TMNT Loot Crate Series 2 Vol. 3 – Unfriendly Shredder Crustacean

At long last, it’s Crate #2! Crate #3!

It was October 12, 2021 when I last posted a review of a Teenage Mutant Ninja Turtles themed Loot Crate. It did not go well, but the review closed with some optimism for the future. I made mention of the delays impacting the latest series of TMNT themed crates from Loot Crate and NECA, but I made sure to praise the communication we were receiving from Loot Crate about said delays. 2021 was full of them, so it wasn’t exactly a surprise these things were impacted as well. All a supplier can do is keep the consumer informed and offer a reasonable timeframe for delivery. And Loot Crate was doing just that, until it wasn’t.

When that October review concluded the expected ship date for Crate #2 was December. If you look at the title of this one, you will notice this is not a review of the second crate. We still don’t know when that is coming, but we have Crate #3! The last update we received from Loot Crate was via the company’s Twitter account on January 25th. I’m shocked the Tweet is still up, but in it the author acknowledged the frustrations of fans, but shared some good news: the items for crates 2 and 3 were in the warehouse and should ship in February! Hallelujah! Obviously, that didn’t happen since this post is going live on the last day of June. I can handle a missed shipping date, what I don’t like is being lied to. Those items clearly were not in warehouse and if the social media person simply made a mistake it should have been corrected, but that didn’t happen.

Loot Crate’s Twitter handle has basically gone dark since March. Rumors have swirled around the company since that there have been layoffs, missed payments, and pending litigation. A Facebook user claiming to work at a factory in China even shared an image of a bunch of apparent product for Loot Crate that was allegedly being held hostage at a factory because Loot Crate had yet to pay for it. I don’t know how much of that is true, or if any of it is, but I do know that their customer service has gone to shit and when responses have been made to emails (and for a while, customers were getting automated responses that the recipient’s inbox was full) they’ve been coming from reps that seem to represent Costumes.com and NECA.

I know this is what everyone wants to hear about, but we do have to talk about the other “loot” first.

Which brings us to NECA. NECA and Loot Crate are both owned by Joel Weinshanker, but they aren’t the same company. Whenever NECA’s social media has responded to questions from collectors about where their Loot Crates are they’ve been quick to point out that fact. And it’s not a lie, but NECA obviously knows more about the situation than we do. And when it comes to consumers conflating the two, they only have themselves to blame since they partnered with Loot Crate to offer exclusive figures. And the two companies are clearly intertwined since my NECA Mousers, purchased directly through NECA’s website, was shipped to me by The Loot Company. NECA can scream from the mountaintops that they’re separate from Loot Crate and be absolutely correct, but there’s no denying that this relationship with Loot Crate is hurting their reputation just as much as it is Loot Crate.

The packaging for the Claw Shredder fits in with the recently released Fugitoid.

I couldn’t talk about this crate without talking about the drama surrounding Loot Crate, but with that out of the way, how about we actually talk about this crate? Like the title says, this is actually Crate #3 which is the Mirage Studios themed crate. Like last year’s movie themed crate, this one is rather small compared with the 2020 crates. It seems clear to me now that rather than raise the price on these that Loot Crate opted to put fewer items in the crate. That’s fine by me so long as the figure isn’t compromised. Unfortunately, that was not the case with the first crate as the Danny Pennington figure is the worst NECA figure I own. It was bad and that crate felt like a real rip-off. I suppose the counter to that is “If you hated it so much, why don’t you sell it for more than 50 bucks?” and the answer is “Because I’m too much of a completist.” The movie line is rather small and the Danny figure is a unique character as opposed to a variant, so it is what it is.

Hey look! A pin! Normally these crates come with a little card that details the contents which probably would have told us which turtle this is supposed to be. This crate did not.

Let’s get the extraneous stuff out of the way first. This crate comes with two standard items that have appeared in every crate thus far: a pin and a shirt. The pin is of everyone’s favorite turtle. I say “everyone” because the comic turtles are indistinguishable from each other and the pin is of just the turtle’s head. Yes, it’s probably lifted from existing art so if you really must know which turtle the pin is of that’s probably do-able, but I don’t recognize the image to that degree and a cursory look through the first few issues of the comic didn’t turn up anything for me.

I would very much like to wear this shirt, but it’s a bit snug.

The shirt is more specific and features Raphael with the comic logo above. The word “Turtles” is printed in white with an image of Leo’s blood-soaked sword within it colored in red. The shirt is fine, but it lacks the creativity of some of the others we’ve seen. Loot Crate also sent me a size small shirt despite the fact that I ordered a medium. This seems to be happening to a lot of people and an informal Twitter poll turned up several instances of people receiving a size smaller than what was ordered. I have yet to see the inverse, which is annoying because collectors could at least swap with each other if that was the case. A few people did receive what they ordered, but they appear to be in the minority for now. I can at least pull off most small sizes, but this one definitely feels a bit tight especially at the neck so I don’t know if I’ll ever wear it. Maybe my daughter, who has a newfound love of the 2012 show, will welcome a new Raphael “nightgown.”

That explains the fit. It seems this is a common problem that Loot Crate is unlikely to remedy.

Lastly, we have a gimmick item in the form of an Utrom fanny pack. If you’re not familiar with the Utrom, they’re basically Krang in other iterations of the property. By printing the image of the alien on a fanny pack it simulates the wearer being controlled by a brain alien much like the robot bodies inhabited by the Utrom. It’s impractical in this day and age to sport a fanny pack, but cute, I suppose. Would I buy any of these items if sold separately? No, but I’m at least willing to wear the t-shirt so long as it fits. The rest is going in a drawer or something.

Ok, this I like for the sheer lunacy of it.

Which brings us to the main attraction: Claw Shredder. Shredder was rather famously killed-off in the first issue of Teenage Mutant Ninja Turtles. Despite that, he would be made the central villain of the cartoon and film series of the franchise and basically every version of the turtles that’s followed. Naturally, TMNT co-creators Kevin Eastman and Peter Laird felt they needed to bring him back and they first did so by way of a trio of failed clones. Claw Shredder, or Crab Shredder, is one of those failed clones and he’s pretty grotesque looking. He’s basically Shredder, but with an elongated face and arms that end in massive, hideous, claws. His legs are also mutated as well and he’s just an all together abomination. The figure comes in the new style of comic packaging we first saw with Fugitoid so in-box collectors should be happy to see he’ll fit in with that release and the ones to come. It’s numbered “LC01” which could signal an intent for future Loot Crate figures. It also ignores the previously released First Appearance Shredder Loot Crate figure which I suppose might bother some.

He looks like a hugger.

Claw Shredder stands at approximately 6.625″ to the top of his head and slightly taller depending on how high that middle tine on the helmet rises above the dome. The figure is a mixture of old and new parts. The torso, shoulders, and biceps are reused from the previous Mirage Shredder figure while the hips and thighs are from the updated Turtles in Time Shredder and Stern Pinball Shredder that featured the newer style ball and socket joint. What’s new is obviously the head which is largely distinguished from regular Shredder by the elongated mouth guard. The lower part of the legs and feet are new as this character has oversized feet wrapped in brown bandages and then the most noticeable difference are the monstrous, clawed, forearms. In addition to all of that, the shoulder pauldrons also feature new, longer, spikes.

Who needs Foot Soldiers when you have 3 Shredders?

I’m happy to report that this figure looks and feels like a standard NECA release. The plastic and the figure as a whole has a nice weight to it, there’s a good mixture of painted parts and bare plastic, and the presentation is just very good. I love the comic deco that NECA does which includes a lot of black linework, dots, and cross-hatches on the “metal” parts. It looks like the character from the comic and the paint applications are all very clean. There were some stuck portions due to all of the paint, namely the ankles, but no joints are cast in the wrong color so when some paint flakes off it’s not leaving behind a mis-matched color. Interestingly, the lower part of the shirt that hangs over the crotch and part of the thighs is a floating piece and isn’t locked down. The left and right forearms appear to be exactly the same, but the source art appears to illustrate them as being identical too. One could argue this figure should be more spindly, or thinner, than it is when compared with the comic, but I don’t think it would work very well as an action figure if done that way given how large and heavy the claws are.

I really like the scale of the Mirage line. These turtles are just the perfect size and all of the figures to follow have been sized appropriately.

Being that this figure shares a lot of parts with previous Shredder figures, it shouldn’t be much of a surprise that it largely articulates the same way. Basically, the only joint this one omits is something at the wrist since it doesn’t really have wrists. The head is on a ball and the neck is independently articulated via a swivel and hinge at the base. It’s a little tricky to work that neck joint, but it does allow the figure to look up and down an acceptable amount. The shoulders are standard ball-hinges. The pauldrons will obstruct some movement, but you get what you expect there. The biceps swivel is intact and the elbows are still double-jointed. The elbows feel a bit gummy on my figure so I would caution doing too much there. In a rare feeling for me, I actually wish NECA had used those odd double-joints we sometimes see (like the first movie Casey) so we could get a swivel point there as the actual claws can’t rotate at all. The big, “thumb” claw does feature a hinge so it can kind of pinch though it’s not big enough to grab a turtle by the throat or anything. The waist swivels and on mine it was partially separated out of the box, but seems fine now. The legs are the previously mentioned ball and socket and you get some twist there along with the usual forward, back, and out to the side motion. They are very loose and floppy though similar to the cartoon Deluxe Foot Solider which is a bummer. Fortunately, the giant feet help alleviate any standing issues. The knees are double-jointed, and the ankles hinge and pivot. Initially, the ankle rocker didn’t really want to do much on my figure, but a little persistence cured that. It’s always a bit stressful to force the issue with a joint and even more so with these exclusive Loot Crate ones. I probably should have played it safe and hit the joint with some hot water, but I got away with it and the pivot points work well now.

Raph, meet the lord of the crab people.

The articulation is solid and about what I expected. I do wish his legs weren’t so floppy, but as I said above, he stands just fine. I only run into stability problems if I try to position his claws too close together as their weight will cause the figure to topple. And while the shoulders, biceps, and elbows are fairly tight, there are “slip points” in the shoulders and elbows that won’t hold a pose due to the weight of the claws. It makes the figure a bit finicky to pose, but the nature of the character’s design was always going to limit the posing somewhat. I wish there was a way to position the claws via a swivel somewhere other than the biceps, but otherwise I’m not crying out for more articulation here. Or at least, no more than I would a standard NECA release as I would like them to switch to a ball-peg system in the torso to allow for some more forward and back posing.

Claw Shredder is thankfully a much better release than the figure in the last Loot Crate. It doesn’t feel like a downgrade from a standard retail figure and the only shortcoming is the complete and total lack of accessories. However, this isn’t a figure that really needs accessories which is partly what makes it an appropriate selection for just such a thing. The figure looks good in or out of the box, the quality is there, and it’s not just a repaint. Does it and the included “loot” add up to a $50 value? No, not really, but that’s apparent from the beginning as these sorts of things rarely feel like they’re worth the money. The good thing is if someone truly feels they’ve been had, the figure and items can probably be flipped for a small profit. I don’t know if this particular figure will be as in-demand as some of the others, and I suspect this time around more people ordered multiple crates with the idea of flipping some than before, so don’t expect to send your kid to college via Loot Crate. Ignoring the terrible consumer experience that has become Loot Crate, I am satisfied with what I got here. Hopefully we get a chance to add the other Shredder clones to our collections via a different delivery method. That four-armed clone would definitely make for an interesting figure.

I wasn’t sure I was going to be able to get this new figure onto this crowded shelf, but somehow I did. I don’t think it can handle any more so I guess it’s time to build another shelf.

Don’t confuse that sentiment for me breathing a sigh of relief or anything. I am still owed two crates plus a bonus figure and I won’t feel any sense of relief until all of those are in my possession. We have seen the figure for Crate #2, Armaggon, and the bonus figure, Scrag, show up in the hands of some people in China and at least one comic book store in New Jersey located suspiciously close to NECA’s headquarters. That at least tells me that those figures are done and hopefully in Loot Crate’s possession, but it’s also possible they haven’t left China. Again, no one is saying anything and we only have one Tweet from January saying that stuff had been received into the warehouse. We have yet to see the figure for Crate #4, Dark Turtle, in anyone’s hands. Is that the figure supposedly being held hostage by the factory? Considering that’s the figure I was most excited about, I’m going to remain anxious until we have some confirmation it’s actually done and manufactured as that one did not make an appearance in the NJ comic store like the rest. Maybe that’s because the owner of the store, or an employee, kept it for themself? That’s possible, but at this point nothing would surprise me. I just want my stuff and I look forward to a day when I can say that I am done with Loot Crate and I really hope NECA is too.


Playmates Teenage Mutant Ninja Turtles 2012 Turtle Figures Collection 6-Pack

I guess it’s been a long time coming that I touch some 2012 TMNT action figures.

Playmates Toys has been the master toy license holder for Teenage Mutant Ninja Turtles for as long as I’ve been aware of TMNT. In the 80s, the toy line produced by Playmates was excellent: fun sculpts, imaginative characters, crazy set pieces, and tons of vehicles. It was a great companion to the animated series airing on television five days a week and it was a huge reason the TMNT franchise became as big as it did. As the property cooled off and moved on from the old show, Playmates was the one constant that remained. When the turtles jumped to live-action for The Next Mutation, Playmates went with them. When they came back in 2003 with a new animated series, so did Playmates. And it’s been that way for over 30 years now with no end in sight.

Right now in 2022 we’re living through a dry spell for TMNT multimedia. The comics are still going strong, but there are no new episodes of a TV show airing on television and no feature film is set to hit theaters this year. Often times when a toy maker enters into an agreement to be the master license holder for a property there are various stipulations in the agreement that need to be satisfied in order for the agreement to remain valid. One such common stipulation is that new product has to be shipped at set intervals since whoever actually owns the property (in this case, Viacom) stands to make money on units sold and wants its property to remain in the spotlight with consumers. I don’t know if such a clause exists in the license that Playmates holds, but it would certainly explain the vast amount of reissues that have been shipping over the past two years. Rereleases of the vintage figures showed up at Walmart last year while new variations on the Classic Collection figures from 2012 have been available at comic shops and as part of some bizarre two-packs with Cobra Kai. For fans and collectors, some of these reissues have been welcomed, but some have not. The quality has been suspect at times while other releases have left fans scratching their heads wondering just who actually wants some of this stuff?

If you like gimmicky packaging then Playmates has you covered.

I’m mostly in the camp that doesn’t place much value in the recent Playmates releases, but one such bundle did finally get me to pull the trigger. The 2012 animated series that aired on Nickelodeon is one of the blind spots for me as a toy collector. Prior to that series, I had dabbled in basically every line Playmates released. I also watched that 2012 series as it aired and really came to love it. I saw the toys on shelves at various big box retailers and I thought they looked fine, but I just never felt compelled enough to pull the trigger. It was a line aimed at kids, and the Classic Collection did arrive that same year and largely scratched my itch for new TMNT product, so I felt comfortable passing on it. Now though I’m re-watching the series with my kids and I’m being reminded how good it is and Playmates made it really easy to grab some of what I had missed.

6 figures for 50 bucks – can’t argue with the value!

The latest bundle of figures from Playmates centers on the 2012 series. For 50 bucks you get a fancy box decked out to resemble the Shellraiser from the show that contains six, carded, action figures inside. If you’ve been following the Playmates reissues this kind of packaging has become common as they’ve done movie turtles, toon turtles, and even sports turtles in this same style. Once I saw these sets arriving in the hands of collectors I felt comfortable to grab one myself. Some of the others have been rather lackluster, like Bebop having solid black legs and the movie turtle reissues lacking the soft, rubbery, form of the vintage versions so it was hard to predict just what the 2012 reissues would look like. And in general – they’re fine. They’re pretty standard reissues and largely get the job done, but they do have their issues as well.

First of all, the box is pretty neat. It comes in a rather plain, white, slipcase with green font and a Playmates logo on it that basically just exists to protect the inner box. The interior box is fairly sturdy and the art looks great. There’s a turtle on 3 of the sides while Donnie is on top in the gunner position. The turtles are designed to resemble the toys and not the show and there’s even a handle on top of it should you feel the need to bring this to your buddy’s house. Each end is taped closed so you’ll have to break out a knife to get into it if you don’t want to rip tape off. Once opened, the figures can be found stacked 3×3 with some tissue paper wrapped around them. All 6 cards arrived in good condition. They’re the standard blisters from the line sold at retail only the cross-sell on the back has been updated to feature just the six figures in this set: Leonardo, Donatello, Raphael, Michelangelo, Splinter, and Shredder.

While I had to warm up to the look of the CG in the show, the actual designs for these turtles clicked with me right from the start.

Let’s talk about the turtles first. They were the main reason why I decided to grab this as the other two figures were almost irrelevant to me. Like past Playmates lines, these turtle figures are more inspired-by the show they hail from and are not aiming to be true recreations. They’re all generally much rounder in appearance and each turtle is a unique shade of green, as Playmates often does. Leo strikes me as the most neutral as far as his shading goes while Raph is definitely the darkest of the four as his shade of green skews more blue. Michelangelo has a lot more yellow mixed into his coloring while Donnie comes across as more pale. Each turtle has their own unique mask with the traditional color assignments while the kneepads and elbow pads are brown. There is an ever so slight variation to the shade of brown for each turtle and each one also features athletic tape around the wrists, hands, fingers, and feet. Leo’s tape is an off-white while the other three brothers all have brown tape, except the hand tape which is the same across all four. Raph and Mikey’s tape is a pretty close match in shade to their knee and elbow pads, while Donnie’s is noticeably lighter. Each turtle also has a unique belt for storing their weapons with both Leo and Donnie having a shoulder strap.

I’m not going to display them with the box, but I suppose I could.

These versions of the turtles are actually not the 2012 releases, but the updated 2016 reissues. The main difference between the two is that Playmates re-sculpted the feet to resemble the show. These turtles have the all-white eyes of the 2012 release, but the eyes are painted to be much larger and extend outside of the actual sculpted portion. They don’t look as clean, and the paint in general isn’t great. There’s a lot of slop around the masks on my Leo and Donnie while Mikey’s doesn’t appear to be painted all the way to the edge of the sculpted part of the mask. Mikey also has some of the white from the teeth on his chin. Donnie is by far the worst of the four though as his mask was not painted well at all. The rear of the mask is almost all green plastic with much of the purple applied to the top of his head by mistake. It’s a bummer. To my surprise, the gold on his belt buckle is rather clean so he at least looks passable from the front.

That is a brutal attempt at painting Donnie’s bandana.

I never expected the paint to be much to write home about as it’s the sculpt that interests me most with these guys. It’s a very fun look for the turtles and it’s a look I much prefer to that of the actual show which tended to give the characters these blocky looking muscles. Each turtle is individually sculpted which is actually pretty standard for Playmates. They probably expect to sell so many of the base turtles that they’re willing to sink more money into each one. The texture of the turtle flesh is well done with some featuring bumps, scaling, and cross-hatching to add a touch of realism to otherwise unrealistic designs. Somewhat unique to this iteration of the turtles at the time is the fact that each turtle had a distinct shape. Donnie is the tallest at about 4.625″ with Mikey the shortest at an even 4″. Donnie’s head also has an egg shape to it (fitting) with Raph being close to his shape while Leo and Mikey have comparably wide heads. Raph also has a unique crack in the plastron of his shell near his left shoulder. Donnie is the only turtle with a closed mouth expression which is a bit of a surprise since his model in the show had a gapped-tooth smile. They’re all good sculpts and I’m very charmed by them. The only thing holding them back is the paint and some of the materials as the belts have a very plastic look to them and the accessories do as well, which we’ll get to.

I would caution against storing Mikey’s weapons in such a fashion.

One thing Playmates has never been known for is articulation, and these guys are mostly more of the same. They’re certainly more articulated than some of the past iterations of the brothers, but obviously way less than the Classic Collection. Each turtle has the same articulation: ball-head, shoulder ball-hinge, elbow hinge and swivel, wrist swivel, thigh ball-hinge, knee hinge and swivel. What is present at least works all right. The elbows bend about 90 degrees while the ball-hinges at the shoulders and thighs allow for a wide range at both. The only thing I don’t like is the peg in that shoulder hinge which is pretty ugly and really odd. I also wish they had articulation in the ankles as that would really help in posing, but I’m also not surprised to see such a thing missing.

Everyone comes with extra, unpainted, weapons because that’s how Playmates likes to roll.

The accessories for these guys are also pretty standard. Each turtle comes with his signature weapons: swords for Leo, sai for Raph, bo staff for Donnie, and nunchaku for Michelangelo. The weapons are cast in colored plastic. Leo and Raph’s weapons are gray while Donnie’s is brown and Mikey’s is a more orange-brown. They look okay, but it would have been nice to see some paint. Mikey’s ‘chuks are also all plastic, and while they are flexible, stress marks will quickly form on the chain portion if they’re bent and stored in his belt. All four turtles store their weapons on the rear of their shell and it works fine excepting the issues with Mikey’s ‘chuks. Raph’s right hand also features a wider gap between his fingers so he can do the sai grip with the blade between his fingers just fine. In addition to the standard weapons, each turtle also has a weapon rack with extra stuff. Leo has a much longer, tachi-like blade here while Mikey has his chained sickle offshoot which his nunchaku basically transformed into in the show. Donnie has the bladed variant of his bo here as well and Raph has some strange, broken, sai where each is missing one of the side points. Raph also has some hooked weapons, Donnie a chained weapon, Leo various kunai, and Mikey multiple styles of shuriken. The other three also have their own shurikens and Leo also has what looks like a chisel or something. I like the variant weapons that Don and Mikey feature, while the extra large sword for Leo is cool too. Mostly though I assume people display their turtles with their traditional weapons and that’s probably what I will do as well.

Oh yeah, can’t forget about the other two…

If this contained just the four turtles, I’d be fine with it. 50 bucks for four figures in a specialty box is a decent value in 2022, but we do have two other figures to talk about. First up is Master Splinter. Unlike the turtles, he is a straight re-release of the 2012 figure and he basically looks the same. He’s about 4.5″ tall so he’s a little shorter than Donnie despite being taller in the show. He’s also pre-posed like the classic figures with knees bent so he’s actually taller, but functionally not. He’s also way more basic than the turtles. Remember how I said Playmates seemed inclined to sink more money into their turtles? Well, they’re definitely not for the supporting characters as Splinter is barely more engineered than his vintage counterpart. He just swivels at the neck and elbows with ball-hinges at the shoulders and thighs. There are no knee or elbow hinges or even wrist swivels. He does have one additional point of articulation and that’s a swivel at the tail which comes unassembled in the box.

I guess he’s just always going to be looking up.

If Splinter is to be a statue then he’s going to have to make up for it with the paint and sculpt, and unfortunately that’s really not the case. The paint is fairly clean on this guy, but I’ve never liked the mix of white, brown, and black on his face. His legs and body are also gray which seems odd, but they’re not really visible so I guess it doesn’t matter. His left eye doesn’t appear to be aligned properly so he’s a bit goofy looking. I also wish Playmates used a different shade of white for his exposed teeth as they just blend in with the white fur around his mouth. He does have wraps on his forearms which are gray while the exposed fingers and tail are pink. He has one arched foot which is annoying, but he at least can use his tail as a third leg. The kimono is soft plastic, but aside from the black buckle there’s no paint on it which is a bummer. He looks like a toy wrapped in a fruit rollup. His lone accessory is his walking stick which is cast in a semi-translucent green plastic so it at least looks interesting. Otherwise though, he’s a dud and not something I would have bought outside of this set.

Eh, I guess he kind of scales with the turtles.

Our last figure is the sworn enemy of Splinter and the turtles: The Shredder. He’s better than Splinter, but not as good as the turtles. Like Splinter, he’s a 2012 reissue which is a bit of a bummer because Playmates would do a version 2 that was much better. He is at least sized appropriately at a tick over 5″ and his chest is broad and barrel shaped. He’s also fairly on-model with the show. Like the rest, the paint isn’t great. The chest, sleeves, thighs, belt and part of the boots are painted and it’s all fairly uneven. His eyes are also painted white and look pretty terrible. The armor bits not painted are cast in gray plastic and they look fine. The forearm blades are retracted and Playmates declined to include an extended variation which is also a bummer, but true of the 2012 release as well. I do like this look for Shredder as he’s quite menacing, this just isn’t a great interpretation of it.

Shredder at least has some size, but those statue-like legs are just so bland.

The articulation for Shredder is also lacking. His head is locked down to just a swivel while the shoulders and thighs are the same ball-hinge joint the turtles have. He also has hinged elbows and a swivel at the wrist and waist but nothing at the knees. It’s odd to not have at least have a boot cut and I feel like with better articulated legs I could deem this one acceptable. I do applaud Playmates for putting the shoulder pauldrons on hinges so that Shredder has more range at the shoulder, but that’s about it. He doesn’t make up for the lack of articulation with his accessories either as he just comes with a sword and a pair of shuriken. The sword fits rather loosely in his hands which drives me nuts, plus I don’t know if he ever used a sword in the show. I’d much rather he just have extendable blades for his forearms. The updated Shredder Playmates released had a removable helmet, cape, and hinged knees and the forearm blades were sculpted to be extended. He couldn’t retract them, but I’d rather they be extended than not.

Let’s sneak in a comparison before we put a bow on this one. Everyone likes to compare to the ’88 figures, so I’ll switch things up by comparing 2012 Leo to 2003 Leo (left) and 2007 Leo (right). It’s a shame that when Playmates added painted weapons to the 2k3 line that it didn’t become standard for all future lines.

This boxed set of Teenage Mutant Ninja Turtles figures mostly does what I want it to do. I don’t particularly care for Shredder and Splinter, but at least Shredder has decent shelf presence. I mostly just wanted the turtles and I do like these sculpts and designs, I just wish my Donatello in particular had been painted better. I’m torn on if I prefer the 2012 versions to the updated 2016 ones too. I like the new feet, but dislike the wider eyes on these ones. Still, it probably would cost me more than 50 bucks to acquire a set of 2012 releases so I’ll take the trade-off. By getting these I’m also more likely to dig out more of my vintage stuff to better display my collection. As for the rest of this line, I don’t know if I’ll add to it. I do like the Metalhead that was released, but nothing else comes to mind. Maybe I can talk myself into that 2.0 Shredder. Otherwise, I’m content to let it be unless NECA or someone else wants to take a whack at the 2012 series with more of a collector mindset. I would certainly welcome an alternative to the Revoltech releases, but for now, this should suffice.


Warcraft III: The Frozen Throne

Arthas is back to claim his crown.

The expansion pack was long a domain of PC gaming. Not quite a sequel, expansion packs usually did what they advertised: they expanded a game beyond what was originally released. Blizzard often turned to the expansion pack for its games and it’s a strategy that made a lot of sense. Their games tended to take a long time to develop and reusing those assets was a way to recoup even more of the development costs. Blizzard was also very committed to online gaming and an expansion pack was a way to address balancing issues that might not have been apparent at launch. And sometimes an expansion could be a testing ground for things to come without the necessary investment a true sequel requires.

The Frozen Throne was released in 2003 roughly a year after the release of Warcraft III. Warcraft III was a success for Blizzard and an expansion to the game was essentially a foregone conclusion. There were a lot of loose ends to tie-up following the completion of the game’s campaign mode, and after a year of steady online play, fans were more than willing to embrace some new units to mess around with. Blizzard also had the soon-to-be mega success World of Warcraft primed and ready, and The Frozen Throne could be a way to prep that game for release thematically.

Also back is Illidan and he brought some friends.

The Frozen Throne expands upon the lore of the Warcraft franchise and introduces a bunch of new creatures in the process, just the sort of thing needed to support a living, playable, world. Warcraft III was the biggest Warcraft yet as it introduced two, new, playable factions to bring the game’s total to 4. I suppose in a move that isn’t a huge surprise, the expansion can’t quite live up that as it includes just 3 campaign modes. Returning from Warcraft III are the Night Elves, Humans, and Undead Scourge while remaining on the sidelines are the Orcs. It’s a bit surprising to see what has long been a fan-favorite faction in the Orcs kicked to the curb, but these are the limitations of an expansion vs a sequel. And while it makes The Frozen Throne seem comparatively smaller, there’s actually a whole lot of new content added including what is basically a fifth faction in the Naga.

The monstrous Naga are basically the game’s unofficial fifth faction. They have aligned themselves with Illidan and have their own buildings, units, and even a hero.

The campaign begins with the Night Elves. Illidan has joined forces with the Naga, a race of amphibious creatures recently awakened by the night elf turned demon. Illidan even gets a new character model as he now permanently sports bat-like wings and features some other, minor, cosmetic changes. In pursuit of Illidan is the new Night Elf hero – the Warden Maiev. Each faction gets one new hero and some new units to play with. Most of the additions seek to strengthen an area that may have previously been a weakness. The Warden is more of a melee unit and its ultimate attack basically allows for a small army to be formed. It works well alongside the more support type heroes in the Priestess and Keeper of the Grove and it’s not as specialized as the Demon Hunter. It does feature one ability, a short-range teleport, which has little, practical, use outside of the campaign but it’s other abilities are fine.

Maiev is the new Night Elf hero, the Warden. Also pictured is the new Blood Mage. Malfurion, like his brother Illidan, gets a new character model as well as he now rides a stag.

The plot for the campaign is that the Wardens were all slaughtered, save one, by Tyrande during the events of Warcraft III to free Illidan. The surviving warden seeks to return Illidan to his cell and exact revenge on the priestess. The Night Elf campaign feels largely separate from the other two, though Illidan remains a presence throughout all 3. The second campaign is the Human Alliance campaign, but more appropriately, it’s the Blood Elf campaign. The new human hero is a Blood Elf Mage and several scenarios will actually put the player in charge of an elven settlement, but it results mostly in a cosmetic change as they operate like the humans just without human and dwarf units. The Blood Elf, and the new Spellbreaker unit, basically specialize in countering magic and they’re quite good at it. The final campaign puts the player back in control of Arthas as well as the fallen Sylvanas, who is now one of the non-faction aligned heroes – The Dark Ranger. The new Scourge hero is actually the Crypt Lord, which is part of the same spider-like race of beings the Crypt Fiend belongs to. It’s basically a tank unit and is tough to bring down.

The Founding of Durotar is the replacement for the Orc campaign. It’s basically a simple RPG that lets the player experience some of the neutral heroes, as well as the new Orc hero. I found it too simplistic, but others really liked it as it gave rise to a brand new franchise in DOTA.

Not addressed by the campaign are the Orcs. Their new hero units can be experienced in a fourth scenario, The Founding of Durotar. That puts the player in control of another neutral hero, The Beast Master, and it’s basically a scenario similar to how Warcraft III was originally conceived. It’s basically a dungeon crawler and largely serves to confirm that Blizzard was right to not go in this direction. Successful scenarios have been launched from this campaign, like the popular DOTA, but as present in this game it’s a bit bland. It’s also decidedly not Warcraft. The new Orc hero in this is the Shadow Hunter, a troll that basically specializes in support including healing, something the Orcs didn’t have available from any of its heroes. Other neutral heroes include the Naga Sea Witch, a ranged attacker that can do magic damage as well, the Pandaran Brewmaster, a joke turned real and ultimately a unit that can deal out quite a bit of damage. Lastly, there’s the Pit Lord which is basically a demon unit from Warcraft III not previously playable. As one would expect, it’s quite powerful and hard to bring down. Neutral heroes can be hired like mercenaries on the map, only they’re quite a bit more expensive.

Anub’arak belongs to the new hero class for the Scourge, the Crypt Lord, and he’s basically just a powerhouse.

The campaign is obviously shorter than Warcraft III’s since it omits one entire faction, but even accounting for that, each part of the campaign feels shorter than before. That said, there are a few scenarios that are quite a bit harder than anything in Warcraft III, including the final one called A Symphony of Frost and Flame (someone on the staff was apparently a fan of A Song of Ice and Fire), which took me just a tick over 2 in-game hours to beat. There were a few other longer ones, and most of those I very much enjoyed. What I didn’t enjoy as much were the scenarios that didn’t involve any base management. I don’t mind those here and there, but there were quite a bit more this time around. Some were designed to take advantage of new abilities, like one where a powerful item is hidden in spots only accessible via the Warden’s new teleport ability, but most felt too linear and boring. Aside from that, the plot and pacing of the story felt fine, if a bit inconsequential. The middle scenario in particular felt like the game was spinning its tires, but there was some fun to be had in-between so it’s not like I minded. The story the game really wants to tell, if you couldn’t tell by the title, concerns Arthas and his relationship with the titular Frozen Throne. It’s a bit interesting because Arthas and the Scourge are basically the villains of our story, but you the player are tasked with protecting the throne, and the Lich King within it, from those who seek to destroy it.

Not every faction benefits as much as some of the others when it comes to the new additions in The Frozen Throne. The Shadow Hunter is a welcomed addition for the Orcs, but the new units in the Batrider and Spirit Walker are less interesting. The Batrider is essentially a flying siege unit, but it’s not really any more useful than a catapult while the Spirit Walker is strictly for support. It can resurrect dead units, but it’s fairly costly. I do like the Blood Elf Spellbreaker as it’s a great counter for a horde of Necromancers. The new air units for the Humans, the Blood Elf Dragonhawk Rider, is like a lighter version of the undead Bone Dragon as it can incapacitate buildings briefly, very useful for attacking settlements. The Undead just get the Obsidian Statue, a strictly support unit, but it can turn into a melee unit powered by mana that’s just okay. It’s much better in a support role where it replenishes either health or mana so pair it with a group of Necromancers and you get an instant army of skeletons. Speaking of which, the Necromancers can also reanimate corpses as skeletal mages now, which are useful in adding a weak ranged attacker. Lastly, the Night Elves’ flashiest new unit is the Mountain Giant. It’s basically a catapult turned into a traditional melee unit. They’re really tough to bring down when upgraded, and they do actual siege damage by ripping a tree out of the ground to wield as a club. They’re very costly, but worth it. Not really worth it is the new Fairie Dragon which strictly exists to counter enemy spellcasters, but it’s not as good in that role as the Spellbreaker and it’s a bit too costly to invest in.

A look at a Naga base. Their version of a tower is quite annoying to have to deal with.

Being an expansion, the game utilizes the same engine as Warcraft III and basically looks the same. A few heroes received a makeover, and there are some new settings to explore like a tropical one. The game also brings back naval units as mercenary units. They feel quite weak compared with the naval units in Warcraft II, and mostly feel like a gimmick, but it’s kind of neat to see. By far, the most interesting addition are the Naga who have an entire tech tree. They’re not a playable faction in multiplayer, but they can be experienced in the campaign. They have their own worker units, melee, spellcasters, siege, and so on. Their only limitation is that they have just the one hero as opposed to four. And since they’re amphibious, all of their units can swim which introduces a fun, new, wrinkle to things. All of the voice actors appear to have returned and the presentation on the whole feels largely the same. There’s fewer CG cinematics, but that was to be expected. Also receiving a downgrade is the packaging. There’s no giant instruction manual this time, just a CD booklet. That booklet does provide biography information for all of the new units and buildings though so it’s not as-if it’s as empty as a modern booklet.

An undersold feature of The Frozen Throne is the return of naval units in the campaign. They’re never as involved as they were in Warcraft II, but it’s kind of neat to have them once again and it’s needed to deal with the amphibious Naga.

One of the major selling points of any expansion is the new functionality that comes to online play. And in the case of The Frozen Throne, that was through Blizzard’s Battle.net interface. From what I can remember, it added a lot and gave me a reason to dive back into it. I don’t think I bothered much with the neutral heroes, but I did use some of the new ones. Now, Battle.net no longer supports this game so I can’t check it out. Like Warcraft III, The Frozen Throne was remade somewhat recently and if you want to experience everything the game has to offer you pretty much have to do so via the new game. It’s a shame, because this version is still very playable. It doesn’t cry out for any real quality of life improvements, and even though the visuals are dated they’re hardly unpleasant to look at.

The Frozen Throne was re-released as part of Warcraft III: Reforged in 2020 with remade character models that are obviously more advanced than what was released in 2003. Even though they’re technically better, I don’t find them as charming or visually interesting as the originals.

The Frozen Throne does what a good expansion should do: it makes an already terrific game even better. I liked having new single player content, even if I wish there was a bit more, and the new units and heroes are largely worthwhile additions to the gameplay. It’s only sin is not having a proper Orc campaign. It definitely made picking a faction in multiplayer more challenging as all four are pretty good, though the addition of the Shadow Hunter actually made it perhaps too easy for me to stick with the Orcs. The Mountain Giant is probably my favorite addition, but it was often difficult to make use of it in the much faster-paced world of multiplayer given its placement on the tech tree. I don’t play it, but it also feels like this game really set the stage for World of Warcraft with the new lore and a new big, bad, evil, dude in the form of the Lich King. Playing this one made me wish we had a Warcraft IV, but I also got my RTS fix by playing through this one. I suppose the next time that itch arises I’ll just play them again!


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.