#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.

#2905: Teela – Revelation

TEELA — REVELATION

MASTERS OF THE UNIVERSE: MASTERVERSE (MATTEL)

As we wait for the second half of Masters of the Universe: Revelation, Mattel is still at work actually getting us the toys from the show.  The first assortment of figures based on the show (released as part of Mattel’s newly launched Masterverse line), were largely inspired by the show’s pre-time-skip opening episode, which was a little heavier on the classic aesthetic.  For the second assortment, there’s a bit more focus on those later appearances, including Teela, who spends the post-jump sequences as the the show’s central character, as she and her patchwork team attempt to restore power to Eternia.  Teela’s always been a major character in the mythos, but Revelation really gives her some proper focus, and she’s one of my favorite parts of the show, so I’m very excited about this figure.  Let’s see how it turned out.

THE FIGURE ITSELF

Teela is part of the second series of the Masterverse line, which just started showing up at retail in the last few weeks.  As noted in the intro, this Teela is her post-jump design, which is how she looks for most of the show’s run, at least so far.  We also had a confirmation at PowerCon that there will also be a classic-inspired version of her coming later in the line.  As with Evil-Lyn’s new design, Teela’s new design keeps elements of her original, while also modernizing.  She honestly takes it a bit further even then Evil-Lyn, with a design that’s probably the most up-to-the-minute and “trendy” of the new Masters design.  It’s got a good post-apocalyptic vibe, and it’s quite utilitarian, so I dig it.  The figure stands 7 inches tall and she has 31 points of articulation.  At her core, Teela shares parts with Evil-Lyn, as expected, though it’s not a ton.  Mostly, it’s just the inner workings and most base level parts.  It means that she’s got Evil-Lyn’s more improved articulation, which isn’t prone to the weird sticking at the hips, making her far more easily posed.  The majority of the sculpt is still new parts, so as to better line-up with Teela’s show design.  As with the others, it’s not a direct translation of the animation, but gets the important details and sort of homogenizes them with the house style.  Generally, I really like it.  The only slight issue I had with mine was where the hair piece aligns with the head; because of the undercut, there’s a little more room for error, resulting in my figure having a little bit of a gap where they join.  It’s not terrible, though, and it varies from figure.  Mine also has a glue spot on the back of the hair, which I wasn’t so thrilled about, but, again, this is an isolated issue…at least I hope.  Teela’s paint work is one of the more involved schemes from the line so far.  It all manages pretty well, with all of the base work being rather cleanly applied.  There’s even some accent work on her boots to make them look a little bit muddy, which is a cool touch.  In the show, Teela’s staff has the ability to take on a few different forms, so the figure gives us a few different versions.  There’s the spear set-up, the sword, and the collapsed version.  She’s also got two sets of hands, making for a pretty nice little selection of extras that cover a fair number of bases.  Not quite the same level as Evil-Lyn, of course, but still very good.

THE ME HALF OF THE EQUATION

I really enjoyed Teela’s portrayal in Revelation, and I also liked her new design for the show, so I was down for the figure pretty much as soon as I knew it was coming.  As with Evil-Lyn, I’m very glad they started off with the post-jump look, and it makes for a very fun figure, especially with the extras that they threw in to cover more bases.  I look forward to building up more of her team from the show!

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.

#2901: Orko

ORKO

MASTERS OF THE UNIVERSE ETERNIA MINIS (MATTEL)

I closed out last month with my first look at Eternia Minis, the line that began as Mattel’s ill-fated attempt to cash in on the Galactic Heroes craze in the early ’00s, but has now found new life as part of their new push to get the Masters of the Universe brand as far as they can.  The line is still sans Mechanek and Roboto, my two go-tos for trying out new lines, so I’ve had to settle for my back-ups, first with Zodac, and now with He-Man’s goofy sorcerer sidekick, Orko!

THE FIGURE ITSELF

Orko is another 2021 release in the Eternia Minis line, technically part of the same assortment that brought us Zodac.  That means he’s *technically* a spring release, but that’s all very theoretical.  The figure is about 2 inches tall (thanks to the stand granting him some extra height), and he has 4 points of articulation.  Without legs, he doesn’t really have a waist, but there’s the spot where the stand connects, and it’s on a balljoint, which does allow for some slight adjustment of posing.  It also makes the stand removable, if you so choose.  Orko sports a totally unique sculpt, based on his classic design.  He generally doesn’t get quite as far removed from his usual look as the rest of the line, seeing as he’s already pretty cartoony to start with.  His head’s a little larger, and his hands are a little blockier.  That’s pretty much the extent of it.  He fits in nicely all the same, and it looks pretty good.  Definitely a design that fits in with the set-up.  Orko’s paint work is generally pretty bright and colorful, as well as being in line with his usual depictions.  The application is a little messy, with some slop on a few of the areas where colors shift.  There’s a notable splotch of blue on the right sleeve, and his “o” is also off-center on mine.  Orko get’s the removable stand, but that’s all on the accessories front.  His scepter might have been cool, especially given the gripping pose on the hands, but it’s not something I really feel is a glaring omission.

THE ME HALF OF THE EQUATION

It’s Max’s fault again.  Okay, maybe a little bit less so this time.  He just bought me Zodac as a surprise.  I actually did ask him to keep an eye out for an Orko for me.  I’ve always had a soft spot for the little guy, and this style does really seem to work well for him.  He’s again a very fun little figure, and I like how this line has turned out.  I’m still hoping for a Mechanek or Roboto.  That’d be swell.

#2881: Skeletor – Revelation

SKELETOR — REVELATION

MASTERS OF THE UNIVERSE: MASTERVERSE (MATTEL)

Masters of the Universe Revelation had a pretty amazing voice cast, but perhaps the best choice of the bunch was Mark Hamill as legendary skull-headed bad guy Skeletor.  Alan Openheimer’s take on the character set the standard in the ’80s, making it kind of hard to beat, but Hamill gave the part his own spin, and even in a slightly smaller role (at least in the show’s first half), he made for an impressively memorable Skeletor.  I like Mark Hamill, and even so I was surprised by just how much I liked his Skeletor.  Now, let’s get to that toy coverage, shall we?

THE FIGURE ITSELF

Skeletor is another figure from the first series of Mattel’s Masterverse line, which is thus far dedicated just to Revelation.  There are actually two Skeletors in the first round, since there’s also the deluxe Skelegod figure.  This one, on the other hand, is based on the character’s classic design from earlier in the show, much like He-Man.  The figure stands 7 inches tall and he has 31 points of articulation.  He’s got the exact same articulation as He-Man, by virtue of sharing a lot of parts with him.  Unfortunately, that does mean he’s got the same issue with the hips.  In fact, it’s probably a little more severe, at least with my figure.  I do really hope this issue gets fixed on future releases with these parts, because it’s definitely something I see affecting the figures in the long run.  Structurally, Skeletor uses the same torso, upper arms, pelvis, and upper legs as He-Man, with a new head, forearms, shins, feet, armor overlay for the torso, and belt/skirt piece.  These parts do a good job of capturing the Revelations design.  In particular, the slightly more anatomically accurate nature of his skull face looks quite nice here.  I also very much like the multi-part construction of his torso armor, which also allows for proper placement of the included cloth cape piece.  Overall, this is a sculpt that quite nicely captures the menace of Skeletor, without going too overboard with things.  Generally, Skeletor’s paint is pretty basic, with most of his color work being molded plastic.  That said, there’s some quite impressive accent work on his face, to really bring out the quality of the sculpt.  Skeletor is packed with his primary weapon the Havoc Staff (complete with an actual jointed head, allowing for some slight adjustments when posing, as well as making it removable, as it is in the show), as well as his other staff he has briefly from the opening episode, and two sets of hands (in gripping and fist/open poses).  It’s not quite as much as Evil-Lyn, but it’s still a solid selection of extras.

THE ME HALF OF THE EQUATION

Mark Hamill’s Skeletor performance is what really sold me on really getting into this line.  I was initially interested in a few of the others, but after the show, I really wanted this Skeletor, which meant I was honestly looking to swap this one out for my Classics one.  And if I was upgrading from the Classics Skeletor, that meant I was going to be ditching the He-Man too, which was kind of the thing that made me realize I was more into the line than I initially anticipated.  I’ve been eagerly waiting for this one, and issue with the hips aside, he’s a really strong offering.

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 and their eBay storefront.