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K-T Review: TWD Riot Gear Glenn

K-T Review: TWD Riot Gear Glenn

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Glenn here has quite a bit of articulation, pretty generous by McFarlane standards. He has what I like to call a barbell neck (more on the neck articulation in a second), ball and pin/joint shoulders, elbows and wrists, what I think is a cut swivel in the torso somewhere (I can’t pinpoint where, precisely) those stupid fucking hips, swivel and hinge knees, a swivel in the calves and finally, pin/joint and swivels at the ankles. Unfortunately all is not well in paradise.

It didn’t take me very long to decide what the problem is with Glenn. Those hips. I don’t give a good goddamn how they look, but Hasbro style ball hips would have REALLY helped him get the most out of the rest of his joints. Range of motion is not great, and part of that is the fault of the design. If I did this shit on a point scale they would definitely hit him for -1. He’s also got a pair of holsters that will need to be lifted (and mind you, these aren’t soft plastic holsters) to get the thigh to swivel further than a couple of millimeters. I wouldn’t be surprised if repeated manipulation causes the holsters to disbond and fall off.

If you’re a customizer you can probably eek out a bit more range.

A bit ago I mentioned Glenn’s neck articulation. There truly is a nice range of motion, and it can help give a number of “emotions” to the figures pose. Hasbro could take some lessons from McFarlane for once.

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About Ian Walker

Just a stay at home dad, part time internet troll, and amateur photographer, with delusions of grandeur and a love for 1:18th scale toys.

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