
Originally Posted by
GoktimusPrime
I think this lack of a decisive screen model has allowed the designers a greater degree of creative liberty which has worked in the toy's favour. Trying to achieve screen likeness is often something that impedes a toy's design. Even the best made screen-like toys tend to be good in spite of screen-likeness rather than because of it. IMHO toys tend to be better when screen-likeness is a lower priority (if a factor at all), and Scrapmetal is an example of this. Similarly Cogman. Contrast this with Shatter; I'm not saying that screen-likeness is the source of this toy's problems, but it sure ain't^isn't helping.