notpicard wrote:
Third, I'd want the toys to have a duality to them. In that, I mean two toylines. The main line should be very new and inspired by (not guided by) the past. It doesn't have to be 3 3/4" or fit within the confines of the collector market. It would be tied closely with the TV show and would option ideas from the video game. This would go on hiatus when a movie line is out. The other would be a line geared specifically toward collectors. It would be highly articulated with classic packaging and would consist primarily of familiar characters and would option ideas from the game.
Redmao wrote:
Adventure Team
Market the Adventures of GI Joe towards a younger crew like Rescue Bots.
A cartoon with a matching toyline.
A mix between Thunderbirds and the old Adventure Team, they take off Adventure Island and search for lost treasures.
Using their special vehicles and gear, they explore lost cities, brave the elements, rescue the helpless and stop the plans of the evil Black Dragon Syndicate. This calls for the Kung Fu Grip!
For the toys, I'd combine these two. Follow the Transformers model and have a cartoon with a toy line to go along with it (like TF:Prime Beast Hunters is now). Then have a "Universe" or "Classics" line, like TF is also doing now, that is geared toward collectors, giving updates of classic figures and characters that may not sell to the kids. Then have a third line that is adventure themed instead of military themed and put it out under the Playskool wing.
Get a series going. I don't see a Joe series working well on Showtime or HBO, but it could be great on Syfy (their movies suck, but they do some good shows). It could have just the right mix of sci-fi and real world to appeal to a wide audience. My series pitch:
A small team of Joes has to infiltrate a town that isn't what it seems and find out its secrets. The more they live in Springfield, the harder it is for them to get out. The first season arc could follow Duke, Scarlett, and Roadblock as they work their way through investigating the town, with occasional visits from Hawk. Each episode is a baddie of the week, where a new member of Cobra is revealed to the team during their investigations. In the middle of the season, they meet a sympathetic local. A former Navy guy named Hector who now works on a small fishing vessel. He's scruffy, a drunk, and a womanizer, but when the team needs help, he's there for them. The season finale cliffhanger sees the team made by the baddies and on the run, after stealing a MacGuffin. As they head to the docks to get help from Hector, Duke, carrying the MacGuffin, is shot and falls behind and disappears. Hector sees them approaching, with the baddies following. He turns his ship shoreward and wrecks it, causing enough of a distraction for Scarlett to get away, but in the confusion, Roadblock is captured. Scarlett and Hector hop in a speed boat and take off down the coast.
Season two opens with Flint and Lady Jaye doing some distance surveillance on the town. They're talking to an operative on the radio who is providing them some much needed, but gruesome, intel. The one bright point is that he may have found Roadblock. Once they're done with the communications, Lady Jaye sarcastically comments on how the operative is just always full of such wonderful chuckle-worthy information. The season focuses on a rotating team, depending on specialty needed, in skirmishes with Cobra agents, trying to rescue RB and find out what exactly happened to Duke and the MacGuffin.