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Wednesday, 28 June 2023

KR|"Echoes of Future" Review #6: Dreanogs

Toy prototype details
Name: DreanogsTM
Subtitle: lethal techno-invertebrate annihilators
Line: KR|Echoes of Future
Item type: multi-pack (army builder 3-pack) - Nº 1 in the line.

Character details
Name: unknown
Classification: arthropod with tardigrade-like traits
Sex: male or female
Home: Cereutis
Era: 570 years before Foundation
Affiliation: Bogthropod
Rank: frontline soldier.

Background
First appearance: KR|Echoes of Future #1 - The secret origin of chaos
Character summary: a swarm of techno-invertebrates deployed by Silef and KrenodosTM, the masterminds behind the Multiversal Balancers' demise. These agile soldiers crawled as lookouts and guides for their masters, delivering punishment to the people of Cereutis and Idakarr. Equipped with built-in tech armour and a deadly arsenal of laser blasters, orientable cannons and heavy clubs, they fearlessly carried out any order, even resorting to self-destruction, making them relentless frontline combatants.

Articulation
The Dreanogs' articulation scheme differs from the standard one significantly and is the following:
  • shoulder (ball hinged, x4)
  • elbow (ball hinged, x2)
  • wrist (swivel + hinged -for left wrist front-to-back movement and right wrist side-to-side movement-, x2)
  • waste (swivel)
  • hip (ball hinged, x2)
  • knee (swivel, x2)
  • ankle (double hinged -for both front-to-back and rocking movements-, x2)
  • tail (swivel)

Description
Each Dreanog features a spheroidal body, which is small in size, yet infused with menacing elements.
The head/torso is enclosed in a striking tech armour, predominantly flat red with metallic accents, showcasing a futuristic design. Standing out prominently at the centre of the armour's front opening is a large, dark-green chitinous face (bearing numerous details such as cracks and bumps), which surrounds a single circular dark-red structure resembling a compound eye, giving it a frightening and otherworldly aura. At the heart of this eye-like structure lies a tubular mouth equipped with ten small, sharp whitish teeth, ready to deliver a fierce bite. At the centre of the action figure's "forehead", sits a headband that features a prominent Bogthropod emblem consisting of what looks like a stylised trilobite crossed by three horizontal wavy lines, and whose vibrant blue colour contrasts beautifully against the red backdrop of the figure's armour. The three longitudinal lobes of the symbol, whose lengths vary (with the central section being the longest), are embossed onto the surface of the headband and symbolise power, agility, and a relentless spirit.
Three pairs of stocky limbs and a stubby tail protrude from the armour, all covered in segmented, spiny dark-green chitinous plating. Apart from the two main arms and the two legs, the figure boasts two additional smaller arms that end with sharp, barbed whitish blades, perfect for close combat encounters.
Adorning the main arms are eye-catching red shoulder pads, while the hands and feet display pairs of red armoured, robotic gauntlets and boots, which feature spiked cuffs and tops, and are equipped with eight digits each (divided in two groups of five and three long sharp claws respectively, giving each extremity a grapple rake-like appearance). One distinct feature of the Dreanog's outfit is its red waist-belt, which includes a cool rectangular lenticular sticker (giving an illusion of coursing sound waves) on the buckle, providing the figure with an extra touch of technological sophistication and suggesting its ability to analyse and interact with its surroundings.

Action feature
The Dreanogs bring an array of exciting features to our playtime adventures. First, each figure's face is ingeniously designed to spin vertically - the dome-shaped armour effectively conceals the mechanics responsible for this face-switching action, but there are visible knobs on the sides, where the arm holes are located. By turning these knobs, you can seamlessly switch between different face options. Apart from the regular face with the compound eye, there is a large human-like bloodshot eyeball with a red iris and a black pupil, while the third portrait is a cool robotic face; the last features a sleek silver panel adorned with intricate copper highlights resembling circuitry patterns, at the very centre of which is a circular white structure reminiscent of a cluster of photo detectors; this eye-like structure opens into a triradiate, Y-shaped aperture that reveals a black background, at the core of which lies a round blue hollow similar to the lens of a camera.
Furthermore, the three Dreanogs are designed to connect with one another to create different combat formations. They can be joined front-to-back, utilising two ball jointed connection pieces seemingly derived from the extending robotic faces, to form a centipede-like configuration. Alternatively, they can be connected top-to-bottom, using the same pieces that in this case replace the fictionally retractable lower body and form some sort of counter-gravity field generators, to construct an impressive living tower.

Weapons and accessories
Apart from the two extra connection pieces, the Dreanogs come with four accessories that can be used across the three figures. First and foremost, a formidable mace can be wielded to deliver devastating blows to their adversaries. The mace features a reddish-brown wooden head reinforced by metallic red tech parts, such as spikes and a side axe blade. The combination of the organic material and technological enhancements creates a striking visual contrast, highlighting the Dreanogs' unique blend of monstrous and futuristic elements.
Additionally, an alternative snap-on emblem that fits perfectly on the "forehead" of any one of the three figures provides us with even more display options. After removing the standard-looking crest described above, the second one enables us to recreate the character's ability to unleash devastating energy beams. This accessory features an energy blast effect moulded in translucent blue plastic, accentuated with orangish-yellow paint applications at the end.
Finally, we get a pair of long silver bendy appendages that resemble mechanical tentacles, seemingly emerging from the figure's back (where in fact they plug into two well-suited quadrangular sockets). Each appendage ends in a gun with a rectangular barrel (which is taller than it is wide), designed to surprise enemies and keep them at bay.

Final thoughts
Overall: the Dreanogs 3pk is an absolute must-have for potential collectors and fans of the Echoes of Future line. These soldiers may be small in size, but they pack a punch with their unique design, intimidating presence and a fun action feature
Rating: ☺☺☺☺☺ / 5

Sunday, 28 May 2023

KR|"Echoes of Future" Review #5: Veen-Ak

Toy prototype details
Name: Veen-AkTM
Subtitle: valiant shapeshifting fighter
Line: KR|Echoes of Future
Item type: action figure - Nº 5 in the line.

Character details
Name: Veen-Ak
Classification: mammal of uncertain group
Sex: male
Home: Idakarr (Tahron's former name)
Era: 570 years before Foundation
Affiliation: Interspecific Commission
Rank: envoy.

Background
First appearance: KR|Echoes of Future #1 - The secret origin of chaos
Character summary: one of the three commendable envoys of the Interspecific Commission and the likely successor to the ageing TaragasTM, who was ready to pass on the leadership torch. When the evil forces led by the revengeful Silef gained control of Idakarr, Veen-Ak was unjustly imprisoned, while his companions secretly formed a resistance and eventually managed to set him free after years of conflict.

Articulation
Standard (new scheme).

Description
Head: human-like in appearance (although it reminds me of a mix of a Vulcan and a Klingon), characterised by a light-greenish hue to the skin, pointy ears, a series of horizontal ridges on the forehead and on the bridge of the nose between the eyes, long pearl-grey hair, arched and upswept pearl-grey eyebrows extending much beyond the eyes, pearl-grey facial hair suggestive of an Asian style (including long, thin moustaches), irregular and prominent teeth. His hair and facial hair (including the eyebrows) have black tips, while his eyes are deep blue and are said to possess an inner eyelid, which protects Veen-Ak's vision from bright light
Body: light-greenish skin, partially exposed torso and arms
Wearables: a short-sleeved orange vest with shoulder pads, double bracers and boots (each composed of a yellow-orange leather covering fastened with laces, and an overlapping brownish-orange copper wrist/shin guard ornamented with studs, engraved patterns and amber gemstones; interestingly, the shin guards predominantly cover the calves rather than the shins), a brownish-orange leather belt equipped with a metallic yellow-orange buckle, and a pair of off-white trousers. The vest falls just below the hips, features a stand-up mandarin collar and is open on the chest (although the two sides of the vertical opening on the front are loosely joined with an off-white leather string and secured by the belt at the waist), exposing a yellow-orange amber pendant on a brownish-orange leather string worn round the neck.

Action feature
In the comics, Veen-Ak is highly proficient in hand-to-hand combat and swordsmanship, enabling him to defeat even the most highly skilled fighters.
Additionally, he possesses a unique ability to transform rapidly into any mammal he is familiar with, although he tends to favour the form of a jackal. Surprisingly, his clothes are capable of shapeshifting with him, allowing him to morph effortlessly between animal and humanoid forms. While transformed into an animal, Veen-Ak gains all the physical abilities and characteristics of that species, while retaining his human-like intellect and memories, but losing the ability to speak. This remarkable body structure also enables him to heal from wounds, burns, and broken bones in a matter of seconds. The figure accomplishes this transformation feature with a separate jackal figure that is fully articulated (i.e., has ball jointed upper neck and tail, hinged lower neck, swivel shoulders and hips, swivel-hinged elbows and knees), plus some part-swapping. The base colour of the jackal's pelt is reddish-brown to tan, which is particularly pronounced on the flanks and legs. A buff-grey saddle intermixed with silvery hair extends from the shoulders to the base of the tail. Two long, dark-grey stripes extending along the flanks separate the saddle from the rest of the body. Two additional light-grey, almost silver stripes are present on the flanks, running from elbow to hip. The throat, chest, and inner surfaces of the limbs are also light-grey, while the bushy tail is black with a light-grey tip. His eyes remain blue regardless of the form he takes. An alternative head, a pair of full alternative arms and a pair of alternative lower legs (from the boot-cut down) can be used with the humanoid figure to simulate a mid-transformation stage. These body parts display a furry texture, a prognathous and toothed snout, and clawed extremities with colours that match the animal figure, although the alternate arms only have furry forearms (but no sleeves). After removing Veen-Ak's standard arms, the exposed arm-sockets allow for detaching the two shoulder pads, which partly fit in the sockets, and revealing a pair of tattered armholes. The jackal figure's tail can be detached and connected to the humanoid figure using a socket that is concealed under a flap on the back of the trousers. Originally, the plan was to include an overlay that would combine the partially transformed head and chest into a single translucent piece. This piece would then be placed over the figure's front upper body after removing the vest, simulating the early stages of the character's mutation. While it's unfortunate that there isn't an option to display the transformation of the torso, I'm pleased that the designers at PoliganToys chose to pursue the alternate head approach instead.

Weapons and accessories
Apart from the alternate jackal parts and figure, Veen-Ak comes with his signature translucent white jian, a double-edged straight sword fictionally crafted entirely from a shard of milky quartz. This weapon, much like its wielder, is capable of shapeshifting—it can re-crystallise into a variety of forms, including a shield, jō and club, all made of quartz (the shield is a cool brand new piece, while the jō and club are translucent white versions of the staff and mace from the Enmity Expansion Kit for Tahron).

Final thoughts
Overall: Veen-Ak is set to make a lasting impact on fans and ignite countless discussions in the years to come, as his portrayal as the ultimate background character is quite extraordinary. It's evident that he was originally intended for further development, positioned as a devoted sidekick to his fellow envoys and the likely new leader of the Interspecific Commission. Personally, I appreciate his appealing look and abilities, and even if his characterisation may not resonate with everyone, he shines as a great warrior. Whether employed as a cunning spy thanks to his shapeshifting powers, a skilled melee fighter with his trusty quartz sword, or a humble counterpart to the confident Catos, this figure is a great addition to the line
Rating: ☺☺☺☺ / 5

Saturday, 29 April 2023

KR|"Echoes of Future" Review #4: Gladorr

Toy prototype details
Name: GladorrTM
Subtitle: scheming reptilian time-traveller
Line: KR|Echoes of Future
Item type: action figure - Nº 4 in the line.

Character details
Name: Gladorr
Classification: reptile of uncertain group
Sex: male
Home: North America
Era: Earth's 21st century (later transported to ancient Idakarr - 570 years before Foundation)
Affiliation: CorpSTar
Rank: mercenary.

Background
First appearance: KR|Echoes of Future #1 - The secret origin of chaos
Character summary: a grotesque 21st-century reptilian inmate with psychic powers, native to the Great Lakes region of North America. After a supermajor energy company had stripped his homeland of its resources to fuel the world's largest hydroelectric dam, Gladorr joined a revolutionary movement against the construction of the facility. As a creature dependent on the native waters of the lakes, he could only survive in dry environments with the help of a containment/powered suit designed by the movement's leader. Eventually, Gladorr became one of the leader's most trusted warriors in their fight against the energy company. However, when the company's CEO began to manipulate the leader, he was forced out of the movement's inner circle. Feeling disillusioned, Gladorr turned to a life of crime to survive and spent a considerable time in prison. Facing a death sentence, he was given the chance to regain his freedom by working for the tech giant CorpSTar. Despite their questionable intentions, the company's promise to clear his name swayed Gladorr to join their cause and help them alter history. Sent to the past, he initially clashed with Silef, but later formed a tentative alliance with him, using his telepathic abilities to manipulate him towards his own goals. Despite Silef's demise, Gladorr continued to operate, using the former envoy's legacy to further CorpSTar's plans.

Articulation
Standard (new scheme).

Description
Head: his head has a peculiar appearance, similar to a fungal growth - it has a domed cap on a thick stalk, with a pair of ears shaped like bat wings extending from the cap and a large single eye in between the cap and the stalk. The skin covering this structure is scaly, bumpy and greenish, while the eyeball is painted in a glossy amber colour with a slit-shaped dark vertical pupil. He wears a glass-dome helmet fictionally filled with liquid, possibly to facilitate breathing
Body: scaly, bumpy/warty greenish skin, webbed clawed hands and feet. His slender limbs are supported by blocky midnight-blue components of a powered exoskeleton, which are adorned with white cables connecting the upper and lower parts of the limbs and transparent piston chambers seemingly containing a reddish liquid. These actuators run from the shoulders down to the forearms and from the thighs down to the calves. He carries an extra neck piece that fits right on top of the body (it is glued on, but it might be possible to pry it off if one had will to do so) and looks like a tangle of scaly tentacles, possibly merging into the head's stalk
Wearables: an off-white (i.e., a white colour with a slight greyish tinge resembling tarnished silver) armour with midnight-blue details, two off-white bracers (each made up of three metal bands), two off-white shin/knee/instep guards featuring fins at the sides, an off-white belt and midnight-blue trunks. All these elements combine to create a cohesive, cyber/armoured look. The armour, which is really detailed and has some great paint applications, appears to function as a type of containment/powered suit, with the actuators fastening to various points on Gladorr's body, such as the shoulder, wrist, thigh and shin guards. On the back, the armour bears a backpack adorned with tubes (two of which seemingly connect to the armour near the flanks, while two others look like exhaust pipes), four white wires running to the actuators (they can be unplugged from the shoulders and thighs), and an offset tank, indicating that there is quite a lot of technology behind this creature's health maintenance. One thing I really like are the various thermionic valves here and there on the backpack, which are different sizes and filled with different little electrodes - they look great and really add a further dose of detail and coolness to the figure.

Gladorr's stylised armour.

Action feature
In the comics, Gladorr possesses limited psychic powers typical of his species, which include the ability to move objects with his mind as well as the ability to read the thoughts of others and communicate with them mentally (a skill that grants him the potential to communicate across timelines and dimensions), or even influence their thoughts and emotions to some extent. He can also temporarily weaken his enemies during combat by targeting their nervous system, causing dizziness, disorientation, or even paralysis for a short time. Additionally, his powered suit grants him superhuman strength, enabling him to lift heavy objects and hold his own against even the most powerful foes. The suit also provides Gladorr with enhanced durability, protecting him from physical harm.
However, his head is permanently encased in a glass dome full of the lakes' waters on which he depends to survive. The figure has a unique feature that allows you to fill its dome with water. The dome, which is securely attached to the armour with a screw cap mechanism to prevent any leakage, covers the head of the figure, which is connected to the armour by a ball joint. You can even add a few drops of an included colourant to the water, to achieve a comic-accurate pinkish hue. Of course, when the dome is fixed in place, it makes it impossible for the figure's head to move in any direction. Fortunately, the dome can always be easily unscrewed without affecting the figure's ability to hold water. It's worth noting that while the water feature adds to the figure's fun factor, it has the potential to damage the head's paint or leave limescale marks.

Weapons and accessories
Gladorr comes with an impressive cannon that fits snugly into his hands. This heavy, massive metallic midnight-blue firearm (with some white accents) features a fairly long rectangular barrel (which is taller than it is wide) ending in a squircular muzzle (complete with two fin-shaped axe blades on either side), which in the comics has the ability to shoot deadly blasts of plasma. The bulky, hi-tech main body of the weapon is equipped with a rear grip extending from the butt, an L-shaped fore grip (i.e., with a handle sticking off the side for two-handed firing), and a longitudinal drum magazine embedded in the rear part. Additionally, the cannon includes an attached tank, similar to the one on the backpack, that is connected to the barrel via a white tube. The barrel and the butt of the weapon are connected by a black pliable baldric that doubles as an ammo belt, retaining and feeding special yellow cartridges into the drum magazine (the plasma blasts are apparently created through the interaction between the content of the cartridges and the gas supplied by the tank). It is definitely an oddly shaped weapon, but it does add a cool extra element to Gladorr's hi-tech equipment. The ability to hold it in both hands also adds to its practicality, making it easier for the figure to carry it... it's clear that functionality was a top priority in its design, and that's something I can definitely dig.
The figure also includes an alternative portrait that shows a slightly different, angrier "expression" (in the comics, Gladorr speaks by moving his eye in a manner similar to that of a mouth).

Final thoughts
Overall: this figure is an impressive addition to the KR|Echoes of Future line, featuring a unique and detailed design that captures the essence of the character in the comics. Gladorr is a well-crafted figure that fans of the KR universe will appreciate for sure. However, the potential risks of damaging the figure when filling the dome with water may dissuade some collectors to use this feature altogether
Rating: ☺☺☺☺ / 5

Tuesday, 28 March 2023

KR|"Echoes of Future" Review #3: Catos

Toy prototype details
Name: CatosTM
Subtitle: brave resistance leader
Line: KR|Echoes of Future
Item type: action figure - Nº 3 in the line.

Character details
Name: Catos
Classification: human
Sex: male
Relationships: father of Tah-Ron and ancestor of the Amhalgaard family
Home: Idakarr (Tahron's former name)
Era: 570 years before Foundation
Affiliation: Interspecific Commission
Rank: envoy.

Background
First appearance: KR|Echoes of Future #1 - The secret origin of chaos
Character summary: a respected member of the Interspecific Commission and a skilled archer, swimmer and inventor. After becoming the brave leader of the Grand Resistance, he fell in love with Lemu-RhaTM and had a son named Tah-Ron, whom he entrusted to the KimarhanTM tribe for his safety during the war against Silef.

Articulation
Standard (new scheme), except that the right hand is especially engineered with a hinge to hold an arrow.

Description
Head: light brown skin, green eyes, and a black stubble in which the moustache is disconnected from the lower beard line. He wears a pair of golden earrings and a turban-like white headdress secured with a colour-changing gem in front (this is normally golden-yellow, but if you dip a finger in warm water and then touch it, the gem will become purple). The daring expression on his face emphasizes his resemblance to Masq-Lor
Body: light brown skin, partially exposed torso and arms. He wears a taupe necklace with a gold medallion resembling the Interspecific Commission emblem, i.e., a misshapen concave-sided rhombus. His arms are partially covered by wide white sleeves (each has a slit that goes from the cuff all the way up to the elbow, exposing the forearms completely), while his legs are covered by wide white trousers tucked into the boots (each leg is adorned with an intricate golden side band reminiscent of traditional oriental motifs)
Wearables: a pearlescent white vest (whose edges are adorned with oriental-inspired, flowing line golden patterns) worn with the front open, two wrist guards consisting of multiple brown leather straps that are stitched together and secured by golden buckles, two dark-grey boots (each featuring a turndown top, a golden-jewelled tongue, brown laces and intricate brown stitches at the welt), and a zebra-like (i.e., with taupe-and-gold stripes) sash round the waist. It looks like the material used to make the vest is distinct from the material used for the sleeves, suggesting that the vest is worn over an unbuttoned shirt. The figure also wears a removable brown leather harness composed of two shoulder straps that converge on the right side of a waist strap; the back includes a rucksack, a quiver with sculpted arrows, two straps that secure a sculpted rope, and a clip for stowing a separate bow, while the front features a sheath holding a sculpted horn-handled knife on the larger shoulder strap, as well as two pouches for storing small tools on the sides of the waist strap.

Action feature
In the comics, Catos is accompanied by a snake-like golden underwater robotic beast of his own creation (unofficially named Kimaerha), which has a slender, elongated body, a bulbous snout with white glowing eyes, a long whip-like tail, and a set of fin-like structures: two dorsal fins spaced widely apart (a large triangular first dorsal fin with an erect spine on the front edge, and a low rectangular second dorsal fin), two pectoral fins (large enough to generate lift), two smaller pelvic fins, and a caudal fin divided into two lobes, the top one being larger, tapered and inclined upwards. When Catos is in danger, the creature activates (an act usually accompanied by purple light emitted by the jewel on Catos's headdress, hence the colour-changing feature), emerging from the water and dismantling the forepart of its body, to generate a high-tech suit of powered armour around Catos's body: the snout becomes a full face, seemingly flip-up helmet, the neck splits into two spaulders, the chest becomes a cuirass, the pectoral fins break down into rerebraces and gauntlets, and the first dorsal fin produces a longbow, while the rest of the creature incorporates Catos's lower body from the waist down. When in use, the suit grants Catos several abilities, and can reconfigure itself to produce a wide array of weapons; the most common functions consist in super-fast swimming by generating waves that travel the length of the tail fin, increased strength and endurance, energy shield generation, blasts/beams creation via the gauntlets, enhanced senses via the helmet, and production of a set of trident-shaped powered arrows (which can be shot with the longbow) via the spaulders. On dry land, the lower part of the suit can free Catos's legs while equipping them with thigh guards and shin guards. So, the figure comes with a plethora of extra pieces for changing Catos from his basic look to his enhanced form. Firstly, there are two alternative heads with the golden helmet closed and open. When closed, the helmet bears a fin-like crest from front to back, a chin bar and a face shield for absorbing impacts, and resembles a humanoid face (with purple glowing eyes) framed by what looks like the robotic creature's mouth. Its chin bar and face shield can be fictionally pivoted upwards to reveal most of Catos's face, as in an open-faced helmet. His battle outfit comes in the form of a cuirass (replacing the removable vest and harness) and two alternative armoured arms. The golden cuirass with pearlescent white details is not a completely new item, as it is mostly reused from Combat Masq-Lor. It's a two-piece armour that features the Kimarhan/Grand Resistance symbol (i.e., a laterally stretched, 14-rayed golden-yellow Vergina Sun symbol, from which the Theriom emblem derives) and functions like the above-mentioned Masq-Lor figure, where the armoured chest panels swap out. Catos has three newly made panels, the second of which depicts purple cracks forming across the symbol (indicating energy shield/blast projection), while the third one features some damage across the emblem. The arms, on the other hand, are reused from the enhanced form of Myneran and display various golden-and-white pieces of armour such as spaulders, rerebraces and gauntlets. Finally, there are two alternate lower sections that replace the regular legs and attach to the upper body by a peg at the waist: one with the robotic tail fin and one with armoured legs. The tail fin has amazing tech-mech details, golden paint deco, and articulation in three parts (hinged crotch, swivel-hinged "knees" and swivel-hinged tail fin). The second type of armoured lower body is human-like and is reused from Myneran too. It features two criss-crossed studded belts as well as pairs of tassets, thigh guards and boots with knee/shin guards, all with the same golden-and-white colour scheme and intricate decorative details as the upper limbs. The small gem-ornamented Theriom emblems on the wrist and knee guards have been retooled into Kimarhan symbols, while the little gaps here and there reveal pearlescent white chain mail details beneath the armour.

Catos's stylised alternative cuirass; the oval at the centre of the breastplate represents the Kimarhan symbol.

Weapons and accessories
Apart from the wealth of interchangeable parts, Catos comes with two longbows. The first one is for his basic form and consists of a large, nicely shaped brown wooden cable-backed bow with off-white leather strips wrapped around the grip and the ends of the limbs, and a taupe bow string. This bow is reinforced with a brown tensioned cable along the face of it, and is complemented by a long brown wooden arrow with off-white fletching and a pointed dark-grey head. The second longbow is for Catos's enhanced form and consists of a beautifully sculpted golden bow (with a white "energy" string) fictionally derived from the spined dorsal fin of the robotic creature, and is accompanied by a golden arrow whose head has protrusions on the sides, giving it the look of an H-shaped trident (the arrowhead is flanked by two barbed prongs extending side by side with both the central pointed tip and part of the shaft).
Furthermore, we get a translucent purple blast effect for Catos's enhanced form, which is attached to an alternative open hand that replaces the default bow-drawing hand.
The final accessory is the robotic creature's foremost body! Made from the same golden-painted plastic and equipped with white glow-in-the-dark eyes, this piece attaches to the tail fin, to assemble the full Kimaerha figure. Also, included with the figure is the water-looking, articulated posing stand that was used for Xehrea. It has a sort of clamp for the robotic tail, which allows either the creature or Catos to be displayed in a few different swimming poses.

Final thoughts
Overall: Catos is simply epic! He's a really cool looking figure that is tons of fun. Lots of accessories, a great action feature, and plenty of play value. However, there are two areas where the toy could be improved, both of which were featured in the comics. I would have loved to see an additional head with Catos's thick black hair exposed, or perhaps a removable turban on the regular head. Also, it would be great if the trident-arrow could attach in some way to either shoulder pads. Despite these minor shortcomings, I'm really excited to see what this line has in store for us in the future
Rating: ☺☺☺☺ / 5

Tuesday, 28 February 2023

KR|"Echoes of Future" Review #2: Silef

Toy prototype details
Name: SilefTM
Subtitle: revengeful reptilian alchemist
Line: KR|Echoes of Future
Item type: action figure - Nº 2 in the line.

Character details
Name: Silef
Classification: reptile of uncertain group
Sex: male
Home: Idakarr (Tahron's former name)
Era: 570 years before Foundation
Affiliation: Interspecific Commission
Rank: envoy.

Background
First appearance: KR|Echoes of Future #1 - The secret origin of chaos
Character summary: a reptilian alchemist who started as a commendable envoy of the Interspecific Commission, but later became an ambitious and revengeful conqueror after being removed from the Commission and transported to Cereutis.

Articulation
Standard (new scheme), plus a hinged lower jaw, a pair of ball hinged wings and a tail that features two swivels at about one-third and two-thirds of its length.

Description
Head: identical to Foundation Lor-Drek's dragon/Spinosaurus head, characterised by a long and narrow snout, burgundy (i.e., a dark shade of red) skin, a large dirty-yellow (I can only describe this colour by noting that it is defined by the hex triplet #cdc50a) cranial crest, long pointy ears (each ending in a rather long, curved horn, whose colour fades from grey-brown to off-white), evil large amber eyes with vertical black pupils, large sharp whitish teeth along the edges of the jaws and a faintly forked tongue sculpted on the inside of the mouth
Body: burgundy scaly skin, clawed hands and feet. His limbs are mostly reused from Origin Lor-Drek and display large dirty-yellow ridges that run down the sides. On the back, a dirty-yellow neural spine sail and a pair of large bat-like wings (although their shape is vaguely reminiscent of butterfly wings) project through openings in the armour's back piece. Also, a long, thick tail (reused from Foundation Lor-Drek) emerges from the bottom edge of the armour and extends downwards, ending with a zigzagged point whose colour fades from grey-brown to off-white. The wings and the tail are painted in burgundy on the underside and dirty-yellow on the upper side
Wearables: a harness (whose diagonal strap on the front is made of a dark-green fabric, while the metallic parts are greenish with golden details), a studded dark-green belt and a scale armour (i.e., consisting of several overlapping gold plates laced together) loincloth. The harness bears a golden plate displaying the Interspecific Commission emblem, i.e., a misshapen concave-sided dark-green lozenge, embossed on it.

Silef's stylised harness with lower strap unfastened.

Action feature
In the KR|Echoes of Future comics, Silef has limited psychic abilities, occasionally enabling him to contact others through telepathy and mentally control individuals, as well as a deep alchemical knowledge, which gives him the ability to transmute some substances into others (mostly with the aim of replicating the SpawnCrystals) and, eventually, the power to transform the molecular structure of some parts of his body. However, flight is his most obvious ability. This figure's impressive wings work in a similar way to Lor-Drek's ones - they plug into the back armour (they can easily be removed) and each has a really great range of movement despite the presence of only one swivel/hinge point of articulation.
Additionally, the comic book gave this character two different appearances, so PoliganToys has offered the possibility to change Silef from his basic look to an enhanced form. To deliver the latter, the figure includes a wealth of extra pieces. First up is an alternate portrait, whose crowned, 5-horned golden helmet is by far the most impressive part of this enhanced look. There really is so much going on here, including an elaborate half mask, a dark-green gemstone on the forehead and those crazy cool wing-shaped ornaments in the back, which resemble his own wings. The horns (both the real ones protruding from the back of the helmet and those that belong to the helmet itself) are excellently moulded with no bending or warping in sight. The headsculpt beneath the helmet is amazing as well, and pulls much of the detail from Silef's dragonish visage in the regular head, but with solid amber eyes and steel-coated teeth, to accurately reflect the source material for this look (no hinged jaw here, though). There are also other alternative body parts in the package, which include the hands and feet with large steel-coated claws, and the tail end with a zigzagged steel-coated point. To complete the look, his alternate outfit comes in the form of several separate items, namely a metallic dark-green harness with golden details, two bracelets (which have spiked bronze cuffs and metallic dark-green studded forearm guards), and two brown furry calf protectors with turndown tops (which show a paler shade of brown on the inside and are equipped with studded metallic dark-green shin guards). The harness is equipped with a dragon skull-shaped chest armour (which includes a replica of the symbol displayed on his regular outfit as well as what looks like a brown fur tail hanging down in front), while the lower strap bears a bronze buckle that is ornamented with a complex heraldic design (a dragon skull with two pointed bones crossed behind it on a web-like background) and holds a short strip of silver chain mail hanging down in front. The rear part of the harness has slots for attaching the sail, wings and tail from the regular gear. The two side straps extend and cascade down as ankle-long, dangling tassels, seemingly tucked beneath the lower strap. These tassels are adorned with intricate designs resembling metal reliefs sewn onto them, and add an intriguing element to the costume. The patterns resemble hieroglyphics, evocative of a story, and suggest that they may be remnants of items Silef gathered during his time in Cereutis, possibly imbued with mystical powers or sinister essences.

Silef's stylised helmet with half mask.

Silef's stylised alternative harness.

Weapons and accessories
Silef comes with a double sided poleaxe that has a pretty nifty design. It consists of a long dark-green wooden shaft fitted with a golden spear tip, two golden blades mounted on both sides, plus a pointed, zigzagged golden counterweight fixed to the other end of the shaft. The spearhead loosely resembles Silef's head, while the two side blades are shaped like his wings and have a slightly worn finish.

Final thoughts
Overall: Silef is an impressive piece of toy craftsmanship. The inclusion of both versions of the character's appearance in one package is a welcome feature that, for now, sets this figure apart in the Echoes of Future roster. The excellent sculpting work is evident in the attention to detail and the quality of the alternative parts. In sum, this figure is a must-have for any fan or collector of the KR toys, particularly given its connection to Wordron
Rating: ☺☺☺☺☺ / 5

Saturday, 28 January 2023

KR|"Echoes of Future" Review #1: Sumyak

Welcome back, friends! As we approach the end of the first month of the new year, let me extend a belated but heartfelt happy 2023 to all of you!!

I'm excited to kick off this year's posts with a revolutionary new line in the world of Key Raiders - the Key Raiders: Echoes of Future series (stylised as KR|Echoes of Future). This rebootquel series is unlike anything we've seen before, as it takes us on a journey through multiple timelines and realities, exploring both the backstory and the aftermath of the events from the previous storylines.

The upcoming reviews will showcase the latest prototypes developed for this series, so stay tuned for exclusive updates!

Premise
The KR|Echoes of Future storyline picks up at the point where the final KR|Emergence comic book issue The war of all against all: Part II – Rise ended. It briefly follows KhronodonTM's journey after he vanished by using his ability to jump through time during a fight with his rival and former fellow sorcerer OphidokTM. Using the great power of the AntikythronTM-like mechanism that he had created, Khronodon was determined to change the course of history by becoming a powerful warlord and conqueror. To accomplish his mission, Khronodon acquired the powers locked beyond the multiversal walls, and travelled to the past and future of Tahron, making strategic moves to secure his position as the ultimate ruler. However, as Khronodon used all his resources and technology to rule as many timelines as possible, he began to confront multiple versions of himself, each with their own agendas.
As Khronodon's quest for power became increasingly desperate, he realised that the only way to achieve his goal was to eliminate all of his alternate versions [the SpawnCrystals discovered by Al-Mih-Tek belonged to one of those variants]. In a final showdown, Khronodon destroyed all of his other selves, but in the process, he damaged his apparatus and ended up stranded in a frozen, inhospitable world, unable to return to his original time. He survived alone for decades before dying of exposure during a brutal cold wave, ultimately failing to change the course of history.
Centuries later, in a timeline where peace and equality between mammalians and reptilians dominated history, and technology developed uninterrupted, scientists discovered Khronodon's well-preserved, mummified body in a warm Antarctica. Thanks to his suit of armour, which contained part of a mysterious device and plans for its operation, the scientists concluded that the prehistoric creature had been an ancient reptilian time traveller, and successfully reverse-engineered the apparatus [their version looks like a combination of the Stargate and Contact portal devices]. Using this technology, a team of rogue reptilian army officers sent a soldier named GladorrTM on a new history-changing mission, with the goal of achieving what Khronodon failed to do, even if he would have to face the same challenges. The officials questioned the possibility of creating a reptilian-dominated timeline that had never existed and weighed the potential benefits and risks, including the possibility of wiping out their own existence. Despite this, they proceeded with the mission as the officers were willing to recklessly accept the consequences.

Toy prototype details
Name: SumyakTM
Subtitle: visionary leader of the Multiversal Knights
Line: KR|Echoes of Future
Item type: action figure - Nº 1 in the line.

Character details
Name: Sumyak
Classification: extradimensional elemental being
Sex: masculine
Home: Cereutis
Era: 570 years before Foundation
Affiliation: Multiversal Balancers
Rank: grand commander.

Background
First appearance: KR|Echoes of Future #1 - The secret origin of chaos
Character summary: the Cereutian leader of the Multiversal Knights who, after an ecological collapse on Earth, created the Energy Rod to restore the planet's biological evolution, but ultimately failed to stop Silef, an ex-member of the Interspecific Commission, from starting a war with his former compeers.

Articulation
Standard (new scheme).

Description
Head: generally human looking, made of a dull dark-grey rocky material carved with various elaborate glyphs, two very small horns on his bald scalp, a pair of subtly pointed ears, and a pair of solid blue eyes
Body: his almost entirely naked body is a brand new sculpt characterised by broader torso, waste and hips pieces compared to the standard KR figure (looks like he developed a slightly prominent beer belly... he'd better cut back and slim down!) His thick, dull dark-grey rocky hide is carved with various elaborate cuneiform-like patterns, each having a specific story
Wearables: a shoulder/chest armour (with the Multiversal Balancers emblem, i.e., a hexagonal tiling consisting of six hexagons arranged vertex-to-vertex to circumscribe a six-pointed star, engraved on the front), two bracelets, a belt, and a loincloth. All these items are dark-grey with a chalky texture, except for the loincloth, which looks like a craggy covering of irregular rocky plates with a slight sheen.

Sumyak's stylised shoulder/chest armour.

Action feature
In the comics, Sumyak is a golem possessing a body made of a durable earth-like material similar to hardened (yet flexible) mud, which grants him protection against nearly all forms of physical harm and gives him a rock-like appearance. His mineral state also grants him manipulation of earth and rock, an extremely prolonged lifespan as well as the ability to transform his body at will. In combat, this ability enables him to absorb most blows with little to no ill effect other than quickly reforming himself, and to mould his arms and hands into impact weapons for battling his enemies. So, the figure comes with two wonderfully sculpted overlay pieces with a muddy, dripping look, which attach to the wrist joints to transform his lower arms into a massive fist and a spiked club.
Additionally, Sumyak can suddenly turn himself into a landslide, which allows him to move great distances and to crush his enemies. To mimic this ability, the figure includes an alternative torso that connects to the regular head, arms and lower body. This part looks very similar to the standard upper body, but has a muddier, dripping appearance and has neither any articulation nor separate armour - everything is sculpted in (almost) one piece. The cool thing is that if you push down on a lever in back, the front part comprising the chest and abdomen will pop open and a number of pebbles will fly out. This thing is no joke, it shoots the stones fast and far! To reload, it's necessary to replace the ten cobbles in his chest cavity and close the chest flap.

Weapons and accessories
Apart from the alternate lower arms and torso pieces, Sumyak comes with a halberd-like weapon in the form of a combined adze, spear and kama. This weapon was also included in the Enmity Expansion Kit for Tahron, but here it is coated with a thick, chalky dark-grey paint that makes it look like it's made of stone. I think the comic book version had an axe blade instead of an adze, but I don't mind this difference.
Update: the figure will also feature a new, one-piece rendition of the energy stone, an accessory that was not included with the stand accompanying Khronodon.

Final thoughts
Overall: when I set out to open this figure and write this review, I had high expectations for its quality and design. I am happy to say that I am not disappointed with Sumyak. The figure itself looks formidable (imagine a combination of the fierce, scarred look of Drax the Destroyer and the imposing, rugged appearance of The Thing or Korg) and displays beautifully with the extended arm pieces on. While the overall design of the alternate torso with permanently attached armour may not be the strongest aspect of the figure, the gimmick of generating a landslide more than makes up for it. I am also glad that an articulated torso is included, providing even more display options for the figure. I believe he will look even better when I have his fellow Cereutian heroes to display with him, but for the moment I am extremely satisfied with having Sumyak as the sole Multiversal Balancer in my collection
Rating: ☺☺☺☺☺ / 5

Thursday, 22 December 2022

KR|Dimness Review #27: Dimness Expansion Kit for Tahron

PoliganToys sent me their prototype of the third expansion kit for the epic Tahron playset/game. This kit is inspired by the KR|Dimness line, which was presented back in 2019. The UcamurTM Citadel makes its debut in playset form for a new great playing experience!

Description
The KR|Dimness Expansion Kit includes:
• 24 booster tokens for the game
• An additional Ucamur Citadel playset with many features and accessories
• A bag with 75 translucent green chips that are shaped like Antikythron crystals (or rather SpawnCrystals shards, as they are now referred to).

Except for giving an exhaustive description of the Ucamur Citadel playset, I'm not going to detail these components and the game rules with the expansion pieces. You can find all this information in my post about the Origin Expansion Kit. I only need to remark that besides the usual properties, i.e., class, faction, strength, agility, and in some cases a special ability or limitation, each expansion piece is also characterised by a particular era (in this case Dimness) and a number of accumulable credits. The credit-chips included in this expansion kit are translucent green, and spending 30 of them allows a player to know the identity of any unexposed Second Line token, with or without showing it to their opponent. In limited cases (i.e., primary era variants), expansion pieces present no credit, but are characterised by additional strength values and/or different agility patterns compared to their primary counterparts.

List of Dimness expansion pieces and their properties.

List of possible primary pieces variants in the Dimness Expansion Kit (only one piece is included in the kit).

Ucamur Citadel
This playset represents an historicist-like fortress built on top of an enchanted tree above a swampy area, and displays a dark green-and-brown paint that fits right in with the KR|Dimness aesthetic.
Fictionally, the bog is surrounded by high, rugged hills that delimit the Ucamur region. The sentient tree was created by the Multiversal Balancers, for transferring vital faculties to other living beings at risk of extinction. When the tree's mission was completed successfully, its crown died out, while its trunk and roots entered a quiescent state. Millions of years later, the tree top was used as the foundation of the citadel commissioned by a mysterious warlord as a retreat, who paid for its construction out of his personal fortune and used it as a private residence until he died. Shortly after his death, the Therioms appropriated the abandoned fortress and used it as a site of exile for war criminals.
The set is composed of four main sections: a base, a tree, a fortress and a ramp.
Section 1 (base): the piece on which the playset rests looks like a thick layer of swirly, brownish muddy soil. The sculpt of this piece is incredible and the paintwork definitely matches the quality of the sculpt. The front part (extending beyond the grooves in which the next component is placed) is a terrifying pit filled with resin, from which horrific plant creatures emerge. It can be filled up with water or with the honey-orange oozy material that came with the Mother-Plant, and features two separate, detachable 3D figures with knotty greenish-brown wooden bodies: a vine monster and a man-eating plant creature. The vine monster has three tendrils with devilish red eyes on them snaking their way out of the resin swamp; it is an incredibly well done solid piece that is made of harder plastic on the bottom and from a bendy wire rubber on the top. The main body is not bendable or anything, but it does look like it's moving thanks to how it is sculpted; the ends of the three tendrils are not super-bendable, but they do give you the chance to get the creature positioned how you like to fit your display. The man-eating plant creature resembles the upper body of a Plant-Man slightly and has some basic articulation: a ball jointed Venus flytrap head with a hinged jaw and two swivel-hinged vine-like arms with clawed hands. The bases of these two monsters can plug into the surface of the pit to keep them in place, but you can replace them with the upper bodies of two real Plant-Men surfacing or two Forseha warriors sinking, if you will. Sculpted in the pit is also a little parasite poking his head out of a small semi-submerged cave and crawling ashore to perch himself on the rocks; this piece has no articulation whatsoever, but it's a fearsome little guy too. The rear part of the base has a hidden quicksand-trap feature placed in the middle - it's a sort of spring-loaded bear trap (slightly resembling the jaws of a monster and activated by a small lever) that can grab onto a figure’s feet. It's one of the coolest parts of the entire set! Other concepts considered for this section included a small snapping tree trunk that could bite or trap figures, a vine-tangle trap inspired by a hair brush whose bristles converge when its rubbery cushion base is pressed, and a side button that would illuminate the resin pit with an eerie glow; all three ideas were ultimately scrapped.
Section 2 (tree trunk) - exterior: this semicircular, dark-green (with a brown wash) piece snaps into place on the base (although it cannot just rest, because it wouldn’t support the weight of the remaining part of the playset, but there are little “teeth” that help the two pieces lock together) and represents the tree trunk used as the load-bearing foundation of the citadel. It has large roots sticking out from the sides, but the most impressive part is without a doubt the sentient tree's demon-like face growing out of the front side of the trunk. The sculpt is wonderful with amazing detail - I love the thick bark texture with fissures and deep cracks worked in the features of its face. The eyes are excellent too (although a splash of deep red colour on them would have looked awesome), while the upper jaw has two ball jointed fangs that can be positioned in various ways. The lower jaw (complete with a sort of beard) is hinged and can be operated using a small lever located on the proper right side (hidden in the roots), while a pair of branch-like arms near the mouth can move together (with a twisting-and-retracting movement, to capture approaching figures) by means of another small lever on the proper left side. When the mouth is closed, the lower jaw is located high in a tree hollow and makes it possible to access the interior of the trunk. Hidden in the rough, uneven bark protecting the surface of the trunk on the proper right side, is another natural tree hole that acts as a secondary entrance leading to the inside.
Section 2 - interior: the inner side of the tree trunk shows roots sculpted everywhere near ground level. The main hollow/entrance looks like a wooden archway with volutes and other decorative elements, something you would expect to see in an ancient temple dedicated to some malevolent divinity. There is a prison cell to hold someone captive on the left side of the trunk; this has chains, bones and rats sculpted on the inside, a locking door (which can be unlatched with the flick of a spider-shaped release switch) with irregular bars made of wood, and a small barred window on one side. It is very nicely scaled for most KR figures and there is plenty of room for Wordron to keep a Forseha warrior locked up. The tree hole in the right side of the trunk, which works as an auxiliary entrance, is surrounded by a sculpted monstrous face and is equipped with soft plastic vines hanging from the top. A dummy version of the Plant-Beast (a smaller-sized imitation of the front part of the creature equipped with a hinged jaw and held by a stick) can be manipulated through this hole, making it crawl to the inside of the tree and attack a figure trapped in the quicksand.
Section 3 (citadel) - exterior: the roughly semicircular fortress, which is modelled after Neuschwanstein Castle, is supported by the tree trunk (again, there are teeth that have to lock into place) and is easily the coolest part of this playset, as it's the largest and the most impressive. There aren't many play features on the outside, but the excellent sculpt, capturing a fine line between appearing carved by hands and looking craggy, makes for one of the coolest KR backdrops you could ask for. The stony façade is painted in grey with a dark, brown wash, and shows cracks to make it look weathered, some vines climbing the walls, claw-like pinnacles made from spiked rocks, and numerous creepy little carved gargoyles and demon faces coming out of the living stone. There are also many other interesting sculpted details such as a number of windows with wooden ledges and balconies, little staircases, wooden side doors and barred windows (including a round one that can slide out, possibly serving as a secret escape passage). The hinged exterior wooden door that closes the gateway to the inside at the front of the fortress is marvellous! It is made out of two layers of wood planks: the grain of the wood runs vertically on the front layer and horizontally on the back, like a simple form of plywood. The two layers are seemingly held together by iron studs, and the whole structure is strengthened and stiffened with iron bands. The studs themselves are pointed on the front, so that attackers would damage their weapons while trying to break through. The paintwork almost makes this door look like it's actually made of wood and metal, which is pretty cool, and I love how menacing and ominous the toothed bat/vampire crest on the front looks. There is also a secondary wooden doorway with metal ornamentations on one side, but it's got some broken slats and looks a bit rusty too. The building includes four watchtowers, two of which can be equipped with optional half dome-shaped tiled roofs. One of the towers rests atop one side of the fortress and is removable (I'll get to that in a minute).
Section 3 - interior: on the inside, there are more demon faces and gargoyles sculpted on the walls. The lower level features a wooden floor with a trapdoor (a metal grating activated by a melting skull-shaped button, through which a figure drops into the prison cell underneath) on the left side, a vita-ray-esque chamber used by Wordron to transform the sickly cloisterers of the Drojyo'BhakmaTM Monastery into muscle bound soldiers (it is actually just the front panel, but it's a pretty fun example of the steampunk technology present in this fortress, and seeing all of the wires, the clear window and the tech-monster face embedded in the upper part gets your imagination going) on the right side, two wooden load-bearing posts (to support the upper floor) more towards the middle, and an arched double stairway (with two symmetrical curved flights shaped like giant spines, both rising to a throne on the next floor) in the centre. Turning the monstrous face-shaped knob of the chamber activates a play feature in which the image of a figure placed behind the device comes to life and disappears thanks to a magnifying effect of the front window. While it is possible to pose figures on the steps of the staircase, it's going to take some real concentration and expert balance, but I can understand that the sculptors probably wanted to retain a more organic feel. However, on the right flight, there is a small group of steps that can collapse (i.e., swing down) by hitting a higher step-shaped button, causing a figure to fall. The upper level features a stone floor, a wooden door on the left side (the above-mentioned secondary doorway, which lets out on a ledge and then shuts again using a gargoyle-shaped candle stand on a nearby stony table as a lever), a little door that opens to reveal a secret storage compartment for weapons or artefacts (there are lots of mysterious, otherworldly symbols on this and it kind of reminds me of the evil counterpart of the case that holds the three enchanted helmets inside of Theriom City) on the right side, and two columns designed to look like some sort of ceremonial pillars (which can rotate to reveal hidden spiral staircases leading to two of the four tower-tops) towards the middle. The idea was that one of the two columns/towers would be a removable microphone communicating with a Bluetooth speaker - the concept's main gimmick was the talking tree-monster, where you would speak into the tower microphone and move the mouth from the lever on the side. Instead, the tower was made as a simple removable pillar, to leave a pedestal onto which you can place the Mother-Plant. The missing gimmick doesn't bother me though. The throne in the centre, to which the two stairways rise, consists of a seat formed from skulls cemented together and a backrest carved into the front of a tree trunk (whose rear retains its natural trunk-like appearance) with some spiky branches projecting from the sides, the overall shape vaguely evoking the skeletal structure of a bat. It's an excellent rendition of the throne used by Wordron in the comics; the paintwork is really cool, giving it a mixture of light and dark hues of grey and brown, and the sculpted detail is amazing. To help you get up and down between floors, apart from the main stairways the set comes with two separate wooden grappling ladders that can hang anywhere (there are some slots and notches here and there, to help them be more stable). Each of the four towers has a cool little platform that gives Wordron and his henchmen a place to stand, watch and guard the entrances to their lair. The platforms can support a variety of included accessories, namely a Dark Legion soft goods flag, a perch on which two crows roost, a ballista equipped with a separate harpoon-shaped bolt, and a 2-part flat piece cast in a translucent orange plastic and looking like Wordron's giant ghostly manifestation after being killed (it has a stand and features an "opening mouth" effect thanks to one of its parts being able to slide up).
Section 4 (ramp): to make their way toward the fortress' main entrance, the Forseha warriors will have to cross the swampy ground by traversing a menacing, rickety old ramp climbing up. This piece has some excellent detail on the stone slabs that make it up, with some great paint applications showing the age of the structure. The ramp looks cool and is littered with vines, while strewn weapons and bones, a cluster of skulls and a gravestone are sculpted into the U-shaped rock piece on the bottom, which fits around the resin pit of the base. However, well, it's a bit small. The comic book version has a curved path that leads from the ground level to the front of the building where the main door is located. The toy version makes it shorter and almost straight, with a steep stair-like lower level, adding in some extra height, but making it less of a ramp and more of a decorative feature. Visually it looks more rugged and untamed, but the downside is that it only fits one archway instead of two. It doesn't look too bad though, and the KR figures don't seem to have a hard time walking up the path, but it seems like the ramp needed to be a couple inches longer to accommodate a second archway or at least to make it have two figures fighting comfortably on it. The archway is made of a large flat capstone laid on two upright haunted sculptures. Each statue resembles a gargoyle (very similar to Demo-Rha's three-faced demon-ghost and wearing a triple diadem with a mitre-like crown supporting the stone) mounted on a plinth and entwined with thorny vines (there are even a couple of crows standing on it). The torsos of the two gargoyles, which fictionally have the ability to animate due to the living vines twined round them, can be rotated synchronously by turning a cobblestone-shaped knob on top of the capstone, and made to grab and hold a figure passing between them with the vines' hand-shaped tendrils (this feature was originally intended to be activated by two levers under the base, making the capstone fall, but was changed eventually). At the end of the ramp there’s a platform, which looks like a sealed abandoned well (there's some nice paint detail on the floor), placed in front of the main entrance and flanked by two curved woody stems of dead shrubs with spiny branches. When these are tilted towards each other above the platform, a figure standing on it drops through a double trap door into a rubbery net seemingly made of vines. The net hangs from snake-shaped bronze posts and is suspended over the resin pit, facing the tree-monster. The two tilted stems form a wooden archway with a tree hole where they meet and connect, through which you can pour some resin ooze on the prisoner in the net. A very cool feature is that the positions of the net and the prison cell are interchangeable, meaning that each can slide out from its own location and be placed below the other trap-door. Alternatively, the platform can be filled with ooze and its trap-door mechanism can be overridden through a switch underneath, making it possible for a Plant-Man to rise from under the platform, break the seal and emerge from a puddle of resin. I like this feature a lot, as it creates a setting for an evil creature to scare the bejesus out of unwelcome visitors.


The KR|Dimness Expansion Kit is fully compatible with the previous Tahron board game sets, including the KR|Origin and KR|Enmity Expansion Kits. Overall, if nothing else can be said about the playset, let it be said that it is massive, overwhelming, and visually stunning. The plastic quality is excellent, and the set feels very, very sturdy. The paintwork is just so well done, too. There are really lots of nicely captured details here, from the painted vines growing out from between the crevices, to the dark shading on the various surfaces. It is excellent looking!

Happy holidays!!!