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Ray Fillet (Teenage Mutant Ninja Turtles (Super7)) Review
Ray Fillet
Teenage Mutant Ninja Turtles (Super7) (Super7)There's a lot of characters in the TMNT universe who, despite not being part of the major cast, have gotten plenty of recognition. Take Ray Fillet, for example. The mutant fish hero got a figure in the original line, was a regular in the Adventures comic and had some other print appearances, and was in one of the video games, but never showed up in any animated media (he came close to appearing in the Fred Wolf cartoon, though). Still, he's a somewhat recognizable character, hence why Super7 has given him the Ultimate treatment.

Standing around 6 1/2", Ray hasn't been changed too much from his original figure, with very subtle differences being present. The big grin isn't as crooked, but the head still looks very nice, especially with the shine on the eyes and teeth, the latter of which unfortunately has some bleed on it. A second head is thrown in, which gives him an open mouth and narrower eyes, but his mood is the same.

Another difference to this Ray is that his arms are a little beefier, but his body is pretty 90% the same as the original, but upscaled. The fins on the back are made of a soft rubbery material, though the tail connected to them is solid plastic. The paint on the body has a few slip-ups here and there, but looks good nevertheless, and I love the use of wash on the arms and legs. The original Ray had three color variants to the chest: yellow with blue V, purple with red V, and red with purple V. The ReAction got the purple chest, and this one gets the yellow chest. The look of the chest doesn't match the arms, however, as those have the yellow painted on whereas the torso is cast in yellow plastic, and I would've preferred a more consistent look. And for those wondering, no, he doesn't have a color change feature.

Ray's articulation is standard Ultimates fare, with a ball-jointed head, swivel/hinge shoulders, elbows, wrists, hips, knees, and ankles, and swivel waist, thighs, and tail. The head moves very well, actually more than I expected, with plenty of range from the joint. Unlike the rest of wave 5, Ray has surprisingly good hips. Sure, there's still a bit of looseness, but it's not enough to hinder him. The big flippers on his feet help stabilize him, but something I noticed was that the right foot had some paint rub-off on the leg. It's unnoticeable if not moved, however. The wrists and thighs are a little tight, so work them carefully enough so you don't risk damaging anything.

Ray is also outfitted with some nice accessories, starting with the alternate head. It looks great, and they swap easily. He also gets three pairs of hands: vertically-hinged gun-grip hands, laterally-hinged regular gripping hands, and fists. The wrist pegs are designed to stay in the arms firmly, so you'll need to force them out a bit. The Ray Gill Gun, which is one funky-looking firearm, is carried over from the original figure, as are Ray's friends Scarfish and Fish Stix. Scarfish may be tiny, but he looks dangerous, and Fish Stix appears to either be Ray's demolitions expert or a suicide bomber. Whatever he is, he looks great, and the ball-jointed head gets some nice range. The anchor is all-new, and I love how it gets an actual rope, though the anchor itself is a little warped. Lastly, there's the ever-pointless weapons sprue, designed to look as if the items are attached to the anchor's rope.

Initially, Ray was the one from wave 5 I was least interested in, as Samurai Leo and Krang were my most-wanted. But after what everyone's saying about the others, it's hard not to conclude that Ray is the MVP of this wave. While he's not setting any high standards for Ultimates any time soon, he's still the most solid one in the weakest wave in the line so far.

- 2/5/23

      4.75 stars by RMaster007

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