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Tuesday, 28 May 2024

KR|"Echoes of Future" Review #15: Elibhurn

Toy prototype details
Name: ElibhurnTM
Subtitle: fearless ligneous knight
Line: KR|Echoes of Future
Item type: action figure - Nº 11 in the line.

Character details
Name: Elibhurn
Classification: extradimensional elemental being
Sex: male
Home: Cereutis
Era: 570 years before Foundation
Affiliation: Multiversal Balancers
Rank: knight companion.

Background
First appearance: KR|Echoes of Future #1 - The secret origin of chaos
Character summary: the creator of the Time Dice and a selfless fighter, who sacrificed himself in a daring act of heroism during a fierce battle in a mine controlled by the Multiversal Balancers. By trapping a multitude of Bogthropod enemies and setting himself ablaze, he saved his allies, although his brave action led to the collapse of the mineshaft. Despite the great sacrifice, this dramatic turn enabled Silef's forces to loot the precious metal essential for the Multiversal Squires' survival.

Articulation
Standard (new scheme).

Description
Head: similar to a bud with a leathery appearance and a greenish hue that has been given a brown wash. His face, kind of reminiscent of Groot, is characterised by a pair of bulbous black eyes and an overall serious but friendly expression, and is adorned with structures subtly resembling pointy ears and a goatee. However, the head is mostly concealed by a brown removable hood, finished with an off-white binding along its edge; this hood tapers off in a wizard hat-style, ending with a pointed shape reminiscent of a spider plant leaf at the back, and adding an air of mystery to the character
Body: cloaked from neck to toe. His arms are covered by long, wide off-white sleeves, while his hands show a sort of branch-like appearance, with greenish mossy backs and clawed brownish wooden fingers. Compared to the average figure, his arms are slightly longer and his hands are larger. His brownish feet, resembling more plant roots than toes, shyly poke out from under the robe he wears
Wearables: his long habit consists of several pieces, including a sleeveless soft goods robe draping to the ground and made of a coarse, rough off-white fabric (featuring a Velcro strip for easy dressing), as well as a seemingly hooded lamellar scapular designed to be worn over the robe, covering the shoulders. While the former item seamlessly blends in with the sculpted sleeves, the latter appears to be crafted from small rectangular brown leather scales laced into horizontal rows, and bordered with pearlescent white plates—it bears a resemblance to K'Ran's attire, with the addition of a pair of shoulder pads flanking the long central piece that hangs from front, reaching to the knees. Completing the ensemble is an off-white belt made of flexible plastic, designed to resemble a rope-like girdle, which secures the habit around the figure's waist (the scapular should be tied under the belt, but it can also be worn over the belt if preferred). The only issue with his outfit is that the “up” hood (added as a separate piece) and the “down” hood (sculpted on the back of the scapular) were combined into one solution. I'm totally OK with it, since the latter still works as additional folds of a larger hood.

Action feature
In the comics, Elibhurn displays sufficient strength to lift and throw massive wooden beams with ease, and possesses some degree of control over plant life, bending it to his will or accelerating its growth to attack his opponents. Additionally, he can regenerate damaged or severed body parts, as well as produce vine-like projections. To recreate this ability, the figure comes with two arm extensions, which fit onto his hands and resemble long clusters of twisted vines jutting out from his sleeves and ending in large claw-like structures.
Furthermore, by shedding his robe, he can unravel and dramatically expand his body, transforming into a large net made of a straw-like, yet highly resistant material, capable of trapping a large number of enemies. In the figure, this process happens in two separate stages. First, we can display Elibhurn as if he's starting to come apart, to simulate a mid-transformation phase. This is achieved by removing his outfit (belt, scapular and robe) and using an alternative head, a neck extension, a pair of full alternative arms and a torso covering with a pair of attachments. His undressed body shows an overall brownish woody appearance with patches of greenish moss-like wash here and there, a tree trunk-like torso and thighs, and large roots that make up his clawed feet. His alternative arms have translucent green leaves sprouting out of his shoulders, along with nets of twisted greenish-brown vines wrapping around the upper arms. The additional "harness" also looks like twisted vines running across his torso and has two attachments, each made of three large greenish-brown stalks cross-linked by smaller stems, which connect to the back. Furthermore, he "wears" double-layered, scaly brown bark-like wrist and shin guards with pointy flares at the elbows and knees, a brown belt made of carved wood, and a long green grassy/leafy loincloth. Finally, the alternative head, along with its vine cluster-like neck extension, is an unfurled version of the regular head. In this portrait, the bud scales are spread out and partially unravelled, forming a whorl of nets, which surrounds a brownish (with a greenish wash) woody skull with dark empty eye sockets emitting an eerie bright glow, and long teeth that create a menacing grin. This version appears much scarier and less friendly than the standard portrait. Next, to unleash Elibhurn's ability to ensnare his foes in his fully expanded form, there is an included greenish-brown soft rubber capture net, which looks like an arrangement of slender, woody intersecting vines and is seemingly covered with prickles. This great accessory is perfect for capturing multiple KR figures and creating dynamic action scenes. Unfortunately, in the comics, he doesn’t appear to be resistant to fire.

Weapons and accessories
Apart from the many accessories that allow Elibhurn to recreate his vine-generation and body-unravelling powers, the figure comes with a cool looking double scythe. This weapon consists of a long, knotty brown wooden pole with two slightly curved silver blades bolted to its ends. In the comics, the blades, which point at opposite directions, have the ability to spread out like fans, transforming the weapon into a double adze with the blades' cutting edges perpendicular to the shaft. This functionality is replicated in the figure with two included fan blades that can replace the folded scythe blades. The great thing is that all four interchangeable blades can be wielded by Elibhurn as either swords or tessen (war fans), since the pegs that normally attach them to the wooden pole serve as convenient handles.
Lastly, two unique extras pay homage to the comic book lore: a nicely sculpted thick-billed raven that can be perched on either of Elibhurn's shoulder pads, and a beautiful black lily that is shown to grow at the location of Elibhurn's noble sacrifice.

Final thoughts
Overall: Elibhurn turned out to be a fun and solid figure to have. It’s not the best Multiversal Balancer figure ever, but it’s still pretty neat. The unique sculpt adds a lot to its appeal, and along with the detailed paintwork, it matches the comic book look well and captures the essence of the character
Rating: ☺☺☺☺ / 5

Sunday, 28 April 2024

KR|"Echoes of Future" Review #14: Tan-Ah-Kros

Toy prototype details
Name: Tan-Ah-KrosTM
Subtitle: hard-shell warmonger
Line: KR|Echoes of Future
Item type: large scale figure (oversized action figure) - Nº 1 in the line.

Character details
Name: Tan-Ah-Kros
Classification: arthropod with barnacle-like traits
Sex: hermaphrodite (but he vaguely appears as male)
Home: Cereutis
Era: 570 years before Foundation
Affiliation: Bogthropod
Rank: colonel general.

Background
First appearance: KR|Echoes of Future #1 - The secret origin of chaos
Character summary: a hulking warrior who surged through the portal ripped open by Silef between Cereutis and Idakarr. This feral colonel general served as the vanguard of the Bogthropod invasion alongside his fellow soldier Ah-Rak, spearheading the first wave of attacks fuelled by a hunger for destruction. Ruthless and cunning, his thirst for conquest and eagerness to carve a bloody path through his enemies ultimately led him to forge his own faction, the Mal-Ah-KrillsTM, paving the way for future domination.

Articulation
Standard (new scheme), with the addition of multiple interchangeable hinged chelae, two fully articulated forearms, two ball hinged appendages, and two fully articulated legs.

Description
Head and body: his massive head is encased in a dome-shaped carapace, which is whitish in hue with a greenish-yellow (which I'll simply call green from now on) wash and is composed of six large calcareous plates. His multiple limbs surround this imposing structure, giving him the appearance of a face with arms and legs (he's like a crustacean version of MODOK in that respect), and making him look pretty big and bulky compared to most of the other figures in this series. A metallic green crest, shaped like a spiny fin, runs across the top of the dome from left to right, while his reddish face sports a bumpy texture, showing off every bit of chitinous detail (I'll get into the specifics of the face later).
His multiple limbs are protected by a reddish chitinous exoskeleton, featuring a textured surface characterised by cracks, bumps and a number of pointed, spike-like projections here and there. Additionally, each of his two main arms and four legs bears a line of fin-shaped appendages (whose fringes and folds detailing suggests a respiratory or sensory function) that runs down the side. Each of his two primary double-handed arms (i.e., bifurcating below the elbow) ends with a slender, four-clawed hand on one forearm and a small, articulated chela on the other. Emerging from the two calcareous plates that form his back are two additional cirri (i.e., long, feathery or hairy tendril-like arms), each dividing into two branches towards their ends, while the edges of the plates themselves show several spikes, two of which are notably large. Each of his four digitigrade legs is bent at the knee to accommodate the foot portion with the heel section high up, and boasts three large claw-like brownish toes in front and one in back. The forelegs exhibit two extra pairs of short arthropod-like limbs extending from the sides of the thighs, each terminating in a small, non-articulated chela, while the hind legs carry two pairs of thin cirri in corresponding positions.
Wearables: a segmented metallic green crest (similar to the abdomen of a shrimp or lobster) running longitudinally between the two calcareous plates on his back, one armband (adorning the right arm) and four knee guards equipped with spiked metallic green laminar plates, four narrow studded green wristbands, two green laminar shin/instep guards (each featuring a bumpy texture and ornamented with metallic green rivets) on the forelegs, a large green armoured waist belt embellished with metallic green studs and featuring a Bogthropod emblem on the buckle (which consists of a translucent blueish gemstone that looks like a stylised trilobite crossed by three horizontal wavy lines), and a lamellar green leather skirt embellished with metallic green studs and complemented by a metallic green tail fan-like flap in the front (whose dented and chipped edge adds a distinctly barbaric touch).

Action feature
In the comics, Tan-Ah-Kros possesses the ability to molecularly alter his facial and hand features at will, allowing him to transform his appearance and to resemble a multitude of creatures akin to his own kind. The figure's head actually includes two separate inner cylinders that rotate horizontally, each featuring differently shaped eyes and mouths. By spinning these dials with your finger, you can create multiple monstrous face combinations, offering a ton of fun, great looking display options. The dial for the eyes (which all have a greenish hue) includes the following options:
  • two relatively large compound eyes positioned laterally and flanking a smaller central eye spot, all three situated above another row of four structures resembling eye spots
  • a pair of empty dark orbits that can be fitted with interchangeable bulging or pop-out eyes, featuring large round black pupils and short brownish horns atop them; this option includes both "standard eyes" and an alternative pair of stalked, bloodshot eyes, each as a separate plug-in piece (thanks to the horns, swapping between these eye types is quite easy)
  • a single, menacing-looking pupilless eye with an eerie glow; this eye is shaped like an upside-down hyperbolic triangle (i.e., whose sides curve inward) and is set beneath a jagged brow ridge.
The mouth dial offers the following choices:
  • a vertical mouth flanked by three pairs of whitish jaws, with the uppermost pair larger than the others, and a short, bifurcated chin adding to the features
  • a wide mouth featuring four arthropod leg-shaped, sharp brownish teeth in the centre, flanked by two large and two small ivory tusks protruding upward; additionally, there are two long, seemingly articulated appendages that are equipped with serrated spines and can be plugged into a slot on each side
  • a round, heavily toothed mouth (formed by multiple layers of whitish plates and razor-sharp tooth-like structures) accompanied by two hooked whitish bony side spikes and a single whitish bony chin spike; additionally, there's an optional large and long, seemingly articulated organ that plugs into the mouth and terminates in a box-shaped, yellowish specialised chela equipped with well-developed ivory teeth (which is slightly reminiscent of Mal-Ah-Kros's one-eyed monsters).
The nose, featuring a single round spiracle bordered by a thick fringe of black hairs and roofed by overlapping brownish scales, is positioned between the two spinning dials. This part doesn't move, but functions as a slot for attaching either one of two additional components: an arrangement of six tentacles surrounding a short syphon-like nose, or an elongated proboscis ending in six lengthy, whip-like appendages, some equipped with spines.
Moreover, in the comics, his calcareous armour, similarly to an acorn barnacle, features a retractable operculum made of four additional smaller plates. These plates close defensively, acting as a face shield against his foes while also concealing the sorcery that enables his face-switching ability. To mimic the appearance of the closed opercular plates, the figure comes with an ivory-coloured snap-on piece designed to hide the face.
Regarding the main arm extremities, there are four appendages of varying shapes and sizes that can be interchanged with the smaller hands or chelae, partially fitting over the forearms: a heavier, bulbous ghost crab-like crusher pincer, a longer, toothed fiddler crab-like cutter pincer, and two organs that look like goose barnacles, each equipped with a short, brownish leathery stalk, a series of whitish calcareous plates resembling a small elongated cone, and an extended cirrus dividing into two branches towards its end. The large chelae are reused from Mal-Ah-Kros, but the new black-and-red painted pattern on the claws evokes a scaly appearance; each one exhibits a gripping movement and includes a spring-loaded snap-back feature (in the comics, Tan-Ah-Kros can hold approaching opponents tightly with these frightful pincers and then spin like a hammer thrower to knock them down).

Weapons and accessories
Apart from all the face and hand extras described above, Tan-Ah-Kros also comes with a couple of truly awesome weapons. First up is a cool-looking, three-barrelled metallic green cannon, which the figure can grip tightly in any of his smaller hands/chelae. I love the retro sci-fi aesthetic of this gun with its rounded design, while the intricate rivet detailing adds a touch of authenticity. What truly sets this gun apart is its barrel, featuring three vertically aligned, forward pointing prongs, each equipped with its own bell-shaped muzzle. There are also three separate blast effects, which easily attach to the weapon's muzzles. In addition to its function as a gun, it can also transform into a sort of steampunk trident thanks to an included long green pole (terminating into a tail-fan-shaped ornament reminiscent of his loincloth on the other end) that attaches to the butt of the cannon. And that's not all! The figure's back is a detachable component (though underneath he maintains a whitish calcareous appearance), which includes a small handle on the inner side, allowing it to double as a shield; two of the gun's barrels are detachable and can be mounted to an included tech-mech silvery structure, which can then be plugged into his back when the shell is removed, effectively equipping the figure with two vicious "shoulder" cannons.
Tan-Ah-Kros's second weapon is truly unique. It's a plastic chain capable of binding together any two of his spare extremities, whether it's the large chelae or the goose barnacle "hands". Even if it may seem very impractical as nunchucks, it's incredibly cool and I absolutely love it!

Final thoughts
Overall: Tan-Ah-Kros is definitely a standout with his badass design. The metallised paint applications give him an extra edge, and the functional claws and rotating head parts all add up to one awesome toy. It's no contest – he's easily the top KR|EoF figure of 2024 so far. And the fact that he comes with an array of extras just seals the deal
Rating: ☺☺☺☺☺ / 5

Thursday, 28 March 2024

KR|"Echoes of Future" Review #13: Baryanoid Twins

Toy prototype details
Name: BaryanoidTM Twins
Subtitle: bonded twins with diverging paths
Line: KR|Echoes of Future
Item type: multi-pack (2-pack) - Nº 3 in the line.

Characters details
Names: Steeg and Caaul
Classification: baryanoid* amphibians
Sex: males
Relationships: twin brothers; Caaul is the father of Bi-Harr
Home: Idakarr (Tahron's former name)
Era: 570 years before Foundation
Affiliation: Interspecific Commission and KimarhanTM (a tribe of forest warriors who eventually form the Grand Resistance to oppose the rising reptilian authority), respectively
Ranks: consul and tribal warrior, respectively.
*Baryanoids are fictional rare intelligent transitional creatures combining fish and reptile features. They are distinguished by having a legless, snake-like semi-aquatic larval form followed typically by a humanoid, fully terrestrial adult form. The natural transformation process from immature to adult form was at some point suppressed by the Reptonoids, in order to exploit the larvae as draft animals, pushing them dangerously close to extinction.

Background
First appearance: KR|Echoes of Future #1 - The secret origin of chaos
Character summary: unlike his twin brother Steeg, who rose as a high-ranking official, Caaul never embraced the ideology of peaceful cooperation between the reptilian and mammalian people, and instead of joining the Interspecific Commission, he honed his combat skills within the Kimarhan tribe. The twins reunited against the revengeful Silef, and Caaul eventually left his tribe after a battle injury inflicted by Krenodos's venomous sting. He found refuge for his recovering as a member of the newly established Theriom alliance, although his loyalty to his old tribe remained steadfast. Unbeknownst to him, Caaul passed a mutation to the creature that his reptilian wife gave birth to: Anfis!

Articulation
Standard (new scheme), with the addition of a hinged upper jaw and a ball jointed bendy tail.

Description
We've previously encountered the baryanoids as components of a build-a-figure plan within the KR|Enmity line, where some figures included parts required to assemble the Baryanoid-Cart, a four-in-hand beast-drawn vehicle featured as Lor-Drek's personal transport in the KR|Foundation comic book series. While those baryanoids were portrayed in their larval stage, these new figures represent their adult forms.
Heads: the heads of the two figures share an identical sculpt (both exhibit a fairly flat shape) but differ in their paint applications - Steeg shows a dark-green skin adorned with yellow lines encircling the eyes and tracing along the jawlines, while Caaul's skin is characterised by a red colour with black detailing. Each figure's head also features a cranial crest, which resembled a gill arch in the previous versions but now looks more like a bony structure, and a pair of bulgy, bright orange eyes facing forward, each with an oval black pupil (Caaul actually bears a scar on his left eye, adding a distinct touch to his appearance), while their Ichthyostega-like jaws are armed with sharp, whitish teeth. The most distinctive features of each head are the elongated, curved flat protrusions on the sides of the skull, giving the head a boomerang-like shape similar to that of a Diplocaulus
Bodies: like the heads, the figures' bodies also share an identical sculpt made of shiny (seemingly moist) plastic, each showing the same colour scheme seen on the corresponding head - Steeg's body features dark-green skin with yellow stripes and blotches, while Caaul's skin is characterised by a red hue with black detailing (additionally accompanied by scattered scars). In particular, lines run down the sides of the limbs, and spots embellish the shoulders, arms and thighs. The attention to detail in the torso sculpt is particularly impressive, with bumps in the shoulder areas accentuating their amphibian appearance as well as transversal bony ridges on the chest, abdomen and thighs further enhancing their coolness. Their limbs boast fins (possibly with vestigial gills) extending from the back of the forearms and calves, alongside unique webbed, warty hands and feet consisting of four digits each, topped with bulbous tips similar to those found on frogs. Lastly, each figure has a lengthy tail that is laterally flattened and equipped with a fin supported by bony spines (reminiscent of that found on ray-finned fish)
Wearables: Steeg wears a golden-yellow cape featuring a loose closure composed of two seahorse-shaped, pearlescent white clasps linked by a nine-rayed golden brooch embossed with the emblem of the Interspecific Commission, i.e., a misshapen concave-sided dark-green lozenge. Moreover, he dons double-layered golden-yellow gloves and boots (specially designed to accommodate his finned appendages and with a pair of pearl-like gemstones embellishing the boot tops), a golden-yellow belt with a triangular, pearl-jewelled buckle, and an off-white skin loincloth. Caaul wears a light-green harness with off-white details, narrow studded light-green bracelets and anklets (each of the latter featuring three pointed protrusions diverging and ascending along the shins), a light-green belt identical to Steeg's, and a pale cream-coloured loincloth that seems to be made from large leaves and grass (or maybe fur). The harness consists of a nice pair of straps equipped with series of curved bony spikes, which go over his shoulders and fasten securely at his lower back. Complementing these are secondary straps that loop under his arms and intersect at the front of his torso, as well as a Kimarhan/Grand Resistance insignia (i.e., a laterally stretched, 14-rayed golden-yellow Vergina Sun symbol, from which the Theriom emblem derives) on his chest. The back of the main straps features one pair of spikes (more on this later) and I feel like an additional pair would have enhance their appearance, preventing them from looking somewhat bare.

Caaul's stylised harness; the oval at the centre of the chest represents the Kimarhan symbol.

Action feature
In the comics, the Baryanoid Twins are shown to be extremely skilled hand-to-hand fighters. Steeg includes a light-green&off-white spiked shoulder belt (reminiscent of Caaul's outfit) that can be worn once the cape is removed. It features two slots on the back for connecting it to the two rear spikes on Caaul's harness as described above. This configuration allows us to recreate a battle scene where they fight with their backs against each other, enabling them to confront multiple opponents simultaneously by spinning fluidly and changing constantly their facing direction.

Weapons and accessories
Apart from the additional shoulder belt, the Twins come with a gaggle of weapons. Steeg includes an oval shield with a pearlescent white disc made of several riveted plates (kinda resembling a turtle shell), and a golden-yellow rim. In the comics, this shield has the ability to open out, revealing an inner compartment containing a weapon reminiscent of a small hwacha, capable of launching a volley of rocket-propelled projectiles. The toy shield comes with three unique swappable front pieces: the standard face, a cluster of silver-headed bolts poised for launch, and a barrage effect representing the bolts being launched. Additionally, the set includes six components fitted together in two separate three-piece assemblies, which depict the shield face in an unfolded configuration with cool retro-tech-mech details adorning the inner surfaces (it reminds me of the little repulsor drone deployed by Pepper Potts' Rescue Armor in Avengers: Endgame) and can be used in two different ways: attached to the shield and wielded as independent weapons. For the former, you have to replace the standard face with either the "hwacha launchpad" or the "barrage effect" piece, allowing the pegs of the two spread out face pieces to slide into two designated slots on the sides; when the figure isn't wearing the cape, the shield can also attach to the back of the above-mentioned shoulder belt, allowing it to fire a surprising volley of bolts from behind. For the latter, simply use the pegs as handles, transforming the two spread out face units into handheld war fans. I love the look of this last set up, and expect this is the way I'll go with my display.
Caaul comes with two pairs of tonfa, which actually represent a single pair with two modes: normal and bladed. The normal version consists of two whitish bony sticks, each with a short perpendicular handle attached a third of the way down its length and the front head ending in a slightly pointed design. The bladed version retains the same form, but with the addition of a series of three small sickle-like silver blades that fictionally spring out from the main body of each stick.
Update: to enhance the appeal of this 2-pack even further, there will be an exclusive variant featuring a snake-like tail for Caaul. To transform the figure, one simply needs to detach the lower half and replace it with this elongated, partially coiled lower body. This interchangeable piece boasts a cool sculpt resembling a larger, more intricately detailed version of Caaul’s standard tail. It's designed with different sculpted details and textures to mimic amphibian skin on the front and back, and is painted in two shades of red with black stripes: a lighter hue on the underside and a darker red on top. A new belt/loincloth piece is included to ensure a snug fit. Moreover, the tail is articulated with three ball joints and a waist swivel for added poseability. However, achieving dynamic poses beyond a standing posture can be challenging, especially when leaning to the side, as the figure tends to tip over. This design gives Caaul a hybrid appearance between the larval stage and the adult form, and it's highly likely that we'll see it reused on other figures in the future.

Final thoughts
Overall: the Baryanoid Twins are an exceptional addition to the KR|EoF line-up, showcasing a unique design, incredible paintwork and phenomenal extras that make this 2-pack a must-have. Personally, I wish I could have two sets in my collection, to display them with their weapons in different configurations, just to emphasise how delighted I am with these fun new characters
Rating: ☺☺☺☺ / 5

Wednesday, 28 February 2024

KR|"Echoes of Future" Review #12: Gladorr (First Evolutionary Stage)

Toy prototype details
Name: GladorrTM (First Evolutionary Stage)
Subtitle: transformed reptilian schemer
Line: KR|Echoes of Future
Item type: action figure - Nº 10 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; Reptonoid (temporarily)
Rank: mercenary.

Background
First appearance: KR|Echoes of Future #2 - The dark powers of dominion
Character summary: while observing the escalating conflict between the reptilian and mammalian forces, Gladorr awaited the perfect opportunity to harness the mystic powers of the monstrous stony mask borne from the spirit of Silef. Transformed into a fearsome, hulking being by the mask's power, he emerged as a pivotal figure in the conflict, orchestrating alliances and battles with calculated precision, to annihilate the mammalian civilisation and fulfil his ultimate goal of reshaping the tides of history. Unexpectedly thrust into a distant future, despite his weakened state, Gladorr's determination remained unyielding as he sought to transfer his dark essence into a new host and ensure his own survival.

Articulation
Standard (new scheme), plus two swivels on the tail.

Description
Head: similar to a captorhinid or a placodont, characterised by a broad, heart-like shape, a scaly, bumpy greenish skin, and a series of triangular off-white bony protrusions along its rear margin, two of which jut out like pointed ears. A short horn (or rather an ossicone) adorns the front portion of a longitudinal dark-green crest, while a pair of solid amber glowing eyes peer out from beneath a prominent brow ridge and are accentuated by dark-green underlinings similar to eyebags. His fairly long, beaked snout is equipped with two nostrils and terminates in a narrow, downward-curving rostrum lined with numerous sharp whitish teeth, including four large tusks, protruding from both the upper and lower jaws
Body: scaly, greenish skin featuring long, triangular off-white bony spines that emerge from the imbrications of his large scales (known as scutes). While most of these scutes are flattened and adorned with parallel ridges, the shoulder and thigh regions are covered with knobbly dark-green plates. Across his torso, the spines combine to form a series of bony ridges reminiscent of an exposed skeletal structure, which is accentuated by some effective off-white highlighting. His hands and feet are paddle-shaped, presumably adapted for swimming, although they have distinct fingers and toes equipped with large, sharp off-white claws. Naturally protected by a thick, rugged scaly armour, his back extends into a long, robust Stegouros-like tail that ends with seven pairs of off-white bony "blades" arranged along its sides, similar to a cutting weapon wielded by ancient Aztec warriors. Two midnight-blue straps around the thighs (probably bits of his powered exoskeleton components, which shattered during his metamorphosis) feature some nice realistic texture with scratches sculpted into it
Wearables: two studded midnight-blue bracelets, two laminar midnight-blue toeless boots (which expose the outward-protruding claws and are equipped with studded knee guards, sheens and vamps), a worn out off-white fabric (or maybe leather) belt and tattered midnight-blue trunks. While the bracers and boots exhibit a lining of off-white fur, the belt and shorts are shredded remnants of his original outfit.

Action feature
Similar to other tailed characters in the KR lore, Gladorr's most prominent feature is his threatening tail. The armoured back, to which the tail belongs, is a separate piece that securely attaches to the rear surface of his torso. The tail is designed with two articulation points, situated approximately one-third and two-thirds along its length. These two swivels provide ample flexibility for a variety of poses, making additional articulation unnecessary.

Weapons and accessories
Gladorr comes equipped with an array of accessories, the most notable of which is a double bearded axe. In the comics, he borrows this weapon from one of Bi-Harr's lizardy foot soldiers and uses it to slay King Tah-Ron. The axe itself is crafted from a long bone topped with an Ankylosaurus' skull (although it has a narrower, more elongated shape, and lacks the characteristic four horns) and is entirely painted in a nice ivory colour, with the addition of two rounded, chipped silver blades sticking out of the sides of the skull.
As described up to this point, the figure represents Gladorr in his initial state after donning the mask and transforming into a bulking bruiser. However, when equipped with some additional armour pieces, his appearance undergoes a striking shift, embodying the essence of a Reptonoid soldier with an imposing and distinct look. First up, there's an aggressive looking, angular harness/chest armour, which is painted in midnight-blue with off-white details, ranging from the weathered white of the leather straps and fur lining (which extends to form a pair of shoulder pads) to a white colour with a slight greyish tinge resembling tarnished silver found on numerous studs and rivets. A sculpted strap passing diagonally in front of the torso features a loop positioned near the right shoulder, which is designed to securely hold the blade of an included silver combat dagger (reused from the Reptonoid Troopers). Next, we get a Roman-inspired, off-white leather loincloth adorned with rivets, hanging from a midnight-blue belt with large diamond-shaped and oval studs (interestingly, the buckle looks a bit like an electronic device). Finally, there's a midnight-blue diadem with off-white details (including a metal crest and two large bull horns), which has a silhouette reminiscent of a Samurai helmet. It fits on the head really well and stays put thanks to two small notches on the figure’s face.
Speaking of headpieces, the figure also comes with an alternate head, featuring mostly the same sculpt, but with a more enraged expression, the mouth open slightly and a permanently attached diadem bearing just one horn (along with a stub on the other side) instead of two. This is the way he appeared in the comics after the Therioms pissed him off by damaging his headband during a fight in the Quartz Tower. Additionally, there's another alternative head with the monstrous mask on, which is designed to be used with the basic Gladorr figure, replacing the original domed head. This rendition captures the moment when he wears the mask, which resembles a stony captorhinid skull that is flattened to acquire a more vertical structure. Alright, but now what do I do with the "mushroom" head from the basic figure? Well, luckily the package includes a mass of scaly greenish tentacles intricately twisted together, seemingly merging into the head's stalk when this is attached at the top via a ball joint. Frankly, I'm not entirely sure what this represents... perhaps it depicts an immature aquatic form of a creature from Gladorr's species before undergoing some sort of metamorphosis, but who knows? Personally, I don't mind it, but it seems more like a substitute for his cannon, which he still uses even in this form, but is not included with the new figure. I would have preferred to receive a replica of that weapon instead of this rather useless accessory.

Gladorr's stylised optional armour.

Final thoughts
Overall: this version of Gladorr truly nails the essence of the KR|Echoes of Future line. With its faithful rendition, great design and array of accessories, this prototype is an awesome representation of the character. The figure embodies sheer epicness, particularly with the optional armour, showcasing PoliganToys' exceptional work in this line. Surely, no KR fan should miss out on adding this formidable villain to their collection when he hits the shelves
Rating: ☺☺☺☺☺ / 5

Sunday, 28 January 2024

KR|"Echoes of Future" Review #11: Ramedras

Toy prototype details
Name: RamedrasTM
Subtitle: unwavering leader after Sumyak
Line: KR|Echoes of Future
Item type: action figure - Nº 9 in the line.

Character details
Name: Ramedras
Classification: extradimensional elemental being
Sex: male
Relationships: brother of Thelioke, ancestor of Galamars
Home: Cereutis
Era: 570 years before Foundation
Affiliation: Multiversal Balancers
Rank: grand officer.

Background
First appearance: KR|Echoes of Future #1 - The secret origin of chaos
Character summary: the creator of the Matter Prism and the resilient new leader of the Multiversal Knights after Sumyak’s demission. During his harrowing captivity at the hands of the Bogthropods, Ramedras’s fate hung in the balance until a daring group of heroes led by Masq-Lor orchestrated a high-stakes rescue. Freed from his confinement, Ramedras became a vital ally, revealing the grim truth about the Cereutian war's escalation caused by Gladorr and guiding the heroes toward a covert mission to confront Krenodos.

Articulation
Standard
(new scheme).

Description
Head: like with Galamars, the most striking feature of this figure is the texture of his skin, which seems to consist of numerous little steel-grey blocks that are carved to represent diamonds. He wears a metallic light-blue helmet equipped with nape- and cheek-pieces as well as an interesting crown of pointed, translucent white quartz-like gems, which gradually increase in length as they converge toward the centre. This helmet evokes the style of those worn by the Multiversal Squires, but it incorporates some distinctive elements such as a half mask with orange glowing eye slits (or possibly goggles), an oval light-blue shining gemstone at the base of the quartzy crown, and two headphone-like pearlescent white side devices that project upwards in the form of angular aerodynamic fins. The helmet is removable, revealing, aside from some engraved lines on the forehead, a striking resemblance between this character and Galamars, which is particularly evident in the presence of a pair of white glowing eyes and a hairless look (although his protruding chin gives the impression of a beard-like structure)
Body: most of the figure's body shows the same diamond-patterned dull metallic skin seen on his head. The only exceptions are his bare, clawed hands and feet, along with his neck and shoulders beneath the armour, which display a kind of techno-organic appearance (i.e., a tangle of metallic muscle fibres, blood vessels and nerves) and impart a peculiar blend of human and unhuman characteristics. Additionally, his left arm wears a light-blue armband equipped with a short spike, while his legs are equipped with metallic light-blue armoured thigh guards with knife sheaths attached on the sides
Wearables: a pearl-white harness with metallic light-blue details, two white bracelets, two white shin guards, a white studded belt and a short tech-looking light-blue loincloth. The harness is characterised by a high neck and a pair of steel-grey rings encircling the armholes, which display indecipherable engravings; the back bears a structure that looks like an aerodynamic motorcyclists backpack, whereas the front presents a six-pointed star-shaped translucent red-orange gemstone (which is reminiscent of the Multiversal Balancers emblem carried by Sumyak) as well as a disc-shaped lenticular sticker that changes colour and pattern as it is viewed from different angles (it is fictionally a kind of visualiser that produces intricate Spirograph-like roulette curves). Each bracer and shin guard shows an armoured, tech-inspired aesthetic, and features a steel-grey ring encircling the cuff/top and displaying the same engravings found on the armholes. The belt sports a V-shaped buckle that looks like some sort of electronic device.

Ramedras's stylised harness; the circle at the centre of the chest piece represents the lenticular disc.

Action feature
In the comics, Ramedras's body is covered by an organic-liquid metal alloy, which grants him several abilities. These include possessing superior strength and high resistance to physical injury as well as the ability to transmute metals by touch, changing one metal into any other. The same liquid metal also constitutes his blood.
Additionally, his skin can become incandescent, allowing him to generate extreme heat, project radiation, and possess powers such as thermokinesis (i.e., the ability to manipulate the temperature in the immediate vicinity) and pyrokinesis (i.e., the ability to generate fierce flames). To be endowed with these powers, he wears armour enhancements such as a chest plate that can shoot powerful light-like and fire-like blasts to blind, burn or even incinerate his foes. In the figure, the light- or fire-blasting chest plate is recreated by replacing the above-mentioned lenticular sticker with a white glow-in-the-dark disc or a fire blast effect, respectively. When Ramedras utilises these thermogenic powers, his skin changes colouration and, similarly to other figures in the various KR lines, this colour change feature can be achieved using warm water or a hairdryer, which will result in his body (and head) turning red-orange.

Weapons and accessories
Apart from the various disc-shaped armour attachments, Ramedras comes with a metallic light-blue sceptre featuring a long, straight staff with a white leather strip wrapped around the grip. The top of the pole boasts an elaborate club/mace head, while the opposite end bears a single "stag beetle mandible"-shaped silver blade that resembles the head of a pick hammer. The mace head (which, at its base, carries a plate embossed with a six-pointed star-shaped metallic red-orange symbol) actually doubles as a torch that can be lit using a separate translucent orange flame piece. It's honestly a really neat accessory. The staff can split apart, becoming two separate weapons, perfect for close-quarters combat. Ramedras can store both halves of his staff on his back using two apt clips.
Additionally, we get two silver blades that can be either stowed in the leg sheaths or plugged into the inner sides of the wrist guards and ignited with two translucent orange flame-sleeves. That's a cool little design element that pleasantly surprised me.
Finally, the package includes an outfit item reminiscent of Ramedras's attire during the SpawnCrystals' creation briefly depicted in the KR|Emergence comics. This piece consists of two metallic light-blue armoured shoulder guards, which securely attach at the back via the above-mentioned clips, and a lengthy strip of red-orange cloth with one end draped diagonally from the left spaulder across the back, wrapping the waist to form a short, diagonal-cut skirt, while the other end extends diagonally in front of the torso and passes through the right spaulder. A blocky light-blue belt, adorned with a diamond-shaped white decorative element and a dangling star-shaped quartz jewel, secures the lower part around the waist, while the long end hanging from the back of the right shoulder functions as an asymmetric cape. The item has to be worn over the harness, but the disc needs to be detached first.

Final thoughts
Overall: Ramedras is a fantastic addition to the KR|EoF line, offering a variety of options for displaying him. Even the flame for his staff is a separate piece, allowing you to pose Ramedras with or without his torch lit, which is not something we've seen action figures come with very often. His sculpt is solid, his paint application is clean, and his design is faithful to Galamars's appearance while also incorporating some great new elements. I'm looking forward to seeing other Multiversal Balancers in the line soon
Rating: ☺☺☺☺☺ / 5

Friday, 22 December 2023

KR|Horizon Review #31: Horizon Expansion Kit for Tahron

PoliganToys sent me their prototype of the fourth expansion kit for the epic Tahron playset/game. This kit is inspired by the KR|Horizon line, which was presented back in 2020. DekropolisTM Tower finally gets an upgrade and, at the same time, the Dekropolis Skyship makes its debut in toy form for a new great playing experience!

Description
The KR|Horizon Expansion Kit includes:
• 24 booster tokens for the game
• An additional Dekropolis Skyship vehicle with many features and accessories, including the possibility to transform some of its parts into additional sections for Dekropolis Tower
• A bag with 75 translucent blue 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 Dekropolis vehicle/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 Horizon) and a number of accumulable credits. The credit-chips included in this expansion kit are translucent blue, and spending 40 of them allows a player to capture any rival’s piece that has previously conquered the paying player’s wall, and move it onto the rival’s wall. 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 Horizon expansion pieces and their properties.

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

Dekropolis Tower additional sections / Dekropolis Skyship
Although this set comes in the form of a fortress that flies through the sky, the original concept is for four new towers to complement the main building that came with the Tahron playset. To make things clear, let's check out the process through which the five-tower decommissioned shipyard transforms into a skyship in the comics. The central tower is interconnected with the four surrounding smaller towers through metal grated bridges, forming a cruciform structure that kind of reminds me of Voltron's Castle of Lions. When the transformation begins, the four outer towers compress vertically, their levels merging to form four roughly disc-shaped power-source structures. The elevator shaft of each tower, initially positioned beneath the power-source, moves to the external side through a double hinge mechanism to assume the form of an engine nacelle, which generates either vertical lift force for take-off and landing or, by eventually swivelling horizontally, thrust for forward flight. The entire construction lifts off and, subsequently, the central tower's middle section divides radially into four sectors, revealing two pairs of additional nacelles at the sides and allowing the remaining portion of the tower to pivot into a horizontal position. As the central tower turns and the middle section recompacts, the four power-sources plus bridges also rotate from their front-and-rear layout to an over-and-under, X-Wing-like configuration, while maintaining their individual horizontal orientation. This synchronised movement transforms the static structure into a powered skyship, ready to take flight. The primary propulsion system uses a confined magma chamber located at the rear of the skyship, whose activation is indicated by an array of glowing portholes on the tail section, followed by an explosive thrust that propels the vessel forward. I wonder whether the worm-like creature originally inhabiting the magma reservoir beneath Dekropolis could withstand the ignition process! Manoeuvrability is ensured by the eight engine nacelles strategically located at the wing bases and tips. During normal flight, these thrusters are positioned horizontally and the four movable wings are spread open in a distinctive X-shaped configuration, with stabilising energy arcs connecting the pairs of power-sources on either side, maximising stability and lift. However, when engaged in combat, the wings can be locked into a closed attack position, transforming the skyship into a formidable strike aircraft. With a 90° rotation, the eight thrusters acquire a vertical orientation, granting the skyship VTOL capabilities as well as the ability to hover in mid-air. When taking off, landing or remaining in one place in the air or on the ground, the four power-sources and wings/bridges once again align in a front-and-rear configuration. Now, let's take a closer look at the toy.
Skyship - exterior: stretching from stem to stern, the massive (did I mention that it's big?!) metallic light-blue and pearlescent white skyship features a vessel-like hull that bears a front-facing, emerald-hued viewport reminiscent of a watchful eye, surmounted by a fairly long prow similar to a bird's neck (this detail reminds me of the Serenity spacecraft from Firefly). Four pairs of small wing-like retractable structures, resembling oars, adorn the ship's sides, while a saucer-shaped midsection houses the crew's quarters and control centre. A commanding bridge rises from behind the midsection, providing an elevated vantage point for the crew to direct their operations. Completing the skyship's imposing form are a powerful propulsion system at its rear (covered with a number of glow-in-the-dark portholes), and four main wings plus power-sources, each mounted on an additional engine nacelle attached to the midsection. The whole exterior of the ship is covered in sculpted tech-mech details, giving it a sleek and futuristic look: the upper side is adorned with multiple light defence turrets and sensing systems, while the underside boasts an array of small propulsors and GITD thrusters. The skyship's overall design is a cool mix of elements that obviously draw inspiration from iconic sci-fi vessels, like the above-mentioned X-Wing Starfighter and Serenity, plus some other neat ones such as The Gunstar from The Last Starfighter and The Odyssey from Ulysses 31.
Skyship - interior: after removing the five exterior panels on the top of the skyship to reveal the aircraft’s awesome interior, one is immediately struck by the seamless integration of the building's original features into the now airborne vessel. The front section of the ship showcases a cockpit with a seat (which is actually sculpted like two adjacent seats but can only accommodate one figure, whose face aligns with the narrow windshield at the front of the prow) positioned in front of a raised platform, on which a figure can stand to direct operations from behind the pilot. An elliptical floor observation window provides an unobstructed view of the ground and is topped by a 360° rotating, translucent holographic map of Tahron. A roundish double sliding door, once possibly a passage between floors, now serves as a transition point between the main front room and the command centre nestled within the mid-section, which is adorned with intricate sculpted details, including a network of pipes and cables as well as up/down pivoting control panels on consoles along the sides (these enable the deployment of hidden cannons on the ship’s remaining top exterior on the sides). This area also gives access to two smaller armouries flanking the cockpit, which are equipped with folding doors and store an arsenal of included weapons and accessories such as three golden-yellow swords that double as guns (reused from the Enmity Expansion Kit for Tahron) and three red parachute backpacks. Two side doors that once seemingly provided access to the exterior have been converted into floor panels that can be lifted for "maintenance" of the mechanical systems below, fictionally offering convenient entry points to the lower levels of the ship. Moving further into the ship, we encounter a jail cell located towards the rear of the vessel. It has a sliding prison door with clear yellow-green horizontal bars (probably made of energy) and functional shackles (with clear yellow-green energy effects twisted around their length) on the wall to keep captives secure, while its floor, once the main overhead gate, can serve as a posterior ramp that lowers to deploy an army of Destructomorph Goblins. Finally, the swinging walls that once defined the main building's defence system have been repurposed as storage compartment hatches on either side of the rear ramp, for stowing both explosives (with a sliding mechanisms to drop a set of two-plus-two included bombs on unsuspecting Therioms below) and the two assault vehicles that came with Dekropolis Tower.
Additional towers: the gimmick for this vehicle/playset is that all the bits of the wings, power-sources and thrusters come apart and then can be reassembled in the form of four towers, which can be joined to Dekropolis Tower from the Tahron playset by means of the four metal wing/bridge pieces. It has to be said that this configuration doesn't look fantastic and there's not really a lot to it in terms of playing use.
Each tower consists of four levels: a cruciform base, a mezzanine floor, a first floor equipped with lifting side panels, and a top turret. In its raised position, one side panel serves as a support for one of the bridges, which is loosely connected to the main tower at its opposite end; a finger-operated mechanism can cause the panel to close abruptly, leading to the collapse of the bridge. Without the turret, the tower's top surface can serve as a landing pad for some vehicles (it is indeed a slot for a flight stand on which, for example, a Rotakord can perch). Furthermore, each tower features several plug-in accessories, including a two-bladed, wind mill-like rotor, which also functions as a sort of radar antenna, as well as ventilation apparatuses attached to the front and back of the two upper floors, and a pivoting three-gun cannon that attaches to the top of the first floor. A semi-functional elevator (or rather a small goods lift) slides within the central shaft and is driven by a string and held by a hook. The mezzanine and first floors are additionally connected by two vertical stabilizing panels that also serve as tech-looking ladders. According to the comics, in the past these four towers featured multiple facilities for the shipyard staff, including sleeping quarters, a holodeck interface for advanced simulations, a medical wing, a canteen with a fully stocked kitchen, and a recreation deck equipped with training and leisure amenities. So, on the inner borders of the four mezzanine floors, we find different stickers that remind us of the original facilities that once occupied these spaces.
Transformation of the towers into the skyship wings: when disassembled, the central shaft of each tower transforms into two side jet engines housed in nacelles that are equipped with front-facing turbines derived from the ventilation apparatuses. The three main levels (the base, the mezzanine, which is equipped with wheels on the bottom, and the first floor) combine to form the casing of the power-source, which features rear and side storage compartments. The cargo bay on the back is accessible through a rear hatch and can be used to store the elevator cabin. The lifting side panels provide access to additional storage areas for the stabilising panels/ladders. The top turret attaches to the front of the power-source, forming a tapered nose with an opening panel that reveals a hidden missile launcher (alongside an included separate missile). The front rotating radar antenna attaches to the top, becoming an overhead rotor. The three-gun cannon can be reconfigured into three separate components: a main gun that can be attached to a slot on the front top of the power-source's casing, and two smaller side guns that can be mounted under the nose's two winglets. Finally, one thruster attaches directly to the power-source externally, while the other fastens to the side of the main ship and then connects to the corresponding power-source via a metal bridge/wing piece; the thrusters can be attached either horizontally (with over-and-under wings) for flight mode or vertically (with front-and-rear wings) for VTOL/hovering mode. The flight mode setup is finalised with two translucent yellow-green energy arcs joining the pairs of power-sources on either side as well as with a wheeled (seemingly tracked) landing gear piece plugged into the undercarriage of the ship's main body, to enable it to move smoothly over a flat surface. The VTOL mode is completed with five explosive thruster stands, four plugged in the outer nacelles and one in the ship's underside, to display the skyship as it begins to take flight or land (they can also be used as jet effects in the outer thrusters and in the main propulsion system with the ship in flight mode).


The KR|Horizon Expansion Kit is fully compatible with the previous Tahron board game sets, including the KR|Origin, KR|Enmity and KR|Dimness Expansion Kits. Overall, this awesome set combines the coolness of a vehicle with the fun of a playset. The imposing skyship is the star attraction, and while it has a few minor imperfections, its impressive scale makes it a standout display piece. The transformation feature adds an extra layer of playability, but the towers could benefit from some improvements in their playing use. Still, this is a great set that's worth getting for the ship alone.
Fun fact: in the KR|Echoes of Future series, Silef's waterfront laboratory (which strongly resembles the Black Diamond library building in Copenhagen) is located at the very spot where Dekropolis will be built by the Therioms roughly 560 years later.

Happy holidays!!!

Tuesday, 28 November 2023

KR|"Echoes of Future" Review #10: Ah-Rak (EoF Edition)

Toy prototype details
Name: Ah-RakTM (EoF Edition), aka Ginger-Bodied Ah-Rak
Subtitle: hideous warrior
Line: KR|Echoes of Future
Item type: action figure - Nº 8 in the line.

Character details
Name: Ah-Rak
Classification: arthropod with eurypterid-like traits
Sex: male
Home: Cereutis
Era: 570 years before Foundation
Affiliation: Bogthropod
Rank: colonel general.

Background
First appearance: KR|Echoes of Future #1 - The secret origin of chaos
Related character(s): Ah-Rak
Character summary: a cunning warrior skilled in survival, who eluded capture after the Grand Resistance's decisive victory over the Bogthropods. Centuries later, magically re-emerging in an altered form, he became a vital ally for the Destructomorphs in their ongoing conflicts with their sworn enemies, the Therioms.

Articulation
Standard (new scheme), with the addition of a tail, which is a ball jointed separate piece (it features two articulation points, two swivels at about one-third and two-thirds of its length), and four ball hinged arms.

Description
Head: the head resembles the entirety of an arachnid's body and is composed of two parts: the upper part is a dark-blue (almost black) cracked shell/helmet, which carries four shiny dark-blue eyes in the front (two quite large lateral compound eyes and two smaller central eye spots; there are three more structures that look like eye spots, but they are completely black, so they might be different organs, such as chemoreceptors, or just bulges), an orange crest on the top and four pairs of orange spines (curved downward) on the sides; the lower part is orange with a bumpy texture and presents two chelicerae, which terminate in white venomous fangs, near the small mouth and two pretty large pedipalps, which terminate in scorpion pincers, more externally
Body: protected by a segmented orange chitinous exoskeleton with dark-blue (almost black) blotches. His limbs bear spinous ridges running down the sides and end with 2-clawed hands and feet. He also carries an extra chitinous neck piece that fits right on top of the body; this piece is glued on, but it might be possible to pry it off, if one had will to do so
Wearables: a dark-blue armour with metallic dark-blue details (including a Bogthropod emblem, which consists of what looks like a stylised trilobite crossed by three horizontal wavy lines, at the centre), two dark-blue bracelets, two dark-blue calf protectors (with metallised, armoured trimming on the bottom and top edges), a studded dark-blue belt, and a brand-new laminar metallic dark-blue loincloth with a fairly large piece that acts as a belt buckle (though it actually just rests in front of the belt).

Ah-Rak's stylised armour; the circle at the centre of the chest piece represents a Bogthropod symbol.

Action feature
Like with the original figure, most of Ah-Rak's action is strictly related to his body structure, especially his back, which is covered by a chitinous carapace with a cracked and bumpy texture. The colouration of this shell is predominantly dark-blue (almost black) with orange spots along the edges (where it blends nicely with the metallic dark-blue edges of the armour), transitioning into a central area that features an orange hue with dark-blue/blackish blotches. The lower part of the carapace ends with an articulated tail, which terminates in an expanded and flattened structure (reminiscent of a double-bitted axe) with a serrated median keel running down its centre, as well as an elongated spike. The middle part hosts two pairs of additional arthropod-like limbs: the upper pair of these seemingly jointed appendages terminates in a single claw, while the lower pair is partly covered in spines and is modified into a swimming paddle. The uppermost part of the carapace ends with a sort of cannon that fictionally shoots a parasite-like grappling hook, which Ah-Rak uses for climbing or capturing his enemies; this is rendered using a black string, which bears a plug-in element at one end (connecting to the "cannon") and the arachnid looking orange parasite (with four equally spaced, hinged double-leg hooks) at the other end. The carapace can be removed together with the armour and used with most other KR figures, which is a cool display option.

Weapons and accessories
Apart from the above-mentioned plug-in parasite/grapnel, Ah-Rak comes with four nicely designed large scimitars. Each weapon is a repaint of his Foundation sword and has a metallic dark-blue hilt (looking like a square-shaped spider whose back slightly resembles a human skull) and an ornately carved ivory (or maybe bone) blade; Ah-Rak's wrist and shin guards also exhibit a subtle hint of the same ornamentation, which I had never noticed on the original figure. I believe the original concept was for the swords to have off-white hilts and blue blades, but for some unknown reason the colours were eventually swapped. Unfortunately, there's only a small longitudinal slit in the centre of the carapace, accommodating just one stowed scimitar blade (alternatively, you can use the slit to wind the grapnel string around one side of the carapace). On the other hand, each handle was modified with a trefoil-shaped handguard (loosely resembling a three-lobed knuckle duster), enabling Ah-Rak to hold the weapon firmly with any of his six hands, regardless of whether they feature one or two claws or a broad, flat extremity.
Also, the figure includes two orange&dark-blue articulated scorpion pincers designed to fit over the regular main hands (without detaching them), adding a slightly different aesthetic to the character.

Comic
Together with the action figure we get the first comic issue The secret origin of chaos. Millions of years ago, the Multiversal Balancers from the extra dimension of Cereutis intervened on the land that was later named Tahron, sending miraculous crystals to prompt evolution after the extinction of the giant reptiles. This led to the rise of intelligent, anthropomorphic beings from various species, coexisting harmoniously without conflict. Gladorr, a reptilian inmate with psychic powers, is manipulated by a reptilian faction on Earth's future to alter history. His mission is to empower reptilian civilisations, framing mammalians for a crime and destabilising the interspecific balance. Gladorr's plan begins to unfold successfully when Silef, a reptilian alchemist, becomes embroiled. Silef, influenced by Gladorr, disrupts peace, leading to conflicts and a war between reptilian and mammalian civilisations. The events develop with intricate alliances, battles, and personal vendettas. As the conflict reaches its peak, a resistance led by the brave warrior Catos fights back. Ultimately, after significant destruction, the resistance prevails. Silef, gravely injured, aligns with Gladorr's dark plan by ascending to a demonic form, leaving a lingering impact on both Idakarr/Tahron and Cereutis.

Final thoughts
Overall: this new version of Ah-Rak caters to a specific segment of the KR fandom, giving a cool twist to the original character. The orange hue might be overwhelming for some, but those who are into a hairless look will likely find satisfaction. The figure retains its original quality, but a bit more colour separation in his armour could have elevated its appeal. Still, if you're after something unique for your collection, this Ah-Rak version brings a whole new vibe to a character that's, at least in my book, pretty darn beloved
Rating: ☺☺☺☺☺ / 5