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  1. I just read a certain post in the 2009 Info topic. Are these people seriously going to judge AN ENTIRE YEAR to AN ENTIRE PARAGRAPH? And for the last time, MATA-NUI WAS NOT IN THE MATORAN UNIVERSE. Neither was Voya-Nui. When did it ever say that there would be good/bad tribes? What if Lego's gone back to the old way of releasing sets? Jungle is air now. Look at a picture of Lewa from 2001, where is he? Yeah. A jungle. And rock and stone. . . seriously, think a little bit on that one. Glatorian sounds like gladiator. Lego can't use Maori terms any more, so they have to use different sources. Now go agree with me or something like that.
  2. I'm bored, so I've decided to post an entry listing my Toa in favourite to least favourite order with my reasons why. No, not my reasons why I posted this. Don't be silly now. My reasons why I like them. 1. Toa Metru - These guys totally redefined Toa sets. They were the first Toa not to use the Mata bodies, they introduced a whole host of new colours including bley, they had bendable limbs and almost every piece was new and has been re-used countless times in future sets. That's not why I like them though. The reasons I like them are many. From a purely aesthetic point of view, they look brilliant. The dark colours/bley combination was pulled off really well, the powerful, angled shoulders looked fantastic and their proportions are the best yet in Toa sets. Their masks were interesting but not over-detailed like some and the range of tools was fantastic. Giving Vakama a disk launcher was a nice touch, even if it didn't fire well. The playability options was fantastic! Not only did they have more poseability than any set before, they still had gears and a whole host of tool functions that only added to their role-playing potential. I will never get tired of playing with these guys. They are the perfect midway between Mata Nuian gear blockishness and Ignika era feature-free poseability. I don't dislike either, but the Metru show that they CAN be combined. They weren't quite clones, but they also weren't different enough to not be. In this aspect they lose marks, but given anything else it hardly matters to me. They were already composed almost completely of new pieces and had pretty much everything else going for them. They also looked like they fitted into the city environment of Metru Nui perfectly. Points there, I think. 2. Toa Mata - Yes, I'm an old fan, so I'm bound to have a preference for the original sets. The Mata were what brought Bionicle to me, and so I'll always like them. That said, they do have a number of things going for them. In terms of appearance, I really think they hit the nail on the head. Remember that Toa are powerful heroes who harness the power of the elements themselves - forces of nature. These Toa looked the part so much. They really seemed like avatars of their elements. Add to that the masks - so simple, so elegant - and the differences between them - I do like their appearance. The big gear on their back does look odd, as do the rest of the gears (odd that no one complains at this blatant intrusion into the colour scheme yet they seem outraged at blue pins), but given the level of playability they add I'm prepared to forgive them for it. Yes, that is what I really love about the Mata. They are the perfect size to hold in your hand and bash something with the gear function. Latter sets - Metru included - are too big for this, and although the gear on the back is huge I personally feel the size necessary. It's much easier to use than the puny Metru gear. What's more, there were three distinct functions here: Kopaka, Lewa and Tahu's sword/axe slash, Gali/Onua's claw scrabble and Pohatu's kick. This added variety is something that really attracts me to these sets of old, although I feel the Nuva did it slightly better by allowing you to choose whether they have one or two gears. That's something else I disliked about the Metru - they all had two gears. Of the three systems that was by far my least favourite. I actually replaced the second gear in the Metru with that small grey piece found behind the Mata's massive gear (you know what I mean). I was much happier after that. But wait! I have yet more to say about playability. The Mata also had masks that came off, which was great fun! It was wonderful to have contests between the Toa and watch them smack each other's masks across the floor! Okay, Pohatu never did very well and yes, the single-gear trio were at an advantage with the size of their weapons, but they were the coolest three! It's only fair that they win! *ahem* yes. But if you think that's all, think again! One thing that really set 2001/2002 apart was the interactivity of the sets. The Toa could knock masks of the Rahi, the Rahi could knock masks of the Toa, the Turaga could stand their flailing uselessly trying to reach something's mask (poor Pohatu)...it was great! The sets existed to DO something, not just stand there looking pretty! (which they did as well) I didn't mind the lack of arm/leg poseability too much. It actually gets a bit annoying, having limbs flailing everywhere, although you can't get half the poses with the Mata as you can with later sets. Just the typical "I'm staring into space. I can't see you, I'm ignoring you, just staring into space" pose. That was what annoyed me. The lack of neck movement. If there was a way to combine that and the gear system (like the Metru, but without arms that knock against things due to their wierd angle) I'd snap it up straight away! 3. Toa Inika - These guys were great. Again they had a massive number of new pieces, they had light-up tools which looked awesome and the first multi-fire launchers. They were also the first Toa to introduce full poseability, which was great. They were also the first sets where all six did not share the same colour scheme, just in a different primary colour, and the first sets where they didn't all share the same armour. The colour schemes were, by and large, very nice. Jaller and Matoro were especially nice due to their transparant pieces, and to this day I adore Hewkii Mahri's colour scheme. The yellow/iron grey scheme worked better than later variations on the yellow colour, made all the better because the iron grey was the dominant colour and really made him look armoured. The light-up tools gave them something besides a simple shooting tool to enjoy. While the lack of an actual set feature was dissapointing, the light-up tools were nice - especially in the dark. The rubber masks I was less fond of. Excepting Matoro's, they just looked wierd! They were much more like faces than masks which would be fine, except they were meant to be masks! The wide torsos, coupled with thin shoulder armour and long arms, made them look very disproportionate. The shoulders were too wide and while it's good they used one of the shorter leg pieces for the arms, it still made them too long. Perhaps if the upper arm piece had been a 5-length piece instead of a 7-length one? So why did I put them in third? Because, despite their obvious faults, I like them. They were something new and interesting and the armour style suits them far better than any sets since, perhaps because it was made for them? They're fun to play with and easy to pose, as well as having the light-up feature which later sets in the same style do not have. 4. Toa Hordika - Yes, the Hordika are not last. Why? Because, as strange and alien a concept as it may seem, I LIKE the Hordika. The Rhotuka was one of the most addictive and enjoyable launcher functions yet, and was actually part of the set and not some clumsy hand-held collossus tacked on to give the set the semblance of a feature. It was well incorperated into the design and worked, even with the ripcord which should by rights have killed them. The arms were annoying, particularly the left, but the right arm was interesting. The gear function wasn't the best in the world, but it's the only buildable limb we've ever had. It was a nice idea and I think it worked. Another thing I liked was the torso and armour. Really well-designed pieces IMO. The armour especially is incredibly versatile, and the body has a really nice shape to it and a lot of potential. The heads, while provoking controversy over the idea of Toa not having masks, were something different which is not necessarily a bad thing by any means. The completed effect was something which looked great and had two different functions. I have to admit I don't think the primary/bley colour scheme worked so well with these guys, especially with the added silver, but nor did it not work. I had - and still have - great fun playing with these guys and loved them and 2005 as a whole. 5. Toa Nuva - Aaaaaahh yes. A formulaic rehash of the Mata that in essence was even worse than the Mahri and Newva from that angle. Nevertheless, I like them a lot. For me they have the strongest line-up of tools yet, and giving them all secondary 'transport' features was a stroke of absolute genius. What's more the ability to give them one or two gears was a definite improvement, as was the ability to hold the gears in place. I love them simply for that. But not exclusively. Their armour was awesome, and made them look even more heroic and powerful than the original Mata. Everything was a step up and they were even more fun to play with than the originals. Their masks mostly bore some resemblance to their originals and certainly had the appearance of being transformed. So if I love them so much, why are they so low in my list? Well, I'll tell you why. While they did everything the Mata did, and better, the still did little more and were almost carbon copies of the originals with a few bits and pieces tacked on. Yes I like them, but when what I like has been done before and there's nothing new, what's left? 6. Toa Newva - A rehash of the old Inika formula, these lose major marks just for that. I have built that structure too many times to be interested anymore and if they weren't the Nuva I would never have bought them. Still, when you overlook that blatant and irritating flaw, they're not so bad. Lewa being lime green was excellent. Every Toa since Lewa Nuva has been dark green with bley, except Kongu Inika who was dark green with small splashes of silver which is no more enthralling. I like the colour dark green, but if they're not going to do anything interesting with it they may as well not bother. So they didn't. They chose a brighter, more exciting colour and...mixed it with bley. Yeah, I don't like the masses of bley and silver in the sets. My major complaint is how little they represent their Nuva counterparts, but I've beaten that one to death already so I'll skip over it. The Midak Skyblasters were and probably always will be my favourite launchers ever. Despite their size they look less cumbersome than the Cordak Blasters and fire extremely well. The Nynrah look cool, so points there, but fire badly so lose those points. As for other tools - they had them? Lewa and Tahu are the only ones who had seperate tools, but what tools they were! Lewa's Air Saber is one of my favourite weapons ever, and Tahu's Rotating Blade I thought was quite clever. The methods of flight given to the Phantoka were wonderful. I loved Lewa's jet pieces and Kopaka's wings, and while Pohatu's helicopter blades meant he had no arms they were still very inventive. The Mistika, on the other hand, decided to get two pieces (jets and small jet wings) and stick them in places. It looked cool, but I'd have preferred something more inventive for perhaps Gali and Onua. While these sets were good, they just felt like another dry rehash of an already over-used formula and so I find it hard to mark them up. 7. Toa Mahri - Despite coming in last, I don't have the Mahri. I am a particular fan of Jaller Mahri's armour and thought the blue/lime scheme of Hahli Mahri was a nice idea. I also liked the Cordak Blasters (and have no trouble firing them whatsoever) as well as Jaller Mahri's awesome tool. There were a number of innovations, such as Matoro Mahri's build and Kongu's use of lower Hordika arms as shoulders, but as a line-up I feel them the weakest of all the Toa. The tubes were a nice idea, but I personally feel the sets look better without them (they also made the sets harder to sprite at times). I also felt, for all their great functionality, that the Cordak Blasters looked incredibly cumbersome and unwieldy and detracted from the sets' appearance as a whole. I also refused point blank to stick the spare ammo on their bodies. That just looks wrong. The masks were, by and large, not a bad set and certainly better than the Inika's. So why do they come last? Because basically, I don't feel the Mahri had anything that particularly set them apart. They played and felt much like the Inika due to following the same design conventions, and to me they didn't seem to pull off those conventions as well. The Inika had parts made for them which, together, gave the appearance of strong and powerful heroes. The Mahri attempted to follow this design, but ended up looking a mess because the parts they used had been designed for other sets and other purposes. I say again that I don't dislike the Mahri, but I don't feel they have anything over other Toa groups that has not been effectively replicated by similar and superior sets. Well there we go! I hope whoever read this found it interesting. I'm now going to go off and do...something. Yeah, that sounds good.
  3. Rocco

    Haha!

    I gots Takanuva! Hahah! . . . I seriously need to make my entries bigger. . .
  4. This was an idea I came up with yesterday. What if, for every element, there was one single Toa in the course of Bionicle history whose control of it went above and beyond just the element itself? So the Toa would not merely control his or her element to its fullest extent possible, but could actually affect things that aren't strictly part of it, but are just associated with it? It's hard to explain in abstraction. I got the idea with the image of a Toa of the Green leading an army of trees into battle, but being able to call on the aid of Rahi that lived in the trees and forests as well. Or perhaps he would be able to use some of the powers of plants himself, even without a bunch of them at his side – like being able to break and tear apart solid rock, like the Ents do to Isengard. So, he would transcend the element of Plant Life and become a Toa of the Forest, because everything in the realm of his element is in his power besides only plants themselves. (And yes, I have been reading The Two Towers recently. But I got the idea for this while reading The Things They Carried, which is about the Vietnam war, of all things.) And then I thought that Hahli might well be the perfect Toa of Water to have this sort of power. She can breathe underwater, she has fins, she can swim incredibly fast – all without the aid of a Kaukau or Kakama. She's already truly "one with the sea", as it were. I also remembered the end of BL7, where she leads Mantax's army, and though I forget how that came about, it gave me the idea that she could make sea Rahi do her bidding. So, she would assume the title of Toa of the Sea. I hope you see what I'm thinking of by now. For other elements it sometimes works, sometimes doesn't. For fire, for instance, you could have a Toa who can control magma and lava, even though those aren't strictly fire, and at the height of his power he could even cause a volcano to erupt, or stop one – that sort of thing. A Toa of the Volcano. And so on. The idea seems less apt for the current storyline as it is, where there's little sense of mysticism or fate or legends left around Toa. But if you extend the original incarnation of Toa, as legendary heroes come to save the Matoran, and can apply that sense to a world where there have been many Toa in the course of history, and will be many more in the future, then it doesn't seem odd that there would be certain Toa of legend who can do so much more than the others of their element. It's just a thought. I would like to use it somewhere, but it doesn't fit in the world of Quest for Lost Dreams, because there have only been three teams of Toa in that... But maybe it would work in Janus's Bionicle: Imagine. ~ ToM
  5. Over the years, I feel it's become less fascinating. Back in the day I relied on the promos to tell me when things came out. Heck, I didn't know about the Bohrok until I saw them on a shelf in a toy store. I truly wondered what they did and what they were. From the back of the package it looked like they had two masks even (faceplate and Krana). I didn't know how they worked until I saw a commercial. Even the story held some mystery. Now I'm a member on several BIONICLE sites and I know almost everything, and I know about sets long before they are released. I am also much older, so I'm able to comprehend more. But most of the loss can be attributed to stuff like BS01, BZP, and Brickshelf. Any potential surprises are made publicly viewable for thousands before anyone has a chance to find out. In order to preserve BIONICLE's mystic feel, steps must be taken. It's simple: kill the Batman. … Wait, no that's not it. In order to preserve the magic, we must destroy the internet. WHO'S WITH ME?!?!?
  6. I dunno. I have to finish my Bionicle collection, but Technic is overpowering me. ;_; I want harder builds, but not so expensive.
  7. Rocco

    Hmm...

    My mom said she might take me and my brother on a Technic shop, since we babysat for like, 8 hours. Too bad my beautiful Snowmobile wasn't at TRU.
  8. I'm getting Takanuva when I go shopping. The orientation was good. I has a brand new classroom! Also funniest sig eva
  9. This has nothing to do with recent occurances. I started typing this up while on vacation, but since I didn't finish I've just left it as a draft since then – a sort of rambling entry detailing my expectations for 2009 over the years, as we've learned progressively more about it. In 2006 and early 2007, we knew that '06-'08 was the Mask of Life story arc. I assumed (as I think many did) that the Inika would be the heroes for all three years, ending with the healing of Mata Nui and the death of Matoro in exchange. 2009 would then return to the Nuva, going on whatever quest was next for them in preparation to actually awaken Mata Nui. But then we learned that the Nuva were going to return in 2008, and that Mata Nui would die at the end of 2007. This changed things, and I had the idea that 2008 would be spent jointly between the Mahri and Nuva to bring Mata Nui back to life. (I have never ever liked that all Matoro had to do was fall into Karda Nui wearing the Ignika. No preparations or mysterious forces or ritualistic events involved. But that's a rant for somewhere else.) I don't recall what I thought of 2009 at this point, but I do not think I ever thought they would awaken Mata Nui in '08. Once that fact became clear, and it was stated that '09 would be starting anew, something simple, something old and new fans could appreciate, I began to dream up ideas for what this could entail. As I saw (and still see) it, there was infinite opportunity to explore the rest of the world. Without being constrained by using old characters (and thereby probably displeasing old fans with their new forms), you could completely start over – no need to create a transition, or some awkward and illogical explanation for a transformation. There are loads of places in the Bionicle world we've never been – take the mainland, for instance. It's huge, we've never been there; you could hardly have more opportunity waiting to be used. And there's a ready-made set of villains you could take advantage of: the Zyglak! Since their introduction in 2007 I've been waiting for a year where they were the canister villains. They'd work wonderfully for a simple, fresh-start storyline. Maybe a 3/3 split again. And the small sets? They could be anything. Smaller Zyglak, Matoran (but a change from them would be nice), or – dare I say it – the Nuva turned Turaga. I've long thought that the Nuva will have to give up their Toa power to awaken Mata Nui, so having Turaga 'Nuva' as small sets in 2009 would work wonderfully. And since there are plenty of Turaga in Metru Nui now, the six of them could easily travel together somewhere where they might be needed – like one of the Continents. I'm really rambling, but this idea amuses me greatly. It has endless potential. And you might even be able to get a bit of the old tropical island feel back, or something similar to how 2001 felt, if you did it right. So it has always seemed silly to me to switch to a whole new universe, when there's a ton of stuff begging to be explored in the original one. Does that mean I think 2009 will be bad? Not at all. We still know almost nothing about it, so I can't say. But there's a part of me that will always wish something like the idea outlined above had been done... ~ ToM
  10. Have the bad guys win. "But the target age group won't like that!!1" Have it be subtle. A single line in the back of a book is enough to show victory. I.e. "Everything had gone as planned."
  11. Shurtgal

    Nooooooooo!

    Its started I saw someone ask for pictures of a summer 2009 catalouge why, just please tell me WHY? /cry ~Shurt
  12. Alright. Let me begin by saying that I've seen the pictures, but I'm not going to spoil anything for anyone. 2009 is supposed to be a fresh start for Bionicle. New location, new characters, new everything. Greg once mentioned, after I'd said how much I liked 2001-2003 for its scenery and location, that I should like 2009 a lot. As you can imagine, this has gotten my hopes up considerably. My impression, which could be right or wrong, is that 2009 will be similar in many ways to 2001. I imagine the setting to be closer to that in terms of technology and perhaps in terms of environment as well. This gives considerable scope for exploring new lands, ideas and cultures. I would dearly love to spend some time getting to know the inhabitants, how they live, what life is like and what the actual environment is like. In the old days we got to explore these places ourselves. I knew what every place was like because I'd been there myself and interacted with both the place and the people through the MNOLG. In 2002, and to a lesser extent 2003, the Webisodes provided this interaction that allowed me to gain an understanding of the region. In 2003 there were more webisodes, the MNOLG II and a film. Something, anything, to let me see the places would be dearly welcome. In terms of location, I'd like to see something with diversity. Mata Nui and Metru Nui had six distinct regions each with their own atmosphere, Rahi, challenges, culture and locations. Voya Nui and Mahri Nui had very, very little in this sense and while they both had potential, they fell very short IMO. Karda Nui is hardly better, with Mutran's description summing it up very well indeed. Given it's supposed size and incredible importance to the universe as a whole, I was sorely dissapointed by this. I would like to see somewhere that can be explored and have more purpose than a stage for battles. Unless Greg surprises us by throwing in a bunch of known characters, do you realise next year will be the first time we've had Toa (if they are Toa) who we haven't known since 2001? They'll be the first hero sets to have new, original names! I don't know why I'm excited by this, but it does seem cool. The sets such as I've seen are fantastic. Truly great. They have some things I don't like, so they're not perfect (what is), but I do really like them. I genuinely think BZP will like them as well. They have a number of things people have wanted, and a considerable number that I've wanted. What are these things? Heh, you know I can't say. I'd be bundled up and kicked out into a passing lorry before I could yell "pants". Infact, if you take that to mean before the general likelihood of me saying that rather than as a measure of time, then it could be a long time before that happens. I mean, I don't often run around yelling 'pants'. I don't think I ever have, infact. Why did I say any of that? I don't know. I have no idea what the story will be next year. I would like it to involve an epic quest with puzzles, obstacles and many reasons for the Toa to spread themselves across the location as far as possible to give multiple angles and viewpoints all leading up to an epic and surprising confrontation against some mysterious and powerful villain throwing in mysteries and surprises along the way, but that might just be me. Time will tell. Right. I think I'm done for now! If I come up with anything else to say I'll be sure to forget to write it anywhere. Stupid memory...
  13. Tahu held up his new magma blades and frowned at them. The energized protodermis had changed his old firesword, just when he was beginning to feel confident with its use. It had changed his mask power, just when he'd gotten the hang of all his powers. He wore new armor. His elemental power was changed, its source now coming from a strange symbol on the Suva. The changes affected his emotions. He felt unstable -- as if everything he thought was dependable had been crushed. He sensed a vague threat hidden below the surface that could now harm him in a new way. Why had this happened? Because a transformation is needed for the next stage of my destiny, he realized. The protodermis had given him that insight. It was the fate of a hero to be transformed many times in the course of the quest, to adapt to new challenges. Could he ever hope to have true confidence, if this was his future? He didn't know, and judging from the faces of the other Toa, they didn't either. One thing consoled him, though -- destiny had given them what they needed to meet their next challenge, whatever it would be. They just had to be strong enough and thoughtful enough to figure out how. As team leader, he needed to set an example, to show the others that the changes must be embraced if they were to be used for the good of the Matoran. Fighting aside his conflicting emotions, Tahu held up one magma blade and shouted, "Now we are no longer just Toa! We are Toa Nuva!" Toa Nuhrii: Toa of Sugar has an interesting topic going: Should The Focus Of The Story Ever Have Switched From The Toa Nuva[?]. A lot of people have made bold claims that we would have been bored if the focus had remained on the Toa Nuva. I disagreed, pointing out that if there were cool sets and story each year, overall we still would have loved it. So I wrote up an alternative history of Bionicle, with the Toa Nuva as canister sets and in the story spotlight every single year. Figured I might as well use this for today's blog entry. This alternative storyline history goes on the premise that "sets come first, story is made up afterwards" -- every single set would still be released as it was in reality, just with different names sometimes. 2003 -- Get rid of the "no more Nuva transformations" rule. Don't have Tahu say "from now on" they're the Nuva -- instead, say the Toa have discovered that transformation is a necessary part of adapting to new threats in the Bionicle universe for heroes. 2004 -- We find out that the Toa Mata were active just a thousand years earlier in Metru Nui. The Toa Metru sets are their original forms, but they were mutated by the canisters into their 2001 forms. (That last bit we actually thought was true at the time, remember, and it wouldn't even have broken the "No transformation after Nuva rule because it's a flashback) Tell the same basic story, except without Matoran transforming into Toa. Also, they might have been very different people back then, less experienced, etc., so their personal conflicts could have been quite different, so as not to be repetitive in the character development department. 2005 -- The Visorak explanation used on the Toa Mata. The Toa Hagah could have become the Turaga. The Rahaga could have been different creatures entirely, or been connected, etc. Tahu could have turned evil -- perhaps the lesson he subconsciously remembered from this would explain how he was able to pull off a krana later (instead of the current explanation that it simply wasn't on long enough), and why he was so tempermental at first on Mata Nui. 2006 -- The Toa Nuva are struck by lightning to become the Toa Inika, possibly getting new mask powers through this, or better yet through passing through Karzahni. Same basic storyline, except without Jaller and company's side of it. The Nuva struggle in new ways. Tahu could have demonstrated that he really has learned to control his temper and be a good team leader, acting much like Jaller. Others could have had new doubts awakened by the stories the Turaga told of the Nuva's ancient adventures, or by facing threats more intelligent than any previous villain other than Makuta, or even by frustration that they were failing Mata Nui so much he is now dying. 2007 -- The Ignika transforms them into the Mahri, and that whole storyline goes through. I suppose we do hit a snag here in that Matoro's death wouldn't work very well. But perhaps Lesovikk could have been the one to do it and could have had a more central role in the storyline. He could have been an old character, such as Kongu, in fact. 2008 -- Same basic storyline as we have, but the Nuva are transformed back from Mahri to Nuva by Lesovikk/Kongu while he used the Ignika at end of 2007, then given adaptive armor. End Nuva chapter, focus on new heroes in 2009. Kopaka had mixed feelings about what he saw in front of him. The strange Matoran had taken the Toa Nuva to a hidden chamber in Karzahni's lair. Six silver canisters stood waiting for them. All they had to do was get in, and the strange vehicles would tunnel through rock and fly into the air, eventually landing on Voya Nui's shores. Easy, right? Except, Kopaka remembered all to well the last time he'd gotten into a silver canister. The memory had only returned after he came back to Metru Nui a few days ago, but the elders of Mata Nui Island, the six Turaga, had told the tale in vivid words. As Toa Metru, Tahu, Kopaka, Pohatu, Gali, Onua, and Lewa had fought Makuta as he plotted the final stages in his overthrowing of the Great Spirit Mata Nui. The thousand Matoran had been placed into hybernation pods and trapped by the evil Visorak spiders. The Toa Metru had been mutated by the spiders into monstrous beasts. Six strange creatures had joined them. Their leader, Rahaga Vakama, had explained what Hordika venom did, and how they believed it could be reversed. After a harrowing adventure, a creature named Keetongu had been found and restored them all to their original forms. The Toa Hordika became the Toa Metru again, and the Rahaga became the Toa Hagah. But the City of Legends was ruined, the Matoran were still in slumber, Makuta was free again, and the forces of good needed somewhere safe where they could regroup and recover. Turaga Dume, the leader of Metru Nui, had led them underground on Metru Nui to a chamber with six silver canisters. He had explained what the canisters would do. Since there were only six canisters, the Toa Hagah had agreed to transport the Matoran pods up to a special island on the planet's surface. Dume revealed that the Nuva had a destiny on that island, involving buglike robots called Bohrok, who must be released after the Nuva had vanquished Makuta. On this new island, Makuta would attack, but he would be in a strange area with more elemental influence than anywhere else, where the Nuva would have a bigger advantage than elsewhere. It was the perfect stage for the final showdown in the Nuva's quest to undo Makuta's attack on the Great Spirit. But the canisters malfunctioned. They tunneled up through the rock just fine. They landed in the surface ocean just fine. No problem. But the devices that were supposed to steer the pods to land never switched on. The Toa Metru were kept alive thanks to the pod's hybernation function, but for over a thousand years they drifted, their muscle tissue degenerating, their forms weakening, their memories being slowly eroded. The Toa Hagah despaired when the Nuva failed to show up. But knowing Makuta had only agreed to give them one year of peace, they quickly set about trying to figure out how to awaken the Matoran. Every attempt failed, until Toa Vakama realized they would have to sacrifice their powers. They hid Toa stones, hoping that one day six Matoran would become new Toa, then they became Turaga. The Matoran had lost their memories, and the Turaga decided not to burden them with knowledge of their past. Instead they developed simple legends that covered up the secrets of Metru Nui with riddles and symbolic imagery. Then for a thousand years, the six villages undured constant war with Makuta's evil infected Rahi beasts. In the end, the adventurous Matoran named Takua had found a way to use the Toa Stones to summon the Toa's canisters. Battles raged, and eventually, with help from Takua in the new form of Takanuva, Toa of Light, Makuta had been defeated, and the Matoran returned to Metru Nui. But Kopaka had vowed never to enter such a craft again. Now, with the monstrous titan Karzahni chasing them, trapped in this horrific land, the only other passageway to Voya Nui blocked by huge mountains and dangerous Manas crabs, these six silver canisters provided a way out. "Come," Tahu said grimly. "We have to try it." One by one the Toa Nuva stepped inside the canisters. Kopaka held back, still hesitant. He glanced back at Karzahni with the Mask of Vision -- he was coming around the last bend in the tunnel to this place. He closed his eyes, fighting to make a decision. Then he remembered his first sight on Mata Nui, when he broke out of the last canister. The icy shore had harbored hints of danger, but he had felt like it was his destiny to fight the danger nevertheless, doing whatever it took. If this is what it took now, so be it. Kopaka stepped into the canister. The main upside of having the Nuva in story spotlight for seven years would have been that the story might have felt more coherent. The explanations of who came from where and their transformations, etc. would have been a lot simpler with something like the above than how it actually was. The explanations would have fit a little more into the pattern of clues given in 2001-2003. The main downside would be that we wouldn't get to see other characters get as much focus. So coherence could also be seen as being too limited -- fitting better into the clues could be seen as being predictable. This is why IMO it didn't have to be done. Either way, I think the great storytelling skills of Greg and the story team would have entertained us. By which I mean most people, of course -- some people would simply always like it one way or the other better. But that aside, there would be a few opportunities for other characters to be featured, like new titan characters like Axonn, or the following example of an old returning character: Kongu peeked around the Metru Nui skyscraper, following Takanuva's outstretched hand. The Toa of Light had recently returned to the island after he failed to pass through a passageway to the land of Karzahni with the Toa Nuva, on their way south to the mysterious island of Voya Nui. There had been no sign of the Nuva since, and Kongu was determined to find out why. Turaga Dume had insisted no Matoran was to leave the city, but Kongu was tired of listening to him. The old elder of fire had been deeply affected by the dimming stars over the night sky. Mata Nui was dying, and the Toa Nuva had failed, he proclaimed. The universe was doomed. There was no point in trying to stop it now -- all that was left was to wait to die, and hope death came swiftly and painlessly. Toa Takanuva and Turaga Nokama had secretly agreed otherwise, however. Kongu had given the Turaga of water an ultimatum -- give him a way to leave, or he would find a way on his own. Nokama had sensed a presence in Metru Nui. A hidden threat. One that was new to her, and yet all too familiar. A Dark Hunter. Takanuva had been searching the city for signs of this threat for days now. Finally, he had found something. A parked vehicle. A hovering bike craft, hidden amongst the trees in Ga-Metru. This secretive Dark Hunter must have been using it to report back to the Shadowed One from time to time. Preventing him from doing so again would be in the best interests of the city. So Nokama agreed to unmask two infected Gukko with one disk, figuratively speaking. They knew of no other way to get to Voya Nui other than the passage through Karzahni, so Takanuva would again be forced to remain behind. Which was fine, because the city would need protection from this hidden Dark Hunter. "It reminds me of my old Ussanui craft," Takanuva said, grinning. Then he looked more serious. "The coast is clear. It's time. May the three Virtues guide you, Captain." The Le-Matoran was too overwhelmed with the enormity of what he was about to do to answer. So he just gave Takanuva a bow, and walked away. As he climbed onto the craft and flew away over the Silver Sea, into Karzahni's realm, and over the far mountains of that realm, he wondered if he would ever see his old friend again. ----------------------------------------------------- Toa Takanuva walked along Metru Nui's paths slowly, his mind in turmoil. The city was celebrating -- Mata Nui had been revived. The Toa Nuva had appeared inside the city just before Tahu Mahri was about to go nova to defeat the evil Barraki warlords. They'd been turned back into the Nuva, and just left with a mysterious stranger to continue their quest to awaken the Great Spirit. Things were looking good now, but Takanuva could not join the celebration. For Toa Kongu had given his life to save the Great Spirit. The Mask of Life had turned Kongu into pure energy, killing him, but reviving Mata Nui. The stars in the sky now shone because a good friend was no more. How could he come to grips with this? What kind of Great Spirit demanded death to survive? He shook his head. But no, such thoughts belonged to twisted beings like Makuta, who caused Mata Nui to die in the first place. It would mean that Kongu died for nothing, something Takanuva could not accept. He took a deep breath. That thought gave him some measure of peace. He couldn't celebrate just yet, but at least he could accept what happened. He himself had faced that choice, and died to defeat Makuta not that long ago, though he had been revived by the power of a mysterious circle of light. But Takanuva had believed at the time that he would be revived -- he'd been part of the process that revived his friend Jaller just seconds before, and knew about the circle of light -- but Kongu had known he could never be revived. Takanuva wasn't sure if he would have been able to make Kongu's choice, though he suspected others who had been leaders among the Matoran, such as Matoro or Jaller, could have made it. It showed him the true measure of Kongu's worth. These thoughts occupied Takanuva so much, he didn't see the Shadow Leech until it was too late. Cue 2008 to go on mostly as it already has. I think I would have enjoyed Bionicle just as much if it had been this way. I think I would have enjoyed it either way. I don't think we can say "it would have been boring" -- Greg would have made sure it wasn't, at least for most of us. Most of the claims of that in the topic are just brushing it aside with unrealistic claims that oversimplify and give the story team enough credit for their imaginations. But I also don't think we can say there was any true problem with the way it was done -- in each case, the connections made sense, and it was all centered around the story of Mata Nui's slumber and Makuta's plots and actions that caused it, and heroes fighting for the sake of Mata Nui and the Matoran. Good storytellers can tell good stories in any number of "random" combinations -- Greg is a good storyteller. When you really devote yourself to writing complex series' like Bionicle (as I have, though I'm just a beginner ), you quickly realize that most of the details you use are essentially random. But you have to pick something and run with it -- doesn't mean that is necessarily "the best way". Ultimately, it wouldn't really matter either way to most of us. Well, that's all I'm writing for this entry. I hope you enjoyed it.
  14. Rocco

    Sweet

    I just got a Technic Dirt Bike at TRU, since they didn't have Takanuva. It's awesome!
  15. Well, I have some good/bad news depending on who you are The good/bad news All traces (bsically) of Bionicle 2009 are goe from the internet Ad i wasn't intelligent enough to save them to my computer so i could savour over the images >.< ~Shurt
  16. So over the past few days I've bought a very cool pile for $20 with lots of good pieces, my order STILL hasn't got here (I intend to complain) and I'm starting to think about writing an epic depicting the days of the Toa Mangai in all of their hidden glory, starting from when Lhikan first met up with the others, to the final moments of the legendary hero. I've had quite a lot of ideas to write more epics (first two failed hard >.<) and I think this one is pure win. Two wicked looking Tuyet and Nidhiki MOCs are right next to me, and I can totally build the other four ice Toa and the others. I'll just be missing Lhikan though. Urgh. I'll post them soon, along with more massive updates. Anybody else here seen Charlie the Unicorn?
  17. Shurtgal

    2009...

    WILL BE AWESOME!!! Now I have which sets I really need from Summer '08 Hmmmm ~Shurt
  18. No, sorry, this is not a post on the MoCist Duels. Rather, it is a request for some advice. Namely, how do you make a titan sized MoC stand up for an extended period of time? I am currently in the process of working on a new MoC of mine, and it is very hard to pose. The tough part is that I have given him reverse ankles, and thus his center of balance is a bit off... I guess. So, calling all of you experienced MoCists out there, I need your advice! ~GBG~
  19. Whiplaaash

    Score

    I scored big time on the bucket of Bionicles. I payed $20 for it. Here's what I got. ::Takanuva and Ussanui:: ::Makuta:: ::Kopeke:: ::Matoro:: (2003) ::Hahli:: ::Macku:: ::Hewkii:: ::Hafu:: (2003) ::Jala:: ::Nuparu:: ::Takua:: ::Akamai:: ::Wairuha:: ::Vhisola:: ::Nivawk:: And a bunch of other pieces I can use for MOCing. So yeah, I won the lottery.
  20. I posted this elsewhere on the net, and I figured you guys would like it. Teridax: Hey Mata Nui. I gots the evil intentions! Mata Nui: lol, what? Teridax: We can like use all this power to own all the Matorans! No everyone in the world! We'd be the best ever! Mata Nui: But It wouldn't be us that is ruling, it would be the power. Teridax: So we get all the power, none Great Beings could stops us! It was then that I realized Teridax was going to use his shadow powers for evil. Mata Nui: Teridax? Is you gonna use this for the evil? Teridax: Uh, Yeah. Mata Nui: Oh really? Teridax: Ya really. I couldn't let him get away with it so I decided to have him destroyed. Mata Nui: Great Being? Great Being: Yes, that would be me. Mata Nui: This guy right here has shadow powers which he will use for the evil! He wants to ruin the world. Great Being: Oh, he does, does he. Thank you for telling me, I will see to it that he is destroyed. But it wasn't enough! Teridax absorbed so much power the Great Beings were powerless against him. Great Being: Gaaah. It is not enough! He's absorbed so much power that we're powerless against him. So I decided that the only way to stop Teridax was to stop him on my own. Mata Nui: Screw this! *runs off* Hey get back here, you're supposed to stop him! Mata Nui: Oh, all right. Mata Nui: Teridax, I'm here to stop you. Only when you are defeated will your powers have no effect on the Matoran. Then yous is getting destroyed! Teridax: Ha! Just tries to stop me Mata, I taught you everything you know. (ZOMG Plot twist!) And so we fought. And in the end Teridax won... And so goes the story... of the Bionicle... Kohaku
  21. The deal is sealed. I, instead bought off another site and am going to somebody's house today to pick up a huge load of Bionicles for $20. It has Mata, Metru, and titans plus more. I'll let you guys know what I got in the next entry.
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