so having to wait for the third part was a bit of an adjustment. And the main driver of that was the switch from the PlayStation 3 era to the PlayStation 4 one. I experienced the first two games on the Vita, but that wasn’t going to be an option going forward. Enter the Nintendo Switch which was essentially my replacement for the Vita. Trails of Cold Steel III was released on the PS4 in October 2019, but I had to wait until June of 2020 to pickup the Switch version and now, more than 100 in-game hours later, I can actually talk about it.

The Trails of Cold Steel series of games is a property of long-time Japanese game developer Nihon Falcom and its The Legend of Heroes franchise traces all the way back to the pre-8-bit era of gaming. It’s one of the longest running franchises in the medium, though it’s never been particularly popular in the west. It would seem this game helped to get it more recognition as it arrived on the PS4 during the console’s natural life-cycle as opposed to the first two games. The switch to the new platform meant this entry lost the ability to import data from the prior games so, in a way, it was like a fresh start. And the four games do feel like two stories in a lot of ways. The first game ends with an abrupt cliffhanger while the second has more of an ending. It does still setup another game though and, spoiler alert, the third entry ends in the most abrupt cliffhanger yet.

The story of these games centers on Rean Schwarzer. In the first two games, Rean is a student at Thors Military Academy, but by the end of the second game he’s more like a full-fledged soldier of the Erebonian Empire. He’s an orphan, and come the end of the second game his parentage is out in the open. A seemingly morose Rean is then used as a tool of the Empire to help annex the nation of Crossbell with the help of Altina, the Black Rabbit, and his divine knight Valimar, which is essentially a mobile suit or mech. When the third game begins, Rean has been appointed an instructor of Thors Military Academy’s branch campus overseeing a new Class VII, which is the class he belonged to as a student. The student is now the teacher, but tensions amongst the surrounding nations cast a shadow over Erebonia. The sense the game gives off is that Rean has been stashed at this lesser school just to bide time until war breaks out when his skills and divine knight will be needed to crush a rebellion. Rean has to figure out how he fits into everything and just how far he’ll go in his service to the Empire, despite openly voicing his opposition to many of the choices made by the ruling class.

The cast of playable characters is quite massive in this one, though the game is crafted in such a way that everyone is almost never available to utilize all at once.

The story is very much about Rean, but it integrates new characters as well. Rean’s new Class VII begins small as it features the returning Altina, who previously was a non-player character and even a villain of sorts, along with newcomers Juna and Kurt. Juna is a young woman from Crossbell who has a lot of mixed emotions about being taught by Rean whom she views as an enemy of her homeland. Kurt is the second son of a noble trying to find his own way who declined an invitation to the main campus and instead took a position at the less prestigious academy. The game begins as the previous two in a cold open fashion as the player will be in control of a party of Class VII from a point in the game that won’t be seen for many hours, so I don’t think it’s a spoiler to say that two additions are made to Class VII during the course of the game because they’re a part of that opening. One of which is a noble girl named Musse who has an unquenchable thirst for her instructor. The other is Ash, a fellow orphan with a brash personality who has an open disgust for Rean. Of the new additions, Juna and Ash are the most interesting as there’s a lot of conflict stemming from them which is refreshing in a game where the characters, otherwise, get along too well. Kurt is rather bland and too similar to Jusis from the previous games, even looking similar, while Altina is intentionally wooden as she needs to develop emotions and a personality throughout the game.

If you’re missing the past members of Class VII, worry not, as they do return and in a playable capacity. They’re just not a main attraction and much of the focus is on the new characters. The old ones are used like guest characters, which isn’t a new thing for the series as it did the same with the Bracers in the second game, who bounce in and out of the playable party throughout the game and never stick around very long. It’s kind of needed though as those characters had two games to build up their strength while the new ones start from scratch. Rean does not, though he intentionally holds back during the early parts of the game which is how the game depowers him. Even with that, he’s still pretty powerful compared to the other characters and anchors the party throughout the game.

In order to give the game added challenge and bring the new characters up to speed, Rean’s powers are severely restricted in the early going.

The story for the game is fine, though this is a game that gets too wordy and doesn’t respect the player’s time. As I said in the first paragraph, I spent over 100 hours with this game on just a single playthrough, 115 to be exact. And a lot of that is due to the scenes just dragging and tons of dialogue where nothing of substance is relayed. Characters too eagerly explain every emotion they’re going through and there are a lot of clumsy moments. Few of these emotions are complex or even unique to the character and too often you’ll just watch characters act overly modest and compliment each other back and forth. Other times you’ll experience the game’s perversions which is usually sophomoric in nature. Most of the female characters are well-endowed and other characters (often fellow women) draw attention to that. And then there’s Musse who openly lusts for Rean which is uncomfortable, but I suppose better than the other way around. There’s also still a few instances of the thirsty lesbian character who hits on underage girls which is pretty gross and there are no gay male characters represented at all, which seems weird. This just means there are lots of moments where I rolled my eyes, but there’s also some genuinely humorous moments here and there which are welcomed.

Where this game, and this series, excels is just in the gameplay mechanics. Going through the motions is fairly linear and not particularly of interest, but when the game shifts to combat it’s a lot of fun. The battle system from the prior two games returns, only with the dropping of the Overdrive function which is something I do miss. Battles are like a tactical version of the Final Fantasy X combat as it’s all order based and the player is aware of which character’s turn is next at all times. And a lot of the battle system is manipulating that as certain actions require more time to recover while others inflict “Delay” on the enemy and can push their actions back. Character positioning on the battlefield matters, but only in a sense that players grouped together are more easily attacked at once. Most actions occur in a sphere or on a line and others will actually suck characters into a spot which is handy for follow-up actions. Like most JRPGs, characters can attack, use items, cast spells (Arts), and also make use of crafts which are unique abilities that draw from a third resource called CP. The game also makes use of the link system which means characters are “linked” in battle and the higher their link rating the more support they provide each other. This takes on the from of follow-up attacks, temporary buffs, and restorative actions. It also translates to Battle Points, or BP, which are used to cast “Orders” or additional follow-up attacks. Basically, when a character lands a critical hit, a prompt pops-up allowing for either a follow-up attack that will result in 1 BP earned, or BP can be spent for massive attacks. Up to 5 BP can be accumulated at once, and each character has Brave Orders that also consume BP that can be initiated by any active character on their turn. These orders usually apply a buff of some kind or augment things like casting time. They’re often very important for boss fights, but for the garden variety villains encountered they’re superfluous.

A large portion of the combat requires successful manipulation of the turn order (presented on the right) as all actions require a cooldown of some kind that pushes the character back. There are also buffs and debuffs that will pop-up on the turn order that you’ll either want to avoid or make sure your opponent doesn’t benefit from.

The other wrinkle Trails of Cold Steel II introduced that the third game continues are the mech battles. Rean has his divine knight, but the some of the other students also have their own suits to pilot referred to as Panzer Soldats. They’re utilized infrequently, probably too infrequently, but the mechanics of battle change when they’re brought in. It’s a lot like Xenogears as you basically have to manage your character’s vitals along with their CP and each character will be given a support character who can do things like restore health or EP, which is your mana or magic points. In addition to that, the support characters also can cast Arts so there’s often a risk/reward element at play – do I use this turn to heal or do I use this awesome spell? Enemies also take on a different form as they have multiple hit areas, one of which is weak and will often result in a critical hit if you can figure it out. To make it harder, the enemies will change stances throughout a battle resetting which spot is the weak point. Orders are removed, but Brave Points are still needed to unleash ultimate attacks. It’s a fun system which is why I wanted to see more of it, but at least by making these battles a rarity they feel a little more special when they do take place.

Beyond the battle system, the rest of the mechanics are fairly ordinary, but with a lot of depth. Characters accumulate experience and level-up and learn new abilities along the way. Spells, or Arts, are equipped via quartz in a manner similar to Final Fantasy VII’s Materia system. The frame they’re equipped to, called an Arcus, can be upgraded to allow for more slots as the game progresses. The player can also combine quartz to create stronger versions so often a simple spell will at first just give access to that spell, but when upgraded will also apply a stat boost. Each character also has what’s called a Master Quartz which accumulates experience as well. It’s this Master Quartz that influences most how that character should be utilized – are they a support character? Attacker? Tank? Characters can be equipped with two types of armor plus a weapon, the style of which is unique to each character. Two additional accessory slots are available to cycle through items that usually provide protection from some status effects or apply bonuses to stats. What’s a bit of a bummer, is most equipment is just bought at stores throughout the game. There’s little or no opportunities to get a cool item via an optional quest as that’s basically reserved only for each character’s best weapon.

Trails of Cold Steel III also returns the bonding system. Throughout the game, Rean will have opportunities to spend Bonding Points to strengthen his relationship with the rest of the cast. Most of these are fellow Class VII members, but a few are not. There’s a finite amount of points and opportunities and it’s designed in such a way that a player can’t see everything in one playthrough. If you get to a max bonding level with a character you’re treated to a scene that basically features a heart-to-heart between Rean and said character resulting in a permanent status boost to the characters. Unlike past games, only 3 romance options are available to Rean this time and they basically feel tacked on. It obviously doesn’t matter who Rean picked in the prior two games, and they can be undone in the sequel so don’t put too much stock in whatever choice you make here.

The character models in this game look pretty good, especially if you enjoy buxom women, but the environments are rather bland. This isn’t a game that will impress with its visuals.

Trails of Cold Steel III, being the first developed for the PS4, looks noticeably better than its predecessors. I played the game on the Switch and found the character models were a marked improvement, but scenery was still pretty basic and bland. This isn’t a game that will impress in that area, but the sound design is just fine. The soundtrack isn’t what I would call memorable, but it’s suitable while the voice acting is plenty capable. Unfortunately, the Switch version is not the most stable and I had more game crashes here than I have since Skyrim on the PS3. On one occasion, the game kept crashing during a scene and I was worried I’d never get through it. I probably had to attempt it half a dozen times before I finally made it through. The game did seem to run a little better docked, but still not perfect. And since the fourth game is already out it would seem Falcom is unlikely to release any additional patches. I got the Switch version because I wanted the portable experience that I had with the Vita, but in light of the challenges faced, I would recommend against it if you have a PS4 and plan to mostly play from your couch.

This is a game that is relies on its systems and story to get by and it’s a good thing that both are really quite good.

Trails of Cold Steel III is ultimately more of the same. Very little is changed from II to III, but that’s not necessarily a bad thing. The “new” largely resides in the cast and not the systems and I’m sure there will be some who prefer the more familiar Class VII to this one. I warmed up to the new characters, for the most part, and found the smaller cast a bit more tidy and refined. There’s little redundancy now and almost everyone has a semi-interesting arc. Except Kurt who remains pretty boring for the entire duration. And that’s the other thing that will determine how you feel about this game – just how much time are you willing to spend with these characters? I definitely was growing sick of them by the end as 115 hours is just too damn long. There’s not even much in the way of “extras” aside from a fishing minigame and a card game that will take up maybe 2 hours of time all together. There’s just a lot of reading, a lot of fetch quests, just a lot! It could be more streamlined, and hopefully the finale that is Trails of Cold Steel IV is an improvement. I just started it, so I can’t say for sure, but I have nearly 300 hours invested in this series so of course I’m going to see it through. If you’re thinking of jumping in, you could start here if you wanted to, but obviously it’s better to start at the beginning (and this series is a sister one to Trails in the Sky if you really want to go nuts). There are recaps for the past games available in this one for newcomers to peruse, but it’s obviously a different experience from actually playing through it (and if you didn’t 100% the second game, you may want to look at this too as there’s a scene in that game only available to those who finish everything that’s actually pretty important to the story). For JRPG fans, this is about as good as it gets these days for a modern title so I definitely recommend it from that standpoint. If you’ve never liked JRPGs though this won’t change your mind.


Marvel Legends X-Men Animated Series Jubilee

“My name’s Jubilee and I blow…stuff up.”

There’s a belief when it comes to children’s entertainment that the young audience needs a surrogate on screen, someone who they could believably place themselves in the role of. For the animated series X-Men, that character was Jubilee. The role was of such importance to the property that the earlier pilot, not affiliated with the 1992 Fox Kids program, “Pryde of the X-Men” had the exact same role written into it. Only with that would-be series, the character would have been Kitty Pryde. Kitty was the kid X-Men character of the 80s, but come the 90s she had been aged out of that role in the comics and even moved to a different team of mutants in Excalibur. When it came time to create the same character for the 92 show, it was Jubilee who the writers ultimately settled on.

It’s easy to see why such a role was envisioned for the show. Both versions of X-Men were presenting the super hero team as something already established with a large roster of heroes. By introducing a kid character just coming into contact with the X-Men it would mean the kids watching at home would learn about them along with the character. And even though the comic was white hot in 92, the cartoon was still likely to hit a wider audience of kids who had never even looked at a comic book.

The getup looks okay, but that doesn’t really look much like the Jubilee I know from the toon.

Young Jubilation Lee, played by Alyson Court after a lengthy search to find the right voice for the character, is introduced in the show’s first episode and has the distinction of being the first X-Men character we really meet, even if she isn’t technically a member of the team yet. Her origin was changed to be an orphan in foster care and her well-meaning foster parents recently signed her up with the Mutant Control Agency. Her foster dad thought they would help her and her budding mutant powers, but man, why would anyone trust an organization with such a name would be helpful? Jubilee refers to herself as a kid, though her actual age is never given. Eventually we’ll see that she’s being taught how to fly a plane and drive a car, so I guess she’s around 15 at the start of the series though she looks younger. After her initial arc, she mostly fades into the background popping up here and there to head a plot, often paired with Wolverine who is like a big brother to her.

Decisions, decisions…

When Toy Biz was making action figures in the 90s based on the X-Men, two characters from the show seemed to get short-changed: Jean and Jubilee. Perhaps Hasbro considered that when it decided to make Jubilee the second character in this series of Marvel Legends based on the cartoon. Or it’s because Jubilee was released not that long ago as a Marvel Legends figure and the tools were on-hand to make this one. Either way, this figure is similar to the Wolverine one in that it’s mostly reused from past figures. In this case, two different versions of Jubilee were utilized to settle on this one. Unlike Wolverine, basically nothing new was created here as Hasbro mostly just updated the sunglasses. There’s also no show specific accessory included. Instead, we get some effects parts to go along with the VHS packaging featuring new art by Dan Veesenmeyer. Is that good enough?

Transparent on the left, solid pink on right. I think I prefer the ones on the right, but it’s nice to have choices.

Jubilee is depicted in her show accurate costume: pink shirt, blue shorts, blue boots, yellow gloves, and her traditional yellow trench coat. Is it supposed to be a rain coat? I don’t know, Jubilee’s style has always been bizarre and unique to her. She also has her pink sunglasses and the only inaccuracy about her look here is that her earrings are gold instead of red and black. And yet, this one misses the mark. Jubilee’s portrait makes her look much older than she was in the show and the hair style is wrong. Standing at 5.75″ she’s also too tall to be an animated Jubilee. Mostly though, I think it’s her coat that makes her look off the most. In the show, she’s practically swimming in the thing, but for her figure it’s lovingly tailored to fit her physique. When I hoped for a series of Marvel Legends from Hasbro, my fear was that Hasbro would just repackage it’s existing Jim Lee era figures and call them animated versions and that’s basically what’s happening here and it’s a bummer.

If you don’t like either set of glasses, there’s the alternate head with the glasses molded above the eyes. This is from a prior build-a-figure Jubilee.

The main change with this figure from past ones is obviously the paint. Jubilee is cel-shaded like Wolverine, though it’s not as noticeable. I suppose that’s due to the coat as it hides most of the shading on her torso which is also just limited to a block of red paint on her right side and a streak by her neck. There’s also very little shading on the coat which is limited to the sleeves and the area around her collarbone. It’s strange to see none on the creases of the coat. They also used that same mustard shade of yellow that was used for Wolverine which doesn’t look right. There’s not much rhyme or reason to the shading on her though. With Wolverine, there was more shading on one side of him than the other which is how most characters are colored for animation. With Jubilee, it’s just haphazard and the shading on the coat especially is rather ugly. I suppose I’d rather the shading be present than not at all and her boots and shorts look fine, ignoring that her boots aren’t the proper shape. There’s no shading on the flesh portions of her arms and legs which is true of Wolverine so I guess that’s going to be a thing going forward. There is some shading on her sunglasses which turned out okay, but like basically everything with this figure, could have been better. It’s the sort of shading I wanted to see on the windshield pieces of Super7’s Optimus Prime.

While I prefer this look for young Jubilee, that head is just so sleepy and boring. Where’s the smile?

Jubilee doesn’t nail the look of the character from the show, and unfortunately, her accessories don’t sweeten the package much. Her default look is a head with her hair trimmed short and no glasses. She has two pairs of shades that can slip over her eyes: solid pink, and translucent pink. Both feature the shading on the front and both fit on the character’s head just fine. I prefer the solid pink ones as that looks more like the character from the show, but she also rarely wore her sunglasses in a traditional manner. And because of that, Jubilee has a second head with the glasses permanently above her eyes. This look is more faithful to the show and her hair looks better, but she still looks like an older version of the character. Plus she’s missing her earrings – come on, Hasbro! I’m torn on which head I’ll ultimately display, and it sucks that I’m trying to decide which is the least worse. Lastly, we have two effects parts cast in translucent pink plastic. They would be fine if they at all resembled her powers from the show (or comic), but they don’t. These look like the same parts released with Scarlet Witch and Negasonic Teenage Warhead just colored differently. I didn’t love them then, and I like them less now since they don’t make sense. There had to have been better effects parts for Hasbro to recycle, right? Dazzler’s parts would have worked better than this.

These effects pieces seem inappropriate for the figure. There were better options out there.

One, final, bone I have to pick with this figure is the articulation. Hasbro, for whatever reason, seems to always shortchange the female characters when it comes to articulation. For some reason, they think double-elbows and ab crunches can’t work with them and Jubilee is no exception. Her head is on a ball hinge that lets her look up, down, and around with some tilt. The shoulders are ball-hinged and they’re fine. There’s no butterfly joint or biceps swivel as the top of her arms have the sleeves sculpted on. She does get a swivel at the elbow and single hinges that let her bend her arms at a 90 degree angle. Her wrists swivel, and interestingly, one wrist has a horizontal hinge and the other vertical. It’s not necessary, but I kind of like it. In the torso, we have a ball joint in the diaphragm that does little. It gets almost no range forward, back, or tilt and it’s mainly just a swivel point. No waist twist, and we have ball-jointed hips. She can kick forward, but not back, and her legs go out to the side an acceptable amount. There’s a thigh cut just below the shorts which looks good, and double-jointed knees. The hinges at the knees feel a bit gummy and the top one is quite tight, but if you get both to move properly, she can bend past 90 degrees. There’s a boot cut below that and the usual ankle hinge with rocker that works very well. Jubilee is pretty conventional for a female Marvel Legend. The elbows are okay and the torso stinks, but at least she’s not worse than usual.

Jubilee should get used to finding herself behind better looking figures.

As a final bone to pick, we have to talk about value. This figure is $27 and sold exclusively through Hasbro Pulse and Shop Disney, so you have to order it. There’s no brick and mortar option, so tack-on the cost of shipping to that 27 bucks, or the cost of a Pulse Premium subscription (which is what I ended up doing as I figured this line would pay for itself through the free shipping perk) unless you happen to catch her on Disney during a free shipping promotion (otherwise you have to order $75 worth of merch to trigger that perk which you actually could right now just by ordering the three figures from this line currently available – Wolverine, Jubilee, and Mr. Sinister). That’s not cheap, and to illustrate that I have the below picture. All four figures were released or solicited around the sound time so there’s no COVID impact to the price of one that wouldn’t affect the other, and in comparison this figure is just not a great value. Let’s go left to right:

Not included is the DC Collectibles Batman from the animated series I reviewed previously. It’s a better value than Jubilee and features good cel-shading, but I don’t know if it was available to purchase around the same time so I left it out.

NECA Turtles in Time Raphael – the cheapest at $26, not sold exclusive to any retailer. 100% reuse from a past figure save for the new sais and hoverboard (though the mold for that is used for other figures). He also has his own unique deco via the pixel shading. It’s a reissue of a figure from 2020, but so is Jubilee basically.

Jubilee, who is $27 plus the cost of shipping because she’s not available at retail. 100% reuse, bad paint job where the cel-shading is concerned.

NECA Groundchuck – This guy is sold in a two-pack for $65, so he’s $32.50 and found at Target and pretty comparable in price to Jubilee. And unlike Jubilee, there’s no reuse with this guy and likely won’t be any future use for these tools unless NECA does a variant. Tons of paint, tons of hands, and a gun. Terrific value. And if you think I’m cherry-picking from the set I’d say his box-mate Dirtbag is just as good and actually has more accessories.

Bandai/Tamashii Nations Goku Black – this guy is the most expensive, but he’s $35 and sold at Target. It’s a reissue with a new paint application on the hair. This is Bandai reissuing an older figure and giving the consumer a discount as a result. Jubilee is a reissue of an old figure, but more expensive. Plus this is an S.H.Figuarts release, a much higher quality product than Marvel Legends. Normally the comparison would be unfair and ludicrous, but it’s $35 so it’s very much comparable to what Hasbro is giving us.

Value is a subjective concept, but I don’t see a strong argument for this Jubilee being comparable to those other 3 where value is concerned. Basically we have two companies offering up a reissue or variant of an older figure and giving the consumer a price break, while the third figure is all-new and just so happens to be right around the same price. They’re also all licensed figures and not an in-house brand for any of the companies above. I don’t doubt that the Marvel license is more expensive than TMNT or Dragon Ball, but that is meaningless to the consumer since we’re just judging the product for what it is and how it compares elsewhere. Unfortunately, Marvel is exclusive to Hasbro in this scale so there’s no alternative unless a non-US company like Medicom wants to start doing animated X-Men. If this were down at 20 or even 22 bucks then I’m not making this comparison, but if Hasbro wants to charge a premium for this line then we’re entirely within our rights as consumers to expect better. If they have to charge more to do these figures justice then charge more, but don’t repackage old figures at a mark-up and expect people to just smile and accept it. If this line fails it’s going to be because collectors saw it for what it is and not a reflection of the desire out there for a line based on the cartoon X-Men.

I think it’s pretty clear which figure Hasbro sunk more money into.

Jubilee as just another Marvel Legends release would be fine. Probably a little on the subpar or average at best scale, but ultimately fine. The sculpt is okay and the paint effects are applied well with minimal slop. It’s as a representation of the Jubilee we know and love from the classic animated series that this figure fails. This just doesn’t look like that Jubilee. She’s too tall, the proportions aren’t right, the cel-shading on the coat is bad, and she looks much older. Had Hasbro at least given her a more show accurate head-sculpt, like it did for Wolverine, I would be satisfied and able to overlook the other inaccuracies. And if they gave her more expressive effects parts that would have helped too. Instead, we have a figure destined to lurk behind the other figures in this line. Hopefully, she ends up being the least accurate of the bunch (though that Jean isn’t looking too hot) and all future figures are better because I’d hate to see one that’s worse. Hasbro has its hooks in me though, and as long as they’re the only ones giving us a line of figures based on the animated series, I’ll probably keep on buying. Not enthusiastically, but I guess if Hasbro is getting my money regardless that’s all they care about.


NECA Cartoon TMNT Mousers Pack

I hope you have plenty of rats, because these Mousers brought their appetite.

It’s been a little while since we had a Turtle Tuesday around here. NECA was keeping me quite busy in March with release after release and really putting a hurting on my wallet. Not only were sets hitting stores, but items were going up on NECA’s website for preorder, all of which require payment upfront. It almost became exhausting especially since the capper on all of that was a Turtle Van in April, and as you can probably guess, that thing ain’t cheap!

One of the surprise solicitations of 2021 was for a set of Mousers. The Mousers are from the comic and made the jump to animation pretty early in the show’s life. They have since appeared in nearly every iteration of the Teenage Mutant Ninja Turtles to follow. In most versions, if not all, the Mousers are an invention of Baxter Stockman and are intended to solve New York City’s rat problem, but they often hide a more nefarious purpose. Being that the turtles are lead by a mutated rat, it’s pretty easy to see how the Mousers can work their way into a story for the series. And most of the toy-lines have sought to introduce them as well to varying degrees. The original Playmates line featured an oversized Mouser as part of the wacky action line of figures, while the 2003 line made them a pack-in accessory and portrayed them at the appropriate size. Pretty much ever since this line took-off, collectors have wanted to see NECA introduce the Mousers. They previously did some for the Mirage line as a convention exclusive and their April figure came with a pair, and NECA has finally come through.

A familiar box, but much smaller.

The Mousers from NECA come in a small, toon-style box, that reminds me a bit of the boxes the bunny Bebop and Rocksteady came in for Loot Crate. It’s just a lot smaller in comparison with the NECA two-packs since Mousers aren’t exactly big. This set was retailed for $40 and is a NECA website exclusive, but individual Mousers are likely to be worked into the retail line as accessories (this year’s San Diego Comic Con set includes Baxter Stockman and a Mouser). It’s great to see NECA just come right out with a pack like this as if they had released a Baxter with a Mouser or two people would be trying to army build Mousers while getting stuck with multiple Baxters. Even Super7 has made collectors wait a couple of years after including their, lone, Mouser in the first wave of Super7 Ultimates! as they have a Mouser pack due to arrive at some point this year.

Look at all the tiny robots!

With this set, NECA is providing each buyer an assortment of Mousers. There’s enough here that many collectors will probably be satisfied with just one, but others can likely easily talk themselves into multiples since the variety is done well. So what’s in the box? Well, each box comes with four, complete, unblemished, Mousers. Their design matches the toon as they have a slight curve to their head as opposed to the more rounded look of the comic version. They’re painted white and gray, with the gray acting as the “toon” shading and the proportions look spot-on. They’re over 2″ tall, but they’re construction affords a range of posing in which they can be more upright or hunched over. They’re quite bird-like in their design with thin legs, clawed feet, and “knees” that can bend forward or back. There’s a single stripe of red for the glowing “eye” on the head, and the interior of the mouth is sculpted and painted a slate gray. There’s black on the joints too and gray on the “neck” of the robots. The sculpt is basically perfect. It’s not a demanding design, but credit where credit is due. The paint job is also nice and free from slop. There’s a little excess black on the hip of one of mine, but otherwise the set is pristine.

The battle damaged ones are pretty damn fun.

Now, four Mousers is nice, but not 10 bucks a piece nice, so it’s good that there’s more! There’s an additional, complete, Mouser with a bashed-up head. It’s lovingly dented and scratched and the red light has been extinguished on this one because it has a hole going through the top of the head that can accommodate Raph’s sai. Both pieces of the head are re-sculpted for this and the mouth hinge still works while the body is the same as the others. The sixth Mouser is more destroyed as it has a bashed head that’s a different sculpt from the other bashed Mouser. The neck is extended to imply the cable has been forced out and there’s a new body as well. It’s nicely dented and even features an adorable mouse popping out of a hole in it along with some wiring. There’s an added, non-removable, cap on the bottom which does look a little odd since it’s not on the others, but maybe it’s there for a reason I forgot. One leg is the same, while the other is a new piece that has a frozen knee joint and the foot is broken off. Lastly, we have a completely smashed Mouser that’s in three pieces: head, neck, and the rest. There’s sculpted wiring in the husk of the body with more sticking out of the neck of the headpiece. Between the battle damaged and the non, this is quite a little collection of Mousers and certainly strikes me as enough for a display.

Poor Splinter. He used to be displayed enjoying a nice book, now he has to deal with these things.

I touched on it a little already, but I should take some time to rundown how much articulation is in these little guys. Each Mouser has an articulated jaw, even the busted ones, which opens quite far. They’ll have no problem gobbling up rats or latching onto a turtle limb. The head is on a ball joint, and the neck too is connected to the torso via a ball joint basically making it a double-ball-peg joint. They can look up and down and get some nice nuance in the tilt. The only thing they can’t do well is look to the side. They can a little, but probably not as much as the robots in the show. The hips are just simple swivel points. It would have been nice to get some rotation out of there, but it’s suitable for what these need to do. The knee is a hinge that goes in both directions and there’s an ankle hinge as well. An ankle rocker would have been cool, but I can see why NECA went with the hinge as it’s much closer to the design in the show. Plus, without a ball joint at the hip there’s little need for an ankle pivot. It’s a neat and tidy assortment of articulation which definitely prioritizes the aesthetics of the sculpt, but also doesn’t really feel like any sacrifices were made so overall a good job.

Mousers need rats, and rats demand cheese and pizza. Not sure who requested the VHS tape, but it’s delightfully nostalgic!

To sweeten the package, NECA did toss in a bunch of extras. These are mostly limited to the various rats we’ve seen bundled with figures like the Rat King previously as well as the sitting rat that came with Splinter. There are 6 rats in total, three are reissues of the ones that came with Rat King but painted in a light gray with a brown tail. The sitting rat from the Splinter/Baxter set also has lighter fur and a re-colored tail and NECA painted the feet gray instead of brown. There are two, new, rats in this set: one on all fours and one that’s on its hind legs with the forelegs against its chest. That one is the cutest one yet and while it’s good to have rats with Mousers, I may take the Rat King re-issues and add them to him since they have the coiled tails. Also included is a wedge of cheese the sitting rat can hold, the VHS tape that came with Ace Duck previously (only now with a little blue paint on the label area), a slice of pizza that we’ve seen before, and a little drone robot that looks like a fly. It’s another Baxter invention and something to hide in a display. I’m curious if the controller for it has been released or will be in the future to pair with the Baxter figure.

With the Super7 version. That one is a little bigger and is colored to be in-line with the Playmates figure, but it has way less articulation..

The accessories are fine, and even though I don’t know that I need so many rats, I can’t deny the wisdom of including them here. Plus there’s not a lot that can be released alongside Mousers. Another controller maybe? A new panel for the street diorama with a hole munched through it? That would obviously be more ambitious than what is here, but I can’t say we’re truly missing anything.

And Rat King gets some new rats out of this set, what’s not to love?

NECA’s Mousers set is a solid addition for those who want Mousers in their TMNT display. For 40 bucks, it’s not hard to see the value here as the small army of damaged and undamaged Mousers is sure to eat up some shelf space and there’s some extra rats to keep them busy too. And most importantly, the actual figures turned out very well and I think fans will be quite pleased. Unfortunately, this was offered only through NECA’s webstore and isn’t coming to retail. Several have made it onto AliExpress for basically MSRP so check there if you missed out or if you just want more. The mere fact that they’re available there means these weren’t made-to-order so it’s possible that NECA ordered extra and might make them available again at a later date. And as mentioned earlier, we’re likely to see these guys pop-up here and there as an accessory in other releases. If you want this specific set though I’d suggest you act fast as this is one likely to rise in value on the after-market since collectors love army builders.


Beast Kingdom Disney Dynamic 8ction Heroes Classic Donald Duck

Here’s Donnie!

Few brands are as immensely popular as Disney, which is why it’s a bit surprising that the company’s presence in the world of action figures has always felt a little lacking. It’s thought (and maybe even confirmed by the company) that Disney’s interest in properties like Marvel and Star Wars stemmed from them being unable to internally develop IPs that better aligned with what boys enjoy. Disney has never had trouble selling princess dolls to little girls, but action figures? It’s always been a tougher sell. They’ve tried and managed to craft a wonderful IP in Gargoyles, but apparently it didn’t have the sort of commercial success that Disney was looking for. Even so, it’s a shame their classic characters haven’t always been well-represented in plastic. Maybe they just think kids don’t want a Mickey figure? With the collector market amongst adults really exploding over the last decade or so I suppose it’s no surprise that we’re finally seeing some change in this area.

Donald comes in a heavy cardstock box that reminds me of a board game. The left is the outer lid, and the right is the inner box with the insert over it.

It was a little over a year ago that I took a look at the Hero Cross HMF Donald Duck. At the time, that figure was one of the few collector grade figures of Donald Duck out there. Since then, we’ve seen other companies show interest in Disney figures like Super7, McFarlane, and now Beast Kingdom. Beast Kingdom has actually been at it for a little while doing some collectible statues and also dipping its toe into the action figure game with it’s line Dynamic 8ction Heroes. The first figure I saw from Beast Kingdom and had interest in was a Jack Skellington. Since there isn’t a review of that figure on this blog I obviously didn’t buy it, but I sure was tempted. Beast Kingdom has since released a Mickey, Darkwing Duck, and Scrooge McDuck, but it was Donald Duck that I decided would be my entry point into the world of Beast Kingdom. And today, on Donald Duck’s 88th birthday, I’m going to tell you all about it!

And there’s our boy and all of his “parts.”

Donald Duck has long been one of, if not my absolute, favorite cartoon characters so when a new product featuring him comes along I immediately take notice. I liked the figure from Hero Cross last year, but the cost of that line left me content to just make Donald my one and only. Beast Kingdom has a similar issue in that these figures are not cheap. And like everything the past year, the price seems to only be going up. I paid just over 70 bucks for this guy at Big Bad Toy Store and that’s certainly a lot for an action figure. It’s a hard price to live up to, but if I was going to have any interest in adding to my collection beyond Donald, I needed this figure to win me over.

Such a nice looking, well-mannered duck.

Donald Duck arrives in a pretty hefty package. It’s a square box and the top slides off like the box to a board game would. There’s an insert featuring Donald’s shirt pattern over a plastic tray which contains the actual figure. There’s a transparent plastic overlay on that tray, but otherwise everything is loose with no tie-downs or anything. It’s also worth pointing out that this seems designed for internet sales because you can’t see the figure at all without opening the box which is taped closed. There are some product renders on the rear of the box, none of which showcase the entire figure’s body. It’s a bit odd, but again, this isn’t the type of product destined to sit on a shelf at a brick and mortar location.

I’ll just give you the comparison you want right out of the gate.

Donald stands at approximately 6.3″ per Beast Kingdom’s product solicitation. He’s quite big and might catch some folks off-guard as a result. He’s bigger than even the Hero Cross Donald and if there’s a scale to this line I’m not sure what it is. Donald obviously doesn’t exist in the real world, but when animated into live-action he looks like he could be around 3.5′ tall which would make this something close to 1/6th scale. Either way, he’s likely not going to scale with anything else out there except for other Beast Kingdom figures from this line. And by “line” I mean the Disney ducks, and maybe Mickey, because the Jack figure from Beast Kingdom is 8″ tall. As I said before though, I don’t have any other figures from this line to compare him to, but I’m assuming he shares some parts with the likes of Scrooge and Darkwing and they’re probably all comparable in size.

We should probably compare duck butts too. One thing Hero Cross has over this one is no seem for the faceplates on the head.

Donald is presented in his licensing art attire. That means he has a light blue hat and shirt with yellow trim on the shirt and a red bowtie. It’s not my preferred Donald, but it’s not unexpected. Since Beast Kingdom lists him as “Classic” Donald maybe they intend to do other versions later. Out of the box, Donald has a fairly neutral expression with gripping hands. The white areas of his body are appropriately white and the only other color really is the orange of his bill and legs. There’s very little paint on this guy, especially because his eyes are a separate piece of very light blue plastic. The only paint you’ll find on him really are the black pupils of his eyes, which are printed I’m guessing, and his inner mouth on the alternate portrait. The white plastic has a nice matte appearance, while the orange is a bit more glossy and “plasticy” in nature. It stands in contrast to the more saturated and richer presentation of the Hero Cross figure and I wish they had painted those parts. This is a figure meant to represent a classic cartoon character and that saturated look would serve it better in replicating the ink and paint origins. The bill looks okay, but the feet have a cheap look to them as a result that I wish wasn’t present in a $70 figure.

Behold the horror that is faceless Donald! The tab for the eyes slides into that open slow and you can see the magnet at the top of the head which doesn’t appear prone to falling out.
And those eye plates will allow the figure to do things like look up…
…and put some movies on Daisy, if there ever is a Daisy.

Also contributing to the figure’s appearance is the use of soft goods for the shirt. It’s a design choice by Beast Kingdom probably to differentiate their product from others out there, and as far as I can tell, all of the figures in this line come with soft goods attire. The quality of the shirt seems okay. It has the thickness of a Barbie shirt and the printing of the yellow parts looks nice. I like how the rear “flap” is sewn into the collar and the bowtie is also handled well. The issues I have it with though are that mine is fairly wrinkled out of the box and I’m not sure there’s much I can do about that. I wouldn’t dare iron it, and if I wanted to I’d have to figure out how to get it off to do so which would likely require me to remove the figure’s arms. I suppose I could hit it with some wrinkle release spray and see if that helps. I also find the fit of the shirt just looks a little off. It sits very high on Donald’s shoulders and basically erases his neck. I find myself tugging on it a lot to try to bring it as low as possible, even though it isn’t accomplishing much. I think there’s just not enough weight to the material which is often the issue of soft goods and why some people hate them. I don’t think it looks terrible by any means, but it’s easy to see why Hero Cross went with a vinyl body instead of soft goods.

Posing won’t be this figure’s strongest point, but at least he can guard Optimus in a game of one-on-one.
Beast Kingdom includes a stand if you want to attempt more dramatic poses, but I have found the figure just works best in simple ones.

Beast Kingdom does refer to this line as its Dynamic 8tion line. Why they use an “8” I don’t know, but nitpick aside you would expect some dynamic posing out of a line with such a name. That’s going to be a challenge for a duck, but Beast Kingdom does list 12 points of articulation for this figure. Donald’s head sits on a double ball-peg with another ball-peg at the base of the neck. This means he has no trouble looking in basically all directions. The shoulders are on standard ball-hinges and he gets good rotation there even with the soft goods shirt. At the elbow is a single hinge with a swivel and the sleeve of the shirt slides up past the elbow pretty effortlessly to facilitate movement of the joint. The wrists are on ball-hinges so he gets a full range of motion at that point as well. In the torso, we have what feels like a ball joint of some kind. It mostly allows Donald to rotate as trying to use it as an ab crunch causes the figure to just snap back into place when released. The legs are where things are most limited as he has a ball and socket joint at the hips and ball joints at the ankle. There’s no knee joint which is odd so Donald’s knees are permanently bent. His shape being what it is, there isn’t a lot one can do with the legs and the plastic for them is too light to handle one-legged poses and some walking positions, but I suppose that’s why there is a stand included. He moves about as well as I expected and the only knock I’d give the figure are the lack of knee joints and it’s worth pointing out that Beast Kingdom’s Darkwing has knee joints, while Scrooge does not. Most of the articulation is well-hidden at least which is a nice bonus.

They really made sure he could look in just about any direction.

In terms of accessories, Donald has a lot and a little. All of his accessories are just optional display parts so there’s no props or anything. Given he’s a generic Donald Duck, there isn’t exactly a prop that jumps to mind so I suppose it’s not a big deal, it’s just odd to have gripping hands on a figure that has nothing to grip. Donald also has a set of relaxed, open, hands and a set of waving hands. No fists is a bummer so you can’t even really try to replicate his classic hopping mad pose. Donald also comes with a second head, but I think it’s just included either as an extra or to help pack the other faceplate because it’s not needed. Donald’s face system works in that there’s a plate that comes off and behind that you have a plate for the eyes which are removable. The back of his head works with both faceplates, which is good because when I tried popping the head off the neck came with it and I could not get that off. And thankfully I don’t need to because I can just swap the faceplates. Donald’s other expression is an open mouth with frowning eyes which required a different shape for the eyes. You get four sets of eyes for each faceplate: straight-ahead, looking up, left, and right. Swapping them is fairly painless, and swapping the hands out is also easy, which is great considering I had issues with my Hero Cross Donald. Lastly, the hat is removable and attaches via a magnet. Beast Kingdom also includes a stand which is made of translucent, blue, plastic and features a black arm that is designed to grab the figure around the neck. It’s a bit unusual, but it works and it looks okay since it has Donald’s name printed on the front. I just wish it wasn’t hollow and had more weight to it so I felt like it was really anchoring the figure down, but he doesn’t have issues standing so I likely won’t even utilize the stand.

For those who don’t have an expensive import Donald, here’s some comparisons to the short-lived DuckTales 2017 toy line and a NECA TMNT figure.
Perhaps more useful, a comparison to a Marvel Legends Spider-Man and a Figuarts Goku.

Beast Kingdom’s take on Donald Duck arrived largely as expected. The product shots online paint an accurate picture of what you’re getting, so if you’re a Donald fan and you’re okay with the price, then you should be satisfied. I have some nitpicks with the soft goods, but they look as advertised so it’s not like Beast Kingdom delivered a product that was misleading. My only real issue is with those legs as a digital render isn’t going to reveal just how cheap they look in person. If I’m paying a premium for a collectible, cheap is the last thing I want to enter my mind when I look at it. And the lack of fist hands too kind of sucks as I find the options I have in posing the figure aren’t “wowing” me. It would have also have been nice if the beaks were removable. I like the angry expression quite a bit, but the neutral one is almost too plain. It looks like Donald, but when am I ever going to choose to display Donald with an expressionless face? This is a character that’s usually displaying some pretty extreme emotions be they happy, mad, frustrated, scared, etc. I definitely don’t picture Donald Duck in my head with a blank expression on his face.

Looks like they’re getting along just fine!

Ultimately, your perception of value is going to define how you feel about this figure. It mostly looks the part, the articulation is acceptable, and there’s some options available for display purposes. It just all comes at a pretty steep cost and I don’t know if it truly earns it. There’s no feeling of “extra” with this guy: no reference items or just fun add-ons like you might see from other companies or even from Beast Kingdom as they included Scrooge’s number one dime in his set (among other things, and to be fair, he’s being sold for $85). I’m fine with this figure though and I’m happy to add it to my Donald display, but it didn’t leave me wanting more figures from the line. I feel pretty comfortable now in passing on Scrooge and the nephews. Maybe Beast Kingdom can convince me to buy another Donald down the road if an update comes along based on a favorite short or something, but for now, I’m content to let this be it and I enjoy it for what it is. And on a personal note, I’m also happy to devote this blog’s 900th entry to a Donald Duck toy! Now I have 99 entries to think of an appropriate 1000th one. Will it be Donald? Will it be a toy? Check back, I suppose, in a year and half or so.


Psycho Unlimited Danzig Gamblers Box

For once, my liquor backdrop kind of makes sense.

These days not a lot of merchandise comes out from Danzig. It sure seems like we’ve reached or are nearing the end when it comes to music releases as the man, Glenn Danzig, has turned his attention towards movie-making. And that’s his right, since Glenn Danzig has been making and releasing music for over 40 years at this point and if he wants to do something else then more power to him. It just means for someone like me who has collected Danzig stuff for years that I really don’t have much to seek out anymore. Unless I want to buy every reissue of a past Danzig album on vinyl (you can now easily get a copy of Danzig 6:66 Satan’s Child for the first time in over 20 years), and I don’t, I get to keep my money and throw it at other things so when something as innocuous as a “Gamblers Box” came around I basically said “Why not?” since I hadn’t bought anything “Danzig” in awhile.

Each set comes hand-numbered on the back.

Psycho Unlimited is a company that handles lots of merch for various music acts, most (if not all) of which fall under the heavy metal umbrella. Psycho also has its own annual festival, Psycho Las Vegas, which it promotes and last year one of the headliners was Danzig so it’s no surprise to see that Psycho partnered with Danzig to do a unique item. And that item is the Gamblers Box. I don’t know why the word “Gambler” is pluralized and not a possessive, but that’s how it’s listed so we’re going with it. It was solicited last fall and it’s mostly what it sounds like. When it was put up for preorder, it was priced at $99 and for some reason it seemed like a thing to throw my money at. It’s limited to 666 copies, naturally, and there are still some available at the time of this writing only Psycho has upped the price to $139. Marking it up to $139 instead of $138 seems like a real missed opportunity.

How much is too much for what is essentially a cool box?

The Danzig Gamblers Box appealed to me most because it comes in a rather neat package. It was over 20 years ago when Glenn Danzig first started floating the idea of a box set of unreleased material which he envisioned being packaged in a box in the shape of an inverted cross. To my teenage mind, that sounded way too damn cool and I wanted it instantly. It would be several years later that collection of unreleased material would finally be released as The Lost Tracks of Danzig, and while the packaging was pretty awesome, it was no inverted cross box. The Gamblers Box has taken its place, and while the contents are far less interesting than a collection of unreleased music, the box itself is bad ass. The box measures 11″x8.5″x2.25″. It’s a matte black and quite thick and sturdy. The classic Michael Golden Danzig skull is in the center set on a crimson depiction of the Danzig skull/cross logo from the Lucifuge era with the only addition being the Danzig logo appearing at the top of the cross.

There’s not a whole lot in this thing.

Unfortunately, the box is far and away the most interesting part of this release. Not that it’s anyone’s fault, but the contents are what they are. This is a novelty Texas Hold’em set, basically, except it doesn’t come with chips. For some reason I thought it did, but it actually never advertised poker chips, I just lost track of what was advertised over the months between order and release. The interior of the box is as nice as the outside. It’s done in a red felt material, but it’s nice and thick. It’s basically a foam material that’s quite firm and it’s thick enough that an imprint of the “Psycho” logo appears at the top. It’s not that cheap “felt over plastic” tray that the Misfits Box Set featured which usually cracks over time. Aside from the insert, the contents of the box boils down to the following: a deck of cards, a dealer coin, and 3 dice.

I’m a little surprised Danzig has never authorized novelty D&D dice before.

The dice set is done in a slate gray color with each number carved into a side and painted black. When you open the box, each die will be set to display the number 6 so that you get a 666 staring back at you as they surround the cards. In place of the number 1, each die has the Danzig skull partially printed on it. Rather than try to squeeze the whole image onto a panel, it’s cut-off similar to the cover of the first Danzig record. I’m not much of a gambler, and when I do I usually don’t bother with dice games, but these feel a little on the light side to me. They’re fine though and they’re probably the most usable part of the set as they’re not likely to get worn much when actually played with.

The reverse side of the coin is pretty damn cool.

The coin is placed at the top of the cross and is quite heavy. The side facing out features a raised Danzig skull with the number 777 above it. The base color of the metal is basically a brushed nickel gray and the area around the skull is painted black, as are some of the details on the skull itself. I suspect it wouldn’t be hard to scratch this thing up so do be a little cautious. The skull itself is slightly off-center on my set and I’m not sure if that’s true of all. I’ve already seen some sets where the numbers on the dice weren’t facing the same direction so there could be some production variances to be mindful of. The rear of the coin features the Angel and Demon Yin Yang featured in the Danzig IV booklet. The art was done by artist Michael Kaluta and has long been one of my favorite pieces of art associated with Danzig. The demon half is painted black while the angel side is natural steel, but it’s been polished so it’s a little different from the color of the rest of the coin. It’s a neat little novelty item and I suppose you could utilize it as a dealer token in a game of cards if you wanted to, but I’d hate to see this thing sliding across a table unless you were playing on a felt-top table.

Cards are obviously needed to complete the set, even if they’ll never be played with.

The deck of cards is the last item we need to talk about. I suppose it’s the item most could find a use for, but cards ware out fast and I personally haven’t played a game with a novelty set of cards since I got X-Men ones as a kid. The box is a dark gray with black detailing. There’s a cross-hatching texture and what appears to be thorns. On the front and rear we have the same logo printed that appears on the box itself only now the red is done with a shiny, foil, finish rather than the muted shade on the box. On the long side is the words Psycho Unlimited printed in the same red and on the top and bottom we have, in gray, the phrase “Devil’s plaything in my hands” printed in the Danzig font. A reference to my personal favorite song from the band.

I applaud the choice of artwork for the high cards, very old school.

The box is a bit tricky to get open without ripping the lid. I had to go super careful and I did slightly crease the center of the top flap in doing so, but better than a rip. The numerical cards are pretty standard stuff while the rear of all cards resembles the card box itself only with a purple filter on the background. The face cards and the ace cards are where some opportunities present themself to incorporate some Danzig art. The jack features the classic “Demon strangling Jesus” image from the “God Don’t Like It” t-shirt sold during the band’s early years. The queen features the cover image of Thrall-Demonsweat Live while the king uses an illustration of the cover image from the first Danzig home video of Glenn with a goat mask tied to a cross. The ace reuses the Kaluta Yin Yang. All four have that purple filter applied from the rear of the card and look pretty cool. I do wish there was a different color filter for each suit. All of the suit images on the card faces are in black except for the symbols right under the numeral. Clubs and spades are black across the board while diamonds are purple and hearts red. Some sets also include four 1 cards. These can be brought to Psycho Las Vegas and exchanged for something. What that something is, Psycho hasn’t revealed. And I don’t know if they’ll let you keep the cards. Psycho sent an email indicating these are only in some sets, but so far I have yet to see a fan not find the cards. Each deck comes wrapped in cellophane and arranged by suit so it seems like the type of thing that would be more trouble than it’s worth to filter out, but who knows? If you’re going to Psycho Las Vegas it wouldn’t hurt to bring a set and if you have no interest in this box there’s probably some cards out there that people don’t want.

These will apparently get you something at Psycho Las Vegas if you’re going. I am not.

The Danzig Gamblers Box is a true novelty item. It is what it is and whether you’re into card and dice games or not it’s unlikely something you’ll get much use out of because who wants to ruin a $100 deck of cards? This is really a display piece and something for people to go “What’s that?” when they’re looking at one’s collection of Danzig memorabilia. And as a display piece, I do think it’s pretty cool. You could even display it closed or open since the interior displays well too. It’s just not the type of thing that’s for everyone and I can easily see a lot of fans passing. At $100, it felt a little pricey, but it seems few limited collectibles are rarely under $100 these days. At $139, it’s too much. The development cycle for this item ended up being longer than Psycho predicted so I wonder if they’re trying to recoup some additional costs they previously didn’t budget for. At 666 units, it will probably sell out eventually, but maybe not at that price. If they still have stock after the event in August then I could see it getting discounted so it may be worth it to wait if you’re on the fence. For most though, I think they already bought it if they thought it looked cool. I’m reasonably satisfied. I don’t know that it was worth $100 (plus shipping), but I paid for it over 6 months ago so it’s easy to separate the cost from the item. It’ll look cool on a shelf, and that’s pretty much all I wanted it for.


Marvel Legends X-Men Animated Series Wolverine

Ah! There you are, Wolverine!

The toyline of my dreams was announced last October. In celebration of the 30th anniversary of the television series X-Men, Hasbro is doing a dedicated line of Marvel Legends with figures based on the look of the show. The show was obviously inspired by the designs of Jim Lee, but there are differences in the look of a character made for print and one made for television and it was something I always wanted for my favorite, childhood, TV show. Batman got his own line based on his show, the Ninja Turtles are receiving the same from NECA, now it’s time for the X-Men. And who is leading things off for Hasbro? None other than Wolverine, so lets make this a Wolverine Wednesday!

This should be a time of joy. The toyline I’ve wanted for years now finally happening? Of course, nothing is guaranteed. Since the announcement of the line, Hasbro has really underwhelmed when it comes to figure reveals. It even started off right away. While I think most were pleased with how Wolverine was shaping up, Jubilee was announced the same day and looked decidedly unlike her animated counterpart. Mr. Sinister would follow not long after, and while he looks solid, he comes with zero accessories. No extra hands, no extra head, no show-specific gizmo, nothing. I don’t need to go into it further, since I already did, but 2022 has really sucked some of the life out of this line before the first figure arrived in the hands of collectors. That’s a discussion for another day though, as today I get to talk about Wolverine.

I love that box!

Wolverine was already a popular character to comic fans, but it also feels appropriate to call him the break-out star of the cartoon. Voiced by Cal Dodd, this iteration of the character is still the first that comes to mind when I hear the name Wolverine. Wolverine arrives in the new, plastic-free, VHS-inspired, box created for this line. Artwork of Wolverine adorns the box which was done by artist Dan Veesenmeyer who was a storyboard artist for the show and was responsible for the artwork featured on the actual VHS releases of the show back in the 90s. I love this approach by Hasbro as it’s creative, nostalgic, and just plain fun. Did they get the idea from NECA with their VHS-styled packaging for TMNT? I don’t know, but Hasbro still deserves praise for at least nailing this aspect of the line.

I appreciate the commitment to preserving the VHS aesthetic all around the box.

The figure itself comes in a little baggie and the accessories are packaged in a separate bag. Collectors have rightly pointed out that this style of packaging prevents potential buyers from actually seeing the figure they’re buying, but that is mitigated by the fact that this line is presently sold only online. Once removed from his little baggie, Wolverine will stand approximately 5.75″ on whatever shelf you deem worthy of his feet. Much of this figure is reused from past Wolverines, but that was to be expected. And the base figure works well enough for what this is. If I have any nitpicks about the appropriateness of this body for Wolverine it’s really just in that his arms are probably too big and too detailed, but that’s minor. Helping me to look past that is the fact that Hasbro gave Wolvie a brand, new, head. It looks terrific with the ears of the mask accurately representing what we would see in the show. The quality of the animation wasn’t fantastic so Wolverine’s head shape had a tendency to be all over the place, but this is how I feel he was supposed to look in every frame and Hasbro did a good job.

How do we feel about cel-shading? I personally like it, though I admit it’s been done better with other figures.

The most talked about aspect of this line though seems to be the paint job. Hasbro, wanting to properly emulate the look of the show, has opted for a cel-shaded approach. I, for one, like that decision. If you’re going to make an action figure from a cartoon, why not try to make that figure look like it came out of that cartoon? The argument against that is always “these figures exist in the real world, let natural lighting provide shading” but that misses the point. What shading in cartoons (or comics, for that matter) resembles real-world shading? The shading with this figure looks good. I like how it’s applied as it was done in a consistent manner. My only issue with it is the choice of color for the shaded yellow portions. Hasbro went with a mustard color, which is not at all in-line with the show. For an example of a better, more appropriate, shade of yellow one need only look at the only other X-Men animated action figure out there: Mondo’s Wolverine. That Wolverine is obviously much bigger and much more expensive, but that doesn’t excuse Hasbro just plain whiffing on the choice of colored paint. The other thing I don’t like is that Hasbro didn’t use this as an opportunity to engineer some pin-less joints for Wolverine. Wolverine is a character who will see numerous re-releases over the years so the cost to do so seems immaterial as Hasbro will make it back. The pin-less approach is just far more appropriate for a figure with this style of paint job as the yellow pegs poking through the shaded portion of the knee looks stupid. It’s the same problem Hasbro has been running into for years with its Spider-Man figures.

The claws look pretty good.

Joining Wolverine in his box are a handful of accessories. Wolverine comes with his clawed hands deployed, but he can also swap to a set of non-clawed gripping hands. Unfortunately, these are some generic hands Hasbro must be recycling from another figure because they’re missing the channels on the back of Wolverine’s gloves. I’m surprised Hasbro didn’t have proper Wolverine gloved gripping hands available for this figure to utilize, but apparently not. The hands are noticeably undersized and look a bit ridiculous on the figure. There’s even sculpted finger nails on them to drive home that these are repurposed from somewhere else. There’s also a second head which features Wolverine with teeth-gritting and it looks good. My only critique here is that they probably shouldn’t have bothered sculpting the teeth since they’re rarely drawn-in for the show. Lastly, we have a show specific accessory in the form of the picture frame containing an image of Scott and Jean. It’s a great idea for an accessory, and the image is removable, though it’s a shame Mondo beat them to it. Since I have that figure, part of me wishes they went for another meme-worthy accessory like a big slab of salami, but I can’t deny that this is a fun thing to include for an animated Wolverine. Plus, they can always do a civilian Wolverine later that comes with salami.

The non-clawed hands, unfortunately, look like they’re meant for a different figure. And that’s because they probably are.

The articulation for Wolverine should be pretty familiar to anyone who has purchased a Marvel Legends figure over the past few years. It’s certainly a familiar sight if you have one of the prior Wolverines using this sculpt, but in case you don’t (like me), let me run down everything for you. Wolverine’s head is on a big ball hinge. He looks up, down, and all around with a little wiggle too. The shoulders are ball-hinged and work okay, but they have to work around the shoulder pads which peg into the meat of the shoulder. It’s a bit of a pain, but it does at least let the arms go all the way around. There’s a butterfly joint, but the shoulder pads get in the way when bringing the arms forward, but work okay going back. There’s a biceps swivel and the elbows are double-jointed though Wolverine’s beefiness limits his range to about 90 degrees. The wrists peg in and are hinged horizontally. There’s an ab crunch in the torso that works well enough, and the waist swivels. The legs connect via ball pegs and they don’t go out to the side very far or kick back, but they do kick forward. There’s a thigh cut past that, double-jointed knee, boot cut, and ankle hinge that pivots side-to-side. It’s a suitable batch of articulation, pretty standard for a Legends release, and my only complaint really is one of the pegs on the left knee doesn’t go all the way through and it’s exposing the hinge there more than it should. I don’t love what Hasbro did with the shoulder pads, but I don’t know that there’s a better solution.

Don’t do it, Wolverine!
It’s amusing to me that two different companies decided this accessory was essential for an animated Wolverine.

This Wolverine presents a solid template for how this line of figures should be handled. We get some re-tooled parts to match with some reused ones plus a unique paint job, which isn’t something Hasbro is known for. Yes, I have some issues with it. I think the color choice for the shading is off, and I think some added black linework would have really made this guy pop. And those extra hands are garbage, but how likely am I to display Wolverine without his claws? Not very, but he does come with an episode specific item to hold so the non-claw hands shouldn’t have been the afterthought they clearly were. A final nitpick is a similar one I had with the Mondo figure and that’s the claws should have been painted. They were usually white in the show with a little blue added, but both figures just went with a flat gray. At least they arrived in good shape and only my figure’s right hand may take a trip to the faucet and that’s a first for me with a Wolverine Marvel Legends figure. Granted, the last one I bought was probably made by Toy Biz.

“Hello, son.”
The bigger, more expensive, one obviously looks better, but I think it would be a lot closer if Hasbro matched the colors Mondo used and added some linework to their figure.

If this Wolverine was a perfect representation of what to expect from this line then I think most everyone would be happy. And maybe it is. I don’t have any other figures yet, but with Jubilee set to arrive tomorrow I’ll have a better idea soon. This figure is largely what I would expect of Hasbro and it’s plenty good. It’s fun to have a new 6″ Wolverine after so many years and it’s especially fun to see my favorite TV show from my youth get celebrated. It already seems clear to me that if you only get one figure from this line make it this one. Now lets hope that Hasbro spends the money to do a proper animated Sabretooth to pair him up with.

I suppose I should include a comparison between this figure and the only other, dedicated, animated version of a character Hasbro has done (not including the Spider-Verse figures).

Wolverine is presently available to order at Hasbro Pulse (www.hasbropulse.com) and the other figures in the line are up for preorder there as well with Jubilee being the only other one in-stock. It’s expected that all of these figures will also be sold at http://www.shopdisney.com at some point (Jubilee is already there). Each figure retails for $28 and a Pulse membership is required to get free shipping. They’re not exactly cheap compared to other Marvel Legends releases, but for now, Hasbro is really the only company doing a dedicated line based on the animated series. Maybe that will change one day, but for now I’m all-in and I hope we get the full team and select villains. Hopefully this is just the beginning of a fun display.


S.H.Figuarts Dragon Ball Z Krillin – Earth’s Strongest Man

The Earth’s Strongest Man!

My Dragon Ball collecting was once simply focused on the original series, Dragon Ball, but has been expanding over the years. I’ve definitely leaned more towards Dragon Ball Super of late, but one of my Dragon Ball Z purchases last year was the event exclusive Nappa. I don’t know why I like Nappa so much. Maybe it’s because I, and many others, watched the Saiyan Saga of DBZ over and over because, for a long time, it was all we had. Well, we had the Namek Saga too, but that was far less interesting. When I got Nappa it became apparent right away that I had little to pair him with. I would add Piccolo, but presently I have him displayed with his arm missing as it was in the Raditz fight (I suppose I should get Raditz, but that’s not happening given his price on the secondary market). Then along came Krillin. Who better than Krillin to position facing off against Nappa? If I had liked the Kid Gohan that Bandai did I might have grabbed that, but Krillin seems appropriate and he’s a likable character too.

That whole “Earth’s Strongest Man” title would be more impressive if the Earth wasn’t full of Saiyans, Namekians, Androids, etc.

Now, when you get really into figure collecting, other, perhaps strange, things influence your purchases. I didn’t just want Krillin to pair with Nappa, I also found myself both curious and a little excited about some of the changes Bandai made with the figure. This is Krillin 2.0 essentially replacing an earlier figure released in the line. I never liked the aesthetic of that figure, but this one looked good based on the solicitation images. What also jumped out at me were the sleeves and abdomen. Yes, sleeves can influence my purchasing decision. Rather than have those little, blue, cuffs pegged into his shoulders, this figure appeared to have free-standing sleeves like an actual shirt. Is it dumb that I paid over 50 bucks for a toy based on how the sleeves looked? Maybe, but that’s toy collecting!

Things are a little strange looking under Krillin’s head, but this actually works pretty great.

Right now, someone is probably reading this and shouting to themselves, “This is the wrong Krillin!” And yes, I know, and I knew that when I bought it. This Krillin is based on his look during the Cell Saga where he has a blue undershirt and boots like Goku’s. The musculature is also more defined and less rounded, though I don’t know that Tamashii Nations would do that any different if this were a proper Saiyan Saga version of the character. I’m fine with the slight inaccuracy when it comes to my display and if a Saiyan Saga Krillin were to follow without the shirt and in the martial arts slippers I likely would not seek to “upgrade.” This is fine.

He’s small, but fierce!

Krillin, being one of the shortest characters from Dragon Ball Z, stands just a little over 4.5″ when you get him out of the standard window box. This figure comes out of the Vietnam factory which is still relatively new to action figure production for this line. Krillin certainly looks like a Figuarts release. There’s a lot of colored plastic and little that required painting. This edition of Krillin is also meant to be anime accurate so there’s no white on his eyes. There’s a lot of little, painted, details on his face that look nice. Aside from that, the paint is limited to his wrist bands, chest, belt and boots where a solid job of matching plastic to paint is on display. Where things look less great is on the legs. It looks like some shading was applied to the front of the pants, and that’s good, but it was only done on the lower pieces. The upper thigh is not shaded so it looks like mis-colored plastic and the shirt isn’t either. This has become a trend with the line and it’s a bit baffling. Why shade from the mid-thigh down, but no where else? It just makes it look like his gi is two different shades of orange and it’s unbecoming. Shade it all, please! The kneecap piece also appears to be shaded, but for some reason it came out glossier than the rest of the leg. It could be a different type of plastic was used there. It’s especially noticeable with the right knee on my figure.

What is going on here?!

Even with the iffy shading, the figure looks like Krillin and it’s shortcomings won’t be picked up by most when it’s on a shelf. And how good it looks on that shelf will depend on how well the figure is articulated and able to hold a pose. This is where the Vietnam factory has show its inexperience as sometimes the joints don’t feel quite up to par for this line. And with this figure, we have some new stuff to talk about. Krillin’s head is unique in that it basically sits on a drum, or barrel, instead of a ball-peg. There’s a double ball-peg within that, but it’s certainly odd to see. I can only assume this was done to close some of that emtpy space that would exist without it. Since Krillin is bald, Bandai doesn’t go with faceplates since those are usually hidden by a character’s hair. The drum approach looks a bit odd when the figure is head-less, but it works just fine. It’s just very squeeky when rotating the head, but the range of motion is there. The only thing Krillin can’t do well is look up unless you’re using the ab crunch too. It looks like the base of the neck should be able to move, but mine won’t budge so perhaps I’m mistaken.

He does make that face a lot.

In the abdomen, that new style of ab crunch works fine as he can bend back a little and forward a lot. There’s a ball joint in the waist that also adds to the range of motion and provides rotation and tilt and I like how it looks. These shoulders though, they’re pretty interesting. So what we have is a ball-hinge that pegs into a socket in the chest, which pegs into another below it. The orange and blue pieces you see are just floating bits and the actual joint is cast in blue. The upper shoulder is also just a piece that fits inside the blue shirt cuff and over the blue joint in there which the arm pegs into at the biceps. All of your up, down, and in and out movement at the shoulder comes from that ball and socket joint inside the figure. It works okay, but you have to fight with that orange piece at times which will pop off it’s peg and create some ugly gaps. The left shoulder on my figure is also especially stubborn and I had the whole thing come apart at one point. I should have stopped and taken a picture for this review, but I was afraid I would forget how the whole thing went together. The setup for this joint makes it surprisingly difficult to just raise and lower the arm on the shoulder hinge as it’s tough to get the needed leverage. My arm came apart because the biceps joint was taking on too much of that so the peg popped out. Bandai uses shallow pegs, likely to prevent snapping of the joint, so it doesn’t take much to cause it to pop out. The butterfly joint also doesn’t function too well. I found if I forced the orange cuff to rotate back I could get Krillin’s arm across his chest, but I don’t think it’s designed to do that and it created unsightly gaps. The butterfly joint is rarely a strong suit of these figures so I don’t consider it a great loss, but it’s something that has to be mentioned. At least the shirt cuff looks better though! The rest of the arm is a standard double-hinged elbow and ball-hinged wrists which work fine.

“Goku! Senzu bean!”

The shoulders are a bit sloppy, but below the waist things are just fine. Krillin can do full splits and he has his double-jointed knees. He does have sculpted buns so he can’t kick back all of the way, but can kick forward. There’s a thigh twist and the ankles are on ball-hinges. The way the boots are sculpted though limits the range, especially out on the ankle rocker. He also gets almost no range going up on the foot, but he can go back a decent amount. There’s also a toe hinge which works fine, but doesn’t really add anything of value. Lastly, the knot in his belt is articulated so if you want the ends to appear like they’re blowing in the wind you can do so.

Not the best Kamehameha pose, but it’s not like the Goku figures are that much better.

Krillin moves okay, I think the shoulders need some more work, but I like that they’re exploring other solutions for that joint that isn’t just pegging a chunk of blue plastic into the figure’s shoulder. And when it comes to accessories, Bandai took care of the little cue-ball. Krillin comes with four portraits: stoic, yelling, teeth-gritting (with a side-eye), and scared. I like getting four, but we are definitely missing a smiling portrait. Oddly, such a head isn’t being included in the Battle Armor Krillin that was recently up for order (not that I would have bought a second figure just to make this one smile). What’s here is done well though, and as I mentioned before, the subtle paint work on the expressions is all clean and applied well. In addition to the heads, we get six sets of hands: fists, open, martial arts pose, Kamehameha hands, two-finger pose hands, and open palms with peg holes. There’s also a bonus 13th hand that’s grasping a bag of senzu beans. The peg holes on the open hands are for Krillin’s blast effect: the Destructo Disc! It’s cast in translucent, frosted, yellow, plastic and has a buzzsaw design. The peg is pretty short, but it fits in the hand and looks okay. Because it pegs into Krillin’s hand, it can’t be used with the stands that peg into a blast effect so it can only be positioned above Krillin’s hand. There might be stands I’m not aware of that could work with this to depict the Destructo Disc in flight, but you won’t be able to do that out of the box.

I love all of the headsculpts, and the bean bag hand is fun, but who is really going to display him doing something other than this?!

The one additional drawback with this figure is becoming a common one out of the Vietnam factory and that’s in the joint tolerance. And it’s at those shoulders again. The right shoulder on my Krillin is pretty loose, so it’s easy to move and position, but the weight of the Destructo Disc makes it want to sag. The left shoulder has the opposite problem as it’s quite tight and getting his arm straight up for the proper pose was trickier than it should be. Plus, Krillin rarely uses his left arm for the Destructo Disc so I’d prefer to pose him with the left. Hopefully as the factory releases more figures these details get cleaned up, but for now, it feels like a roll of the dice when a figure shows up with the “Made in Vietnam” language on the front.

Nappa! Don’t touch it!

Krillin 2.0 is a solid entry in the S.H.Figuarts line of Dragon Ball Z action figures. Yes, I was a bit hard on some aspects of the figure, but that’s because this is a $55 release and we should have high standards for a figure at that price point. If this were a $30 Target release then some of these would be easier to overlook. Even with the warts, the figure displays well enough as long as you don’t get one with a shoulder so loose that it can’t use the energy effect. Mine is a touch finicky, but it’s holding up so far and at least I can swap the effect to the left arm if I absolutely have to. I like that they’re trying new things, and giving us updates to the older figures that are dated at this point. I just think maybe they over-engineered these shoulders and they could accomplished the same look, with something simpler. This figure is definitely worth getting if you like Krillin, want to upgrade from the old one, or are rounding out your DBZ display. And as a general release item, there should be plenty in stock at MSRP if you still need one.


Super7 Transformers Ultimates! Optimus Prime

Super7’s take on the classic 80’s toyline has finally arrived, but is it any good?

I think we’re over discussing the merits of non-transforming Transformers, right? It’s been done for a long time, but was really pushed to the forefront with the Hasbro RED series in 2020 and while there will always be a section of the fanbase that wants nothing to do with such a concept, it’s still an easy thing to justify. When the Transformers arrived on television sets in the early 1980s, they were giant robots that generally went from some kind of automobile to a humanoid robot. And those transformations were pretty unrealistic when compared with the toy. The character models needed to be kept neat and tidy for animation’s sake and if something looked a bit janky on the toy the cartoon could remedy that. As long as a kid could at least tell the character and the toy were one-in-the-same it was fine. And now there are collectors who want their Transformers to look, and move, like the characters from the show and what’s wrong with that? There will always be transforming toys to please the masses and these sublines can go off and do their own thing.

This should be a familiar sight for anyone used to Super7’s Ultimates! line of action figures.

When Super7 announced it had grabbed the Transformers license many people were shocked. Transformers is basically an in-house property for Hasbro, so what benefit is there to Hasbro licensing it out to a company that is just going to make something it can already supply? Well, money, for one. Hasbro clearly doesn’t view Super7’s offerings as direct competition with their own stuff. And Hasbro, being much bigger, was able to pump out the RED series before Super7 was able to announce they’d be doing something similar (and apparently the RED series kind of caught Super7 off-guard). And they are different, to a degree. While both seek to replicate the Generation 1 look for its characters, they operate in a completely different scale and at a completely different price. Time will tell if Transformers collectors need both, but for now both seem to be doing all right.

Optimus certainly knows how to fill out a window box.

I’ve mentioned before that I’m not big on Transformers. I basically missed it by about a year or two, so my first love when it came to a toyline was The Real Ghostbusters, while my cousin who was two years older loved Transformers and G.I. Joe. I had a toy here and there, but nothing I can even cleanly remember (I think it was a yellow car, but memories can be funny). I did get into the Generation 2 re-releases briefly. I thought Grimlock looked cool in blue, and I saved up some money to get Optimus Prime. I’d also add the tank version of Megatron, but I kind of stopped there since Transformers were way more expensive than an X-Men figure. It was basically a 3:1 ratio with basic Transformers, while that Optimus cost me 30 bucks in 1992 money! All that is to say that Super7’s line of Transformers really shouldn’t be my thing, but I have a nephew that really likes the brand and when he got setup in a new bedroom I decided to make him a clock in the shape of Optimus Prime because my grandfather had done the same for me and my sister (his mother) when we were kids. My clock was Leonardo and my grandfather modeled it after my giant sized action figure of the same. I wanted to do something similar with my nephew’s clock and the reference that worked best was Super7’s art for their figure. Now, he’s too young for this type of toyline, but I still thought it would be cool if I also got him the toy. And since I was buying one for my nephew, well, uncle needs one too! I don’t know when I’ll give him his figure, or if he’ll even care about Transformers come then, but these are the specific circumstances that lead me to owning this figure so I’m going to tell you all about it.

The figure certainly looks similar to past incarnations of Optimus Prime, but it has a decidedly different flavor.

Optimus Prime is one of four figures in the inaugural wave of Super7 Transformers and he’s the only Autobot in the lineup. Super7 appears to want to go a bit deep, or obscure, with its choices while also recognizing it needed to include the Autobot leader in the first wave. This line is a 7″ scale line that seeks to emulate the look from the original cartoon. There’s going to be a lot of solid colors, less detail, and a bunch of stuff included as accessories pulled from the show. It’s a good approach as even the RED line from Hasbro deviates from the look of the show with its figures as both Soundwave and Optimus featured clear “glass” on their body when the toon would use a solid color. I believe this wave is also the first one released under the new pricing model of $55 a figure. Previously, Ultimates were $45, but then COVID happened. These went up for order in March of 2021, so a turn-around of 14 months actually isn’t that bad given the state of things.

Sick of working for Michael Bay, Optimus is looking to audition for Quentin Tarrantino.

Optimus comes in the familiar Super7 Ultimates! packaging. The box is a bit beefier than some of the other figures I’ve purchased from them, but it’s still the same slip-cover over window box. The outer slip-cover is rather nice as it has a reflective outline of the character and the window box has the familiar red and black grid pattern with an old school character power level grid on the back. Optimus takes up quite a bit of real estate in the box and the inner cardboard is mirrored, but the figure (and accessories) are so big that it doesn’t really add anything. I didn’t even notice it until I pulled him out.

This is pretty much as best he can do when it comes to a gun grip. Why not just straighten out the handle so he can actually grip it properly? The first in many questionably decisions to come.

Out of the box, Optimus stands at about 8″ in height, maybe a tick over. He’s a very blocky, chunky, figure and at first blush I’d say that, yeah, he looks like the cartoon character. He does not, however, give off that “Just walked out of the television set,” vibe as there’s almost no paint on this guy. Most of what you’re looking at is molded plastic. It’s not super shiny, which is good, but definitely lacks pop. It’s most apparent on the windshield panels on his chest which are just a light, flat, blue. Pull-up almost any image from the cartoon of Optimus Prime and you’ll see some white accents on the glass part. Why not paint that on? Super7 used decals with that effect for their vinyl version of this character, but decided against it here. I wouldn’t expect cel-shading out of Super7, but a little flourish would have been nice. Aside from that, most of the paint is found on the crotch because they used a plastic overlay (affectionately referred to as a “diaper” in most collecting circles) that’s quite soft and requires paint. The gray band in the torso is also painted and there’s the Autobot logo painted, or printed, onto the left shoulder. I wish the logo was raised or stamped in, but it’s clean so I guess it’s fine. The smaller details on the face are well-painted too.

I’m not sure how obvious it is on camera, but the fist hands have this nice, matte, coating applied while the rest are just bare, glossy, plastic.

The low detail approach just makes Optimus a little plain looking. I think the figure would have benefitted from at least some panel lining which would be in-line with the cartoon’s presentation. Obviously, Super7 tends to think less is more, so I’m not shocked by their choices, but a little let-down. For $55 this could have been better. I also find it interesting they opted for an off-white or light gray shade for the crotch, thigh, smokestacks, and fuel tanks when the cartoon was pretty consistent about making those parts white. I associate the gray coloring more with the toys so it’s a bit of an odd choice. It just looks a bit dingey, so I would have preferred white, but it’s more of a nitpick than anything. Worth pointing out is that the right smokestack on mine came rather warped. It’s nothing I don’t think a little hot water or blast from a hairdryer can’t remedy, but I review these things as they come out of the box to give you the best idea of what to expect.

But hey! He comes with a surf board! Also, that’s as far as his elbows can bend. Yeah, not good.

Where the design is going to cause further problems is with the articulation. Now, I have the Voltron from Super7 so I had an idea of what to expect here. Plus I know from experience and just from what the company has told us that they prioritize the look over the articulation. Super7 believes articulation is fine, but that most collectors are going to put their toys on a shelf in a fairly basic, or neutral, pose. I don’t really agree as I think that’s what five-point figures and vinyl toys are for, but I’m not the one running the company. As far as I’m concerned, Super7 can take whatever approach it wants so long as it’s consistent which is why you won’t hear me complain about the lack of double-jointed knees and elbows. Super7 just doesn’t do them. This toy is, however, still an action figure so it should be judged as one and in doing so there’s some good stuff here, and some very not so good stuff.

If you don’t like the toony head you can switch to a toy-inspired one.

For starters, Optimus has a head that sits on a double ball-peg. This is a welcomed sight as the last Super7 figures I looked at featured a single ball-peg. Since he basically has no neck though, his range is going to be limited. He can look up and swivel with a little tilt, looking down is basically impossible. Once you introduce the ab crunch can the figure look down a bit. And that ab crunch is well-hidden and feels smooth. I’m not too worried about paint rub on the grill piece, though the figure doesn’t get any reverse crunch movement out of it. It strictly allows him to bend forward a bit. At the shoulders, we have an interesting setup. There’s a hinge inside the housing for the shoulder, with a pivot point just outside that, and a hinge just beyond that. This allows the bulky shoulders to swing out and come over the top of the torso allowing Prime to raise his arms out to the side past the usual 180 degrees. He can basically be the “Y” in a performance of “YMCA”. Unfortunately, Super7 apparently used up all of their creativity here because the elbow is a different story. There’s a biceps swivel above it, but the actual hinge bends maybe 45 degrees, if I’m being generous. The general accepted range on an elbow is 90 degrees, and that’s considered passable. My Hasbro RED Soundwave can do full curls and touch his shoulder with his hand to illustrate how big a difference this is. The comparably bulky Voltron could nearly get to 90, which I felt was satisfactory given the character. Not even getting close with Prime though is really unacceptable for a premium action figure, and at $55 a pop, that’s what this is. All Super7 had to do was cut out some relief on the forearm or elongate the piece where the elbow exists. It wouldn’t cost anymore to have done it right, nor is it going to ruin the look of the figure. It just feels like they hit a mild trouble point and decided not to address it at all thinking this amount of range was acceptable, but it’s not.

“Good thing you don’t have an eject button you need to be able to press!”
I think this is how I’m supposed to use this thing.

Moving past that unfortunate piece we have hands that peg into the arms and feature a single hinge which is fine. The waist has standard rotation so I’m assuming it’s a peg joint and not a ball. At the hips, we have the usual ball-pegs that Super7 likes and they’re fine. They’re pretty big so they don’t look as scary as some of the pegs on the TMNT figures and you get a swivel and range out to the front, back, and side. If you read my Voltron review, it was this spot that I deemed unacceptable on that figure as it just had pegs with no ball so that figure only kicks forward and back which is terrible. Optimus thankfully has normal leg function, though that diaper piece limits how far his legs can move. It will flex, but I wouldn’t want to leave the figure posed with too much stress on it. The knees are single-hinged and can achieve a 90 degree bend with no problem, it’s the ankles where we hit another roadblock. Optimus has rigid plastic alongside the lower legs so the ankles are effectively in splints. They hinge up and down and there is an ankle rocker, but it’s functionally useless because there’s just no room. Again, this could have been solved without cutting into the sculpt much. They could have brought the toe portion of the foot out a little further and it actually might have been more screen accurate. Doing so would have allowed them to just put a swivel point there. They also could have done what Hasbro did and do a drop-down ankle joint. That’s probably the better way to go, but there’s a number of things that could have been done, but Super7 opted for none. While Optimus can actually widen its stance, unlike Voltron, it can’t be widened much because eventually the figure can’t stand on its feet because there’s no rocker. It’s just a bummer.

He’s got a jet pack, if you think he needs one.
Check out my Matrix!

Super7 is certainly not known for articulation, but what it’s Ultimates! line is known for are accessories, and Optimus does okay in that regard. We get two heads with this figure, the toon accurate one that comes on the figure and a toy accurate one for those who prefer that look. I had that toy and loved it, but I really have no use for the alternate head. For what it is, it’s fine. Optimus comes with fist hands in the box and the figure can swap to a trigger right hand, pointing left, open right hand, and an open left hand with a peg on it. What’s missing are just normal gripping hands, which is a problem I’ll get to in a second. Interestingly, the fist hands have a matte coating on them and you can see where it ends near the peg. The other hands don’t have this and as a result are a bit glossy. It’s not something everyone is going to notice, but given the choice, I would have liked all of the hands to have this matte finish. For the trigger hand we have Optimus’ gun which matches the old toy and the show. The handle is at an angle though and I can’t get the trigger finger onto the actual trigger. If the angle wasn’t so steep it would be fine, but it looks kind of dumb as a result. The gun is also just molded, black, plastic with an ever so subtle graphite finish. For a more melee approach, Optimus has his orange, Energon, axe. It pegs into the forearm in place of a hand and it’s done in orange, translucent, plastic with a frosting on the shaft portion and it looks pretty damn cool. It’s just tough to find a natural axe-swinging pose given the figure’s articulation limits. There’s also this energy net thing (Energon binder, per the listing) that’s sparkly and made of soft plastic. I guess you can wrap it around a figure. It’s fine for what it is.

Spike isn’t really meant for close-up shots.
He’s probably not going to make it as a Globetrotter.

For the peg hand, there’s a basketball. The lines on it are sculpted in, but the black paint in those lines isn’t well done. I’ve seen images of people with pretty nice looking basketballs so mine might be worse than most (the second Prime I bought looks to have a better basketball). The ball fits nicely into the peg, and it’s this sort of goofy accessory that people may find charming about the figure. It would be nice if the peg hole was smaller though so it could better fit on the end of the pointing finger hand. It’s do-able, but the ball sits so low that it doesn’t convincingly create the illusion that Optimus is spinning the ball on his finger. There’s also the Matrix of Leadership thing that would normally go in Optimus Prime’s chest, but without gripping hands he can’t really hold it so it feels rather perfunctory since he doesn’t have a chest cavity to place it in. There’s a little, painted, Spike Witwicky that’s mostly in scale with Optimus which is kind of neat. There’s a big surfboard for Optimus as well which is pulled from an episode of the show. It’s rather plain looking as it’s just a gray-blue shade of plastic and it could really use a stand of some kind. There are peg holes on it and it’s pretty easy to get Optimus onto the thing, but I don’t know if I’ll ever use it. Lastly, we have a jetpack which is just a big old hunk of plastic that snaps into the rear of the figure. I like that Super7 was able to make it removable without a peg hole, but it’s rather boring looking. It’s at least really light so it doesn’t throw off the figure’s balance, but again, I’m not sure if it’s something I’ll ever use.

“I bet you wish you could ball like me!”
“I bet you wish you could hold a gun like me.” “Aww, that hurt”

In many ways, this figure is largely what I expected. I knew the blocky design would present issues with the articulation, as it had with Voltron, and I expected Super7 to keep it simple. With the shoulders and even the ab crunch, Super7 actually surprised me in a good way. They also surprised me in a bad way with the very limited elbows and ankles. I do strongly believe that for a figure to be considered articulated in this day and age we need elbows that hit 90 degrees (or near enough) and ankle joints that provide for better stances on the shelf. The ankle is hugely important for a figure because that’s the joint closest to the surface. Bad ankles limit posing or cause figures to fall over. Optimus Prime doesn’t have the falling problem, but that’s because he pretty much has to keep things vanilla. Which is a real bummer because I was hoping to be able to pose this more dynamically than my Masterpiece Optimus which is really too heavy to attempt much out of fear of it falling over. And if the figure isn’t going to move great, it needs to make up for that with the paint and this figure doesn’t really try to do that. I don’t think the included accessories make up for that either.

Some of the figure’s shortcomings when it comes to articulation could be more easily overlooked with a paint job as exciting as what Voltron received.

I’m not a huge Transformers fan so it’s hard to say if my reaction is more forgiving than the average fan or more harsh. If you’ve been on the fence about this one then there’s a good reason for that. At least the solicitation images paint a fairly accurate portrait of what you’re getting. If you want a more toon accurate Optimus in a much bigger scale than the Hasbro RED series, then this might do it for you. If you were expecting a dynamic posing figure that looked like it stepped right out of the TV then I don’t think this figure is for you. A subpar action figure in 2022 is also not without value. There is certainly a “fun” aspect to this figure just in the size and the some of the silly accessories, mostly the basketball. On a subjective level, I can be okay with this thing and not regret my purchasing decision. Objectively though, this is a real tough ask at $55 and it’s not something I can give a blanket recommendation for. If you know what you’re in for and like what you see, you may feel differently.

He’s here. He’s flawed, but you can probably still have some fun with him.

Chip ‘n Dale: Rescue Rangers (2022)

The Rescue Rangers are back, but maybe not as expected.

Nostalgia is an easy thing to market and sell, so when a piece of media comes around that’s really going hard after the nostalgia market I feel like it’s my duty to weigh-in. And when it comes to 90’s nostalgia, I am as qualified as anybody to talk about it and such is the case with the new Disney+ movie Chip ‘n Dale: Rescue Rangers.

If you’re reading this, I can probably go ahead and assume that you’re familiar with the television show of the same name which premiered in the late 80s and ran into the 90s. Just in case though, Chip ‘n Dale Rescue Rangers was one of the inaugural Disney Afternoon cartoons and it starred the characters Chip and Dale from Disney’s classic collection of shorts and paired them up with some newcomers in Gadget, Monterey Jack, and Zipper. As the theme song informed us, they basically solve the crimes and help those who are not being helped by the usual law enforcement operations out there. It didn’t really make much sense for the characters of Chip and Dale to star in such a program, but the same is easily said of the classic characters utilized in most Disney Afternoon shows. It was just a way for Disney to leverage its own intellectual property and sell shows that at least had some familiar faces in them. And it seemed to work rather well. While I will say the show Rescue Rangers doesn’t really hold-up when viewed as an adult in 2022, it’s at least quite gorgeous for a TV show and no one would question the production values. Plus that theme song is still a banger.

In this universe, Rescue Rangers was an actual show like it is in “the real world” and all of the characters were played by living, toon, actors.

It was announced some time ago that Disney wanted to bring the show to the big screen as a live-action/animation hybrid which is all the rage these days. It turned out, Disney was actually aiming a little smaller as the film was ticketed for its streaming platform Disney+ pretty early in the reveal. Unlike a lot of recent films, I do not believe this was kicked to the streaming service because of COVID. The film was written by the team of Dan McGregor and Doug Mand, two guys mostly known for their work in television. With Akiva Schaffer as director and Andy Samberg onboard as the voice of Dale, the title basically started being referred to as The Lonely Island Rescue Rangers. The third member of The Lonely Island, Jorma Taccone, is also here doing some small voice roles too. Given their presence, I found myself quite curious how this movie would turn out. It was obviously going to be a comedy, but the initial trailer also revealed it was going to set its characters in a world inhabited by toons and real people like a certain famous 80s film about a rabbit. Inviting such a comparison is almost a death sentence because how is a film in 2022 with a streaming budget going to measure up to the classic Who Framed Roger Rabbit? It’s a fool’s game to try to match that film, Disney can only hope this one proves it’s worth existing.

Chip ‘n Dale: Rescue Rangers is neither a reboot nor a sequel to the television show. It actually views the characters from the show as actors who played those roles. Early in the film we’re shown how a young Dale (Juliet Donenfield) met a young Chip (Mason Blomberg) at school and instantly became friends. From there, they became a comedy act that was eventually given its own show making these versions of the famous chipmunks quite different from the characters in the theatrical shorts. Much of the movie is set in the present and centers on Dale (Andy Samberg) as he tries to recapture his glory days after a falling out with Chip when the Rescue Rangers show came to an end.

The setting established by this film is one in which humans live side-by-side with animated characters from various mediums (and owners beyond Disney) with seemingly little in the way of conflict between the two.

It’s when we catch-up with Dale and eventually Chip (John Mulaney) that we see how this world sort of works. This isn’t a lore-heavy film like Who Framed Roger Rabbit? Toons exist alongside humans and over the years toons have changed. Dale at some point got surgery to make himself look like a CG generated character, while his co-stars did not so they’re presented in a more traditional manner. Cartoon stars are basically all real and much of the film relies on that. The general plot is that Monterey Jack (Eric Bana) has gone missing and Chip and Dale fear he’s been caught in a bootlegging ring. For a toon in this world, that means he’s going to be modified surgically so that he only resembles his old self and shipped off to somewhere in Asia to star in bootleg films against his will, which sounds pretty horrifying. The rodents will work with a human police officer in Ellie (Kiki Lang) to try and find their friend before he’s presumably sent out on a boat which is expected to take roughly 48 hours making this the Chip ‘n Dale version of The Frist 48.

An older, less cute, Peter Pan is one of the film’s villains. Some feel his portrayal is in poor taste given the real world tragedy that was Bobby Driscoll who voiced Pan in the Disney film. I personally don’t think any malice was intended and feel the character works as an imagined future Peter Pan that aged out of a role not unlike many child actors.

The plot is surprisingly high stakes if you place any sort of value on the life of Monterey Jack, but despite that the film is squarely a comedy. Chip and Dale play-off of each other with Chip being the straight ‘munk and Dale the more carefree. It’s admittedly odd to hear the two voiced by actors who aren’t being pitched way up to do the squeaky voice. That is canonically revealed to be an act from the old show and just a funny voice they did. Their interplay is fine and mostly amusing, but things slow way down whenever the plot has to involve Ellie. There it becomes a poor man’s cop show where little of value takes place. Working against is the performance of Lang as Ellie because she comes off as wooden and distant. Working with actors who aren’t physically present is a skill, and maybe that’s the reason for it. The script also isn’t very interested in making her into much of a character so that’s not helping matters. Aside from the pair, the movie relies quite heavily on references to generate laughs. This means the film is a case of diminishing returns from the start as most viewers will likely be charmed by the cameos at first, but come the second hour the novelty has largely worn off. The film is definitely intended for an adult audience that grew up on the Disney Afternoon, so if you loved Rescue Rangers there’s a bit of payoff towards the film’s climax, but this film is largely a riff on that show which might rub some the wrong way.

This is the type of film that wants you to pause it frequently to try and catch all of the easter eggs in the background.

The entertainment value derived from the humor and references can only take the film so far. Unfortunately, what doesn’t add a whole lot are the visual effects. The CG characters, like Dale, look fine. Dale’s model is not on par with Disney or Pixar feature films, but I suppose he looks no better or worse than the chipmunks from the Alvin and the Chipmunks films. The 2D characters, on the other hand, mostly look pretty unimpressive. There’s no attempt at shading them to make them plausible as 3D beings, but they’re also clearly not hand-drawn. For some characters, like Gadget oddly enough, the model is too obvious and the character ends up looking like a cel-shaded model from a PlayStation 2 game. I got some real Sly Cooper vibes from Gadget and I’m not sure why it is that her model suffered the most. Maybe it’s the hair? Either way, the 2D characters just don’t impress, but we are talking about a film with a streaming budget so it’s not surprising to see. I am left to wonder if the film would be appreciably better with more money attached to it. The other aspect of the film’s production that might rub some the wrong way is the inconsistent casting choices. Tress MacNeille was allowed to reprise her role as Gadget, but few others were granted the same opportunity. Jim Cummings is in this film voicing some cameos, but for some reason was recast as Monterey Jack. Zipper was also recast to Dennis Haysbert basically for a gag, but I can’t say that bothered me too much since it fit with the choice for Chip and Dale. And I suppose there are folks out there who would have preferred them to have their chipmunk voices and I don’t know if I’m one of them. I definitely would have been fine with that approach, but I didn’t hate Mulaney and Samberg in the roles and I actually adjusted to them much easier than I expected.

The film has its moments when it comes to the brand of humor it’s going for, but mostly I found myself wishing it had a bigger budget so that it would look better than it does.

Chip ‘n Dale: Rescue Rangers is the sort of vapid, of the moment, streaming movie designed to be digested, meme’d for a weekend, and then mostly forgotten. It doesn’t really do anything unexpected and is mostly smart to keep the running time under 2 hours and to lean heavily into nostalgia-laden jokes and cameos. How much you’re amused by the cameos and references will influence how entertained by the film you are. I would even go so far as to say, for adult viewers, you need to be familiar with the era the original Chip ‘n Dale Rescue Rangers aired during to get much out of this. For kids, that’s probably not necessary if my own children are a reasonable barometer as they seemed to like the film quite a bit. As for me, the film was fine. It was no better or worse than I expected, though actually if I’m being fair it was better than I initially expected when I heard a Rescue Rangers movie was in development. I definitely do not want or need a sequel or reboot following this, nor do I really want to see other Disney Afternoon properties get the same treatment (unless it’s with a much bigger budget). If you go into it wanting a poor man’s Who Framed Roger Rabbit? that’s more interested in meme culture than celebrating classic era animation then you’ll likely not regret the hour and a half spent. If you’re expecting something more sincere or on the same technical level as Who Framed Roger Rabbit? then prepare to be disappointed.


Masters of the Universe: Revelation (Part 2)

So I’m 6 months late – sue me!

Well, I sat on this one for awhile. Last summer saw the return of the Masters of the Universe to television in the form of Revelation. In somewhat typical Netflix fashion, the show arrived in “parts” rather than seasons though unlike many Netflix shows they’re at least not trying to trick us by calling either part a season. The first five episodes were not without some controversy and fans had to wait until the fall to find out what Kevin Smith had planned for the likes of He-Man, Teela, and Skeletor. Not personally being a massive fan of the franchise meant that I wasn’t waiting with bated breath for the second part to arrive despite mostly enjoying the first five episodes. I got to it though, eventually, and since I reviewed the first five episodes I felt I should probably do the same for the last five.

Part One of this inaugural season saw Skeletor (Mark Hamill) triumphant over He-Man (Chris Wood) for basically the first time and magic was removed from Eternia. After a period of time, the former Man-at-Arms for Eternia, Teela (Sarah Michelle Gellar), set out with a rag-tag gang of misfits to return magic to the world. And they basically succeed, but in doing so bring back Skeletor in the form of Skele-God as he now wields the power of Grayskull. And despite Teela and the sorceress Evil-Lyn (Lena Headey) seeming to bond throughout the events of the episodes, she quickly turns her back on the gang and rejoins her man, Skeletor. As for He-Man, he spent most of the five-parter dead only to abandon a Heaven of sorts to return to life only to get stabbed by the newly powered-up Skeletor.

Skeletor found himself in the unfamiliar role of victor at the end of Part One, is that a role he’s suited for? Probably not.

It was a downer of an ending, but knowing that a second batch of episodes was on the way certainly left room for optimism. Revelation Part Two is largely a contrast to Part One. It focuses the early bits on Prince Adam (spoiler, he didn’t die!) as his identity as He-Man has to be reconciled with those who never knew, while a lot of attention is put on the pairing of Evil-Lyn and Skeletor. In fact, I would say Evil-Lyn gets the most character development out of all the characters in the show. Her and Skeletor are presented very much like Joker and Harley Quinn (hardly a surprise with Kevin Smith at the helm) with the dominant personality of the pair being abusive and taking the submissive individual for granted. Skeletor’s absence for much of Part One means that Evil-Lyn has experienced life without her man and perhaps it is that which gives her the confidence to strike back. While audiences are probably rooting for her to knock Skeletor down and take up arms against him alongside the likes of He-Man, she actually doubles-down on the villainess aspect (she has the word “evil” in her name, after all) of her personality to pursue ultimate power. It’s a bit messy as the show wants to make her more sympathetic, but rather than make the audience frustrated with her out of a longing to see her reform, she mostly just stumbles around until we grow tired of her.

If Part One was the Teela show, then Part Two definitely feels like the Evil-Lyn show.

Pushed aside in all of this is Teela. She was the de-facto main character of the first chunk of episodes, but mostly hangs around on the sidelines for much of the second part only to resurface for a climactic battle in the end. Or it would be climactic if the show knew what to do with her during the other four episodes. She basically just plays audience surrogate as she learns secrets about her past and the nature of magic none of which is especially interesting. A lot of it feels like a shortcut to undo the audience’s perception of the magic in this world and basically ex machina some stuff for the end. It’s clumsy, and what should be a triumphant final battle ends up feeling unearned which is a shame because the first five episodes handled the character rather well.

Any project of Kevin Smith’s is going to feature some comedic moments.

What the show does still do well is humor. It’s pretty important than even a mature take on Masters of the Universe be allowed to have some fun because a lot of it is absurd. The show gets quite a bit out of Skeletor who is often amusing, and sometimes menacing. Mark Hamill’s performance continues to be a bright spot and if I return for another batch of episodes it will largely be due to his presence. There’s also some good moments with Cringer and some of the villains, some of which I’d rather not get into for fear of spoilers, but if the trailers have convinced you this is some grim story then worry not, or be disappointed if that’s what you wanted.

Regardless of what you think of the plot, know that you are getting something that’s pretty damn fun to look at.

Animation is provided by Powerhouse Animation Studios while the soundtrack was done by Bear McCreary. The production values are the most consistent thing about this show whether we’re talking the look, sound, or voice acting performance – it’s all well done. This second batch of episodes provides the chance for it to show off a bit more and the show mostly rises to the occasion. There’s a massive battle taking place at one point with a lot of characters onscreen which is rather impressive. The only drawback is the backgrounds in that space are rather sparse, but some of that goes back to what Filmation presented. I suppose the show could have elected to do more, but Filmation gave them an “out” and I don’t blame them for taking it.

Don’t worry, this guy still gets to do plenty of hero shit.

Masters of the Universe: Revelation mostly achieves what it set out to do. It takes a bunch of characters from a bad, old, cartoon and gives them a new coat of paint for the kids of the 80s who are the middle-aged adults of today. And it does more than just make the show look better, it finds direction, motivation, and just more depth for the characters even if most still retain their awful, on-the-nose, names. As for both parts of the first season, I definitely found more to enjoy with the first part. The character development was better and the moments looking for an emotional pay-off largely landed. Part Two is more action-focused, which isn’t always a bad thing, but it’s moments of character development and exposition fall flat more often than land. I like some of what the show does with the Evil-Lyn character, but am left feeling like there was more to do there that the show just didn’t find. There’s some fan-servicey bits in here that’s fun for what it is, and for those who wanted more of that in Part One, they may find this one more enjoyable. It’s mostly fine, a decent binge that doesn’t require more than that. When it was over though I was more than ready for it and I probably don’t need to see anymore out of this series.