By the time video games entered the high-definition era of the mid-2000s, their characters had become some of the most recognizable figures in popular culture. Lara Croft, Kratos, Agent 47, Leon Kennedy, Master Chief, and countless others were no longer simply figures on a television screen. They were becoming multimedia characters with appearances in films, comics, advertisements, conventions, and merchandise. Yet for collectors who wanted something more substantial than a poster or strategy guide, the video game action figure market was still uneven.
One of the companies that helped change that was the National Entertainment Collectibles Association, better known as NECA.
NECA states that the company was founded in 1996 and that its toy division began in 2002. Based in New Jersey, it developed a reputation for detailed collectibles based on entertainment properties, particularly films and horror franchises. Michael Myers, Freddy Krueger, Jason Voorhees, and other characters gave the company a foothold among adult collectors who wanted figures designed less like children’s toys and more like physical representations of the characters they knew from the screen.
Randy Falk became particularly important to that transition. Falk, who had worked for McFarlane Toys, recalled that he left McFarlane in January 2002 and immediately joined NECA. During the years that followed, NECA expanded its sculpting, licensing, and product-development operation while establishing the seven-inch scale that became closely associated with many of its releases.
Video games provided the company with an enormous new field of characters to explore.
NECA was not the first company to manufacture video game figures. Hasbro, Toy Biz, Resaurus, SOTA Toys, and others had already experimented with characters from properties such as Street Fighter, Resident Evil, and Tomb Raider. Licensing veteran Marc Mostman, who had worked on earlier video game merchandising, later described NECA’s Player Select program as the company’s version of the earlier Video Game Superstars concept. Mostman said that his licensing work helped bring properties including Tomb Raider, Hitman, Legacy of Kain, God of War, and Assassin’s Creed into NECA’s orbit.
What NECA would do especially well was combine the growing prestige of the video game industry with the increasingly sophisticated adult action figure market.
Resident Evil Opens the Door
One of NECA’s earliest major steps into video game collectibles came through Capcom.
On May 16, 2005, GameSpot reported that Capcom had licensed Resident Evil 4 characters to NECA for a new series of figures. Prototypes were scheduled to appear at E3, with finished products expected at retail later that year. The agreement came only months after Resident Evil 4 had appeared on the Nintendo GameCube and helped establish NECA as a company capable of securing merchandise rights to one of gaming’s most important horror franchises.
The significance went beyond a single series. Resident Evil was ideally suited to NECA’s existing strengths. The company was already comfortable producing monsters, horror characters, weapons, and highly detailed costumes. A franchise filled with mutated creatures, heavily armed protagonists, biological experiments, and grotesque villains fit naturally beside NECA’s film-based horror offerings.
The relationship also continued rather than disappearing after one release. By 2012 NECA was still producing Resident Evil merchandise, including Vector from Resident Evil: Operation Raccoon City. NECA’s official description emphasized game-accurate weapons, a detailed hood and gas mask, and more than twenty points of articulation. That figure reflected how far video game collectibles had moved from simple licensed novelties toward attempts to physically reproduce the character models players encountered in increasingly detailed games.
The success of game-related products encouraged NECA to give video games something more important than individual licensing deals. They would receive a recognizable collecting line of their own.
The Birth of Player Select
In October 2006, NECA introduced Player Select, a seven-inch action figure line specifically intended to bring together characters from major video games.
The first assortment immediately demonstrated what NECA intended the label to become. Series 1 included Lara Croft from Tomb Raider: Legend, Agent 47 from Hitman: Blood Money, and Kain from Legacy of Kain: Defiance. These were characters from three entirely different fictional worlds, but Player Select placed them beneath a single recognizable banner aimed at video game collectors.
NECA’s contemporary descriptions showed how important accessories and articulation were becoming to the presentation. Lara Croft was planned with pistols, a shotgun, machine gun, and sword. Agent 47 came with an assortment of firearms, silencers, scopes, and his briefcase. Kain included a sword and alternate energy-blast hand. Rather than simply reproducing a character’s general appearance, NECA tried to recreate the equipment and visual details players associated with actually controlling that character.
Player Select soon stretched across numerous franchises.
Castlevania joined NECA’s growing video game catalog, with contemporary trade reporting announcing plans for figures of Simon Belmont, Alucard, Dracula, and Succubus. Assassin’s Creed brought Altaïr into Player Select with his retractable wrist blade, throwing knives, sword, dagger, and extensive articulation. NECA’s own announcement emphasized game-accurate accessories, a phrase that increasingly described its approach to translating virtual characters into physical objects.
The company also tackled God of War, a franchise whose exaggerated character designs demanded detailed sculpting. An especially valuable NECA behind-the-scenes feature documented the development of Kratos. Early sculpts were compared with Sony’s character design, corrections were received from the game’s developers, and revisions were incorporated before the figure reached its final form. The process demonstrated that licensed game figures were becoming collaborative reproductions rather than merely approximate interpretations of recognizable characters.
As game graphics became more detailed, the figure maker increasingly had more detail to reproduce.
Building Game Worlds in Plastic
By the end of the 2000s, NECA’s gaming catalog had expanded far beyond a handful of isolated characters.
Contemporary coverage associated the company with God of War, Hitman, Tomb Raider, Assassin’s Creed, Legacy of Kain, Resident Evil, and Castlevania, while later projects brought in properties including BioShock, Borderlands, Dead Space, Street Fighter, Splinter Cell, and Dante’s Inferno.
What made these releases historically interesting was the changing relationship between video games and physical merchandise. Earlier video game toys had often needed to simplify a character so that it could fit the expectations of a conventional toy line. NECA was operating during an era when collectors increasingly expected the opposite. The figure was supposed to preserve the game.
A character’s weapons mattered. Armor mattered. Tattoos, masks, mechanical parts, creature designs, paint applications, and silhouettes mattered because players had spent dozens or even hundreds of hours looking at those details on a screen.
The Borderlands figures provide an especially clear example. The series had an unusual cel-shaded visual identity that could easily have been lost when translated into three dimensions. Contemporary coverage of NECA’s Claptrap and Psycho Bandit figures specifically noted the painted treatment used to evoke the game’s stylized appearance. Instead of forcing every game into the same realistic visual language, the manufacturer attempted to make the physical collectible resemble the artistic language of the original game.
NECA’s video game figures were becoming small exercises in preservation through manufacturing. They captured how developers wanted characters to look at a specific moment in a franchise’s history.
Gears of War Becomes One of NECA’s Biggest Game Lines
Few properties demonstrate the growth of NECA’s video game business better than Gears of War.
NECA’s archived announcement dated the agreement to January 17, 2008 and described a first wave planned for the spring. Marcus Fenix, Augustus Cole, and a Locust Drone formed the opening assortment, with NECA promising extensive articulation, detailed sculpts, and game-accurate accessories. The company presented those figures not as a one-time release but as the beginning of an ongoing series.
It certainly became one.
By July 2012, NECA was having trouble presenting the entire collection in an easily understandable way. The company created a downloadable visual guide and stated that the Gears of War collection had grown to more than fifty-three figures. That number demonstrated the difference between acquiring a license and building a true collecting ecosystem around a video game property.
Marcus Fenix was no longer simply another game protagonist who had received a figure. Soldiers, enemies, armor variations, and additional characters allowed collectors to build part of the game’s universe on a shelf.
That approach reflected a broader change in video game culture. Major franchises were becoming long-term entertainment properties whose audiences remained attached to characters between individual game releases. Collectibles could extend that relationship into the physical world.
When Video Game Weapons Left the Screen
Action figures were only part of NECA’s importance to video game collecting.
As the market grew, the company began producing objects that allowed collectors to own something resembling the equipment they had used virtually. The difference was substantial. A figure represented a character. A full-scale prop replica could make an object from the game appear to exist in the player’s world.
NECA’s relationship with Valve became especially important to this development. At the 2012 New York Toy Fair, NECA displayed products connected to Valve properties alongside other major gaming lines. Team Fortress 2, Half-Life, and Portal were among the projects drawing attention.
Then came the Portal Gun.
In February 2012, NECA formally detailed a life-size replica of the Aperture Science Handheld Portal Device associated with Chell in Portal. The replica measured approximately thirty inches, used orange and blue lights, reproduced game-inspired sound effects, and was limited to 5,000 pieces.
The Portal Gun demonstrated that video game memorabilia could occupy the same collecting territory as movie prop replicas.
That idea became even clearer with Half-Life 2. NECA’s full-scale Zero-Point Energy Field Manipulator, better known to players as the Gravity Gun, was produced using digital data supplied by Valve. NECA described the approximately two-foot replica as accurately based on the actual in-game model, complete with lights and sounds. In other words, the digital asset used to define an object within a video game could help create the physical collectible sitting on a fan’s shelf.
The distance between digital object and collectible object was becoming remarkably small.
The Purple Jason That Changed Everything
In 2013, one of the most important video game products in NECA’s history came from an unlikely source.
It was not a new blockbuster game. It was not an advanced replica constructed from developer-supplied digital files. It came from an infamous Nintendo Entertainment System game released decades earlier.
For San Diego Comic-Con 2013, NECA created a seven-inch Jason Voorhees based on his appearance in the 1989 Friday the 13th video game. The strange colors of the original NES character, including his memorable purple and blue appearance, became the attraction. NECA even recreated the visual language of the original video game packaging for the figure’s box.
It could easily have remained a novelty.
Instead, it became the foundation of an entire collecting concept.
Randy Falk later remembered that he expected the Jason figure to attract interest but did not anticipate the scale of the reaction. Collectors who had never purchased a Jason figure wanted it because it represented something beyond the Friday the 13th franchise. It represented the NES era itself. Falk said the response connected strongly with nostalgia for classic 8-bit gaming, giving NECA a reason to expand the idea into more figures.
Freddy Krueger followed. Then came RoboCop.
When NECA unveiled its Classic Video Game Appearance RoboCop in October 2013, the company identified him as the third figure in what it described as its successful line of classic 8-bit video game tributes. The RoboCop figure deliberately used the unusual bluish-purple color scheme of the 1989 NES game and came in packaging meant to resemble the original game’s box.
NECA had discovered something important about the history of games. Accuracy did not always mean reproducing what a character was supposed to look like in reality. Sometimes accuracy meant reproducing the technical limitations, strange colors, and pixelated artwork through which players originally remembered the character.
Turning Pixel Graphics Into Collectibles
The Classic Video Game Appearance concept became one of NECA’s most distinctive contributions to video game collecting.
The company could take an existing sculpt and repaint it according to an old game’s limited color palette, add pixel-inspired shading, and package it like a vintage game. The physical object became a tribute not merely to the fictional character but to a specific version of that character created by old hardware.
That distinction mattered.
Jason Voorhees had appeared in films and toys for decades, yet NES Jason belonged to video game culture. RoboCop’s odd game colors reflected an old attempt to translate a metallic movie character through the limitations of late-1980s home console graphics. NECA was effectively preserving the translation itself.
By the time Randy Falk discussed the series with Toyark in 2016, he said Jason had opened the door to what had become fifteen figures in the format. He also pointed to the strong response surrounding Contra, which was historically important because it moved the concept beyond characters that had originated in movies.
NECA’s 2016 Contra set featured Bill and Lance with new head sculpts and pixel-inspired paint decoration. The company explicitly described them as the first non-movie-based characters to enter its classic video game tribute series. That release completed an interesting circle. A line that began by turning a movie slasher’s strange NES incarnation into a collectible had become a place for characters born directly from video games.
Halo and the Expansion of Game Merchandise
NECA’s gaming work also continued moving beyond the seven-inch action figure.
In November 2013, NECA and 343 Industries announced a worldwide Halo merchandise partnership. The proposed range went far beyond traditional figures and included quarter-scale figures, miniatures, prop replicas, helmets, board games, and HeroClix-related products.
A large Master Chief figure followed with a sculpt derived directly from the original digital model, continuing the increasingly close relationship between developer assets and collectible design. NECA later produced a full-size Needler replica limited to 3,000 units worldwide, with motorized elements, lights, and sounds timed around the release of Halo 5: Guardians.
Other partnerships continued the pattern. Activision Blizzard identified NECA as a Crash Bandicoot licensing partner in 2017, with merchandise categories that included plush items, figures, tabletop games, and novelty products.
By then, NECA’s relationship with video games could no longer be defined by one product line. Game characters appeared across figures, replicas, miniatures, tabletop products, and other forms of merchandise.
A Collectibles Company Becomes a Larger Entertainment Group
At the same time, NECA itself had grown beyond its original toy business.
In 2009 the company acquired most of the assets of WizKids from Topps, including HeroClix, ActionClix, HorrorClix, SportsClix, PocketModels, Pirates, and Mage Knight. The acquisition placed tabletop gaming and collectible miniatures within the broader NECA family.
In 2014 NECA added Kidrobot, expanding further into designer vinyl collectibles. In 2018 it acquired Joseph Enterprises and Joseph Pedott Advertising and Marketing, the companies associated with products such as Chia Pet and The Clapper. NECA’s current corporate description identifies WizKids, Kidrobot, and Joseph Enterprises as part of the larger NECA group.
The acquisitions tell a broader story about modern collecting. Action figures, tabletop games, prop replicas, designer toys, nostalgia products, and licensed entertainment merchandise increasingly overlap. Video games exist comfortably within that environment because games themselves have become one of the central forms of modern popular culture.
NECA’s history mirrors that transformation.
Why NECA Matters to Video Game History
NECA’s significance to video game history does not come from developing a console or publishing a landmark game. Its influence lies in what happened after players turned off the screen.
The company helped demonstrate that video game characters could support the kind of detailed, collector-focused merchandise long associated with major films and comic books. Player Select gave characters from unrelated games a shared collecting identity. Lines such as Gears of War proved that one game franchise could sustain dozens of figures. Portal and Half-Life showed that virtual weapons could become premium full-scale replicas. Classic Video Game Appearance figures transformed old graphical limitations into objects of nostalgia.
Most importantly, these products preserved particular moments in the visual history of games.
A NECA Altaïr represents the look of Assassin’s Creed during the franchise’s beginning. A Kratos sculpt captures how Sony’s Spartan warrior appeared during a specific stage of God of War. A Gears of War shelf preserves the heavy armor and exaggerated weapons that helped define an era of Xbox 360 design. A purple Jason figure preserves something even stranger: the memory of how a horror icon looked when an NES game translated him into a handful of colors.
Those objects document video game history in a different way than cartridges, discs, consoles, advertisements, magazines, or development documents. They show how game characters escaped the boundaries of their original software and entered the wider culture.
For collectors who grew up during the 1980s, 1990s, and 2000s, that transition was especially visible. Video games moved from toy aisles and children’s bedrooms into one of the dominant entertainment industries in the world. Their characters became cultural icons, and the merchandise surrounding them became sophisticated enough to attract adults who remembered precisely which costume, weapon, color palette, or version of a character mattered to them.
NECA grew alongside that change.
What began as a company producing licensed entertainment collectibles eventually became one of the manufacturers most closely associated with bringing detailed game characters into physical form. From Resident Evil 4 and Player Select to the Portal Gun, Gravity Gun, Halo, and its deliberately pixel-colored tributes to the NES era, NECA helped create a material record of video game culture.
For video game historians, those figures are more than shelf decoration. They are artifacts of the moment when the industry realized that a character did not have to stop existing when the console was turned off.
Sources & Further Reading
National Entertainment Collectibles Association. “About Us.” NECA. Accessed October 15, 2026. https://store.necaonline.com/pages/about-us
National Entertainment Collectibles Association. “A Silent, Deadly, Seven-Inch Assassin.” NECA. https://store.necaonline.com/blogs/news/a-silent-deadly-seven-inch-assassin
National Entertainment Collectibles Association. “The Making of a God.” NECA. https://store.necaonline.com/blogs/news/the-making-of-a-god
National Entertainment Collectibles Association. “Updated: Armored and Unstoppable.” NECA. https://store.necaonline.com/blogs/news/updated-armored-and-unstoppable
National Entertainment Collectibles Association. “Gears of War Arrives This Spring.” NECA, January 17, 2008. https://store.necaonline.com/blogs/news/174261959-gears-of-war-arrives-this-spring
National Entertainment Collectibles Association. “Download Our Full Gears of War and Predators Lines Visual Guides!” NECA, July 12, 2012. https://store.necaonline.com/blogs/news/174247431-download-our-full-gears-of-war-and-predators-lines-visual-guides-free
National Entertainment Collectibles Association. “Ready Your Devastator Attack.” NECA. https://store.necaonline.com/blogs/news/ready-your-devastator-attack
National Entertainment Collectibles Association. “Our Latest Resident Evil Action Figure Is VECTOR from Operation Raccoon City.” NECA, June 21, 2012. https://store.necaonline.com/blogs/news/our-latest-resident-evil-action-figure-is-vector-from-operation-raccoon-city
National Entertainment Collectibles Association. “Video Interviews With Randy Falk at 2012 Toy Fair Reveal Surprising News.” NECA, February 21, 2012. https://store.necaonline.com/blogs/news/video-interviews-with-randy-falk-at-2012-toy-fair-reveal-surprising-news
National Entertainment Collectibles Association. “Highlights From 2012 NYC Toy Fair.” NECA, 2012. https://store.necaonline.com/blogs/news/highlights-from-2012-nyc-toy-fair-including-toy-espionage
National Entertainment Collectibles Association. “Yes, We Are Making a Life-Size Portal Gun Replica.” NECA, February 28, 2012. https://store.necaonline.com/blogs/news/174250119-yes-we-are-making-a-life-size-portal-gun-replica-here-are-the-details-updated
National Entertainment Collectibles Association. “Introducing P-body’s Official Portal Device Replica from Portal 2.” NECA, May 9, 2012. https://store.necaonline.com/blogs/news/174249287-video-introducing-p-body-s-official-portal-device-replica-from-portal-2
National Entertainment Collectibles Association. “Atlas’s Portal Device Replicas Are Going on Sale.” NECA, August 9, 2012. https://store.necaonline.com/blogs/news/atlas-s-portal-device-replicas-are-going-on-sale-tonight-at-10pm
National Entertainment Collectibles Association. “Official Image of Half-Life 2 Zero-Point Energy Field Manipulator Replica Revealed!” NECA, April 2013. https://necaonline.com/2013/04/official-image-of-half-life-2-gravity-gun-replica-revealed/
National Entertainment Collectibles Association. “BioShock Infinite: New Game Trailer Posted, the Latest Figures & More!” NECA, February 19, 2013. https://store.necaonline.com/blogs/news/bioshock-infinite-new-game-trailer-posted-the-latest-figures-more
National Entertainment Collectibles Association. “SDCC Exclusive: Video Game Jason Voorhees Action Figure Coming to Comic-Con!” NECA, June 6, 2013. https://store.necaonline.com/blogs/san-diego-comic-con/sdcc-exclusive-video-game-jason-voorhees-action-figure-coming-to-comic-con
National Entertainment Collectibles Association. “FIRST LOOK: Classic Video Game Appearance RoboCop Revealed!” NECA, October 23, 2013. https://store.necaonline.com/blogs/news/first-look-classic-video-game-appearance-robocop-revealed
National Entertainment Collectibles Association and 343 Industries. “NECA and 343 Industries Announce Partnership for New Line of Halo Merchandise.” NECA, November 12, 2013. https://store.necaonline.com/blogs/press-releases/172395847-neca-and-343-industries-announce-partnership-for-new-line-of-halo-merchandise
National Entertainment Collectibles Association. “Shipping: Heroes of the Storm Action Figures.” NECA, September 2, 2015. https://store.necaonline.com/blogs/news/shipping-heroes-of-the-storm-action-figures-and-avengers-age-of-ultron-body-knockers
National Entertainment Collectibles Association. “God of War III: Ultimate Kratos.” NECA, September 2015. https://necaonline.com/2015/09/god-of-war-iii-7-scale-action-figure-ultimate-kratos/
National Entertainment Collectibles Association. “Shipping This Week: Contra, Uncharted 4, Plus New Scalers, Head Knockers and Body Knockers Too!” NECA, August 22, 2016. https://store.necaonline.com/blogs/news/shipping-this-week-contra-uncharted-4-plus-new-scalers-head-knockers-and-body-knockers-too-1
National Entertainment Collectibles Association. “Urban Vinyl Icon Kidrobot Joins NECA Family of Companies.” NECA, November 19, 2014. https://store.necaonline.com/blogs/press-releases
National Entertainment Collectibles Association. “American Cultural Icons Chia Pet and The Clapper Acquired by NECA.” NECA, February 16, 2018. https://store.necaonline.com/blogs/press-releases/american-cultural-icons-chia-pet-and-the-clapper-acquired-by-neca
United States Patent and Trademark Office. Weinshanker v. Hannah. Notice of Opposition, February 1, 2006. Trademark Trial and Appeal Board. https://ttabvue.uspto.gov/ttabvue/ttabvue-91168966-OPP-1.pdf
Blizzard Entertainment. “A Year in the Storm.” Blizzard Entertainment. https://news.blizzard.com/en-us/article/20131412/a-year-in-the-storm
Blizzard Entertainment. “San Diego Comic-Con: Blizzard Showcase Panel Recap.” Blizzard Entertainment. https://news.blizzard.com/en-us/article/14949935/san-diego-comic-con-blizzard-showcase-panel-recap
Activision Blizzard Consumer Products Group. “Activision Blizzard Consumer Products Group Arrives at Brand Licensing Europe with a Robust Portfolio of Iconic Franchises.” Activision Blizzard, October 10, 2017. https://investor.activision.com/news-releases/news-release-details/activision-blizzard-consumer-products-group-arrives-brand-0
Activision Blizzard Consumer Products Group. “Activision Blizzard Consumer Products Group Brings Franchises to Licensing Expo 2018.” Activision Blizzard, 2018. https://investor.activision.com/news-releases/news-release-details/activision-blizzard-consumer-products-group-brings-franchises
PlayStation.Blog. “New PS Gear: PlayStation-Inspired Furniture, God of War Figures, More.” October 30, 2018. https://blog.playstation.com/2018/10/30/new-ps-gear-playstation-inspired-furniture-god-of-war-figures-more/
Surette, Tim. “Resident Evil 4 Figurines in Works.” GameSpot, May 16, 2005. https://www.gamespot.com/articles/resident-evil-4-figurines-in-works/1100-6124497/
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ICv2. “NECA Has ‘Castlevania’ License.” February 13, 2007. https://icv2.com/articles/games/view/10080/neca-has-castlevania-license
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Moore, Joe. “Interview with NECA’s Randy Falk Part 1: Video Game Appearance Line.” Toyark, January 19, 2016. https://www.toyark.com/2016/01/19/interview-necas-randy-falk-part-1-video-game-appearance-line-187979
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