Earthrise Leader Doubledealer Review

It took me a while to figure out how to start this review. Mainly because I’m out of practice. Usually, I would talk about the character for a bit and make a joke, but honestly? Doubledealer is kind of a non-entity. He’s had precisely three toys in his thirty years, and the previous one to this was a repaint of the worst Blitzwing toy. I owned it, cos I like the character’s concept. A mercenary playing both factions? That’s a fun idea. However, that toy was godawful. So as soon as this new version got announced I sold it on. Good luck with those shoulders whoever the hell I sold it to!

Thing is, aside from the concept there’s pretty much fuck all to know about Doubledealer. His most prominent role is in the Japanese Masterforce cartoon, and that’s not even him! He’s a suit of armour of a blue-haired orphan with an inferiority complex.  And then we had him in IDW where he got beaten by a magic 8-ball (who later turned out to be one of the Transformer’s gods…sort of, but still).

But after all that I just decided to sit down and write because I need to get this done and back into writing as a whole.

So, we have the first “proper” leader of the Siege/Earthrise line. Ok yes, we had Astrotrain, Prime, Shockwave etc, but they were Voyagers with bits of armour or boxes. While there’s a little bit of that with Doubledealer because of his accessories, but he has enough mass to him to feel like a leader class. His bot mode is rather lovely, featuring colours you don’t see much in the franchise melded together to make a brick wall of a robot armed to the gills with weaponry and a good amount of articulation to boot. Hell, he even has wrist swivels. The only real point of contention elbows could have done with being tighter, as there are many reports he can barely hold his giant gun. Mine can hold it fine in his right arm, but not the left.

As for his gimmick, well it works. See way back in the far-off year of 1988, Doubledealer had three modes. An autoboot robot mode, a Decepticon bird mode, and a “neutral” ICBM launcher mode (which is a weird way to describe a mobile nuke launcher). Those were accessed by his two Powermaster partners, a Decepticon bat and a Not-Rumble/Frenzy. Since you know, complicated parts like that would probably make this guy cost like £100 at least in today’s economy, Doubledealer now accomplishes the same with hinges on his shoulders

Yeah, I tend to put his as a Con because due to his bulk, colours and weaponry, he doesn’t scream Autobot. And this is even taking guys like Roadbuster into consideration. And I’m glad they did this, allowing him to be a Bot or Con in robot mode rather than his original incarnations way.

Speaking of awkward segues, let’s talk about his Powermaster partners Knok and Skar! Because they’re back! If you shelled out £25+ for a pack of 4 sub-legends class toys because dammit you want Rumble (FIRRIB FOR LIFE!) for your Soundwave.

Yeah, that’s about all you can say. They’re fine for bots that turn into rectangles. Just like the rest of the Soundwave tape guys. Though speaking of Soundwave, Doubledealer managed to steal his schtick, as his chest opens up allowing you to stick one of his little buddies there for storage, or to flip around and display him like a Powermaster. He even features a small engine block which you can stick on little guys pegs for that later 80’s nostalgia. Still it only really works with Knok, as he is the same colour as Doubledealer’s chest since he pretty much was the bot mode chest back then. Also at least on mine Skar seems just that bit too small to fit securely.

As for his other modes. Well, they’re fun! But they’re kind of a pain to get to. Transforming his torso for both modes is fine, but his goddamn legs are annoying. For both modes you have to fart on with his double-jointed knees, positioning them just right so they line up with slots. However getting to vulture mode is the most pain in the arse way, because you have to sort of fold the knees in on themselves so a tab on the bottom of one joint can slide into a tab on the other joint and if you don’t get the knees in just the right position to allow this, it feels like you’re going to break the damn things.

And after all, that, are the results worth it? Kind of!

OK, this is one daft looking vulture, what with the front half of an ICBM launcher hanging off his arse…but it works. I dunno, it’s just stupid looking but weirdly nice at the same time. Sure, his articulation is limited to his toes, wings and head but it’s just a daft piece of fun.

And yes, you can store his missile on his crotch so he has the big bird dick if you want.

As for the ICBM mode, honestly, it’s a great mode in both transport and launcher mode, although the way his head is kinda just sticking out the back looking up makes the disguise a little daft. The rear ramp also allows you to connect him to other Earthrise bases and/or robots who turn into bits of a road for reasons.

I like Doubledealer, despite his problems. Yes, he’s got some loose joints, his transformation is finicky. He’s also technically a partsformer, but I’ve found myself softening on that now as long as it’s done OK and doesn’t involve taking the robot apart and putting it back together again. His concept is a fun one, and I’m glad they went with the robot mode allowing him to have both factions rather than being some sort of weird reverse Punch/Counter-Punch gimmick.

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