GENERAL ZOD

May 15, 2013

From Square Enix comes a Play Arts figure based on Michael Shannon’s part in the upcoming Man of Steel: ZOD.

A former Kryptonian soldier, ZOD is after revenge and willing to destroy whatever and whoever stands in his way. Part of the Kai Series, this awesome 8-inch figure comes with an alternate unmasked head, plus a couple accessories to add even more versatility to the highly-detailed costume.


COMMANDER SHEPARD

February 8, 2013

Commander Shepard cuts a striking figure in this new addition to the Mass Effect 3 collection.

Imported from Japan, Square Enix’s Play Arts figure of Commander Shepard comes with her trusty N7 Valiant Sniper Rifle, N7 Hurricane SMG, and the OMNIBLADE. She’s one of the most beautifully-detailed figures released in the collection.


Catwoman Kai Play Arts Action Figure

February 7, 2013

Batman and Gang in Vegas

Instead of sitting around like the boys above, you need to check out the new Catwoman and Batman Play Arts figures from the Kai series.  It is based on the Batman Arkham City game.

Batman and Catwoman Kai Play Arts


Super Street Fighter’s CAMMY

May 30, 2012

Thunder Thighs CAMMY looks as ass-kicking as ever in a brand new Street Fighter figure from the folks at Square Enix. She stands about 8-inches tall and comes with an alternate head and hands, plus some extra accessories sure to help you set up the very best battles on your display shelf.


Square Enix’s DEUS EX Figures

May 17, 2011

Square Enix is proud to present their new a href=”http://www.cmdstore.com/deux-ex.html?cmp=kimblog”>DEUS EX Play Arts Figure collection, consisting of three stunning 8-inch figures that are sure to satisfy fan-lust for renderings of these beautifully-designed characters.

Available as a set or individually, these figures of Adam Jensen, Barret and Federova are part of Square’s KAI series, which means that they boast even more than their usual items, including extra weapons and accessories, higher sculpting detail and even more articulation. Just look at her:

And for fans of the games, we’ve got a few HUMAN REVOLUTION reviews already out and here’s a fun one from GamrConnect, detailing the 10 things you’ll think as you play.

Because I am the luckiest man alive, I spent this weekend playing the first ten hours of Deus Ex: Human Revolution, which is starting to look like it’ll be the biggest release of 2011. When I finished it, I went back and played it again, and have finally managed to compress my thoughts into a handy list. Five reasons to be hugely excited Deus Ex 3 and five reasons to be knuckle-chewingly nervous about it await you below.

This game isn’t just good, it’s fantastic.
This is the obvious one. The art design is gorgeous, there’s loads to explore, and the whole package is so polished you can see your grinning face in it.

Better still, while the bugs you’d expect to find in code that hasn’t finished the full gauntlet of quality assurance were present, almost none of them affected how the game plays. No crashes to desktop, no guards being alerted while I was behind cover, no broken quests. Just the camera occasionally placing itself inside an NPC’s mouth, and the wrong text appearing underneath tutorial videos. Eidos Montreal could release this game tomorrow and it it’d still be in a better state than plenty of PC releases.

As for the game proper, after ten hours spent guiding protagonist Adam Jensen through dangerous conversations (his asbestos growl occasionally reveals a Detroit twang), as well as unforgiving infiltrations, a few firefights and an implausible number of air vents, I was left hungry. Both metaphorically – I was having an incredible time, and right on the cusp of fully removing the first layer of Human Revolution’s conspiracy – and literally.

I started playing Human Revolution on Saturday morning. I’d come home with a hangover, having eaten no breakfast. I didn’t stop to eat anything until late in the evening. It’s been a long time since a game’s managed to starve me like that.

Hmm. Human Revolution seems to be offering what Deus Ex did, but that’s it.
Deus Ex went down in history not just because it was a great game, but because it was a staggeringly inventive game that has, in a sense, come to define the immersive sim as a genre.

Deus Ex was a game about freedom of choice. Arguably, a true sequel would try and expand on that freedom of choice, in much the same way that Half-Life 2 proved itself as a true sequel to Half-Life by being as inventive as the first game once again.

Instead, Human Revolution hones the more raw mechanics of the original game, improving the action, the implementation of augmentations, the visuals and so forth, without offering a great deal more choice. Buildings still have two or three entry points, you can still talk, hack, sneak or fight your way through obstacles, your decisions as to how to treat a character will still occasionally have repercussions, and you’ll be on the receiving end of different lines of dialogue depending on whether you follow a character’s orders to the letter or not. Talking purely in terms of your freedom of choice, Human Revolution could be an expansion pack for Deus Ex.

Then again, the problem with my only having played the first ten hours of the game is obviously that I don’t know precisely how many of my choices will twist things up further down the line.

Whoah, this Detroit hub area is huge. And I’m free! Free!
I gasped a little too loudly when I first opened my map and saw the size the inner city Detroit level, where the game first lets you off the leash. The gasp also went on a little too long, as you can’t zoom out enough to see the whole level at once, so I had to do some scrolling around. It’s bigger than any of the hubs in the first Deus Ex, with more side quests, more incidental detail, more passers by to harass and less loading times.

Do you remember first getting to Hong Kong in the first game, and ignoring the main plot for hours just to explore and get involved in side quests? That’s what this felt like. Except with everybody, everywhere talking about human augmentation and with less rats and pantomime accents.

Seriously? I have to break into another industrial estate?
The original Deus Ex had its fair share of offices, sewers, warehouses and plain streets, certainly, but it also had the Statue of Liberty, lime green Greasels, the Illuminati, comic book AIs, monks, energy swords, aliens, a German cyborg lamenting a vending machine that gave him the wrong snack, Men in Black, killswitches, a plague, Parisian catacombs and even Area 51.

Whether all this stuff could make a welcome return in Human Revolution is arguable (I’m sure lots of people remember Deus Ex as being significantly less silly than it was), but Human Revolution’s first ten hours lacks almost any colour at all. It’s a parade of cops, gangsters, mercenaries, revolutionaries, warehouses, offices, hobos, factories, penthouses and the occasional (excellent) robot. About the most colourful thing in it is the world’s dingiest basketball court, complete with a basketball, which – in what has to be a nod to the first game – you can fling at the hoop, but only with the same velocity and angle you’d use for smashed a second storey window.

I also get the feeling that the above “crazy” story elements aren’t simply waiting in the wings, ready to pop out further down the line. I’m thinking this noirish and more plausible world is all we’re going to get.

Wow, I actually care about these people.
Yes, the world is a bit drab, but it’s also very human, making me suspect that Human Revolution is the more adult game than its predecssor. Yes, the ridiculous arguments about politics with Australian bartenders will be missed, but look what we have instead- a love interest, and old flames. In one early mission, talking your way into a police station involves re-forging ties with Jensen’s old friend, despite Jensen and him having long since fallen out. And there’s one particularly horrible and deeply real bit of imagery the game drops into your path if you fail to save a hostage.

The new conversation battles are the star of these more serious themes. Where before you had to fumble your way through a multiple choice conversation like a blind man going down a water slide, now NPCs will randomly say slightly different lines on each playthrough that give you clues as to what approach might work best on them. It’s a fantastically subtle solution to a part of the game that more often than not was a best a little obscure and at worst a several quickloads in succession to feel out your options.

It’s funny- not only are Human Revolution’s conversations now more of a game than before, they’re so fair and well written that they also feel more like part of the story. After failing one, I was inclined to face the consequences rather than just try again.

Better still, you have the option of picking up a social enhancement augmentation that gives you vague guidelines as to whether the person you’re talking to is susceptible to orders, praise and so forth, as well as letting you release pheremones along with a killer line once you’ve made your guess as to whether they’re personality type Alpha, Beta or Omega, with an insta-fail if you’re wrong.

These cutscenes are making me want to take my keyboard and smash my monitor like a piñata.
While the swap to a 3rd person camera when you’re in cover or performing a takedown doesn’t hinder immersion at all (take my word for it?), Human Revolution’s hateful reliance on pre-rendered cutscenes definitely does. These clips are only ever very short, and only occur during the main story missions about once an hour, but they’re still irritating every single time.

I have no idea why they’re here. I’d rather find a severed testicle in my cup of coffee. Actually, that’s a lie. I do know why they’re here. They crop up during pivotal plot moments to make sure Jensen does the “right” thing, like eavesdropping on a conversation, leaping away from an explosion or walking into a room and going straight up to the person of interest.

Put another way, during the game’s most dramatic moments, the game doesn’t just take control away from you, it abandons the rendering engine for a rolling video that looks completely different. The last game to have this sickness quite as bad was Arkham Asylum.

I want to spend the rest of my life on this augmentation screen.
Human Revolution’s handling of your augmentations is masterful. Rather than starting off as something akin to a display model, Adam Jensen is the archetypal billion dollar man from the off, with everything from cloaking technology to crowd control explosives mounted in his body. However, at the beginning of the game almost none of it is active. Instead, as Adam goes about his startling and high-risk life, his body gradually accepts his augmentations, and you’re allowed to activate one after another.

This means that right from the start of the game you can turn on anything that takes your fancy, from improved hacking to being able to punch through walls, with the twist that there are a wealth of choices and you amass the Praxis Points that let you activate this gear agonisingly slowly. Of the ten or so hours I spent playing the game, I think at least eight of them must have been spent in a blissful dilemma as to what I wanted to improve.

Better still, the game’s design constantly rewards you for the choices you’ve made, and never stops making you feel stupid for what you didn’t take. Going crawling through a sewer only to find the end of the tunnel is blocked by a crate too heavy for you to push makes you feel like an imbecile for not taking super strength. Looking down off a roof at your objective, far below, you’ll despise yourself for not taking the Icarus landing hardware that drops you slowly from any height. But you’ll also have that moment where you did take Heightened Reflexes, enabling you to do multi-opponent takedowns, and you’ll go sprinting up to two enemies having a conversation and knock them both out with a display of cyborg-fu that leaves you breathless.

Wow, did they think of including an autopilot button, too?
For all of its great environment exploration, Human Revolution’s waypointing system is a little out of control. Almost every objective of your missions and side missions appears on-screen as a large floating arrow, no matter how far away you are. On the one hand it’s extremely helpful, and casually eliminates all the maddening downtime of not quite knowing where to go, especially prominent in a game where you’ll often enter a building via what should have probably been your exit route.

On the other hand, there are plenty of missions which instruct you to “find” something, when that something is right there on both your map and your hud. Thoughtfully, you can both turn these waypoints off completely and toggle missions on and off in your log so their objectives do or don’t show up, but you’d probably be giving yourself a headache. The game’s been designed for use with them, so there will be plenty of cases where the game lacks the necessary signposting. Having no idea which door to knock on in a huge apartment block would be a good example.

I am SUCH a badass. Watch this!
Man alive, the action in this game is good. As much as the obvious questions pertaining to a Deus Ex sequel are whether it’ll keep the nonlinear design and interest in human interaction and consequence, a lot of your time in Deus Ex was spent sneaking, shooting, getting shot and thumping guys in the face with an extendable baton, which was fun enough. Here, it’s something to look forward to.

The guns feel great. The close-combat takedowns feel great. The sneaking feels great. My God, the sneaking feels great. Getting through Deus Ex without killing anybody was always an option, but Human Revolution positively encourages you to complete whole levels without being seen. Which, with the new minimap and Jensen’s grace when you attach him to cover, is a totally do-able objective, and even gets you an experience boost towards your next Praxis Point.

Crucially, you never feel weak. In the first Deus Ex, if you were a sneaky type and got caught, or you were a murderous type and took a lot of damage in a fight, there was a sense of failure. Human Revolution gives the sneaky guy tools to correct being located from his very first mission (punching that enemy who just walked into your hiding spot, or activating your camoflage to make your escape), and by swapping numerical health for regenerating health, the murderous type can no longer make mistakes. Now, it’s just a fantastic ride.

Seriously?
The preview code ends with a boss fight that you can’t escape from. And that’s not the worst of it.

As I found out after four deaths (mine), two concussion grenades, four stun gun zaps, eight potent tranquilizer darts, three point-blank blasts from a Pulse Energy gun and a final, desperate EMP grenade, you can’t incapacitate said boss, Metal Gear Solid style. You have to kill him. Or rather, you have to injure him enough so that the game can take over and show you Jensen being forced to kill in a pre-rendered cutscene. Which struck me as a pretty miserable ending to everything up to that point.

So there you have it! Deus Ex: Human Revolution arrives this August. Be more excited about it than you’ve been for any other game ever made, but also preemptively disappointed. You know it makes sense.


Resident Evil: Operation Raccoon City CONFIRMED!

March 28, 2011

Good news for Resident Evil fans from Capcom Unity! Read on:

Capcom® a leading worldwide developer and publisher of videogames, today announced Resident Evil®: Operation Raccoon City, is in development for the PlayStation®3 computer entertainment system, Xbox 360® video game and entertainment system from Microsoft® and PC. In addition it was also confirmed that the forthcoming Nintendo 3DS™ title, Resident Evil®: The Mercenaries 3D, will ship with a playable demo of Resident Evil® Revelations.

Resident Evil: Operation Raccoon City is collaboration between Capcom and Vancouver based studio Slant 6 Games and is scheduled for release this Winter. Since the launch of the first title 15 years ago the Resident Evil® series has enjoyed phenomenal success, selling over 45 million units worldwide to date. This latest offering will take the series in a completely new direction and offer a style of gameplay yet to be seen from the franchise.

Resident Evil: Operation Raccoon City delivers a true third person team based shooter experience set within the dark and sinister Resident Evil universe and a reinterpretation of the events depicted in Resident Evil® 2 and Resident Evil® 3. The setting of the Resident Evil universe not only provides a rich backdrop to the action but delivers a unique and thrilling triple threat battle. Zombies and Bio-Organic Weapons (B.O.W’s) add to the mix as players not only compete against an opposing squad but also tackle this third unpredictable element, creating a brand new style of gameplay and breaking the conventions of traditional team based shooters.

It is September 1998 and the action centres once more on the ill-fated Raccoon City and the horrific consequences of the deadly T-virus outbreak from the Umbrella facility. With a cover up required, Umbrella orders an elite team into Raccoon City to destroy all evidence of the outbreak and eliminate any survivors. Hearing of this plan, the US Government dispatches its own special forces to uncover any evidence that exposes the cause of the viral infection and Umbrella’s actions. Players take on the role of an Umbrella Security Services soldier (U.S.S.), competing alone or in four player co-op in a battle against all the competing forces at play in Raccoon City.

Expect the return of original Resident Evil enemies, iconic landmarks such as the Raccoon City Police Department and fan favourite characters, including Leon S. Kennedy, who as a rookie police officer in Raccoon City is on your hit list to eliminate. Players will experience a retelling of classic moments from past titles Resident Evil 2 and Resident Evil 3 and watch the events unfolding from the menacing perspective of the Umbrella Security Service, giving fans the chance to rewrite the history of the Raccoon City outbreak.

In addition, Resident Evil: Operation Raccoon City will deliver a number of competitive online multiplayer modes. Each one of these will provide a unique gaming experience thanks to the three way combat between the Umbrella Security Service, US Special Ops and threat of zombies and B.O.W’s that could only exist in the deadly and twisted Resident Evil Universe.

Purchasers of Resident Evil: The Mercenaries 3D, scheduled for release in the coming months, will get an extra taste of horror thanks to the addition of a playable demo of Resident Evil Revelations. Set on board an ocean liner, the demo lets players take control of one of the full game’s characters, Jill Valentine, as she explores the ship’s dark interior, killing any mysterious creatures that emerge from the shadows. A brand new title built from the ground up for the Nintendo 3DS, further details on Resident Evil Revelations will be revealed at this year’s E3.

Of course, we’re an action figure blog so we also recommend checking out our selection of Resident Evil toys from NECA, Square Enix and Sideshow! Click the pic below!


Snake Jungle Fatigues Version Metal Gear Solid Peace Walker Action Figure

February 22, 2011

I am a big Metal Gear Solid fan….and here is one of my favorite version of Snake….in Jungle Fatigues. Here are some pics of the one from my personal collection:

Snake Metal Gear Solid Action Figure


Kingdom Hearts’ King Mickey and Christmastown Sora Figures

February 2, 2010

Imported from Japan, we’re proud to announce that we’ve set up the pre-order pages for two brand new additions to our existing collection of Kingdom Hearts figures. Shipping in a few months, you can now get your very own Christmastown Sora (see below) and King Mickey, both from the folks at Square Enix’s Play Arts manufacturers.

Both the figures are about 7 inches tall (as in, their line is seven inches give or take a few on individual figures) and the models are brilliant, taken directly from the designs in the game. Fans of the series will definitely enjoy ‘em.


New Kingdom Hearts Pre-Orders!

October 5, 2009

Shipping later this month, you can now pre-order the next wave of Kingdom Hearts toys from Square-Enix and Formation Arts. Unlike previous waves, this one doesn’t feature articulated figures, instead creating statues with bases that capture not only a particular character, but items and decor that bring to the pieces the mood of the game.

This series unites Sora, Minnie Mouse and fan favourite Jack Sparrow, who lounges atop a treasure chest. They look great on display and make a very cool addition to any player’s toy shelf. They can be purchased individually or as a set of three (for a savings of $5.90). Check ‘em out!


NEW Final Fantasy Announced for the Nintendo DS!

July 2, 2009

In our previous Final Fantasy posts, we mentioned the Final Fantasy action figures and collectibles, plus the Final Fantasy soundtracks, but now we’ve got some great news for fans of the game or for Nintendo DS lovers seeking a classic-style RPG.

From the folks at Wired.com

Sick of angsty amnesiac twentysomethings with lots of giant zippers on their clothes and haunted pasts getting in the way of your medieval fantasy role-playing games? Then you are the target audience for Square Enix’s latest Final Fantasy.

Another Final Fantasy, you say? On the Nintendo DS, you say? Impossible! And yet it is true: Square Enix has announced Four Warriors of Light: Final Fantasy Gaiden via a teaser website and the Japanese comic magazine Shonen Jump. We’re not going to reprint the magazine scans (possible NSFW pop-ups), but there’s a good deal we can glean from Jump’s coverage.

Four Warriors of Light takes Final Fantasy back to the old school. As a 14-year-old boy, you’re tasked by the king of your tiny hamlet to go off and rescue the princess, a classic videogame story if ever there was one. You’ll eventually form a party of two boys and two girls, who will go off and save the world.

The gameplay system is also in the classic turn-based style. The menus seem to have been designed around the DS’ touch screen — each character’s list of possible actions looks like a tabbed browser window, which should make flipping between them quite easy.

The Jump article, stingy with details as it is, notes that there is no “Magic” command in the menu, but there is a “Charge” command. In the status screen, we can see that characters seem to have “AP” instead of magic points, which is represented by a row of yellow dots. Since each action in the menu, including “Fight,” has a yellow dot next to it, the system seems to be that you spend AP whenever you do anything, and you can spend a round charging it up if you need more.

You can equip swords, shields, armor, and accessories, and just like in Final Fantasy Crystal Chronicles, your 3-D character’s outward appearance will change to reflect what you’re packin’.

Speaking of which, while the game seems to use the same 3-D engine that’s already taken Square Enix safely through numerous Final Fantasy adventures on the Nintendo DS, the colors seem a bit more painting-like, maybe a little softer and muted. I think it’s a more pleasing look, a nice contrast to the sharper colors and characters of the other games.

Four Warriors of Light, from what we can see today, is as close as Square Enix has ever gotten to creating a new Final Fantasy in the classic tradition, completely from scratch. I’m quite interested to see how this plays out, since I’m more of a fan of the DS remakes now than I am of the brand new games in the series.

It’s slated for release this fall in Japan. I’m sure the bankable brand name alone is enough to secure it an American release in 2010.

* * *

It’s refreshing to see a franchise that has arguably become mired in its own coolness and self-love being given an entry that’s more about the classic fun and gameplay than the style. Much like the return of a less brooding Batman in the upcoming Wednesday Comics or The Brave and the Bold, Final Fantasy might just need something like this to garner new fans or bring back old ones. And since it’s Square-Enix, you know they’re going to pull it off beautifully.

And in the mean time (2010′s still too far off!), we’ve got a collection of Final Fantasy figures that you can check out by clicking the links below. Everything from wall scrolls (I own an FF8 and a Sephiroth) to Cloud Strife plush toys and replica weapons is right here in-stock or available for pre-order.






Xbox 360,PSP,Xbox,Wii,PS2 and PS3 Mod Chips. Play originals, backups & imports. Toll free support and fast shipping to USA and Canada.


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