Showing posts with label Masterverse. Show all posts
Showing posts with label Masterverse. Show all posts
Tuesday, October 19, 2021
Rant Review: Masterverse Spikor figure (MOTU Revelation series)
The second half of the animated Masters of the Universe Revelation series is still over a month away, but wave two of the tie-in Masterverse line is already beginning to pop up! Thanks to Amazon, I managed to snag my first figure from this wave, Spikor! There's been some grumbling about his appaearance in the line, since he technically doesn't actually appear on the show. It's admittedly a somewhat odd inclusion, especially so early in the line's life, but he's a fan-favorite character with an interesting design, so I can definitely see the reasoning behind having him as part of the line in spiteof that. The sculpt shares many parts with He-Man, which should come as no surprise. The head and bracers are new, of course, and the spiky torso is achieved with armor rather than a new torso, a method previously employed with the MOTU Classics version of the character. The bracers are glued in place, which will be annoying to some, but at least it prevents them from sliding off when you're swapping the hands around. (The glue can be removed with a bit of trouble, of course, if one is so inclined.) The head has a great sour expression, similar to the grouchy "I just got up, where's my damn coffee?" expression on his Classics counterpart. The spikes are a bit sharper than I expected, but unlike the Super 7 Filmation Spikor, you couldn't use him to impale your enemies or anything like that. The armor compares favorably with the briefly-seen animated design, though asa result, it features the fewest spikes on any Spikor figure to date. As with He-Man, there's a total lack of texture sculpting on the armor, and while that matches the animated source for this design, there's enough added detail on other parts of the figure that its lack here seems incongruous. With a much greater level of detail on some parts than others, it seems at times that this line's designers don't know exactly what they want it to be. Spikor has far fewer paint apps than many of the other figures in this line, almost to the level of simplicity we typically see with the Origins line. What's here is applied neatly, however, including tricky apps such as the yellow eyes and fangs over the dark purple face, with no bleed through of the base color at all. There's a nice metallic dark pink/light purple on the light pink belt's inlay, providing some nice contrast with the largely dark color scheme of the figure. The light grayish-blue matches up pretty well on the armor and bracers, despite the bracers being molded in that color, while those areas of the armor are painted. There's a bit of slop around the fangs, but nothing too bad for a mass-produced toy. The articulation for this line continues to be one of its strong points. Spikor has swivel & hinge shoulders, wrists, hips, and ankles, double elbows and knees, swivels at the boot tops, thighs, waist, and biceps, and a ball-jointed head and torso. The torso's range of motion is restricted quite a lot by the armor, but works normally when it is removed. The hips have the same slotted bar design as the male wave one figures, but it works much more smoothly here. I've put the figure in a variety of poses with the legs splayed out every which way, but I haven't run into any of the issues with the bar getting stuck that I ran into with some of the earlier figures. (Mostly He-Man.) I'd like to see the design team continue to tweak the articulation model here and there, as it's close to Marvel Legends level, the gold standard for mass-produced collector lines. A bit more work, and Masterverse can get there!Spikor has a nice collection of accessories, as we've come to expect from this line. The thagomizer, pitchfork attachment, a pair of swappable hands, and the aforementioned armor offer a good variety of display options. The pichfork weapon is different from previous iterations, matching its appearance in Revelation. It has some nice sculpted details than have been left unpainted. It can be attached onto either wrist, or eschewed altogether if you want to display him with two hands. The thagomizer has a nice metallic finish, making its bright orange stand out even more on the shelf. The plastic used for it is a bit soft, and mine has already begun to wilt a bit after Spikor was posed waving it over his head for a few days. The armor attaches at the bottom on both sides, and slips on and off easily. Though a mildly controversial inclusion so early in the Masterverse line, Spikor is a very solid figure. I consider him a few tweaks away from perfection, as I would like more spikes on his armor, more paint apps, and some more detail in the sculpting, but those are really minor issues. As some of them arise from the figure's adherence to the animated source design, I can hardly fault the figure for that! Spikor is another worthy entry in the Masterverse line, and I'm happy to see a relatively minor character appear so early on. For those who don't have the Classics Spikor, this figure holds even more appeal as a much cheaper alternative! The design sensibility is close enough that he will fit into a Classics display just fine. This is another strong entry in a line I'm enjoying quite a bit, and after the Power Con reveals, I'm even more excited for this line's future! That's it for today, but bash your way back here Friday for the next review! Until then, stay safe out there, and happy hunting!
Tuesday, September 7, 2021
Rant Review: Masterverse Moss Man figure (Revelation series)
We come to the end of the road for Masterverse reviews, for now anyway, with Moss Man! Following a leaked prototype photo last year, Moss Man was the the first glimpse we had of how an actual figure in the Masterverse line might look. (As well as for the Revelation series itself, for that matter.) While the final figure has some obvious differences-- the prototype seemed to have used a Classics figure as its base-- the general design has carried over. The redesign spurred the usual debate among fans and collectors, with some opining that Moss Man without flocking simply isn't Moss Man. While I feel that's excessive, the loss of flocking is a shame, and it remains a sticking point for many. Is this figure cool enough to merit a spot in your collection without a reliance on his traditional gimmick? Read on...
The sculpt on this figure is fantastic, easily the most detailed and eye-catching of the figures released so far. I haven't seen this confirmed anywhere, but it's rumored that the Four Horsemen had a hand in this figure's design. Given the level of detail on display here, I can certainly believe it. Various wood-like, leafy, and mossy textures are lovingly rendered, with nary an inch of the figure lacking in detail. Moss Man has a rather angry facial expression, evoking the vintage figure's ferocious face without simply giving him a repainted Beast Man head again. (I would have liked an alternate head with a more serene expression, but apparently that just wasn't in the cards.) Excellent work here, though it does make me wish the other figures had the same level of detail in their sculpts.
The paint apps on this figure are kinda all over the place. The eyes and teeth are neat, but many of the brown vines and wooden portions are extremely sloppy. There are numerous examples of the paint either not filling the appropriate area, or glopping over onto another. You'll find other areas where the paint has been applied very neatly, making these messy areas stand out all the more. Thankfully, with such a busy sculpt, full of overlapping textures, it doesn't hurt the figure nearly as much as it would have on one of the other less detailed figures. It all sort of fades into the overall design, and manages to work pretty well despite the messiness. Unfortunately, there is still plenty of areas that have been left unpainted, and are crying out for a wash or some drybrushing. The figure looks good as it is, but once I spend some time doing some detail painting, it should look even more impressive!
Moss Man sports the line's standard articulation for the most part, with swivel & hinge shoulders, wrists, hips, and ankles, double elbows and knees, swivels at the thighs, waist, and biceps, and a ball-jointed head and torso. Nearly all of these points of articulation move smoothly and hold poses well, though he has the same odd hip construction as Skeletor and He-Man. Everything works as you'd expect until you hinge the legs outward, at which point the barbell piece inside the crotch drops down. This allows a greater range of outward motion for the legs, but the problem is that the barbell doesn't always want to pop back up when you move the legs inward. As with Skeletor, this piece moves back into place with considerably more ease than it does on He-Man. He lacks the side-to-side tilting in the feet, and the cut at the calves, which is a shame. Moss Man has two pairs of swappable hands and a large wood/vine piece that can pop onto either wrist. The vine piece is long, unwieldy, and rather heavy, so the figure is prone to tipping over when it's attached. It takes a bit of work to find a pose in which he can remain standing while using it; thankfully, he has those huge feet to help keep him balanced. Personally, I would have preferred the swappable head I mentioned above, or a new version of his traditional mace, but this is a cool accessory, nevertheless.
Despite coming up a bit short in articulation and accessories, Moss Man is a very cool figure. He's neck and neck with Evil-Lyn for my favorite of the figures released so far. The lack of flocking may be a deal breaker for some, but I feel the fantastic level of detail in the sculpt helps make up for that. This version of Moss Man makes is an imposing presence on the shelf, and truly feels like a powerful, godlike entity for the first time. Don't sleep on this one. He seems to be lingering on store shelves a bit longer than his wave one brethren, but as a fan-favorite character, he's sure to sell eventually. If you're on the fence about getting him, I definitely wouldn't wait too long! Although I have every previous figure of Moss Man, I'm very glad to have added this one to my collection. He's different enough, and cool enough, to be compelling even among that illustrious company. That's it for today, but head back this way Friday for the next Origins review! Until then, stay safe out there, and happy hunting!
Tuesday, August 31, 2021
Rant Review: Masterverse Evil-Lyn figure (Revelation series)
Today we're veering back into Masterverse territory with Skeletor's right-hand witch! Thanks to some timely listings on Amazon, I received Evil-Lyn shortly after coming across a single pair of He-Man and Skeletor at Walmart. (No prizes for guessing who the subject will be for my next Masterverse review!) The recipient of one of the show's more drastic redesigns, Evil-Lyn's look has spurred much debate among collectors. Is this new iteration worth getting for fans of the character, or should it be cast into Despondos? Read on...As the only female in the first wave, Evil-Lyn has a totally unique sculpt. Her look from the show is faithfully recreated, with a nice level of detail on most of the figure. There's some particularly nice texture work on the fur, robe, and boots. The upper torso's fabric texture continues onto her chest, which is a bit weird. Her face has a nice, determined expression that nails the calculating persona for which she is known. Evil-Lyn looks intelligent and ruthless, just as she should. The alternate head shares this expression, with the addition of hair that is much longer than she is usually seen with. The paint apps are very neatly applied, and the printing on the face is flawless. Her upper lip is a much darker shade of red than the lower one, something I hadn't noticed while watching the show. After checking, the upper lip is darker on the show, not just for Evil-Lyn, but for all the females. It looks like it may simply be an effect of the lighting, but maybe not. It'll be interesting to see if Teela has the same sort of coloration on her figure once wave two hits. Maybe that's just the fashion on Eternia? Two of the hands have some minor slop, but nothing major. It's also notable that someone made the decision to make her caucasian for some reason, which is a new thing for the character in animation. This isn't necessarily a bad thing, though it is a bit odd. I'd definitely be interested in seeing this figure with the classic yellow skin, or 2002-style deathly pale. Anyway, this is a very neat paint job, particularly by the standards of a mass-produced toyline. Just don't expect any paint washes.Evil-Lyn shares the standard articulation for the Masterverse line with swivel & hinge shoulders, wrists, hips, and ankles, double elbows and knees, swivels at the boot tops, thighs, waist, and biceps, and a ball-jointed head and torso. Nearly all of these points of articulation have excellent range, move smoothly and hold poses well. Notably, she does not have the weirdness with her hip articulation that I previously pointed out on Skeletor and He-Man. Evil-Lyn has a nice assortment of accessories, including the aforementioned swappable head, her staff in two different lengths, a satchel, and two extra sets of hands. The head and hands swap easily enough, and the hands allow for a wider variety of poses and gestures. The hair on the extra head is stiffer than I would like, which interferes with posing to some degree. The satchel is a nice option to have, though I find it more cumbersome than it's worth. There is a strap on the figure's right hip with a ring to hold the small staff, but it's very prone to falling out no matter how you put it in there. It's a nice idea, but the staff is just too top-heavy. Whereas the Classics figure had two staffs into which the orb could be plugged, here we just have two full staves. It's nice to have the choice, however they chose to implement it. While I'm enjoying the Masterverse line as a whole, Evil-Lyn may be my favorite so far, at least from the basic figures. Both He-Man and Skeletor had a few issues that, while not major, were annoying. Evil-Lyn really doesn't have anything detracting from her good points, and she seems like a more fully realized figure as a result. This is an excellent rendition of an interesting new look for a classic character, and you can hardly go wrong with that! If you only get one figure from the first wave of this line, she is a great choice. That's it for today, but scheme your way back on Friday for the next Origins review! Until then, stay safe out there, and happy hunting!
Tuesday, August 24, 2021
Rant Review: Masterverse Skeletor figure (Revelation series)
With the shockwaves created by the first half of the new Revelation series still resonating, the accompanying Masterverse toyline continues to roll out. Distribution of the line is extremely spotty in my area (what else is new?), but I did happen upon a single pair of the big two last week. With He-Man already covered, today we'll be tackling the Lord of Destruction himself! Is this newest incarnation of the skull-faced archfiend worthy of standing alongside his predecessors on the shelf, or is he bound for the "extras" bin? Read on...
Unsurprisingly, much of the sculpt is shared with He-Man, so most of what I said their applies here: It's a slightly different rendering of the core MOTU buck, with a slightly leaner physique that still looks quite powerful. New parts include the forearms, hands, shin guards, feet, loincloth, and the head, of course. The head sculpt has drawn quite a few complaints online, and I wasn't crazy about it myself, judging from photos. It also appeared far too small. In-hand, thankfully, it comes off far better. The size still seems a bit small, but it's perfectly serviceable. Its sculpt also looks better in person, accurate to the animated design, with a touch of added detail.
There are some nice ridges on the forearms, reminiscent of the vintage cross sell art. The feet are massive, easily the largest we've ever gotten on a Skeletor figure. Their size and giant claws make them look almost like shaved werewolf feet. It's taking me awhile to get used to them, but their size does lend the figure greater stability on the shelf, so that's a plus. Skeletor fares better than He-Man with overall detail, with some nice texture work on the hood, and the armor straps and baltea have a nice leathery texture. The shin guards and belt have very little in the way of detail, only a few studs and ridges. The birdlike ornament that has long been a feature of the belt has been omitted, owing to the animated design.
I'll point out here that, as with He-Man, heads from the Classics and Origins line are compatible with this figure. Origins heads require a bit of heat to fit easily, while Origins heads pop right into place. The shades of purple don't match, but that's an easy thing to fix if one is so inclined. I'm glad to see Mattel allowing for this kind of compatibility between MOTU lines! (It would be pretty shortsighted if they didn't, but that doesn't mean it was assured, given their track record!)
As is typical for Mattel, there aren't many paint apps on this figure, but what we have has been neatly applied. The skull is a nice light gray with white teeth, and all the hollow areas are neatly filled in with black. The armor has a nice dark purple framing the bat emblem. The only bit of slop on my figure can be found on the crossbones area of the armor, and it's nothing major. I only noticed it once I was actively looking for it. There are plenty of details that have gone unpainted, and the lack of paint washes is again noticeable. I'm also curious why they painted the skull in these colors, rather than a cartoon-accurate yellow.
Skeletor shares He-Man's articulation model, which comes as no surprise. Old Bonehead has swivel & hinge shoulders, wrists, hips, and ankles, double elbows and knees, swivels at the boot tops, thighs, waist, and biceps, and a ball-jointed head and torso. Nearly all of these points of articulation move smoothly and hold poses well, though he has the same odd hip construction. Eveything works as you'd expect until you hinge the legs outward, at which point the barbell piece inside the crotch drops down. This allows a greater range of outward motion for the legs, but the problem is that the barbell doesn't always want to pop back up when you move the legs inward. My Skeletor has more of an issue popping this piece back into position than my He-Man does. Even with that bit of weirdness, this is a strong articulation model, and it's a few tweaks away from being on par with what we see on most of Hasbro's collector lines. That is a very good thing indeed!
Skeletor's accessories include the requisite Havoc Staff, his cape and armor, the Shaping Staff, and two extra sets of hands. The Havoc Staff is cast in lighter shades than we're accustomed to, and has a nice wash over the ram skull. It looks appropriately cool and sinister. The Shaping Staff is cast in gold and almost devoid of detail, but that's true to its design. Both staves pop easily into the grasping hands, though the Havoc Staff's top-heaviness makes it prone to fall out at times. The armor has a multi-piece construction, with the cape slipped in between the two sections. Without anything to secure the front of the top piece in place, it can slip back while posing, but stays put most of the time. This is an interesting approach to Skeletor's armor, and I find that it works pretty well. I'm always glad to see Mattel's design team thinking outside the box and trying new things! The cape itself is a thin piece of fabric, but it does have a nice thin layer of flocking on the back. Thankfully, owing to the design of the armor, it'll be very easy for anyone who wishes to replace the cape to do so.
With any new iteration of MOTU on toy shelves, Skeletor is bound to be one of the most heavily scrutinized figures, and that has definitely been the case with Masterverse. I was unsure about the execution of this figure based solely on photos, but I'm happy to see that most of my apprehension was unfounded. At this point, I'm thinking that Mattel really needs to get someone else to do their product photos, as whomever is currently taking them really does the product no favors! That aside, this is not a perfect figure, but it is a very good one, and I'm very interested to see what Mattel has in store for us with this line as it continues to evolve. That's it for today, but keep scrolling down for plenty more photos, and head back this way Friday for the next Origins review! Until then, stay safe out there, and happy hunting!
Tuesday, August 17, 2021
Rant Review: Masterverse He-Man figure (Revelation series)
There's a wealth of MOTU product hitting shelves right now, resulting in an almost overwhelming amount of options for the discerning collector... if you can find it! A couple of months after they first started showing up, and well ahead of any of the pre-orders I put in online, the first wave of Mattel's new Masterverse line has begun popping up locally, and I was able to secure my first two figures. (Apart from the deluxe Skelegod, of course.) With any new MOTU line, of course, you've gotta have a He-Man. Is this new plastic incarnation worth your hard-earned money? Read on...
I'm pleased with the sculpting on this figure, for the most part. The overall shape and style of the body is a bit of a departure for MOTU figures, particularly the torso. This is a slightly leaner, more athletic take on He-Man, rather than the virtual tank of muscle we're accustomed to. There's still plenty of brawn here, to be sure, but it's definitely scaled back a bit compared to most versions we've gotten in the past. We'll likely be seeing this body a lot, so it's fortunate that they did a good job with its design.
One of my gripes with this sculpt is the nearly total lack of detailing on much of the outfit. While this could be explained away as a concession to the animated design upon which this figure is based, that detail in the furry portions of the outfit puts that to the lie. Aside from the fur, there is no attempt made to give a sense of texture to any of the figure's clothing. This would have really helped on the leather straps on the left bracer, for example. The plastic used on most of the figure has a semi-rough texture itself, which does help a bit with the boots. Still, a leather-like sculpted texture would be preferable, and some small dents and dings on the bracers would have helped quite a bit with the figure's overall look.
The head sculpt is another issue, as it has a smiling, rather dopey expression that is much more Prince Adam than He-Man. It's not a bad sculpt, just inappropriate for the character. It's also a bit on the small side. For those wondering, Classics and Origins heads will fit on this figure's neck post. The Origins heads pop right on. The holes on the Classics heads aren't exactly the same size, but with a bit of heat, they'll pop into place. They do look a bit odd, however. I think the mismatched skin tones are mostly to blame for that.
The paint apps are sparse indeed for something that purports to be a "collector's line." Most of the pieces have been molded in the appropriate color, and given no paint work at all. The only traces of paint washes or airbrushing to bring out the sculpted detail are on the hair and loincloth. What's here is neatly applied, at least. When a company is trying to keep costs down on a line, paint apps are always the first things to go, and that certainly seems to be in effect here. Things like paint washes and detailed painting are pretty damn easy to correct, but the fact is that we shouldn't have to fix it ourselves, especially on a so-called "collector's line."With the articulation, things start looking up again. For the first time, we have a Mattel MOTU line with an articulation model that is actually competitive with other collector lines on the market. (As much as I love the Classics line, let's face it: Its articulation model was outdated even when the line debuted in 2008.) The package proclaims that the figure has 30 points of articulation, and it's no idle boast. Depending on how you count the swivel & hinge joints, you could come up with an even higher total! He-Man has swivel & hinge shoulders, wrists, hips, and ankles, double elbows and knees, swivels at the boot tops, thighs, waist, and biceps, and a ball-jointed head and torso. Nearly all of these points of articulation move smoothly and hold poses well, though there is a bit of weirdness with the hip construction. Eveything works as you'd expect until you hinge the legs outward, at which point the barbell piece inside the crotch drops down. This allows a greater range of outward motion for the legs, but the problem is that the barbell doesn't always want to pop back up when you move the legs inward. If you're unaware of this, you could easily end up trying to force it and damage the barbell over time.The design team also made the decision to sculpt the actual elbow pieces with an inward curve, so you can't completely straighten the arms out. This hasn't bothered me nearly as much as I thought it might, as the arms can still straighten nearly all the way, and look very natural when they do. So, while it hasn't been a drawback for me, it's something to be aware of. Overall, while it's not without its issues, this is a good articulation model that works quite well, and it's a huge step forward for the brand. With a few tweaks, Mattel has a shot at matching the excellent articulation models their biggest competitor employs for most of its collector lines. (The addition of butterfly shoulder joints would go a long way toward that!)
He-Man has all the accessories we've come to expect, with one glaring exception. He has his chest armor, Power Sword, shield, and a swappable set of grasping hands, in case you're not enamored of the fist and pimp slap hands that are attached in the package. The left bracer also slides right off when the hand is removed, so you could also claim it as an accessory, if you're so inclined. The armor matches the source design, fits well, goes off and on with no issues, and has a slot to store the sword and shield. There's been a bit of furor over the removal of the traditional templar-style cross on the breastplate, but I have no issue with the HM symbol with which they've replaced it. That symbol has been part of the MOTU mythology nearly as long as the cross, and it looks good on the armor.
I still don't love the Power Sword design they went with, but it's okay. This matches its look on the show, which was the intent, so I can't fault them for that. The shield follows the overall look we're accustomed to, though I still find it odd that nearly every iteration of this shield that we've gotten has less detail than the vintage version! The hands pop into and out of the wrist with no trouble, and work as they should. By now you've surely noticed the glaring exception I mentioned earlier: He-Man lacks his axe. It's been a crucial part of his standard set of gear from day one, and it's really odd to get a new standard He-Man figure without it. Many collectors also display their He-Man with the axe instead of the Power Sword, so this is doubly troublesome for them. Hopefully Mattel will get us that axe in a future release.
The Masterverse line has been the subject of much debate and conjecture, but in the end, it's only by having the figures themselves in-hand that they can be judged. While these first few figures aren't the second coming of MOTU Classics that some were hoping for-- and honestly, I always felt anyone with those expectations were needlessly setting themselves up for disappointment-- the line has strong merits of its own, and I feel confident that it will carve out a niche of its own in time. There are a few issues Mattel needs to address, but as they are, these figures have made great strides in the right direction. Let us not forget that many of the Classics figures had issues as well, the first release of He-Man in particular. Any new line will have growing pains, and after spending some time with these first few figures, I'm optimistic about this line's future as it moves beyond them. That's it for today, but head back in three days, when we'll return to Origins, then next Tuesday, for more Masterverse! Until then, stay safe out there, and happy hunting!
Friday, July 23, 2021
Rant Review: Masterverse Skelegod figure (MOTU Revelation series)
Unlike many other '80s properties that have maintained a steady presence on retail store shelves, it's been either feast or famine for MOTU collectors over the years, and we've endured many long dry spells with little to no product. We've bellied up to the table and strapped on our extra large bibs lately, however, with the Origins line rolling mercilessly along, and a brand new line hitting stores right now! (And yet another one on the way!) The Masterverse line presents us with figures in the style of the new high-profile Netflix series, and in honor of its debut today, we're taking a look at my inaugural figure in the line, the deluxe Skelegod! Will he convert you into a devoted follower, or make you wish you were agnostic of this line? Read on...
The figure appears to have a 100% unique sculpt. There are a few parts that may be shared with some of the standard Masterverse figures, but as I don't have any of those yet, I can't verify that. In any case, the sculpting is very well done, capturing the animated style very well, while adding some additional detail in a few areas. The horns, in particular, have some nice texture work, though the level of detail almost makes them look as if they belong to another figure. The segmented armor and large pauldrons help make this tall figure appear even larger, giving him an imposing appearance on the shelf. It's not always apparent in photos, but the stylized "H" on the figure's chest is actually sculpted as well, not just painted on. The green flames surrounding the figure's neck are molded in a nice translucent plastic, which adds to the cool factor. The neon green neck sticking out of this piece is nested within the flames enough that it doesn't look too odd. The "face" is, well, Skeletor, in keeping with the skull design we've seen in the trailers for the show. This line's figures have been criticized for having pinheads, but the large horns help make this figure's head appear more proportional. There's a fairly large three layered cape, in two shades of purple, and a pair of plastic diamonds on the ends of the second layer. The overall design of the cape is very cool, but it's made of fabric that looks and feels as cheap as it undoubtedly is.
The paint apps are more complex than what we get on the Origins figures, yet remain very neat. Lines are sharp and clean across the board, even in areas with tricky color combinations such as the purple and neon green on the chest. The one bit of slop is with the neon green paint in the nostril section of the right leg, and it's so tiny that I only noticed it because I was really looking for it. There's also a nice paint wash on the figure's "skin," lending it a nice battle-worn look. The only issue with it is that the wash was apparently applied after the figure was assembled, so when you bend the elbows or knees, interior areas lacking the wash are exposed, which is a little jarring. This can be easily fixed, of course, but it shouldn't have to be.
Skelegod has a nice quartet of accessories: A pair of swappable hands, a cool energy effect, and the Sword of Power. The hands swap out easily, and fit into place snugly without a tendency to fall off. The energy effect can fit over any of the hands, and looks like Skelegod is about to launch one nasty hadouken. I'm not crazy about the sword's design, but it matches its onscreen counterpart very well. The plastic use isn't overly rubbery either, so there shouldn't be any issues with it drooping over time. It fits well into the grasping hands, and thankfully, it stays in place far better than its counterparts in the Origins line.
Mattel has been touting a higher level of articulation for the Masterverse line, and this figure delivers with swivel & hinge shoulders, wrists, hips, and ankles, swivels at the biceps, thighs, calves, and waist, what appears to be a ball-jointed torso with a limited range of motion, a ball-jointed head, and, thank Grodd, double knees and elbows! Those have been standard points of articulation for well over decade now across many lines, yet Mattel has dragged their feet about implementing them in most of their collector lines. I've seen a few collectors complaining about it, but aesthetically, they don't look any worse than single joints, and they work far better. This is a win as far as I'm concerned, and it's been a long time coming!
The Masterverse line has proven divisive among MOTU collectors, and only time will tell what kind of legs it has. For me, the jury is still out on the basic Masterverse figures, as I haven't yet found any of them, but this one has me hopeful. Skelegod is very cool indeed! That's all for today, but swing back by in four days for more. Until then, stay safe out there, and happy hunting!
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