Transformers Titans Return Quake – Review


The Titans Return line has hit the shelves in a big way and it’s good to see a lot of the old G1 characters have another go around, with updated designs and modern engineering. This time around it’s Quake’s turn to receive the Titans Return treatment. Quake has turned out to be a bit of a surprise for me since I wasn’t aware that he originally was a Targetmaster that was released in 1988.

Box front – and yes, his head has come loose inside the package.

Quake’s character is that of a berserker, where once he hits the battlefield, he won’t stop until everyone and everything is reduced to ashes. Now that he’s been paired with Titanmaster Chasm (who can create portals), we have the extremely dangerous combination of an unstoppable force of destruction with the ability to teleport enemies and objects around at will.

First Impressions:

Quake – unarmed

Quake shares a mold with Titans Return Hardhead (with Titanmaster Furos), and while he still retains his tank vehicle mode, he’s now adopted Hardhead’s “H-tank” format where the left and right treads are split into 2 separate sections. Like most Titans Return figures, his colour scheme is reminiscent of his G1 days, but now he’s sporting a slightly darker blue. Once out of the package, his robot mode feels sturdy despite all the hollow sections around his body. It’s understandable that some sections need to be hollow in order to facilitate the transformation but to see them on display is a bit jarring.


He’s quite detailed for a Deluxe class figure and his colour scheme consists of dark-blue, grey, and maroon, broken up with a large black piece that is the main cannon. There doesn’t appear to be a whole lot of paint apps here with only a few touches of silver on some vents, and his Decepticon badges with yellow lightning strikes. I like how the main cannon can be positioned over his shoulder, but the way that the tank’s cockpit hangs off his back can be slightly distracting. Like a lot of the new Transformers being released lately, he has that “action figure that also happens to transform” vibe going on which is nice.


Aside from his rifle, his main cannon can also be removed and used as a hand gun. The main cannon also has a neat feature where the back end can open up and form a seat for Chasm or another Titanmaster to ride in. There are not a lot of accessories here, but it works. Kind of like a “less is more” sort of arrangement.

Loaded up and ready for battle


In keeping with the “action figure” vibe, just about everything moves how you would expect it to. The joints are sturdy enough and he feels like he could hold some dynamic poses. There’s no waist articulation which for me isn’t really a deal-breaker, but it would have been nice. When Chasm becomes Quake’s head in robot mode, they share the same mini ball joint which makes the head feel a bit loose at times. It can still hold its position well enough but the whole thing feels a bit fragile to me. Chasm’s head mode can rotate fully but can only manage a slight tilt back and forth, and left and right.

Chasm himself has the standard Titanmaster range of movement. The ball joint in the neck offers full rotation and a slight tilt back and forth, and left and right. The joints in the arms give a decent rotation which is often hindered by the face hanging off his back. The legs have hinges in the knees and hips, but the lower legs are molded into a single piece. So basically all he can do is sit, stand, or fold up into a head.

The shoulders have a good range of movement due to the combination of the hinge and ball joint present there. The hinge allows the arms to be raised up at the shoulders past 90 degrees and the ball joint allows for full rotation and some twisting/tilting. At the elbows there is a double joint due to the transformation which helps the elbows bend to just past 90 degrees. There is also a swivel there to turn the forearms in and out which is handy. I was pleasantly surprised to find a swivel at the wrist. Too often I’ve come across a figure that could have really used a wrist swivel only to find out that there isn’t any. The wrists can turn in for the transformation, and it’s a simple thing, but the swivel really helps out with posing.

There’s no articulation at the waist, but the ball joints in the hips offer a decent range of movement. Good enough that he can do the splits in both directions. You’ll find a swivel in the thighs and a hinge at the knees that only gets about a 90 degree bend. The toes have a hinge but it’s mainly for transforming. Like some Transformers now, there are no ankle rockers. Instead the bases of the feet have been cut on an angle to facilitate a wider, or more natural stance.

In vehicle/tank mode, there’s not a whole lot of movement going on. Since the treads aren’t the functioning kind, we have to settle for little rollers underneath. With the way that it’s been designed, there’s no turret to speak of. The main cannon plugs in next to the cockpit, but there are a couple of hinges that can allow the cannon to tilt up and down. You can then pivot the cannon where it connects with the base. It’s not really a turret in the typical sense, but it’s still poseable.

“See that thing over there? Blow that up.”
Doomshot can’t resist a shiny new tank to play with.
“Can’t see a damn thing with this rifle in the way!”
“Wanna see me shoot down an Autobot plane with this cannon?”


I’m quite pleased with how everything moves with Quake. He feels like one of those Transformers that you just want to pick up and play with. His joints are sturdy and he’s capable of some dynamic poses. The transformation is quite easy and everything tabs in nicely where you would expect it to. I missed out on Hardhead and Furos the first time around, so having Quake and Chasm in my collection make for an ideal replacement. With each new wave of Titans Return figures, it’s interesting to see which classic characters are given a modern update.

Also, like most Titans Return figures these days, it’s fun to try and find out hidden/alternate modes for your Transformers.  Here are some that I’ve figured out from messing around with Quake:

Gerwalk, because why not?
UFO Mode
UFO Mode
Alternate Vehicle Mode
Alternate Vehicle Mode

Quake and Chasm can be found at the links below along with other figures in the Titans Return range.

“Hey Warpath, I noticed that there’s not a lot of Autobot tanks.”
“As you can see, I have a small army behind me.”
“Well Quake, I don’t need an army when I have a…”
“Would love to stay and chat Warpath, but I think I left an oven on somewhere…”

Revoltech Geno Breaker – Review


This time around we have something a little different on the tabletop. Coming up next, we have the Zoids: Geno Breaker by way of Revoltech. Courtesy of the Zoids Wiki: Zoids (Japanese ゾイド (zoido)), short for Zoic Androids, is a franchise based around a series of plastic toy models designed and produced by Japanese toy company Tomy (now Takara-Tomy). First released in 1982, the models resemble a range of creatures including mammals, dinosaurs, and insects. The majority are in 1:72 scale with a wind-up or battery-powered motor to power moveable features, and feature snap-together construction and precolored parts. The original line of toys was released in Japan, Europe, and the United States in the 1980s.

Geno Breaker base model

The Geno Breaker (EZ-034) is a Tyrannosaurus-Type Zoid, and one of over 200 species of fictional biomechanical lifeforms depicted by TOMY’s Zoids model, toy, and media franchise. Based on the Geno Saurer, the Geno Breaker was first released in 2000, and the Zoid plays a significant role in both the Battle Story and the Zoids: Guardian Force anime.


First Impressions:

It does come in quite a large box and some assembly is required, but once completed it comes out to be quite a large figure – a bit larger (and longer) than most Revoltechs. The Geno Breaker is quite literally armed to the teeth. It seems like everywhere you look around its body you can find some sort of armament. The colour scheme consists of plenty of red and black, broken up with metallic silver and grey highlights . It feels a bit heavy, and the clicky/ratchety nature of the Revo joints mean that it can hold a pose, but since there’s a fair bit of give between clicks it makes it feel kind of floppy. The Revoltech Geno Breaker might not be as detailed as a model kit but it’s still a pretty good representation of the character.

Attack Mode


Apart from the standard weapons, also included in the package is a pair of Revo-pliers (to help with moving and removing Revo joints), 2 Revo coins/chips, a little storage box, and a rod that attaches between the forearm and a claw to mimic the claw being launched from the forearm. There’s nothing really interchangeable here. Everything attaches where it’s supposed to and I’m not sure how compatible the equipment is with other Revoltech Zoids figures – apart from the things that are attached with Revo joints that is.

Geno Breaker’s Gear


Now here’s where it gets interesting. Although the Geno Breaker is a bipedal figure it has the standard ranges of movement that you would expect. The head can rotate well and has a decent tilt left and right as well as being able to look up and down pretty well. The jaw can open and close and inside the mouth you’ll find a small particle cannon muzzle that can be moved around and adjusted. It’s a bit odd that the horn doesn’t swing into a forward position as it’s sometimes depicted. It’s an easy enough joint to do, it could have even been a simple hinge/swivel joint, it’s just disappointing that it wasn’t included. It doesn’t harm the overall figure itself, but it would have been nice considering all the other added features present here.

Loaded up and ready for battle

There’s small Revo joints at the shoulders and elbows that allow for a good range of movement and the claws can open and close. The wrists peg in to the forearms for easy removal to add the faux “cable” to show the claws being launched. The larger Revo joints in the waist and hips offer added stability and provide plenty of movement. The knees and ankles also have the larger joints and it’s here that the “clickyness” of the Revo joint may prove to be annoying when trying to get the legs into the “right” position. The large feet make standing easy and there are “stabilizers” that can fold down at the heels. The calves have panels that can open up to reveal more details behind the legs which is also a nice touch.

The large blades can stow away nicely behind the shields

The tail is pretty interesting in itself. The segments are connected by Revo joints and each segment also has additional joints for the “vents” to open, to mimic the effect of a charged particle beam attack being fired from the mouth.

Charged particle laser ready to fire

The “backpack” holds two very large pincers/claws and also a booster. The vents from the booster can lift up and down and the claws are mounted on two long arms that can move about pretty freely. The “clicky/ratchety” nature of the Revo joints is really useful here as it helps to keep the arms where you want them. The claw blades have a nice, sturdy swivel and are finished in a nice metallic silver. When not in use they can swing back around and be stored under the big red shields.

Shields up
Blades out, ready to pounce
Or you can have a combination of both


The Zoids: Geno Breaker by Revoltech has been a welcome addition to my collection. I missed out on Zoids the first time around and it’s good to see action figure versions of popular Zoids being made. There are also non-motorized model kits available that sacrifice motorization for greater poseability.

The Revoltech Zoids: Geno Breaker can be found at the links below along with other figures in the Revoltech range.  You can also find more Zoids figures and model kits here.

Orichalcum is hunting a very dangerous prey
The Geno Breaker senses danger
Uh oh…
Orichalcum narrowly avoids a devastating attack
No choice but to try and create some distance
An ally enters the fray
Yes! Reinforcements!
We might have a chance if we join forces
To be continued…