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02-25-2021, 10:30 PM | #11 |
Showa Girl
Join Date: Jun 2018
Posts: 9,064
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Absolutely loved the narrative cohesion Kiwi and Ichigo arms brought; not to mention how amazing a final form Pine Arms was
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02-25-2021, 10:45 PM | #12 |
Alias: ZeroEnchiladas
Join Date: Aug 2015
Posts: 2,576
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02-25-2021, 10:57 PM | #13 |
Veteran Member
Join Date: May 2020
Location: Chicago
Posts: 1,473
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Hey now, Arms Changes were an awesome gimmick because it was interchangeable with almost every rider (Totally not being bias or anything haha)
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02-25-2021, 11:04 PM | #14 |
Showa Girl
Join Date: Jun 2018
Posts: 9,064
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It was! But like other series it got dropped very quickly in favour of upgrades.
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02-25-2021, 11:12 PM | #15 |
Veteran Member
Join Date: Apr 2014
Posts: 2,481
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So I don't typically think a lot about kamen rider toys in the show, but I do feel like some handle it better then others.
Kamen Rider Ghost did an oddly good job keeping toys relevant for the whole series. The ghost roleplay items (the clock, phones, and lantern) were all still used in the last act of the show, the coats got repurposed for grateful, and the eyecons were still being used for plot stuff later on. Ex-aid did alright by spreading the upgrades out between all the riders, and having the roleplay weapons be the default weapons for some riders (also by giving Kuruto the gashacon breaker) Saber seems to be kind of all over the place, the larger upgrades are fine, but the random wonderride books are kind of just there. I can't tell if they were just rushing through cause they didn't care or like out of spite.
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02-25-2021, 11:16 PM | #16 |
WONDER RIDER
Join Date: Oct 2017
Location: Australia
Posts: 2,717
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As long as the figures have good articulation I'm all good. Head and waist joints are particularly important for me. I don't need them to be Figuarts level of articulation, I just want to pick up and pose them.
Gimmicks are a bonus for me.
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02-25-2021, 11:20 PM | #17 |
Veteran Member
Join Date: May 2020
Location: Chicago
Posts: 1,473
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02-25-2021, 11:22 PM | #18 |
Showa Girl
Join Date: Jun 2018
Posts: 9,064
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Yea, it was just the start of it. Definitely an overabundance of riders, mind
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02-25-2021, 11:24 PM | #19 |
Chou Henshin!
Join Date: Sep 2012
Posts: 519
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Obviously it wasn't perfect (*cough* Suika Arms *cough*) but I thought the escalation and exchange of the Lock Seeds overall was a cool arms race between the riders. It wasn't like Fourze or Drive, which had a bunch of toys that only showed up once or twice.
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02-26-2021, 03:46 AM | #20 |
Fangirl-Type Humagear
Join Date: Jun 2017
Location: Massachusetts, USA
Posts: 703
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One thing that made OOO really unique to me was that he lost toys/forms as well as gaining them. It allowed for some really crushing defeats and costly victories because having medals stolen meant he'd have fewer options for the next battle. And it meant that instead of just always going for the "best" form, the show could actually make use of the mix-and-match gimmick and show off the random combos from time to time, because Eiji didn't always have the right medals for a full combo. And I guess from a marketing perspective, it also let them draw attention to the same toy multiple times.
I know several seasons since then have had villains or rival riders try to take the main rider's collectables, but they so rarely actually succeed that it doesn't feel like a serious threat like it did in OOO, except maybe when Jin took Flying Falcon. What I'd really like to see is a season where the collectables change hands often like in OOO and are used by multiple riders like in Gaim, so that when a rival rider steals the hero's collectable it's a problem not just because the hero loses access to that form, but because the rival can now use that form themself.
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