The third part of the War for Cybertron Trilogy, Kingdom, wasn't forecast to hit stores until March, and yet here we are, in November, with the initial trickle of them into one or two stores. Amazon's even scoot up their estimate for delivery of these guys from February to next week. Iiiiiit's happening! Anyway, I threw my preorders in the garbage and grabbed a set of the first wave of Core Class figures from eBay.
'Cuz if I can get a Rattrap now I'll get a Rattrap now.
Part one of WFC, Stege, was about the Autobots and Decepticons on Cybertron, pre-Earth. Part two, Earthrise, is about them eventually getting to Earth and grabbing up some Earth alternate modes. And Kingdom? Apparently it's about Beast Wars! I mean, there'll still be some Autobots and Decepticons, but we're here for the animals. And taking the place of the $10 Micromaster two-pack pricepoint is the new Core Class pricepoint, which is some scaled-down G1 guys and some smaller Beast Wars folks. (Presumably, the scaled-down G1 guys are for interacting with this year's Titan Class playset, which we don't officially know much about, but it'll be the Ark.)
Rattrap is the lone returning Beast Wars character in the first wave. (The other two are Vertebreak, a new Predacon; and a mini Optimus Prime.)
The War for Cybertron Trilogy has been doing their best to deliver cartoon-accurate robot modes of Generation 1 Autobots and Decepticons, and it was interesting to learn how that design ethic would handle the Beast Wars characters. It turns out that the way we're going is robot modes that do their best to ape (aheh) the Mainframe CGI models, while the beast modes are taking a more naturalistic approach. This is versus the Masterpiece Beast Wars toys which aim to copy the CGI models in both robot and beast modes. So Rattrap's rat mode, you see, tries to look more like your typical actual rat than it does the cute CGI rat he transformed into in the cartoon.
And, honestly, I'm big into that aesthetic. I mean, I've got the Beast Wars Masterpiece toys if I need my Dinobot to transform into an awkward featherless duck or whatever. I'm very happy for Kingdom to embrace better animal modes. Rattrap's in particular is very pleasing! It does indeed look like a little rat. Enough so that I guess you should worry a little if you've got a-rat-nophobia or whatever. In rat mode the toy is essentially immobile. There is no articulation. It's just a rat.
Which, at this scale, is fine enough. This is a smalllllllll toy. Maybe two inches long. And I gotta tell you, this is the most complex toy I've ever seen at this tiny size. He's got a lot going on in transformation. Lots of little steps, and thankfully it all plugs in together well, mostly using various tabs that fit into the cooling vents in his balljoints. Very economical. It has to be, at this size.
The perfect rat transforms into an unreasonably-well-proportioned robot mode. Other than the more-realistic rat head on the chest, it achieves the look of the lanky CGI model. The only real compromise is the robot feet, which become the rat's rear feet. The was a choice to make them fully robotic or fully rat feet, and the choice was to go with a creepy midpoint. Rattrap's feet are an organic redesign of his three-toed metal robot feet. It's a compromise, again, but this is the scale we're working at. Two inches.
A friggin' incredible Rattrap at two inches.