DotM Figure Review Thread
Posted: Mon Mar 14, 2011 5:25 am
Thought I’d start a proper review thread for this line to post my Sentinel Prime review in.
Before that though, I wanted to review the line’s primary “Mech Tech” gimmick which would factor into most, if not all, the toy reviews that we'll posy here in the months ahead.
DotM Toyline Gimmick: The Mech Tech Weapon System
Since the live-action movies’ toy gimmicks (‘Automorph’ and ‘Mech Alive’) had always revolved around the theme of self-moving machine parts, and these were usually executed through the use of clockwork gears and/or spring-loaded mechanisms.
DotM’s iteration of the “Mech Tech Weapon System”is a revisit of this same theme, but implemented on the weapon accessories instead of the main figures. Conceptually, this is a nice idea. Not only do the robots transform now; their weapons do too.
“Mech Tech” also goes 1 step further to ensure interactivity between the main figure and the transforming weapons. This comes through the use of Mech Tech ports, which allow the weaponry to be attached to both the alt and robot modes.
Here are my general thoughts on the gimmick, based on my fiddling with Sentinel Prime and the photos and video reviews I’ve seen on the Internet thus far:
What I like:
1. Added play value –
Anything that adds play value to a toy has got to be strength. Each Mech Tech accessory effectively provides a robot with 2 weapons in one. The movie trailers released so far have depicted scenes of vehicles in “battle mode” (for lack of a better term), and these battle-ready alt modes can be re-enacted on the toys via the Mech tech ports. Every figure contains multiple ports in both modes, providing a lot of options to customise the figure’s arsenal.
2. 5mm Mech Tech ports
Mech Tech ports are still based on the standard 5mm peg sizes, so there's a lot of backward compatibility and play options with other weapon accessories from previous lines. I've tested Sentinel Prime's ports on a number of weapons, including 3rd-party accessories, and all these have worked just fine:
- Classics Optimus Prime's Windvane rifle
- Generations Tracks' pistol
- Perfect Effect's Ejector / Rewindor (The Sun and The Night didn't work so well)
3. Interactivity with Scout (Commander) class Human Alliance figures –
All the commander class HA figures associated with the DotM line are slated to be triple-changers, with an additional weapon mode. It seems that these weapon modes also use the Mech Tech ports to interact with the larger figures. This is conceptually promising, but it really depends on the upcoming designs of Commander class HA figures and how well they can compliment the gimmick. I’ve already seen a vid review of a Commander class missile rack (speculated to be Sandstorm) that’s just too clunky to mount on another bot.
4. Concealment of Mech Tech ports –
This was something I saw on the Nascars (Topspin & Roadblock) and t I thought it’s a nice touch that the toy designs have made efforts to conceal at least some of the Mech Tech ports in alt modes. It improves the vehicle aesthetics, and makes them more distinguished from the battle modes. Of course, there still are some figures that have ports just sitting there in plain sight waiting for something to plug in. But, for the effort of at least trying to conceal some ports, I give them props.
What I don't like
1. Bulky Mech Tech accessories –
Personally, I value visual aesthetics a lot, and disproportion is always an eyesore to me. Though, admittedly, this may be just nitpicking on my part. The fact that the accessories incorporate moving parts forces a degree of bulk on them. Some weapons, like the Voyager class Optimus Prime’s gun, and Skyhammer’s weapon in sword mode, just look clumsy and obtrusive when mounted onto either robot or alt modes.
2. Déjà vu, anyone? –
This is where I have a real issue. I like the concept on it's own, but as a line-wide gimmick, it feels cheap to me. The universally-useable weapons thing has already been done.
The earliest rendition of this gimmick was way back in Armada, where Minicons were the transformable accessories that interacted with the main figures. There were also triple-changing Minicons with weapon modes, akin to DotM’s HA figures. I would even argue that the Minicons were better because they were sized more appropriately to the other figures, whereas the HA Commanders would look overly cumbersome even on some Voyager class DotM figures. Triple-changer Minicons could also get away with shoddy-looking 3rd modes more easily at their price point and size constraints.
Energon then started adopting the standardised 5mm fist holes, which is still the practice with today's figures. And recently, Recon Ironhide introduced the 3mm clip on accessories which has since become another standard. Both of these are essentially interpretations of the same basic concept of interchangable weaponry.
Mech Tech ports are essentially just additional 5mm holes located elsewhere on the robot besides its fist. From the figures revealed so far, at least, mounting weapons into the ports does just that; mount, and nothing more. This is exactly the same as we’ve seen on figures like the Generations line’s War for Cybertron Optimus Prime (which incidentally also had a spring-loaded transforming gun).
I can appreciate Mech Tech’s relevance to the whole self-moving machinery theme of the movie lines and its contribution to play value. It certainly works. and while I apprecate another revisit and improvmeent of this concept, it lacks the innovation I'd associate with the definitive feature of the entire toy line.
Before that though, I wanted to review the line’s primary “Mech Tech” gimmick which would factor into most, if not all, the toy reviews that we'll posy here in the months ahead.
DotM Toyline Gimmick: The Mech Tech Weapon System
Since the live-action movies’ toy gimmicks (‘Automorph’ and ‘Mech Alive’) had always revolved around the theme of self-moving machine parts, and these were usually executed through the use of clockwork gears and/or spring-loaded mechanisms.
DotM’s iteration of the “Mech Tech Weapon System”is a revisit of this same theme, but implemented on the weapon accessories instead of the main figures. Conceptually, this is a nice idea. Not only do the robots transform now; their weapons do too.
“Mech Tech” also goes 1 step further to ensure interactivity between the main figure and the transforming weapons. This comes through the use of Mech Tech ports, which allow the weaponry to be attached to both the alt and robot modes.
Here are my general thoughts on the gimmick, based on my fiddling with Sentinel Prime and the photos and video reviews I’ve seen on the Internet thus far:
What I like:
1. Added play value –
Anything that adds play value to a toy has got to be strength. Each Mech Tech accessory effectively provides a robot with 2 weapons in one. The movie trailers released so far have depicted scenes of vehicles in “battle mode” (for lack of a better term), and these battle-ready alt modes can be re-enacted on the toys via the Mech tech ports. Every figure contains multiple ports in both modes, providing a lot of options to customise the figure’s arsenal.
2. 5mm Mech Tech ports
Mech Tech ports are still based on the standard 5mm peg sizes, so there's a lot of backward compatibility and play options with other weapon accessories from previous lines. I've tested Sentinel Prime's ports on a number of weapons, including 3rd-party accessories, and all these have worked just fine:
- Classics Optimus Prime's Windvane rifle
- Generations Tracks' pistol
- Perfect Effect's Ejector / Rewindor (The Sun and The Night didn't work so well)
3. Interactivity with Scout (Commander) class Human Alliance figures –
All the commander class HA figures associated with the DotM line are slated to be triple-changers, with an additional weapon mode. It seems that these weapon modes also use the Mech Tech ports to interact with the larger figures. This is conceptually promising, but it really depends on the upcoming designs of Commander class HA figures and how well they can compliment the gimmick. I’ve already seen a vid review of a Commander class missile rack (speculated to be Sandstorm) that’s just too clunky to mount on another bot.
4. Concealment of Mech Tech ports –
This was something I saw on the Nascars (Topspin & Roadblock) and t I thought it’s a nice touch that the toy designs have made efforts to conceal at least some of the Mech Tech ports in alt modes. It improves the vehicle aesthetics, and makes them more distinguished from the battle modes. Of course, there still are some figures that have ports just sitting there in plain sight waiting for something to plug in. But, for the effort of at least trying to conceal some ports, I give them props.
What I don't like
1. Bulky Mech Tech accessories –
Personally, I value visual aesthetics a lot, and disproportion is always an eyesore to me. Though, admittedly, this may be just nitpicking on my part. The fact that the accessories incorporate moving parts forces a degree of bulk on them. Some weapons, like the Voyager class Optimus Prime’s gun, and Skyhammer’s weapon in sword mode, just look clumsy and obtrusive when mounted onto either robot or alt modes.
2. Déjà vu, anyone? –
This is where I have a real issue. I like the concept on it's own, but as a line-wide gimmick, it feels cheap to me. The universally-useable weapons thing has already been done.
The earliest rendition of this gimmick was way back in Armada, where Minicons were the transformable accessories that interacted with the main figures. There were also triple-changing Minicons with weapon modes, akin to DotM’s HA figures. I would even argue that the Minicons were better because they were sized more appropriately to the other figures, whereas the HA Commanders would look overly cumbersome even on some Voyager class DotM figures. Triple-changer Minicons could also get away with shoddy-looking 3rd modes more easily at their price point and size constraints.
Energon then started adopting the standardised 5mm fist holes, which is still the practice with today's figures. And recently, Recon Ironhide introduced the 3mm clip on accessories which has since become another standard. Both of these are essentially interpretations of the same basic concept of interchangable weaponry.
Mech Tech ports are essentially just additional 5mm holes located elsewhere on the robot besides its fist. From the figures revealed so far, at least, mounting weapons into the ports does just that; mount, and nothing more. This is exactly the same as we’ve seen on figures like the Generations line’s War for Cybertron Optimus Prime (which incidentally also had a spring-loaded transforming gun).
I can appreciate Mech Tech’s relevance to the whole self-moving machinery theme of the movie lines and its contribution to play value. It certainly works. and while I apprecate another revisit and improvmeent of this concept, it lacks the innovation I'd associate with the definitive feature of the entire toy line.