Sunday 6 January 2019

Transformers; Power of the Primes Leader Class Rodimus Prime and Rodimus Unicronus: The hot head and his emo twin

It's rare that a new release gets a lot of surprises tied to it when it comes to Hasbro Transformers. A new Rodimus Prime in the mainline? Cool! It's been a while cause most of the time we just get Hot Rod. A Rodimus Prime that can also become Hot Rod while the Rodimus stuff becomes the trailer? Great! It's about time they managed to do something like that! A Rodimus toy that does all of that and gets a repaint into an obscure version of Rodimus from a spin-off comic that only die-hard Transformers fans know of, let alone have read... I'm sorry, what was that last one again?


Yes, in their commitment to getting the most out of a mould, not only did we get a Rodimus Prime, but we got a Rodimus Unicronus, facial hair and all. Who are they, you ask. The red one was intended to replace Optimus Prime in G1, but due to backlash from the 86 movie, that... didn't quite happen, so now he's the Autobot equivalent of Luigi, though at least people know who he is, it's more then I can say for characters like Star Saber and Thunderclash. Unicronus on the other hand... is a bit more complicated to explain. While I haven't read Shattered Glass, I have enough of a handle on it to be able to say this. Shattered Glass is the inverse reality. Autobots are evil, Decepticons are good, and this version of Hot Rod backstabbed Optimus, took the power of Unicron for himself, and basically became what Galvatron was in the original G1 show. Are there mistakes in that? Probably, you're better off reading the comics to find out the full details, we're here to review the plastic, so let's get to it after... 7 weeks?! Look, things were a bit chaotic this Christmas period, and not always for the best reasons.

Sunday 11 November 2018

Transformers Armada Giga-Con Class Jetfire with Comettor: The stars aligned for this review

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).

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.

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 21 October 2018

Transformers Generations; Power of the Primes Deluxe Class Cutthroat: How does he cut throats? He hasn't got a knife

Yes, these are the kinds of questions that keep me up at night.

While I know I promised a land shark of a repainted velociraptor, the shark hasn't come in yet and there's not much to say about Cindersaur other then the new head and the bio card confusion. So, I thought I'd talk about another repaint that is a bit more exciting to talk about. Cutthroat, a decent retool of Wave 1's Swoop.


Sunday 14 October 2018

Transformers Power of the Primes Deluxe Class Blot: Who made Dr. Frankenstein's assistant a Transformer?

Finally, a second Terrorcon to review. Hopefully, this doesn't end up like Volcanicus, and the remaining limb bots are impossible to find. While other combiner teams go with a consistent theme to them, the Terrorcons were one of the teams that didn't have a consistency to them other than being monsters. The only other that comes to mind, in terms of Generation 1 Combiners is their Autobot counterpart, the Technobots. We go from a double-headed dragon to a... troll? Ogre? To tell you the truth I honestly don't know what this is supposed to be. I can at least review him, so I will.



Sunday 7 October 2018

Transformers Combiner Wars/ Power of the Primes Jet Mould Bonanza: So. Many. REPAINTS!!!

If Combiner Wars was known for one thing, it was mould reuse. If there was ever a line that milked engineering dry, it was this one. To give an extreme example, let's take the Dead End mould, one introduced in Wave 2 as a part of Menasor. How many times was that mould used? sixteen times when combining Hasbro, Takara, and convention exclusives. So while at first, it might appear that this review is looking at five different toys, we are in fact only looking at two, and at the same time, we're looking at twenty-eight toys. For you can find nine versions of Blast Off, and nineteen versions of the other four. And that's ignoring the fact that all five share almost the exact same engineering so it could be argued that we're looking at the same toy five times out of twenty-eight! If I included a revisit to Vortex here too, we'd be looking at forty different versions of the same basic toy released in three years. Will this get me out of reviewing all the variants of the Arialbot moulds? I hope so. Here is the revisit for Combiner Wars Blast Off (General Retail), the review of Combiner Wars Fellbat and Guyhawk, and Power of the Primes Dreadwind and Blackwing.


Starting in the Jet modes, it's clear who got which mould. For you see, all of these started in Combiner Wars Wave 1, with the Arialbots. Or more accurately, Blast Off, Fellbat and Dreadwind were in wave 1, Guyhawk and Blackwing's variant came in Wave 2. For some reason, they released Wave 1 with Drag Strip, one of the limb-bots of the Decepticon Combiner, Menasor, and Air Raid was in Wave 2, and Wave 2 had Air Raid, one of the Limb bots of the Autobot Combiner, Superion. Now, why is this weird? Because the rest of the Wave 1 Deluxes were the other Autobots needed for Superion, and the rest of Wave 2 were the Decepticons needed to make Menasor (well, in terms of the traditional configurations). You might say that they didn't want to have a wave of Autobots and a wave of Decepticons, but every later wave in the line didn't bother mixing them up. We even got two waves of nothing but Autobots in terms of the Deluxe Class. Now, what separates all of these flyboys? In terms of engineering? Not much. What defines any variations in engineering really comes down to what happens to the wings and tailfins. Arms, Legs, Heads and Cockpits? All exactly the same. Dreadwind and Blackwing have the most variations in engineering due to the requirements of Power of the Primes, but on top of that, there's also a gimmick that the two have that no other variations of the moulds do.

They can combine into a larger jet, which is, unfortunately, more impressive then it really is. All the extra engineering really gives you is two jets barely hanging together thanks to Blackwing only relying on the port meant for the combiner hand in Dreadwind's arm mode. A port not meant to take a lot of weight, and as such it takes no effort to separate the two. I'm also not a fan of how they handled Blackwing's nosecone and head, as they kinda just hang there, breaking the "sleek" look the rest of the jet goes for. What's also annoying is that one of the wings on my copy of Dreadwind doesn't properly connect to the leg assembly, though it's manageable. It still holds in place, it's just at a slight angle.

Now then, Combiner Limb modes (I'm skipping deco until robot modes for now). While these pictures don't have them include their hands or feet, it's because there's nothing extra to talk about with them. Blast Off, Guyhawk and Fellbat all have the Combiner Wars Hand/Foot/Guns, Dreadwind and Blackwing both have Prime armour hands with two thumbs. Seen them before, not much to add on the matter. All five leg modes look like squashed jets, and all five arms look like they're stuck halfway in the transformation process. Blackwing has one of the most awkward leg modes while Dreadwind doesn't even try to hide his robot mode arms. The other three manage to hide them better purely on the basis of their arms not standing out thanks to colour schemes. One annoying problem I noticed though with Fellbat and Guyhawk though is the shape of their heads. They're a tad too long to let the combiner peg assembly they're attached to do a full 360 movement. It's not the end of the world as it's easily worked around, but it is somewhat annoying as there are only a few other toys (to my knowledge) that have that same problem in the line.

To Robot Modes, and while they all share the same engineering to an extent, all five do at least look like different robots. Dreadwind and Blackwing have the advantage of being heavy retools, but if I was reviewing any other variant of the moulds from Combiner Wars, I would not be saying that. A lot of variety in the Combiner Wars versions of the moulds were in the heads and paint jobs. There was very little retooling in the line to help separate characters. As a result, Dreadwind and Blackwing are a nice change of pace, though while I'm more open to them, I probably wouldn't be if I got all the Combiner Wars versions of the moulds. What I find strange though is that while Dreadwind and Blackwing are built off Combiner Wars moulds, their combined modes feel like an afterthought. This is especially true for Blackwing, as all the extra joints needed for the combined jet mode make the combiner limbs look awkward. But at the same time, due to how bad the execution is on the combined jet, it's at least a good sign that the jet and robot modes look good at all. Out of the five though, I prefer Fellbat's robot mode. It's still surprising to me how powerful it looks when most jets go for a leaner look in their robot modes. When Blast Off was confirmed as an Arialbot repaint, most people were mad at it due to the fact that a Blast Off that was accurate to Generation 1 would be a Space shuttle. I honestly don't care either way, though I do stand by the belief of the fighter jet making more sense in the army team. As for Guyhawk, as obnoxious as the colour is, it is accurate to the original toy. There really is a pink Decepticon jet. As a pink Decepticon jet, Guyhawk does look good, though who in their right mind thought a pink jet would be a good disguise?


Should you own one of each of these? It's up to you. Should you own all twenty-eight variations of these moulds? No way! Unless you want them for combiner limbs, you do not need every version of this ever made, and even the combiner limb excuse isn't well justified as that number includes convention repaints and Takara releases. Are they fun toys to mess around with? Yes. Fun enough to buy them that many times? No. Nothing like this is.