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Al Simmons (Spawn 17R)
People named "Al" seem like they should be nice
people. However, when Al’s holding a submachine in one hand and a combat knife
in the other it’s a safe bet he’s not looking to make any friends. |
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soldier type. Now Al stands straight and correctly assumes the "Did you look at me? BLAM!" stance that’s associated with anyone packing this much hardware. (Plus he’s now got a knife and leg holster for it.) The rest of sculpt is very well done, especially in the head and boots. His clothes are rippled as are all the muscles in his arms. Articulation |
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points are integrated in such a way as to make them
unobtrusive. All of them are located at logical seam points. For example, his
left arm has a swivel point at an arm band. But there aren’t many useful points
of articulation – the boots and the waist come instantly to mind. On the back of
his belt he has a canteen and a holster of some kind that prevents any radical
"look at his own butt" poses. In fact, there’s barely room to do a quarter turn.
The other upgrade that Al has undergone is a paint job. His clothes have been
given the urban commando treatment, unfortunately there’s quite a bit of
oversplash and inconsistent markings (at least on the figure I used for this
review). But I do like the mud on his boots – it’s a small touch but it’s good
attention to detail. There are two other points that detract from the overall
craftsmanship: the ridiculous headset and the pegless base. You would think that
with all the hardware Al’s got access to he would have picked a headset that
wasn’t so obvious! There’s no peeking over logs wearing this thing – the enemy
would have a clear indication of where Al was about to appear. He might as well
have a bulls-eye painted on his bandana! It might seem like I’m nitpicking, that
I should
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