#3134: Teela

TEELA

MASTERS OF THE UNIVERSE: MASTERVERSE (MATTEL)

“Learning she had been lied to her entire life, Teela threw down her sword, rejected her title, and turned her back on her family, friends, and all of Eternia.  Fate, however, has a way of returning.  Prince Adam’s secret identity as He-Man — the same secret that shattered her trust — became intertwined with her quest to save magic from disappearing from Eternia.”

Oh, wow, you know, those last two Masters reviews were so lovely, I think I might just do one more. Like a dessert or something. Just a little extra. Masters of the Universe Revelation spent most of its runtime in a post-defeat of He-Man setting, but it’s first episode, as well as some flashbacks sprinkled throughout the rest of the show, still gave plenty of focus to the main characters in their classic designs. This also gives the tie-in portion of Mattel’s Masterverse line plenty of free reign for some more straightforward updates of the original figures. While the line’s first Teela was sporting her later Revelation look, there was a rather quick follow-up to that one, this time with her classic attire. I’ll be taking a look at that one today!

THE FIGURE ITSELF

Teela is part of Series 4 of the Masterverse line, as one of the two Revelation-themed figures in the set. The figure stands about 7 inches tall and she has 31 points of articulation. She again keeps with the set-up we’ve seen previously with the female bodies in this line, which is a pretty solid articulation scheme. Her sculpt is obviously starting from the same base point as the other female figures, but she’s almost entirely new. It’s a strong sculpt. I was a big fan of the prior Teela, and I liked the extra details the newer design offered, but this one looks pretty great too. The armor is very clean and sharply detailed, and I like how the two faces are a younger, more cleaned up Teela, but still very distinctly the same person.  As hinted by the “two faces” comment from the sentence prior, Teela includes two head sculpts.  The first is the more classic one, with her hair up and her headdress in place.  The second is her post-quitting look, with her hair down and messy.  They’re both a lot of fun, and, again, consistent to what’s been established thus far for the character in this iteration of the line.  Teela’s paint work is generally pretty decent.  The application is pretty clean for the most part.  There’s a little bit of slop on the tops of the boots, and the coloring on the cheeks is a little heavy handed, but otherwise, it works well.  Teela is packed with two sets of hands, a sword, and a shield.  Not quite as impressive as the last two figures I looked at, but still a nice set-up.

THE ME HALF OF THE EQUATION

I was quite content with my post-time-jump Teela figure from Series 2, and, as cool as this figure looked, I wasn’t planning to grab this one.  I then got offered a deal on one that I really couldn’t beat, and suddenly, I have one.  She’s really nice.  A fantastic update on the classic Teela design, fitting right in with the other “classic” figures from the line.  I definitely dig the extra pieces, and she’s just a pretty solid figure all around.

Thanks to my sponsors at All Time Toys for setting me up with this figure for review.  If you’re looking for toys both old and new, please check out their website.

#3133: Andra

ANDRA

MASTERS OF THE UNIVERSE: MASTERVERSE (MATTEL)

Remember when I was talking about Masters of the Universe yesterday? Good, then I won’t have to repeat myself too much. As it turns out, I’ve got a small little handful of Masters figures to check out, so I’m going ahead and doing that now. As I mentioned yesterday, the Masterverse line started off with tie-ins for Revelation, and while it’s moving on to some other corners of the franchise, there’s still a few more Revelation figures to cover. I’m looking at one of those today. This time around, it’s Andra. Originally introduced as a supporting player in the first ongoing Masters of the Universe comic (published by Marvel’s short-lived Star Comics imprint), Andra was revived and updated to be a major player in Revelation, getting her very first action figure in the process. I’m looking at that figure today!

THE FIGURE ITSELF

Andra was released in Series 3 of the Masters of the Universe: Masterverse line. It’s the last fully Revelation-themed set for the line, and also featured Fisto, Stinkor, and Scare-Glow. Andra is one of the characters to only be seen post-time skip, so she’s only got the one real look, which is what this figure goes with. The original Andra design’s honestly not much to write home about, so Revelation departs from it pretty radically, going for more of a post-apocalyptic, quickly thrown together sort of vibe, which I really dig.  The figure stands 7 inches tall and has 31 points of articulation. Her articulation scheme is the same as we saw with Teela and Evil-Lyn before her. As with Teela, actual re-use is at a minimum, mostly being confined to her upper arms, and the internal structure of the body. Beyond that, she’s an all-new sculpt. It’s a pretty great one. She continues the trend set by Evil-Lyn and Teela of the female figures really being the best ones in the line. The show design has all of its elements captured well, with just a little extra detailing to make the figure a little more visually interesting.  Her paint work is rather involved, but far more reserved than the usual offering from this line.  It works out pretty well, and matches up nicely with her look from the show.  Andra rivals Evil-Lyn in terms of accessory pack-outs, going for a real all-in-one set-up.  She gets her alternate masked head from her intro, plus a cloth cloak to go with it, three different pairs of hands, and a blast effect for her wrist blaster.  Certainly not a bad set-up at all.

THE ME HALF OF THE EQUATION

Andra’s not a character I knew before Revelation brought her back, but, as I’ve mentioned a few times before, I really dug Teela’s whole team, and they’re really my main focus with this line.  Andra’s certainly not a character I could leave out, given how central she is to so much of the story.  She’s genuinely one of the line’s nicest figures, with a real feeling of value for what you’re getting, as well as a lot of very obvious care going into the whole construction.

Thanks to my sponsors at All Time Toys for setting me up with this figure for review.  If you’re looking for toys both old and new, please check out their website.

#3132: Beast Man

BEAST MAN

MASTERS OF THE UNIVERSE: MASTERVERSE (MATTEL)

“Shaman of the Seven Savage Tribes that dwell within the majestic jungles of Eternia, Beast Man defeated the mighty bear demon and earned the right to lead his people.  Then they mysteriously disappeared.  Now he searches all corners of the planet for his tribe.  Nothing can stop him from reuniting him under his care.  Not the barbaric He-Man.  Not even the evil Skeletor.”

There’s been a slight hiatus in Masters of the Universe coverage here on the site, so, hey, why don’t we fix that. It seems like Mattel’s done a respectable job reviving the brand at retail, with three separate main lines all running concurrently. My definite favorite of the trio is Masterverse, which is sort of a half-step between Classics and the 200x run. The line started with a focus on tying in with the Revelation cartoon, but as it has continued, Mattel is treating it more like a legacy line, covering some of the other parts of the franchise. The first additional theme to be added is “New Eternia”, which reinterprets some of the pre-Masters concept work into all-new figures. Today, I’m taking a look at that particular sub-set’s version of Beast Man!

THE FIGURE ITSELF

New Eternia Beast Man is a deluxe offering from the Masters of the Universe: Masterverse line. Thus far, he’s only showing up at Target, but it appears that he’s only a first to market exclusive, much like Faker was. The figure stands a little over 7 1/4 inches tall and he has 32 points of articulation. The core of this figure is, unsurprisingly, the same as the Series 2 Beast Man. It’s a very sensible re-use, and it helps that it was a solid piece the first time around, and was notably not saddled with some of the issues which plagued the standard male body. The body gets modified forearms and shins, which remove the bracers from the original molds, as well as an all-new head sculpt, and new add-on pieces for his chest armor, shoulder and wrist plates, wrist bands, loin cloth, and shin guards. The parts work together to create a new look, inspired by Beast Man’s original Lords of Power concept, but modernized and made a little more monstrous. It’s a fun look, and I particularly dig the faux fur for the chest piece. There’s also a removable head piece, which furthers the sort of shaman vibe that the whole design’s got going on. It has a little trouble staying in place during posing, but it at least looks pretty cool. The more specifically updated parts can all be removed and there’s an alternate chest piece based on Beast Man’s classic design, so that you can also have a more standard looking Beast Man, adding a whole other look to the figure. The color work on Beast Man is generally okay, but he’s got a notable issue with the torso and knees being a different color from the rest of the body. Thanks to the armoring, it’s mostly hidden, but it definitely looks a little bit off. The paint work is at least otherwise applied fairly cleanly. In addition to the various parts for both of his looks, Beast Man also includes two sets of hands, his whip, and an all-new spiky club thing. According to Tim, it’s actually called a “Macuahuitl”. I was content with spiky club thing, but Tim’s a real stickler when it comes to weapons.

THE ME HALF OF THE EQUATION

I was content with my Revelation style Beast Man, or at least I thought I was. Life apparently had a different plan, it would seem. In a rather sizable development, I now have a six-year-old son in my life, and he was determined to buy me something I didn’t have for our first Father’s Day together, so he dragged his mother to Target, and they bought me this guy. I wasn’t in dying need of owning him at first, but, I gotta say, in hand I find this figure really fun, and I’m quite glad to have him.

#3059: Savage He-Man (w/ Orko)

SAVAGE HE-MAN (w/ ORKO)

MASTERS OF THE UNIVERSE: MASTERVERSE (MATTEL)

The early days of Masters of the Universe are a little loose on the exact origins and roles of the characters, with He-Man in particular being a little bit back and forth on who exactly he was.  One of the origins presented early in the minicomics has him as a jungle-dwelling barbarian granted his powers by the Goddess (an early amalgam of Teela and the Sorceress).  During the Classics incarnation of the line, this design was repurposed as Oo-Larr, an earlier carrier of the He-Man mantle.  For Revelation, it’s been repurposed once again, this time as Savage He-Man, Prince Adam’s alter-ego when the power of Greyskull isn’t channelled through the sword.  It’s a different approach to the character, and a fun nod to the history of the franchise, and its also the subject of the most recent deluxe Masterverse figure, alongside a post time-skip version of everyone’s favorite bumbling sorcerer sidekick, Orko, who needs less of a lead-in, because I kind of talk about him a lot on this site.

THE FIGURES THEMSELVES

Savage He-Man (who is billed as the main figure here, with Orko technically just being a pack-in accessory) is a standalone deluxe-sized release for Mattel’s Masterverse line.  He started showing up at Targets first, hinting at a quiet exclusivity (kinda like what happened with Faker), but the wide release followed within about a month.

SAVAGE HE-MAN

How about that, we’re getting our first proper He-Man variant (seeing as Faker is *technically* a different character and all) for Masterverse.  It’s on one hand sort of surprising it took quite this long, and on another, not terribly, since He-Man proper only actually gets the two looks in Revelation.  They did the first one, and now here’s the second.  The figure stands 7 inches tall and he has 31 points of articulation.  He’s built on the standard male body, and, well, that’s honestly a bit surprising.  Savage He-Man in the show is very clearly a lot larger than the standard He-Man, so the assumption was that he was going to be using the larger Skelegod body, rather than the standard He-Man body.  I guess for the Oo-Larr equivalent set-up, this works out better, but it’s certainly a deviation from the source.  He’s got a new head, lower legs, feet, and loin cloth piece, and ditches the armored parts from the standard He-Man.  The new head is quite similar to the standard He-Man, just with a slightly angrier expression, and much longer hair.  I didn’t mind the normal He-Man head, so I don’t mind this one, but I know my opinion on that was far from a unanimous one.  The new legs swap out the usual boots for bare legs and feet.  The look is slightly interrupted by the cut joint mid-shin, but I’ll take that over reduced mobility.  The new loin cloth is less ornate and defined than the belted one, fitting better with the savage appearance.  Otherwise, he’s the standard parts we’ve seen before.  It’s certainly a good sculpt on its own, issues of scaling aside.  Savage He-Man’s paint isn’t something that would initially seem very involved, given how little there is to the design, but Mattel went the extra mile on this one, and actually gave him a brown was over most of the body, to really emphasize the musculature of the sculpt.  It’s a touch heavy in some spots, and also varies a bit from figure to figure, but it does a good job of changing up the appearance a bit, and differentiates him from regular He-Man nicely.  Savage He-Man is packed with two sets of hands (gripping and open gesture), a spear, an axe, and the Power Sword.  The spear’s a good callback to zoo-Larr, and I’m glad to finally have the classic He-Man axe in this style.  Why he comes with the sword is anyone’s guess, since this explicitly He-Man without the sword to channel the power, but I won’t complain about extra stuff.

ORKO

I don’t know how it worked out for everyone else, but despite this guy being listed as an accessory, Orko was my main reason for picking up this set.  That being the case, I’m reviewing him as his own figure.  Orko has a few looks over the course of the show, but this figure goes for his post time skip, magic-deprived appearance.  Amusingly, this look doesn’t ever interact with Savage He-Man, so  the pack-in here is kinda weird. But, hey, if it gets me Orko, I won’t complain.  The core Orko figure is about 3 inches tall and he has 5 points of articulation, but he’s got a hovering stand, which adds another two inches of height, as well as 3 more points of articulation.  Orko’s not terribly mobile.  It’s not like he usually is, of course, but more recent figures have at least given him extra motion at the arms.  This one only gets mobility at the shoulders and the neck.  It’s partially a design thing, since the arms are bare and rather scrawny, making them slightly impractical for articulation.  The neck joint’s not great, either, at least on mine, where it wobbles pretty freely, and doesn’t really hold a pose.  The sculpt is at least all new, and does a respectable job of looking the part, even if the movement isn’t really there.  The paint work on Orko is pretty basic.  There’s not a ton going on, but it does what it needs to, and it works pretty well.

THE ME HALF OF THE EQUATION

My main goal in this line is to assemble Teela’s post time jump team, and I need an Orko for that.  Him being bundled with Savage He-Man wasn’t my first choice, but I went along with it.  Savage He-Man’s okay, if not thrilling.  Orko is an accessory, and it shows.  He’s not awful, but he’s not great either.  Still, I’m happy to have him in some form, rather than nothing.

Thanks to my sponsors over at All Time Toys for setting me up with this set to review.  If you’re looking for cool toys both old and new, please check out their website.

#3058: Fisto

FISTO

MASTERS OF THE UNIVERSE: MASTERVERSE (MATTEL)

Hey, let’s just keep this Masters of the Universe train rolling here, shall we?  Thus far this week, I’ve taken a look at two of the Evil Warriors in their Revelation incarnation, but none of the heroes.  So, let’s change that.  Introduced as one of three new Heroic Warriors in the 1984 line-up of the vintage line, Fisto was dubbed the “Heroic Hand-to-Hand Fighter,” due to his…you know…fist?  Fisto’s got a few appearances in each major iteration of the franchise, which is more than a lot of characters can say.  Revelation keeps his streak running, with a cameo during the first half, and a proper (if brief) appearance during the show’s second half.  And he also got a figure surprisingly early in the new line’s run, which seems like a good stroke of luck for him.

THE FIGURE ITSELF

Fisto is part of the third assortment of the main Masters of the Universe: Masterverse line.  Fisto made use of his classic design in both halves of Revelation, meaning there’s just the one look to choose from.  Thankfully, it’s a pretty strong look through and through, as it always has been.  The figure stands about 7 inches tall and he has 31 points of articulation.  His movement is largely the same as the rest of the line, apart from getting a swivel at the wrist and the top of the forearm, rather than the universal joint on the standard wrists.  Fisto is based on the standard barbarian body, as he usually is.  He gets a new head, right forearm and hand, as well as a new overlay piece for his chest armor.  The head does a great job of capturing the animation design, which is a fun update on his classic look.  I like the very angular and exaggerated features. The new hand is fun, largely because it’s made from die cast metal, which gives it a nice sense of heft.  The chest armor is a little looser than other armor pieces, but it works well for the design.  I also look forward to seeing its inevitable re-use for Clamp Champ, who’s the real MVP.  Sorry, I’m getting distracted by the prospect of a Clamp Champ.  That’s not fair to Fisto.  He’s cool and ridiculous, too.  The paint work on Fisto is okay overall, though he’s got some notable coverage issues on the front of the chest armor.  Otherwise, the application is pretty clean, especially on the face.  Fisto is packed with his sword (shared with Tri-Klops), as well as three different left hands, in fist, gripping, and relaxed.

THE ME HALF OF THE EQUATION

I wasn’t initially sure about grabbing Fisto, since I was planning to just stick to the post-time-jump characters.  Then the second half of the show dropped, and Fisto’s role was fun enough that I found myself really digging the new version of the character.  The figure turned out pretty well.  I like the new head sculpt a lot, and the die cast fist really sells the whole “Fisto” angle really well.  As far as the basic line goes, Fisto certainly ranks pretty highly.

Thanks to my sponsors over at All Time Toys for setting me up with this figure to review.  If you’re looking for cool toys both old and new, please check out their website.

#3057: Trapjaw – Revelation

TRAPJAW — REVELATION

MASTERS OF THE UNIVERSE: MASTERVERSE (MATTEL)

Masters of the Universe: Revelation‘s first half spends a good portion of it’s post-time-skip time delving into the effects of the power vacuum caused by Skeletor disappearing.  His evil minions fracture, some of them leading their own factions, some of them placing themselves behind a new master within those factions.  Backing up Tri-Klops in his Cult of the Motherboard is the *other* notable tech guy from within Skeletor’s ranks, Trapjaw, whose new figure I’ll be taking a look at today!

THE FIGURE ITSELF

Trapjaw is another figure in the deluxe-line-up of Masters of the Universe: Masterverse.  While the deluxes don’t have the same strict assortment structure as the main line, it’s worth noting that Trapjaw and Tri-Klops were solicited and shipped together (alongside the third assortment of the main line).  As with Tri-Klops, Trapjaw uses the deluxe price point to go for more of a two-in-one approach, although it does work out *slightly* differently here.  I’ll get to that in a moment.  The figure stands just over 7 inches tall and he has 31 points of articulation.  His articulation is slightly changed from the main line body; the right arm lacks the double elbow and wrist movement, but he gains the extra joint on the jaw.  And, while the general layout of the leg articulation is *technically* the same, it’s not quite as effective in how its implemented, since the layout leaves his feet slightly outwardly pointed at all times, and means his knee pads won’t always line up  with the knees, since they’re connected to the boot.  Trapjaw’s sculpt is almost entirely new, apart from sharing the lower torso and pelvis with the main male barbarian body.  The core body is patterned on the classic Trapjaw look, with his more fully armored up appearance and everything.  It’s generally pretty cool.  There’s still the issue with how the legs work, but they look alright, and match alright with the animation model.  The head is quite impressive, and surprisingly gruesome.  He’s still got his tongue and everything.  Removing his upper belt and swapping in the tunic, tabard, and alternate belt allows Trapjaw to be converted to his cultist look.  It captures the overall essence of the look, but I don’t feel it’s quite as effective a transition as Tri-Klops’ was.  Still, it’s a nice option to have, and it’s still going to be my preferred look.  Trapjaw’s paint work is generally well handled.  There’s some slight slop in a few spots, but it does what it needs too, and there’s some particularly nice accent work on the face.  Trapjaw is packed with three different attachments for his mechanical arm, as well as two left hands.  The attachments look cool enough, but the post that they go onto is really thin, which is a little worrying in terms of long-term durability.  Likewise, they don’t quite hang on the classic belt right when in storage mode, which stretches out the hooks a little bit, again with the concerns for long-term durability.

THE ME HALF OF THE EQUATION

I have less investment in Trapjaw as a character than I do Tri-Klops, but I did like the whole cult angle, and what good is cult leader Tri-Klops without any cultists to lead.  In the box, this guy looked pretty impressive.  Out of it?  Less so.  I want to like him more than I do.  There are definitely cool elements, but other parts feel a bit half-formed or phoned in, and he just doesn’t quite stick the landing the way Tri-Klops did.

Thanks to my sponsors over at All Time Toys for setting me up with this figure to review.  If you’re looking for cool toys both old and new, please check out their website.

#3056: Tri-Klops – Revelation

TRI-KLOPS — REVELATION

MASTERS OF THE UNIVERSE: MASTERVERSE (MATTEL)

It’s been a little bit since I just took some time to focus on Masters of the Universe, so I guess that’s the thing I’m gonna be doing this week.  There’s a bunch of new upcoming stuff being shown off by Mattel, and there’s also a bunch of stuff making its way to retail as well.  We had a little bit of a gap in Masterverse releases, but it one fell swoop, we’ve gotten the next main assortment, as well as a bunch of deluxes, all at once.  That’s pretty fun.  Thus far, everything is still based on Revelation, which suits me just fine.  Revelation focused in on not only showcasing the classic good vs evil aesthetic of the vintage Masters line, but also deconstructed it post-He-Man and Skeletor’s disappearance.  One of my favorite aspects of the time skip’s re-alignment was seeing the new factions and splinter groups that arose in the aftermath.  In particular, Henry Rollins as cult leader Tri-Klops was just an absolutely spot-on character choice, and, would you look at that, now it’s got a toy!

THE FIGURE ITSELF

Tri-Klops is part of the deluxe line-up for Mattel’s Masters of the Universe: Masterverse line.  While last year’s Skelegod figure used the deluxe price-point to justify a larger and more involved figure, Tri-Klops instead uses it to justify effectively being two figures in one, with those two figures being Tri-Klops both before and after the show’s time skip.  No matter which configuration he’s in, the figure stands about 7 inches tall and he has 32 points of articulation (counting the rotating eye, which, yes, works on both of the heads).  At his core, Tri-Klops is using the standard male barbarian style body, also seen on He-Man and Skeletor, leaning more heavily into the He-Man parts.  This time around, I didn’t experience the same weird issue with the hips sticking, so it seems that at least some improvements have been made to the mold, or at the very least its associated QC.  The only adjustments made to the core body are the shoulders, which now sport a little bit of tech detailing, consistent with Tri-Klops’ design from the show.  The primary look for the figure, at least going by how the box advertises him, is his cult leader attire from after the time skip.  He’s got a new head and armor/tabard overlay for this look, as well as a cloth goods robe piece to complete the ensemble.  It matches well to the show design, and also fits well to the core body.  I love the goofy headgear, and the detailing on the cult gear is nice and slick.  To change him over to his classic look, he gets an extra head and armor piece, which, coupled with removing the robe, manages to give him a pretty convincingly different figure.  Everything swaps out easily enough as well, meaning it’s really not an issue swapping them back and forth.  Tri-Klops’ paint work between the two designs is generally pretty solid.  The application is generally pretty clean, though there is a bit of slop, especially when it comes to all those eyes.  They definitely need to be checked to make sure you’re getting the best option.  Overall, though, he looks pretty solid.  In addition to the extra parts necessary for the two looks, Tri-Klops also includes his sword and two different sets of hands.

THE ME HALF OF THE EQUATION

I dig Tri-Klops, especially when it comes to his 200x iteration.  Less so his original version, so I was iffy on how he’d be portrayed in the new show.  That said, I liked the Henry Rollins angle, and liked the crazy cult leader angle even more.  I love the new design, and he was on my short list of figures I really wanted.  I dig the deluxe treatment a lot here, and he’s really just exactly what I wanted, making him quite possibly my favorite figure to come out of the line to date.

Thanks to my sponsors over at All Time Toys for setting me up with this figure to review.  If you’re looking for cool toys both old and new, please check out their website.

#3049: Orko

ORKO

HE-MAN AND THE MASTERS OF THE UNIVERSE (MATTEL)

Last summer, Netflix dropped the first of its two Masters of the Universe cartoons, the more veteran fan-aimed Revelation.  Two months later, they dropped the second, the more younger audience-friendly He-Man and the Masters of the Universe.  This one is a more true reboot of the franchise, building things more or less from the ground up.  Roles and basic set-ups are the same, but the specifics of the characters are, in a number of cases, heavily re-worked.  I gave the show a try, and it wasn’t quite my speed.  I’m admittedly about two decades outside of the target audience, so I don’t really think it’s a mark of the show’s overall quality.  It’s clearly designed with toys in mind, and there are some pretty fun designs there-in.  One that particularly caught my eye was the show’s mechanical take on Orko, or “Ork-0,” whose figure I’m taking a look at today.

THE FIGURE ITSELF

Orko (as the packaging refers to him) is part of the basic He-Man and the Masters of the Universe toyline from Mattel, which bears the sub-branding “Power Attack”, though I’m not sure if that’s an actual line-branding or not.  The figure stands roughly 5 inches tall and he has 5 points of articulation, as well as a spring-loaded waist joint.  His movement is a little bit on the restricted side.  I found he had an alright range of motion on the neck, but the shoulders and wrists are just simple cut joints, and he lacks any motion on the elbows, which is kind of a bummer.  At the very least, if the elbows had a couple of ball joints (which they totally look like they do), his mobility would be a lot better.  As it stands right now, he’s good for the basic hovering pose, with a little tweaking on the head, and that’s it.  He’s effectively on par with the vintage figure, I guess, so it’s not the worst thing.  Orko’s sculpt is a rather good recreation of the animation model for the character as seen in the show.  The proportions are pretty well matched, aside from the arms being a little bulked up, for the sake of durability.  The detailing’s really not bad for this style of figure, with a really nice bit of texture work on his outfit.  Orko’s color work is largely handled via molded colors, but he gets some paint for his face, and the detailing on his outfit, and it’s cleanly and sharply applied, and again matches well with the show design.  Orko is packed with a single blast effect piece, which can be used on either of his hands, albeit somewhat loosely.

THE ME HALF OF THE EQUATION

Though the show didn’t really grab me, I did really dig the new Orko design, and I enjoy the new concept behind him.  That being the case, I was definitely on board for the new figure.  He’s kind of basic, and there are some slight drawbacks to how the articulation works, but he’s overall a pretty fun figure of a pretty fun design.

Thanks to my sponsors over at All Time Toys for setting me up with this figure to review.  If you’re looking for cool toys both old and new, please check out their website.

#2927: Orko

ORKO

MASTERS OF THE UNIVERSE ORIGINS (MATTEL)

I’m slowing down on Masters of the Universe Origins, as my focus shifts just a little bit more over to the new Revelation-related stuff in Masterverse, but that doesn’t mean I’m not gonna still pick up the occasional release here and there, mostly when they do one of those characters that I like to have in every style.  Still waiting on that Mechanek love, but until then, I guess I’ll just make due with one of the *other* characters I have across numerous styles, one despised by fun-haters everywhere, Orko!

THE FIGURE ITSELF

Orko was released in Wave 2 of Mattel’s main Masters of the Universe Origins line.  It technically shipped to Walmarts at the tail-end of last year, but that’s a very technical thing.  It actually started showing up later in 2021, and has finally started showing up at general retail a bit more in the last few months, along with the rest of the oddly delayed Wave 2 figures.  The figure is about 4 inches tall and he has 13 points of articulation.  Obviously, he’s got no legs, so by extension there’s no leg movement, but he does get all of the standard movement in his arms, as well as a quite useful ball-joint on the neck.  While the line is largely built on re-use, Orko continues the usual Orko trend of being an entirely unique mold.  He’s clearly based on his vintage figure, especially when it comes to scaling (he’s rather one the large side), but certainly takes some inspiration from his Filmation animation design in terms of the sculpt’s specific styling.  It’s a fun, streamlined sculpt, and certainly fits the character well.  Orko’s paint work is generally pretty basic, with most of the colors being molded plastic.  What paint he does have is a little bit on the sloppy side.  There’s some errant paint on the back of the hat, as well as a couple of spots of yellow where they shouldn’t be around the eyes.  It’s also pretty messy around the edges of the ears.  From afar, it’s not terrible, but it doesn’t seem up to the same standard as the other figures I’ve gotten from the line.  Orko is packed with a display stand designed to emulate his floating from the show.  It’s a pretty impressive piece, complete with an articulated arm and everything, a great improvement over prior hover stands for the character.

THE ME HALF OF THE EQUATION

I didn’t intend to get this guy at first.  I’ve got the Classics release, and, as far as I’m concerned, that’s pretty much the best version of a classic Orko we’re ever going to get.  So, this guy didn’t really feel needed.  That being said, I got to finally see him in person, and my resolve on not getting him wore down.  Ultimately, he’s a pretty good little figure.  He’s very different than the rest of the line, but he works well, even as sort of his own contained piece.

Thanks to my sponsors over at All Time Toys for setting me up with this figure to review.  If you’re looking for cool toys both old and new, please check out their website.

#2906: Beast Man – Revelation

BEAST MAN — REVELATION

MASTERS OF THE UNIVERSE: MASTERVERSE (MATTEL)

The events of Masters of the Universe: Revelation show us the end of the big heroes and villains conflict that’s run throughout the entirety of the franchise, and at the other side of that end, the characters don’t really have the same hard-lined loyalties of earlier stories.  As a result, Teela’s rag-tag band assembled to save Eternia isn’t just heroes, but also includes a few classically villainous characters, such as Evil-Lyn and Beast Man.  No longer Skeletor’s eternal punching bag, Beast Man is now loyal purely to Lyn and her wishes, as well as wanting what’s ultimately best for Eternia.  It’s a nuanced take on a classically rather one-note character, and I very much enjoyed that.  And now he’s also got a figure!

THE FIGURE ITSELF

Beast Man is another figure from Series 2 of Mattel’s Masterverse line, the second of the two post-time-jump characters included in the line-up (the other being yesterday’s Teela figure).  We’ve gotten takes on Beast Man’s classic evil-beast-master design, but for Revelation he’s got a more reserved noble savage look about him, befitting his character growth.  He’s less dressed up, and more focused on just being him, I guess.  The figure stands a little bit over 7 1/4 inches tall and he has 32 points of articulation.  Beast Man’s articulation scheme is very similar to that of the main male body, though it’s thankfully without the hip issue.  There are some slight tradeoffs, though, and the neck/mid-torso joints definitely don’t get the same kind of range as other figures in the line.  For the first time ever, I believe, despite the two of them being so close in release times, Beast Man does not share any parts with Moss Man.  I was honestly rather shocked by that, but it’s not so bad.  I anticipate this one will be sharing lots of parts with the inevitable classic Beast Man, but for now he’s unique.  It’s a good, slightly more bulky sculpt, and the texture work in particular is quite impressively handled.  It’s not as layered as some of the other sculpts, but it follows his slightly simpler design well.  His paint work is overall pretty good.  Generally pretty basic, but there’s some cool smaller touches.  I do have to say, though, I saw a pretty abominably bad version of the eye paint in the same case I grabbed mine from, so it’s worth keeping an eye out on this one.  Beast Man is packed with three different sets of hands (fists, gipping, and open gesture), as well as his whip.  The whip is a tad rudimentary in terms of design, but gets the job done, and the hands offer a lot of variety.

THE ME HALF OF THE EQUATION

I’m typically only a moderate Beast Man fan (although I did really dig his 200x figure), but I really liked how they changed up the character a bit in Revelation.  He was just a nice fit for the whole team dynamic they had, and I definitely wanted his new design as a figure.  This one’s a bit more basic than the others, but he’s a still a pretty fun figure.

Thanks to my sponsors over at All Time Toys for setting me up with this figure to review.  If you’re looking for cool toys both old and new, please check out their website.