Sunday 22 March 2020

Transformers War For Cybertron (Siege and Earthrise); Astrotrain: All aboard the murder Choo Choo!... wait, wrong one...

Before getting started, I do have to make a quick announcement. Due to the state of the world right now, I've revived a Patreon account to try and ease the blow that is basically the world shutting down due to the Coronavirus. It has affected me pretty hard, due to my main work being Events Operations, so if you do enjoy the work that I do (which should be coming out more consistently due to all the extra free time I have), and you are in a position where you can help, please support me on Patreon (https://www.patreon.com/mediaholics), and hopefully, the state of the world isn't like this for too long. If you start seeing an influx of older toys, older shows, movies, games etc in the coming months from both sites, this is the reason why. Anyway...

Sharing releases between both Siege and Earthrise (supposedly, I hear reports of him coming out in Siege but based on Australia's releases, the only two leaders were Magnus and Shockwave*), to make up for the Titans Return Astrotrain being more sci-fi themed, we get a modern recreation of G1 Astrotrain... in the toy line that wanted to be more sci-fi themed but didn't want to commit to it... On top of that, Astrotrain has a similar issue to what Siege Shockwave had and came out smaller than the Titans Return Tripple changers that people actually like, and it felt like Siege AT was brushed aside too early. Of course, me and my dumb decisions decided to pick up this one first and not the Leader Optimus, thinking that AT would be the harder of the two to find now we can at least see if the pre-release hate was justified.

Starting in Train mode, and for better or worse, this is an updated version of the G1 toy, something that I don't think works as an advantage, but as a disadvantage. To achieve the Triple Changer ability in the '80s, a lot of Transformers like Astrotrain had parts of alt modes basically bolted onto them to make modes pass off as something more than a brick with vehicle parts. This is a brick with vehicle parts. While it looks nice with all the paint and sculpt details, and I love the fact that most of the purple is not going to be seen in the shuttle mode, things like the main train wheels still look like they're bolted on, and when looking at the new Tinder accessory that he comes with, it just comes off as Astrotrain having no idea what he's supposed to be travelling on. Does he need train tracks? how do those work when the wheels can't be on the same set of tracks? Why does the tinder have tank treads along with regular wheels? It just comes off as a mess of design styles that encapsulates my issues with the War for Cybertron Aesthetic conflicts. At least the Tinder acts as a great way to store all the weapons in this mode?

While the space shuttle mode does suffer in the looks department due to the other modes, I find it to be the more enduring mode. It's a loveable awkwardness that the train mode has to an extent, but it feels like they were trying to make it as close as possible to a real train that the issues are more blatant. Details like the "clearly not the front train wheel slabs" looking more like canons work better, and honestly could have been great if they had effects parts plugs on them, the brick that the nosecone peaks out of, it's funny to me. One thing that I'll admit is a issue is the section that houses the tailfin when it's not needed for the other modes. It looks ugly, gappy, and overall unpleasant to look at with no real way to hide it (not without a 3D Printer at least). The Tinder's integration in this mode does work really nicely as well, becoming a launch platform for the space shuttle that can also connect to other bases. However...


Minor tangent for the Adaptable Interconnection Retrofitter Lock System, or A.I.R Lock System. While I love the idea of these interconnecting to form layouts for the Micromasters to drive on, it does sting that they can't connect to the connection points used in Titans Return, seeing as they're not against bringing back older gimmicks for the toyline, such as the Titans Return integration for Jetfire, Apeface and the upcoming Snapdragon. Apparently, Omega Supreme can connect to both the old system and the new system, though I can't confirm that. It still would have been nice if at least some of the Battlemasters could act as a bridge between the Titans Return connectors and the new system.


To the robot mode, while yes I would have liked it to be taller, it's still a great looking robot mode. The animation colour scheme, along with the WFC articulation easily make it the better toy when compared to the Titans Return release. It's effortless to pose him, and a lot of fun to mess with, especially as he joins Generations Roadbuster and Age of Extinction Hound (among others) in the "Overcompensating in the gear department", with his usual gun, two rifles, a machine gun and a rocket launcher, all of which can be used to tool him up with C.O.M.B.A.T ports, or be stuck together to form a massive Frag you cannon. Even the cyber mud battle damage looks great here because it doesn't ruin the look of the toy, and it works nicely in the space shuttle mode. Unfortunately, the Tinder is dead weight in this mode, as all you can do with it is give Astrotrain slightly taller shoes, and an ugly backpack which ruins the look from the back. It would have been great if it could have been a shield, maybe bigger shoes to put him in line with his Titans Return companions, but as is, you're better off treating it like Earthrise Optimus' trailer, left to the side.


Though I've listed a lot of issues with this toy, in truth, I really enjoy it. The issues I have with it, subjectively, are relatively minor to me. Though I wish it wasn't so faithful to G1 that it could have taken some liberties to keep in the spirit of the character, that's kind of what the Titans Return one was, so it's hard to blame them for making a more faithful one for those wanting a faithful toy. If you can justify the cost right now, he's worth picking up. As I mentioned at the start of this review, things are going to be rough for a while, and if you want to support what I do, please consider supporting it on Patreon, or just sharing it around.

*This is an attempt at satire mocking the state of Hasbro's Australia distribution.

Sunday 8 March 2020

Transformers War For Cybertron (Earthrise) Deluxe Class; Cliffjumber: Well... Deluxe might be a stretch...

Oh boy... time to delve into some of these issues of the War for Cybertron line... Starting in Siege (not counting Studio Series as I don't actively collect the line), the size classes seem to be more of an indication of difficulty, rather than size. While that acts as a benefit when they release the larger Deluxes like Ironhide and Spinister, Earthrise, year two of the trilogy looks to be pushing those limits. Honestly it's impressive that they're trying this as people are still angry at the Leader Class Shockwave and Astrotrain from Siege. On top of the size issues, a practice known as Partsforming is looking to play a big part of the line. While people were fine with it for the Weaponizers, and that will continue with the... Modularizers? Is that what they're calling the bases? Armorizer still sounds nicer to me. Anyway, while those still use the process, people are less forgiving of it when it comes to the upcoming Arcee, who I'll go into detail on when she's released. Partsforming, and being shrunk down to a Legends Class sized character being sold at deluxe prices though? You can just imagine how people have been reacting to the new Cliffjumper. Is it warranted though?

To quickly deal with them. Inside the boxes of Earthrise toys, you get a piece of a star map, and a "scanner", and by the end of Earthrise, you should be able to complete a full map of the Transformers universe. I'm not bothering with the map, so I'm not going to be covering it from here on out. Starting in Car mode, and giving credit where it's due, this is a nice looking Cliffjumper car mode, just that compared to other Deluxe car bots, it's tiny. It's smaller than a Nintendo Switch Joycon (look, I'm writing this while I kill time between shifts, I don't have many size comparisons on hand right now). It's a solid little Sports Coupe, with the only major bit of kibble being robot mode hands being slightly visible, something that weapon storage helps cover-up. Cliffjumper does at least scale nicely with the other mini bots in car mode, along with the robot mode. Speaking of...

While one specific part of the transformation is frustrating to do on my copy of the toy, when he's in robot mode, it's hard to deny that he doesn't look like a great Cliffjumper, and it's nice to see a G1 Cliffjumper that isn't just a red Bumblebee (though I don't think anyone is expecting that to last, this guy screams "Retool me into Bumblebee!", maybe even some Throttlebots in the Generations Selects line. Goldbug, Chase and Freeway for example). Due to being labelled as a Deluxe, he has got the advantages of the size class and price range, he's way more articulated than any of the other Minibots released in the Generations line, and the transformation itself is very interesting and fun to do. I also like the fact that he gets his Bazooka, and the weapon itself can be rearranged for numerous configurations in both Robot mode and Car Mode. But... the "Shield"... here is where the partsforming comes into play. The back of the car has to be removed for the transformation. While it can be used as a shield, the main purpose is to be used as a back cover to clean up his back in robot mode. While it works for that purpose, the effect would probably look better if it didn't look like he stuck the backend of some random car onto his back. At the time of writing this, I have both Cliffjumper and Hoist in terms of the Earthrise Deluxes, with Hoist being who I got first. Because of that though, I'm struggling to see where the cut costs from producing a smaller figure went too. Though there aren't as many unnecessary gaps in the pieces, they are still there, though not as obvious as on someone like Hoist. While I can tolerate gaps for joints and engineering, holes like in his forearms and legs that are just there to cut some of the cost away from the moulding process I, and many others find annoying, and it's something that I would have liked to have seen dealt with for Cluffjumper, who's already smaller than all the other Deluxes in the line.

Though Cliffjumper justifies the cost in terms of engineering, not having a class between Deluxe and Micromaster does hurt the perception of the toy. It's not in any way a bad toy, and it would be nice to get other Minibots with the same engineering treatment. But when looking at it on a shelf next to the other wave 1 Deluxes, it's a hard sell to the average customer. Here's hoping Runabout and Runamuck are the usual Deluxe size, especially because I want to put them side by side Topspin and Twin twist,, but right now the main goal is being able to actually get both of them in Australia at all.