Okay, sorry for the long wait, but I’ve finally come to give my thoughts on NECA’s eighteen-inch Master Chief monster.
The first thing to note about this Master Chief toy is obviously its size. I bought mine on Amazon and I was astonished when the box was almost too large for the post man to actually deliver it. It was lucky I was at home at the time. Even the figure’s box itself is huge - if you’re familiar with NECA’s other 1/4 scale figures, you know exactly what I’m talking about. If you’re not familiar, I’m talking about having trouble storing this toy’s box under your bed or in your closet because it’s so huge. And yes, I obviously hang on to toy packaging when the price is this high and the box itself seems collectible.
The figure itself is a stunning likeness of the Master Chief at a glance. NECA seems to have gotten all of the details right - all of the little curves and contours in his modified Mk. VI MJOLNIR are present and accounted for here and I did compare the figure to the in-game John-117. On closer inspection, there are a few weird spots that NECA didn’t quite nail. The most immediately obvious irregularities are the shoulder pads. It’s absolutely worth noting that, really, no figure of the Halo 4 Master Chief so far has completely nailed the shoulder pads. McFarlane’s five-inch figures place the shoulder pads a little too close to the elbow and they hug John’s arms too closely. The Play Arts Kai Halo 4 Master Chief did something similar, opting to make the character’s shoulder joints look like huge balls of muscle underscored by high elbow pads (I may be exaggerating a bit, but that’s the one thing about that figure that bugged me). In my opinion, without having held the figure in my hands yet, the upcoming ThreeA Master Chief figure seems to have the shoulder pads correct finally, but with a price tag upwards of $200, it better.
With all of this perspective, I want to note that NECA put in an admirable attempt (and the best attempt yet) to get these shoulder pads correct. They are the closest we’ve come yet in a figure. What they’ve done is they’ve opted to attach the pads to the Master Chief’s arms with a small piece of green plastic towards the bottom of the pad. That’s that. Note that they are not detachable - the piece of plastic is permanently attached. Now, I’ve paid attention to the in-game model of Master Chief in Halo 4 and, in my opinion, this interpretation of attaching the pieces to Master Chief’s arms with a simple piece of linking material, rather than just having the pads hug his arms, seems to be accurate to the game model. That said, it just sticks out here as wrong. The pads don’t reach as high on John-117’s arms as they do in the video game. To boot, the pieces of plastic holding the pads to the Chief’s arms are actually flimsy and pliable. If the figure falls from a height onto one of these pads, I could see them coming off easily under the Chief’s immense weight. That’s a shame for such a high-end piece.
Another part of the figure that just seems under-detailed and out of place is the “seams” between the armor and the undersuit. I understand that this armor plating is supposed to be thick and sturdy, but with this figure, we’re talking about his armor plating jutting out a decent half-inch or more from his undersuit. It looks hugely disproportionate. It’s especially bad around the thighs. It wouldn’t be such a big deal if NECA had added some detail to it, but they just painted it solid green. It blends in at a glance, but sticks out once you’ve gotten some hands-on time with the figure.
Articulation is also a bit weird in this one. I understand that, with a figure this size, you’re kind of trading articulation for that statue quality. That would be fine with me if the Master Chief wasn’t eternally contorted into some weird positioning. I’ll go over the good first. The hips are really good. For those of you that collect the Play Arts Kai Halo figures: imagine the hips of the Halo 4 figures, but on a much bigger toy. That’s essentially this figure’s hip articulation. His legs can fully twist, bend, etc; he’s fully pose-worthy at the hips. I even got him to kind of manage the splits. It’s excellent. The knees are similarly excellent. Again, the articulation is very similar to the Halo 4 Play Arts Kai figures, with that double joint working its magic to allow the Master Chief to crouch and kneel if you want him to. Surprisingly good for a figure of this scale.
It gets a little bit weird at the ankles. At least on my figure, the ankles don’t seem to have joints at all. They cannot bend. They have a full range of twisting motion and the toes can also twist to allow the figure to stand more readily in a variety of poses, but the ankles themselves do not seem to bend in any way. That is a huge disappointment, though I can venture a guess at a number of reasons why. My main theory is the figure’s weight. This is actually another one of my small complaints about the figure. I would say it weighs a good ten pounds; perhaps just a bit under that. It’s a huge, heavy figure. And its joints are surprisingly stiff, allowing it to hold poses. However, the ankles of the figure are relatively small compared to other, bigger joints, like the hips or knees. I wonder if adding a huge variety of ankle articulation would have compromised the figure’s ability to reliably stand under its own weight. It’s already a bit shaky. I’ve left the Master Chief standing on my dresser since I’ve got him - just a relatively straightforward standing position. He’s fallen over four times, without warning. It’s usually a day or two after I post him there. He seems sturdy enough initially (I bump into the dresser as a test), but he just falls over on his own after a day or two. I haven’t really determined the cause of this yet, other than simply a heavy figure.
The arm articulation is pretty much what you would expect, with joints at the wrists, elbows, and shoulders. The shoulder articulation seems to be mostly for show; it doesn’t give a huge range of motion. The elbows and wrists are where the reliable poses are at. Similarly, the head swivels with a pretty good range of motion. The Master Chief can look pretty far up, down, or to either side.
One of the issues I’ve been having with my figure is the torso articulation. It seems to me that there is supposed to be some sideways movement there. I can get my figure to move side to side at the torso, but he always reverts back to his front-staring gaze when I stop applying pressure. And I apply a lot of pressure, too; it feels as though I may break my figure. But the upper torso does seem like it’s supposed to be able to move independently, so I don’t know. The thing that bugs me is that my figure is stuck with his upper torso slightly off-center, to my right. In the game, the Master Chief’s chest plates line up, centered with his codpiece, and it looks all pretty and symmetric. My figure is permanently skewed to one side, unfortunately. It’s not a huge deal, but kind of annoying for what seems like it should be a display piece.
Since I’m running out of character space, I’m going to double post. Keep on scrolling if you want more.