The large blocky box abundantly illustrates the key selling point behind WotC's latest D&D miniatures expansion. Nestled within each, braced by stiff protective cardboard, lurks a miniature of size Huge. All that extra plastic comes at a stiff price, however- Each booster costs $10 more than any of the previous releases. Whether or not the massive minis merit the money is a matter for closer investigation.
Giants of Legend (GoL) boasts 72 miniatures, 59 of which come in the sizes familiar to owners of previous expansions. Of the remaining 13, 12 are Huge, while one lone miniature, the Quasit, debuts as the first Tiny miniature. A close examination of the figures in question reveals a substantial step forward in the quality of the painting. This improvement is evident in many respects, from the use of washes on miniatures such as the Zombie resculpt, to the precision of the painted eyes, now featuring almond shaped whites and tiny spherical pupils, a Monk-like leap forward from the mishapen black dots haphazardly adorning the faces of earlier minis in the line. Details such as the individual suckers on Grick tentacles and the Ming the Merciless eyebrows on Mordenkainen demonstrate similar advances, as does the use of more colors per figure, allowing for more interesting blends and shading techniques. Certainly there is still room for improvement, but just as clearly, marked progress has been made. The quality of painting still varies somewhat among identical figures and dramatically among different minis in the set. While several uncommons boast particularly decent paint jobs and most rares are above average to good, some still profoundly disappoint, the Stone Golem falling squarely in the latter category.
Sculpts have improved in flair, detail, and fidelity to the canon as well. Comparing the excellent new Bugbear Footpad to the previous Bugbear provides an excellent example. The level of attention to the small print is surprisingly good and occasionally excellent, as in the case of the Rakshasa sporting hands with reversed thumbs, an often negelected detail in the description. There are still a handful of miniatures that are mediocre sculpts for reasons of aesthetics or design, the Minotaur Skeleton offending on the former count and Regdar the Adventurer on the latter. On the whole, however, GoL must be considered to offer the best sculpts the line has yet shown.
But the focus of the release, for better or for worse, must be the Huges. Since buyers are paying $10 more for a GoL booster than they did for Dragoneye or Archfiends and getting only 1 extra figure for the extra doss, the Huges are essentially $10 items. As usual, they are a mixed bunch. Some are solid sculpts, but not generally as desirable in typical Campaign play (The Warforged Titan and the Fiendish T-Rex). Others are relatively dull paintjobs (the Nightwalker). However, the remainder are sure to be highly sought after, both because of utility in most games, power in skirmish, and fine sculpt and paint jobs. The question is HOW willing a prospective buyer is to chase those figures, because WotC introduced more permutations than price and size alone- They also experimented with rarities.
Previous boosters followed the same trend in rarities per pack, containing 1 rare, 3 uncommons, and 4 commons each. GoL added 1 Huge per box, but in a marked departure, these Huges are not of the same rarity- The most desirable Huge minis are seeded 3 to a case. Consequently, this raises the spectre of "cherry-picking' on the single booster retail level. When buying a booster from the store, it is never clear whether a previous customer (or the proprietor!) weighed each box to select for the packs most likely to contain the 'chase' pieces. As a result, buyers potentially (and, from anecdotes on the WotC boards, actually) may purchase 9 or more packs and never get a rare Huge. Since each pack retails for $19.99, and since 9 out of every 12 packs contain an assortment of the same 6 Huges, buyers left with 5 Nightwalkers and no dragons or Glabrezu after buying 6 packs are left to wonder whether they really want to lay out another $20 for a 'chance' at getting a rare Huge. With previous expansions, even if a newly purchased booster contained a rare already in your collection, it was still relatively valuable as a commodity for trading to others to get the figures you were missing. Conversely, the excess stockpiles of 'Uncommon' Huges are harder to trade, being less useful in large numbers than smaller pieces and common enough (because of the distribution) that most people buying boosters from the line already have all the T-Rexes they are likely to want.
Buying cases provides some protection from this fate, but even after shelling out $150+ for a case, a collector will still only have, by design, 3 of the 6 rare huges. At some point, collectors are left asking themselves whether to continue to plunk down $20 for chances at the mini they want, or whether to bite the bullet and resort to paying $10-$30 on the secondary market for the precise huge they want.
So is the expansion worth the higher price? The figures are better sculpts with better paint jobs. Some of the units chosen for inclusion are either very useful in RPG play (Dire Wolves) or are clever homages to D&D history (King Snurre from Against the Giants, Lord Soth, and Mordenkainen). The Huges are sure to impress when revealed by the DM. But at $20 per booster, the $10 premium for each Huge adds up quickly, particularly when the buyer has little control over WHICH Huge that $10 will buy.
Production: 4/5
Presentation (Painting): 4/5
Figure Selection : 4/5
Deal for the Doss : 2.5/5
Total Score (not an average): 4 stars