Showing posts with label FirstGundam. Show all posts
Showing posts with label FirstGundam. Show all posts

Sunday, 31 October 2021

Gunpla: The RX-75-4 Guntank, this time in High Grade (HGUC)

I've spoken about the Guntank before, with respects to its cute version. A crude attempt to counter Zeon's Mobile Suits, and acknowledged as such in series, the Guntank was exactly what it sounds like. As a concept, it never really caught on, but designs inspired by it still turn up every so often. This HG kit is an older example, but also inexpensive, so I added it to an order on impulse. Sorry, this is gonna be a short one.

 




While not the most ancient model I've ever worked, this was number 7 in the modern HG series making it twenty odd years old and it shows. The SD version was only a year younger and purposefully simpler, but the difference between them is not as great as I might wish. I mean, yes, different art-style, but the only significant advancement here are the rubberised track pieces. Colour accuracy is on point for both, although I'm not a fan of the grey plastic here. Seamlines and cut marks are an issue generally, although the blue segments are OK. There's almost a polar opposite feel there, as the tank base is a good deal more detailed than the torso. So, I wasn't that impressed on a technical level, and as the Guntank is inherently less dynamic and cool than a mobile suit, it's not that exciting once finished. I would have thrown in a core fighter or something. Once completed, I opted for a simple panel-line and dirt job. I thought about doing camo, but decided against it as that would conflict with the 70's vibe. You can go nuts lining panels with this thing, due to the individual track links, so on went the Typhus Corrosion around the wheels, and Agrax Earthshade for the treads. I don't think it came out too bad, but I need to get over my fear of seamlines one of these days.





Is the HG Guntank worth your time? Well, if you're fond of the design, its a low cost and faithful interpretation. It does however feel a bit basic, and dramatically overshadowed by its White Base  brethren, as even the Guncannon got an update recently. I've spent more to get less, but this kit sits at that awkward point where it's not offering the benefits of its pricepoint. Maybe the Origin version is more up my street. 

 

 


 

Sunday, 11 July 2021

Gunpla: The MS-09R Rick Dom (HGUC)

I can get a bit "armchair general" about Zeons assorted Mobile Suit programs, which was a messy contest between multiple factions and reality. Part of it was obviously the need for merch and concerns about viewing figures, but imagine the following. You've invaded Earth, but found your super weapon, the Zaku II series, isn't working as well there. As WMDs are now off the table, you need to make a better version for land combat. At the back of your mind, two things are troubling you. The first is that you are in a stalemate with a power that has 30 times your industrial capability, while the second is that the Federation must be working on their own version of the Zaku. The latter fear is soon proved fully justified by the first episode of the Gundam anime. So what do you do? The answer was deploy the Dom series, a popular design that probably came too late. 

 

 

Now, if we're just talking raw numbers, the Dom was a dramatic improvement over the Zaku series. Its was tougher, better armed, and faster due to its hovercraft system. However, there were issues. Physical armour was about to be devalued by beam weaponry, and the war was about to be move back into space, prompting the Rick Dom variant as a stop-gap. Also, as a result of a certain video game, I've never been keen on the Dom's bazooka as a general purpose weapon, if only for ergonomic and rate of fire reasons. You don't need that to destroy a GM or your average Feddie tank, so it prompts questions as to what Zeon thought they were facing. Well, presumably the ol' RX-78-2, but bazookas aren't ideal for agile targets. The Dom also features some "transitional" attempts at beam weaponry, with what amounts to a nipple-mounted flashbang grenade, and the Rick Dom's externally powered beam bazooka, which incidentally is an "expanded universe " addition.



So, that's 300ish words on the lore, how is it as a model? Well, it's a prestige kit from 2006, so they put a lot of effort in, but you can tell its an older product. Colour accuracy is high, featuring transparent parts, a moving monoeye, but the scattering beam gun requires a sticker. There's multiple hands, of a 3 part style, but they don't look great due to gaps and seams. You have the option to build a vanilla or Rick styled Dom, but it's not something convenient to switch after assembly. Posability is about what you'd expect of something whose feet are as big as its torso, possibly better than it looks, but nowt earth-shattering. Following a lens mishap, I opted for the beam bazooka, which I will admit is a touch daft and a little heavy for the arm joints. I then did a bit of light panel-lining.



Overall, this kit feels just a little outdated. There's definitely nice touches like the shoulder armour, and the overall effect is great, but the weaknesses are definitely things that are in the nuisance category. There are probably nicer Doms, but that's not its fault, to be fair.



Monday, 4 January 2021

Gunpla: The MSM-03 Gogg (HGUC)

OK, let's talk about a little something I did a while ago, but ended up being pushed back by more immediate topics.....

When the fascistic Zeon forces invaded Earth during the original Gundam series, one problem they had was the absence of a navy. Yes, they had a space navy, but not a navy-navy. One solution to this was, of course, to create giant robots to fight under-water, and this idea is something the franchise tends to revisit. Not to any great extent, but it's not unusual for a few episodes to introduce a few swimming mecha with unusual designs. Today's subject was the first of these, and in some ways a demonstration of how the original Gundam show can tend towards the “super robot” style of things.


 

 

The Gogg is decidedly light on detail and goes for an internal weapon motif. Something that First Gundam popularised was the idea of handheld mecha weapons above all else, but amphibious MS didn't play by that rule, and were also among the least humanoid of the Zeon roster. In many respects, you could call them a throwback to the kind of mecha Gundam was breaking away from, only exceeded by the Mobile Armours in terms of 70's sci-fi styling. However, as simplistic and toyetic as the Gogg looks, and it would not look out of place fighting Mazinger Z, there is a truism or two at play here. The first is that there's nothing wrong with simple if it's done well, and that it's always a joy to have articulated fingers on a robot for cheap laughs.




As a build project, this was a kit of two halves. The legs and body are fairly unremarkable in construction, if fairly good for the time in terms of colours and stickers. There's a lot of (necessarily?) smooth surfaces, and 70's style colouring, so only minor details in obscure places need finishing. Stuff like the inside of the non-standard ankle joint, which I washed but didn't paint, and marker work. I was quite pleased with how the gut area came out; I think I'm getting the hang of paint markers. On the other hand, there are the, well, hands and arms. This is a somewhat more involved, with a load of plastic-on-plastic joints to represent the segmented arms and claws. As this kit is circa 2000, this causes some concern with regards to the joints wearing out, especially as you are expected to detach/reattach segments for "swim mode". As it stands, my example has no immediate cause for concern, but I wouldn't push your luck. The age of the kit means that there's no hole for a stand, which would have been really desirable for something like this, but there is a trio of thrusters in the gooch zone, so I'd imagine it would be an easy mod. 




So, nitpicks aside, what the Gogg ends up being is rolypoly fun. I mean, yes, it will shred you with its iron nails, but it's not intimidating in the conventional sense. All of Zeons original amphibious suits are a bit like that, especially the Acguy, it's probably why they are so memetic. It waddles like an obese man, the leg/body/head/arm design not allowing for dynamic poses, but it will give you the finger. And sometimes, that's enough.

 

 

Monday, 28 December 2020

Retro Review: Gundam: Federation versus Zeon (PS2)

I have to keep reminding myself that the millennium was two decades ago. I think that's just part of getting older, or maybe just the a desire to escape 2020, but I find my nostalgia bracket creeping forward to that time. That time when anime was big, and expanding, but before certain distasteful trends became mainstream, and before I burnt out. FvZ dates from around that period, part of Bandai's big push to make Gundam a thing in the West. Huge back home, it however ended up as an obscure bargain-bin title in the UK, which I took advantage of. More recently, I reacquired the game, because of been in a Gundam phase lately, and TBH, it was quite influential on me. When it comes to the original Gundam story, it was actually a bit of nuisance to watch back then, as you have a choice between sub-only film versions that are quite long, or dub-only TV episodes you had to import. As a result the game was MUCH more approachable. Things are of course easier now that Bandai does that free YouTube channel, but you took what you could get back then. Incidentally, this isn't the first iteration of the game, either. This is actually the deluxe version with 0G space combat.




The thing about this game is that it's faithful to a fault, but it's based on something no bugger had heard of. So you start off with a serious sounding prologue mirroring the anime, and then run head-first into its cheesey 70's soundscape. The title screen announces itself with a loud "chu!", with this overly loud and baffling noise forming part of the menu interface. You navigate past this, into the game proper, and maybe start to enjoy the music, and then the English language track hits. There's a lot of repeated battle chatter, and your mileage may vary on how irritating it is. No, you can't switch to Japanese, for some level of separation. This is a downer.

 

So, once you've pushed past auditory issues, what's underneath? Well, a 3rd person shooter with a strong arcade feel. Which makes sense, as it was an arcade game originally. Rather than the strategic or simulation style that mecha games tend to be, FvZ has a deliberately simple interface and gameplay. You get one button to jump, one for shooting, one for melee, and one to lock the camera on target, with the shoulder buttons handling lesser used functions. This makes the game extremely easy to get into, and some effort has been made in ensuring mobile suits feel different. The animation and sound effects help, with something like the Dom gliding over the battlefield with a big gun, while a Guntank handles exactly like you'd expect. Something easily overlooked is the absence of hitscan weapons, with projectiles being visibly modelled and even destructible in some cases. This means you aren't sure of a hit even when locked on, it's a skill you have to learn. Game balance comes from a battle gauge bar for each faction, which acts as something like a points limit. You don't necessarily mind when something like a GM detonates, as it will be replaced from the bar without issue, but the loss of a Gelgoog is like loosing the game. Battles can get quite intense, although you do have rely on AI for your squad mates, and I can't decide if its functional, or if I'm just too busy to micro-manage it. I'm also less than keen on the zero gravity Missions. That said two player split screen is also availible, and given the general accessibility of FvZ, this certainly isn't a bad game to introduce a mate to.





It's not an especially deep game, mechanically, but there is progression and unlocks if you want to put in the time. More esoteric weapons like the G-Bull and Elmeth can eventually be used in multiplayer, but the campaign mode had greater appeal to me. Here you get a map screen and some initially repetitive scenarios as you encounter the famous battles of the One Year War. Here the strategy comes from selecting the Missions and trying to keep your mecha in good nick. A Gundam will happily slaughter all it sees, but it's not quickly repaired. There's no shortage of raw content there, and it does get engaging, although you might be disappointed to learn you can't change history as such.


Nerd complaints? Well, there's an unavoidable imbalance of variety between the forces. Zeon put out new designs every 10 minutes, and so has endless choice, but the Federation is much more limited. There has been an attempt to address this by adding in units from my personal fave, 08th MS Team, which is welcome, but there are issues later in the campaign as those can't be used in space. It would have been nice to see a few more GM variants, or at least a machine gun for the regular GM, so you had options. You'll also find the occasional oddity where a MS and its weapons don't sit well with control scheme.


Overall? FvZ is a functional if shallow game that does exactly what it set out to do. It doesn't have any real depth of mechanics or breadth of appeal, but it is fun and quite accessible. Enjoy in breif doses, ideally with another human.

Sunday, 30 August 2020

Gunpla: The RX-75-4 Guntank (SD)

I'll admit to not quite getting the whole "super-deformed" thing, especially in relation to mecha. That is to say the Japanese merchandising practice where a character or concept is given the proportions of a toddler and generally cuteified for the purposes of low cost toys and ancillary media. Maybe it's the same cultural phenomenon that gives us mascots. Maybe there's a technological aspect, such things being much easier to make than a completely faithful recreation, at least at the time, and it stuck. There is a prolific and venerable series of video games "Super Robot Wars", and many lesser known Gundam games that started around the Super Famicom days, which stick with the style. I don't know, perhaps somebody whom actually has lived in Japan could comment? I do however know something about the Guntank, and how it is simultaneously a good and bad candidate for the SD treatment.



So, first a word on this kits background. The Guntank is a self-explanatory mecha from the original Gundam TV series. It was very much a transitional design, having been made by Federation engineers who'd heard of Mobile Suits, but not actually seen one. The Guntank was effectively a scaling up of a tank into something big with arms, pre-empting Battletech, via the whole Core Fighter business omitted in kits like this one. As you might imagine, it wasn't a concept that caught on, although it has its fans. There is after all a place for self-propelled artillery. The reason why it is both a good and bad candidate for SD is that it's not humanoid. You can make it a little cuter, but you can't make it a baby, so what you end up with is an inexpensive model that isn't too far from the serious ones do. SD kits often end up compromising on stuff like articulation, but a Guntank doesn't really move and is a torso atop a rhombus, so no loss? 





This isn't the first SD kit I've messed with, but the last was a very long time ago, so the experience was novel. Dated 2001, it's a very simple affair, both when building it, and from a model -making technology perspective. The quality of the materials for example is notably worse than HG, so watch those pegs, this did not do well when it hit the floor, but you get what you pay for. Plastic colours are largely on point, although it's got easy source material. The main difficulty proved to be chest vents, which defied markers, resulting in the application of stickers instead. There is also a surprisingly detailed cockpit with transparent canopy, although you'd have to paint the dude, and the box demonstrates a rather impractical example. I managed to knock this out in an afternoon, most of that time being panel-line stuff and fixing the chest. And it was a good time. I think I get that appeal: small, cheap, easy builds. Would have another. 



Sunday, 31 May 2020

Gunpla: The MS-05B Zaku I






When you think about it, the original Zaku has a decidedly inglorious service record. It was five years old before the the war kicked off, and was supplanted by the Zaku II almost completely. This relegated the old version to second line duties, which saw it participating in the atrocity and new form of war-crime that was Operation British. Then the war turned against Zeon, so the Zaku Is were sent to replace losses, which gave the design a chance to do something actually honourable, outdated as it so obviously was by then. Actual characters piloting one tends to signal an impending tragedy. Let's talk about Captain Gadem.




Gadem was a character whom was appeared in episode 3 of the original Gundam TV series, but conspicuously absent from the movie version. A captain of a Papua class supply ship, Gadem is responsible for approximately 90% of the fandom love for the Zaku I, his fighting style resulting in the design choices for this kit. To spoil a 40 year old TV show, Gadem had the misfortune to run into the titular Gundam. His ship destroyed while attempting to resupply The Red Comet, Gadem charged his unarmed Zaku I in rage-fuelled attempt to even the score, ignoring warnings to stay clear. The result was as sad as it was ballsy, as while he was clearly a better pilot than Amuro was at that point in his career, Gadem died almost immediately. Still, nobody could take that shoulder barge from him.





When Bandai does a kit, and there is a definite scene for it to replicate, they sometimes will go that extra mile. The Zaku I has the mobility and hands to replicate that suicidal charge, and thus ends more articulated than the HG Zaku II. It also has a similar number of accessories to that kit, and while your mileage may vary, I like them more. Case in point is the shoulder shield, a hallmark of the Zaku design that would present only circumstantial protection due to its size and mount. Here it goes on the forearm, with added spikes, so it would actually be of use in a scrum. Factor in the ability for model to stow all its weapons, and you have a very complete package.





What criticism I have arise from the relative age of the kit versus its subject matter. Its not that great for seams, and while it has really nothing to apologise for on the colour/sticker front, it does feature the usual "loose Zaku axe in the wrong plastic" issue. As builds go it's not bad either, the only issue for me was the head suffering from my clumsiness, but hopefully, you can't tell. Oh, and I don't like that weird should pad thingy. It's hard for me to fault, TBH, and while it's as definitely not as elegant as say a 30MM kit, or anything like as sturdy, it holds its own against them.






You know, this is better than the Zaku II.

Sunday, 10 May 2020

Gunpla: The RB-79 Ball twinset (HGUC)

For varying reasons, I'm rarely drawn to the "heroes" of any given Gundam series. Yes, you have a overwhelming technological advantage, well done. That's not exactly great for drama, is it? I'm definitely more for the unusual, the mundane, or expendable. Hitting all three categories with force is the RB-79 Ball, presented here by a High Grade Twinpack. A civilian construction vehicle hurriedly adapted for combat, the Ball was deployed in huge numbers by the Federation to help with their Mobile Suit problem. These tended to die horribly, but if we're honest, an actual vehicle being in space combat probably would look more like this than a giant robot.




To give a proper defence to the Ball, I'm gonna step outside the weebish world of Gundam, and into the even more EdgeLord setting of Warhammer 40k. Think Star Wars, but filtered via a Heavy Metal album, and everyone is really evil. Including the anime inspired faction. 40k is a miniature wargame, one which seems to be actively maintained these days, thank Christ, but not necessarily a deep one. A good example of this is a useful-but-reductive of habit of many players, whom break out the probability calculations to judge a unit. Often this is on a cost per kill basis, and commonly called "mathhammer". Not a bad tool, but one that only judged a models ability to trade injuries. One of my favourite unit to field was the diminutive Gretchin, goblin-looking blighters whom were objectively terrible fighters. They weren't there to kill stuff though. They were there to do stuff like catch bullets, hold position and generally frustrate the enemy, while my actual troops did the heavy lifting. The Ball occupies a similar niche, although you can make the argument its good at hit & run. Yes, it's an armoured coffin with an ignorable cannon, but while you're dodging that in your fancy ass Gelgoog, a GM just flanked you.




Why am I going on like this? Well, its that or make endless testicle jokes. What's the kit actually like? Well it's like the Loto set, but without the crippling balance issues. A pair of balls are obviously a much simpler build project than the Lotos, not to mention your average individual MS, but it's basically perfect for what it is. Assembly is good for a lazy Sunday evening, with no drama. Or stickers. Or polycaps. It doesn't hurt to do some panel lines and thruster detail, but colours are ideal. There is even a weapon variant to mix things up, a twin cannon more usually associated with with the orange K type variant. There is also a stand for each, which is nice. A few minor criticisms could be made, the stands are the same plastic as the main body, rather than transparent, and the twin guns lack something for their sensors. Mind you, its very hard to complain when everything goes together this well.





Most of my blog articles feature things only of interest to me and maybe three people whom are likely to read this. This article, even more so.



Sunday, 19 April 2020

Gunpla: The RGM-79 GM (HGUC, and its pronounced “Jim”.)

As the originator of the so-called "Real Robot Genre", Mobile Suit Gundam laid down many new staples and tropes. The one that annoys me most, in a misnomer sort of way, is the idea that prototype mecha are always better than one built by the dozen. On some level, this makes sense, as a new weapon should be designed to be better than something that already exists. Quality versus quantity, and all that. Then again, prototype more properly refers to something that isn't finished, so such a machine would be buggy like a PC game in beta. What First Gundam ended up doing in the name of good storytelling was imply the former interpretation. Yes, the GM is a simplified and mediocre robot versus the Gundam, but that was the point. A Doylist reading says this guy dies like many do in a war drama. The Watsonian reading says we need quantity NOW, but this is still better than a Zaku on paper. But what people a actually heard was that mass produced mecha, especially Feddie ones, were crap.



What was I talking about? Oh right, the model. My first impression of the kit was "Yikes, is it meant to be that colour?". I'd looked it up on Dalong.net, so I knew it wasn't actually white, but really, it's that minty in person? And the box makes it look more like a grey? Greenish is canon, I checked, but you can pick your frame and end up with white too. Anyways, this kit is pretty old. Not the most aged I've talked about, but old enough to buy beer. This possibly explains the plastic colour, and certain simplicities in its engineering. Its very straightforward kit with 2 runners, polycaps, and a single sticker. Unfortunately, it also predates translucent plastic for the beam saber, lacks a full selection of weapons, "tilt forward shoulders" and other quality of life improvements. It is the least technically impressive kit I've written about. That's not automatically the same thing as saying its bad however. Don't overpay or anything, but there ALWAYS is something to be said for a quick, no-nonsense build experience. It's soothing, and I do this stuff to relax. Although, I did end up drilling out the "inactive" saber hilt to accept a more modern beam effect. 




The end product certainly isn't bad either, adjusting expectations. It's not especially well-articulated, but it's got the basics, and enough to use its accessories. The shield lends itself pretty well to posing thanks to a flexible arm mount and handle, with a storage mount on the backpack. The Beam Spray Gun has only the one trigger hand, but it looks nice, and you do get an expressive left hand. The main argument against this kit however is the amount of finishing it needs, specifically in the area of seamlines. So, after a therapeutic build, I did some research, got some new tools, and tried to fix it. I figured, "it's a cheap and simple kit, even if I mess it up, it'll be a learning experience, better this than something complex. " 

 



It went about as well as that time Father Ted tried to fix a car. The thing about seamlines is apparently you have to be really careful, otherwise you are committing to paint. Via applications of glue and file, I was able to minimise the majority of the seamlines, but those same tools can obliterate detail easily at this scale. So, out came the white spraypaint. This behaved oddly with the green plastic. So out came the black spraypaint. Which also didn't take, which is there are only pictures of this kit before the paint. 


So, to summarise: its a fun-if-basic kit, which I'm sad I made a mess of.




Sunday, 1 March 2020

Gunpla: The MS-06 Zaku II (HGUC)

 Righty, I keep mentioning the Zaku 2, time to talk about what I'm referencing.


The Zaku II or Zaku 2 is iconic. Real iconic, not Ubisoft iconic. We're talking Mario iconic. Arnie in The Terminator iconic. Perhaps not as iconic as the titular Gundam, but they don't necessarily revamp the Zaku as often, so it's kept its lustre over the years. Fictionally, it's the giant robot equivalent to the Panzer 3. In execution, it's a Stormtrooper out of Star Wars. If you do gunpla, you are obliged to build at least one. Therefore, it pains me to say this one was less than exciting once I'd finished it.




I can't quite remember when I started this one, TBH. It may have been sitting on the table, limbless, for two years. Not the first project I forgot about, but hold that thought, it may be important. Anyways, this fellow invites immediate comparisons with review subject #1, the Hizack. Because this kit came out six years later than that one, and is, ya know, iconic, and therefore got more love, its not a comparison the Hizack does well in. I'd say it was like looking at an Mega Drive 2, versus one with the 32X addon. The Hizack does have a waist joint, while today's MS omits that on aesthetic/lore grounds, but the Zaku 2 is a much more complete package. You've got the gun, which can be held by both hands, an axe that stores, a bazooka that stores, and two sets of leg missiles that stay on. Kinda. The axe is a little loose in hand, although that supposedly happens alot.  It's all nicely done, with a rotating drum for the monoeye. Have you noticed the elephant in the room yet?




Yes, this attempts to replicate the actual 1979 vintage animation cels, as opposed to tarting things up, which often happens with the titular Gundam. So, traditional proportions, no new technogubbins, minimal added detail, and no backpack thrusters. This makes it a marmite. It also means that detailing the kit is somewhat redundant, because there's so little meaningful to do with the endless smooth surfaces.  I tried to panel line this, but there are hardly any panels, and I couldn't be bothered with the hoses. Just attempting to detail the thing feels contrary to its design principles. You do need to paint the axe, but given that it's in a fairly neutral grey, and you'd need to do it purple, why bother? Otherwise, it's good on its own terms, has a fairly complete selection of accessories, and nothing to really apologise for on the posing front. A solid build too, more complicated than it looks. There's definitely more joints in it than they actually needed, which was a pleasant surprise during construction. Otherwise though, its an example of how competency can be boring.


All in all? It's perfectly fine, but I didn't find it especially engaging. Sorry, Zaku, its not you, its me.  You're fine, its just you aren't quite what I'm after in a model. Fortunately, there's plenty more versions of this.