I felt it fitting to close this three pack of reviews by looking at the one that not only inspired this set, but also the one that got me into Transformers in the first place, or at least the version I have because I don't have that version anymore. For you see, like how Pokemon Emerald was my first main experience with Pokemon, the repaint of this toy, Powerlinx Jetfire, was my first Transformer. While that one has been mostly lost to time, the original version of the mould was included with Prime and Overload, and so now lives in my house again, though this time as the original release of the mould in Japan, this is the Takara version (only main difference is some deco choices like the removal of the re-entry fire). How well has the figure held up though?
I'll start with Commetor, which, while I wasn't able to keep the Jetfire, this is the Powerlinx deco. Why do I bring it up, it's because one thing that often happened when it came to the Powerlinx decos for repaints is that the colours would flip. The main colours of the Mini-Con would become the main colours of the main toy, and vice versa. Why do I bring this up? Because if you do a switch and give Powerlinx Comettor to Original Deco Jetfire, the two compliment each other very well. But it also means that Comettor blends in a bit too much. The deco on Powerlinx Comettor is very basic, with about as much detail on it as some Legion Class toys now. What also doesn't help Comettor is that it's held down by gimmicks, though they are quite ingenious. The alt mode is a little Luna Rover-like vehicle, and while the alt mode's got as much movement as the next time Hasbro would try to combine Optimus and Jetfire (spoilers, Jetfire has a Pants Mode), Comettor can connect to a port in Jetfire's Space Shuttle Mode and act as the front landing gear. Is it necessary like Overload and Rollout? Nope, but it is a great way to integrate the Mini-Con into the alt mode, albeit a tedious one to work. While I prefer how Tidal Wave and Ramjet integrate (maybe someday), this is still one of the best cross-functionality between main bot and Mini-Con.
As for Jetfire himself in Space Shuttle mode, I won't lie, this is a great looking Space Shuttle. There are some creative liberties taken, mainly around the boosters for the sake of Robot mode legs along with the paintwork, but this does pull off the shape of a Space Shuttle really well. It also has a feature that a lot of Transformers nowadays struggle with, or just outright ignore, Integrated Weapon Storage. The gun is the third Booster engine, and a Shield Jetfire has become the rear landing gear. The gun is also where all the electronics for the figure are held, which does mean that the common figure killer is contained to something easily worked around. While the cargo doors are somewhat useless (unless you want to break up the look of the shuttle), the three other visible Mini-Con ports do have functionality other than just a place to plug Mini-Cons on. It can change the sound effects the Gun plays, and two missiles can be dropped from the wings when plugging them on. There's a feeling of refinement in this toy, like the designers wanted a strong alt mode that wasn't held back by the gimmicks, and to me at least, they did succeed, even if the alt mode isn't something as interesting (in terms of being turned into a toy) like a tank or a helicopter.
The tighter focus does continue into robot mode, though not as gracefully. Proportions and minor cracks in the illusion are big problems for Jetfire in Robot mode, thanks to his small arms (the gun is bigger than his arms), and the way the legs connect to the body. Pudgy is also a word that can be used to describe his robot mode. Not fat per se, but definitely on the plus side in terms of weight. However, unlike Optimus and Overload, this guy can actually move around and is surprisingly poseable for a bot in this line (or at least what I've been exposed too, which is sad when you think about it). Head swivel, ratcheted shoulders, friction ratchet in the elbows, nothing at the hips, but he does have knee ratchets, knee swivels and ankle tilts. Not ideal possibility, but workable, and the lightweight, but the sturdy feeling plastic makes it great for kids to play around with. Alas though, there is one major flaw with Jetfire, and that comes down to his third mode.
I'll say it upfront here and now, Jetfire's Combined Mode feels forced, like a last minute inclusion because aside from the clips needed to connect to Prime, the parts needed to make it work aren't there, it doesn't improve Prime at all. This is no more poseable then the trailer's legs are, the only difference is that one is a locked A-frame stance, the other can also stand straight and is a little taller, you're still not going to get Prime to walk, something you'd think either one of these would consider making a priority. it is possible to get Prime, Overload and Jetfire to connect together, though it's not a solid connection. You do have to move one part of Jetfire pretty far out of the way to make the connection work, and it never feels pleasant to do. Like I said during the Overload review, I feel sorry for those who have to connect to Optimus Prime, though at least Jetfire gets away with it to the best that he can.
While many older fans might think I'm crazy by saying this, I'm glad that this was my first introduction to Transformers. It's not flawless and is certainly not the best that Armada has to offer, but it is one of the better toys in the Armada line. The gimmicks are controlled, the alt mode looks great, and while the robot mode suffers a little bit, it's due to the limitations of the time rather than the combined mode. When I say that there are gems in the Armada line, this is one of the examples I point to, because while it might not be a flawless gem, it certainly has its charm. Next week will return to some more recent figures, for the Dinobots return to the site. It is time, for Volcanicus to rise!... look, distribution for Power of the Primes has been awful here in Australia ok? The delay was really because I only got them a few days ago (at time of writing).
Showing posts with label armada. Show all posts
Showing posts with label armada. Show all posts
Sunday, 11 November 2018
Sunday, 4 November 2018
Transformers Armada Max-Con Class Overload (with Rollout): Welcome to the bad disguise club
From personal experience, there seem to be two types of combining toys when it comes to Transformers. The "Combiners", like Abominus, Bruticus, Rail Racer, Superion, and others like it, and then there are those that come off as more like an upgrade kit for another bot. These normally seem to be the two bot combiners, and while that might not accurately describe versions of the function like the Energon Autobots or the Mini-Cons, it does describe today's gimmick victim perfectly. Armada Overload, not to be confused with his more badass Decepticon relative, Overlord.
I'll start with the Mini-Con first because as you'll quickly find out, this toy does not work without either Rollout or Optimus Prime. To my knowledge, Rollout is the biggest Mini-Con made in Armada, if not the biggest Mini-Con ever made. Most of that comes from the fact that Rollout doesn't interact with Overload the same way as other Mini-Cons do with their partners. Most Mini-Cons either activate electronics, deploy and/or fire a spring-loaded weapon, friction fire some ammo for a weapon, and other functions like that. There are a few that do more with their larger partners though, like Sideway's dual Mini-cons being a rider for him in bike mode, and are two different heads for him in robot mode. In the case of Overload and Rollout though, Rollout is the core part of Overload's alternate mode (turning into the truck needed to make Overload into something functional other then being a red brick), a Headmaster for Overload (with electronics that activate when connecting), a Targetmaster for other robots, as well as needing to be a stand-alone robot. As a result, Rollout's not a very good Mini-Con, just due to all the extra things it needs to do, but there is still a certain charm to it. It uses the same transformation ideas that characters like Inferno (not the bug one) still use to this day, just tuck everything behind the stomach, but does not have any articulation in robot mode other then a pair of awkwardly placed, somewhat pointless thigh swivels and some elbow swivels meant more for transformation. It's hard for me to hate this guy though just because of everything he needs to do. His partner on the other hand...
I feel sorry for almost every bot that exists to connect to an Optimus Prime. I do, I genuinely do. Why? Because more often then not, they're going to get the short end of the stick and be made worse for the sake of making that Prime better. Case in point with Overload, because I don't even know what this is supposed to be. A launch ramp for Armada Jetfire? A red brick to help justify Prime's name in Japan, Convoy? While the sculpt work on it is great, and the paint is solid, but underdone at points, the "trailer" is just a bunch of robot parts stuck together, the only thing it hides are the hands. There are no gimmicks in this mode, the only thing it can do is attach itself to Rollout, Optimus directly, or Prime's trailer. The brick motif continues onto the robot mode to, because Overload is even more static then several G1 figures.No necks, no elbows, no knees, and the legs can only bend one way, and can only go two clicks of the ratchet. For a toy to play with, he's fun, and the blocky look to him gives him a real presence, but there isn't a lot here from an adult's perspective. Even figures like Tidal Wave pull off the blocky, powerful robot look while still being able to pull a pose. Everything about this though screams "let me leach on Optimus Prime". So how well do those work?
Starting with the lesser known function, it can connect to Prime's trailer in base mode. Turning the base into an awkward looking turret, letting you put two more spring-loaded launchers on it, and have Prime operate it. It doesn't do much, it's a pretty fixed turret, but it's a simple enough alternate configuration for the guns. The mode it's most well known for though is the ability to connect to Prime's super bot mode. While it's a slight pain to connect it, once it's on, it's secure. It's tight, it's not going anywhere. Does it look ridiculous when attached to Prime? Yes, but it's a good kind of ridiculous. It's at a level of it being so obscured that it comes back to being badass. The same thing can be said for the quality of it. It's not objectively good, but it's still fun for being so bad that it's kind of good.
That's really the best thing I can say about Overload as a whole. Is it good? Objectively no, but it's fun enough to the point where I don't really care. It's fun for kids, it's certainly more durable then toys are nowadays, and for as bad as the execution of the gimmicks are, the result is so stupid that it's badass. Don't get this toy if you don't have Optimus though, because while it doesn't fix Optimus at all, Overload sacrifices everything in order to connect to Optimus, and suffers as a result. Up next, the reason why we did these three, for a reason you'll soon find out, Armada Jetfire. And up next on the main site, with the holidays coming, how about we check out a game for the family, Super Mario Party.
I'll start with the Mini-Con first because as you'll quickly find out, this toy does not work without either Rollout or Optimus Prime. To my knowledge, Rollout is the biggest Mini-Con made in Armada, if not the biggest Mini-Con ever made. Most of that comes from the fact that Rollout doesn't interact with Overload the same way as other Mini-Cons do with their partners. Most Mini-Cons either activate electronics, deploy and/or fire a spring-loaded weapon, friction fire some ammo for a weapon, and other functions like that. There are a few that do more with their larger partners though, like Sideway's dual Mini-cons being a rider for him in bike mode, and are two different heads for him in robot mode. In the case of Overload and Rollout though, Rollout is the core part of Overload's alternate mode (turning into the truck needed to make Overload into something functional other then being a red brick), a Headmaster for Overload (with electronics that activate when connecting), a Targetmaster for other robots, as well as needing to be a stand-alone robot. As a result, Rollout's not a very good Mini-Con, just due to all the extra things it needs to do, but there is still a certain charm to it. It uses the same transformation ideas that characters like Inferno (not the bug one) still use to this day, just tuck everything behind the stomach, but does not have any articulation in robot mode other then a pair of awkwardly placed, somewhat pointless thigh swivels and some elbow swivels meant more for transformation. It's hard for me to hate this guy though just because of everything he needs to do. His partner on the other hand...
I feel sorry for almost every bot that exists to connect to an Optimus Prime. I do, I genuinely do. Why? Because more often then not, they're going to get the short end of the stick and be made worse for the sake of making that Prime better. Case in point with Overload, because I don't even know what this is supposed to be. A launch ramp for Armada Jetfire? A red brick to help justify Prime's name in Japan, Convoy? While the sculpt work on it is great, and the paint is solid, but underdone at points, the "trailer" is just a bunch of robot parts stuck together, the only thing it hides are the hands. There are no gimmicks in this mode, the only thing it can do is attach itself to Rollout, Optimus directly, or Prime's trailer. The brick motif continues onto the robot mode to, because Overload is even more static then several G1 figures.No necks, no elbows, no knees, and the legs can only bend one way, and can only go two clicks of the ratchet. For a toy to play with, he's fun, and the blocky look to him gives him a real presence, but there isn't a lot here from an adult's perspective. Even figures like Tidal Wave pull off the blocky, powerful robot look while still being able to pull a pose. Everything about this though screams "let me leach on Optimus Prime". So how well do those work?
Starting with the lesser known function, it can connect to Prime's trailer in base mode. Turning the base into an awkward looking turret, letting you put two more spring-loaded launchers on it, and have Prime operate it. It doesn't do much, it's a pretty fixed turret, but it's a simple enough alternate configuration for the guns. The mode it's most well known for though is the ability to connect to Prime's super bot mode. While it's a slight pain to connect it, once it's on, it's secure. It's tight, it's not going anywhere. Does it look ridiculous when attached to Prime? Yes, but it's a good kind of ridiculous. It's at a level of it being so obscured that it comes back to being badass. The same thing can be said for the quality of it. It's not objectively good, but it's still fun for being so bad that it's kind of good.
That's really the best thing I can say about Overload as a whole. Is it good? Objectively no, but it's fun enough to the point where I don't really care. It's fun for kids, it's certainly more durable then toys are nowadays, and for as bad as the execution of the gimmicks are, the result is so stupid that it's badass. Don't get this toy if you don't have Optimus though, because while it doesn't fix Optimus at all, Overload sacrifices everything in order to connect to Optimus, and suffers as a result. Up next, the reason why we did these three, for a reason you'll soon find out, Armada Jetfire. And up next on the main site, with the holidays coming, how about we check out a game for the family, Super Mario Party.
Sunday, 28 October 2018
Transformers Armada Super Base Class Optimus Prime (With Sparkplug): Behold, that time when Prime was a Pyromaniac
Armada's a weird part of Transformers, that whole section of the franchise's life is either loved, hated, or overall impartial, in terms of community opinions. What doesn't help is the mixed bag the toyline was for the time. And one of the best examples I can think of to show how drastic the quality can be in this line can come from this mini-series of reviews, starting with Super Base Optimus Prime.
Sunday, 12 August 2018
Transformers Combiner Wars Leader Class Armada Megatron: And people thought Optimus was stretching the definition of a combiner...
The move away from Generation 1 into Generation 2 was not kind to Megatron, was it? Well, that depends on how you look at it honestly as he was one of a few characters that got new toys in Generation 2, mostly because he wasn't allowed to be a gun anymore. Since then Megs has bounced around between alt mode, but the one he always comes back to after he's done being weird by being a space car, or a dragon, or a hand, or a Nerf gun in order to try and please both fans and people that have real power, is a Tank. Why? Your main villain is a gun, what else are you going to turn him into when you need to change him other than a giant gun on tracks? Normally that would be the end of it, make a new Tank Megs, make it a Voyager or a Leader, shove it out in a wave in a new toy line and be done with it. Combiner Wars Wave 1 though did actually try to keep the Combiner label for its Leader class figures. There was just one small problem... Megatron doesn't really do combining, does he? There are only two that I recall, being the Cybertron one where he combined with an evil Lion (cause they needed some excuse to keep the Nemesis name), and Armada, where he combined with Tidal Wave. To Hasbro though, connecting Minicons is close enough to combining so a few additions to the mould, a new head and a new colour scheme later and you've got yourself a Combiner Wars Armada Megatron!
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