Lance Sputnik wrote:
viperlord wrote:
Personally I'm still in love with the 25th design. Nostalgia aside, NOTHING that came before can come close to the detailing and articulation of the new figures.
Man, I disagree... a lot. Other than the wrist and ankle joints, all of the articulation changes are just fluff. That mid tosro joint doesn't bring any additional mobility and in fact, I often find it LESS poseable than with classic figures. That double jointed knee, with a few exceptions, doesn't allow for much more than the 90 degrees we''ve always had because of the poofiness of the lower pant legs. And the ball jointed head is LESS mobile than the classic ball jointed head.
And without the web gear, the figures are pretty plain and detail-less, IMO.
Don't misunderstand, I like the 25A figures quite a bit, and have many and have struggled through lots of 25A customs. But they really aren't superior to anything else, again, IMO.
Echoing Lance's points and adding some others:
1. Oddball hands that can't properly grip weapons due to shape (Roadblock), others that are too soft to hold weapons. The only 25A figure I ever used wholly for a custom, I had to GLUE his weapons (two swords) into his hands to keep them there. It's only been in the later releases that the hands actually measured up. I could see if this was a brand new line, but c'mon, they had 25 years to get it right, they DID get it right (mostly) with newsculpt; they even had a model to copy from (Microman), and they still couldn't get it right.
2. Scrawny legs on figures that should have massive ones (Roadblock). Only plus side is these work rather well with VvV Bombstrike and SpyTroops Lady Jaye waists. In short, you gotta go retro to really make them work. Bow legs on Baroness utterly ruined that figure.
3. Elbows that can't reach a 90 degree bend.
4. Some truly bad head sculpts--Scarlett, Tunnel Rat, Falcon, Baroness all come to mind.
5. The early Duke/Flint mid-cut wrists.
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