Warhammer 40,000: Inside the Grimdark Galaxy


“In the grim darkness of the far future, there is only war.”

Warhammer 40,000—usually shortened to Warhammer 40K, 40K, or simply Warhammer—is a science-fiction miniature wargame and one of modern pop culture’s largest shared fictional universes. Built around the famously bleak promise that “In the grim darkness of the far future, there is only war,” it imagines humanity in the 41st millennium: still alive, but reduced to a decaying, fanatical, militarized empire fighting an endless conflict against aliens, demonic powers, and its own self-destructive instincts.

What began in 1987 as a strange, punk-inflected tabletop release has become a global entertainment property spanning miniatures, novels, comics, animation, video games, audiobooks, collectible figures, apparel, and planned screen projects. Its strength is that it works on several levels at once: it is a tactical game, an art-and-modeling hobby, an enormous science-fiction mythology, a cosmic-horror setting, a military epic, and a satire of authoritarianism pushed so far that it becomes monstrous.

From Rogue Trader to a Global Hobby

Warhammer 40K emerged from Games Workshop’s earlier success with Warhammer Fantasy Battle. Founded in the United Kingdom during the 1970s, Games Workshop began as a hobby company concerned with mail-order games, tabletop role-playing games, and miniatures. After the release of Warhammer Fantasy Battle in 1983, the company developed a science-fiction counterpart: Warhammer 40,000: Rogue Trader, released in 1987. Games Workshop identifies that launch as a major turning point and says the game rapidly became the world’s most popular wargame.

The original Rogue Trader was far stranger and less regimented than modern 40K. It was part skirmish game, part tabletop role-playing game, and part open-ended science-fiction sandbox. Players might command a small expedition of explorers, mercenaries, aliens, mutants, pirates, or Imperial agents rather than the large armies associated with the game today. The rules encouraged improvisation, scenario-building, character creation, and the invention of bizarre corners of a hostile galaxy.

Its titular Rogue Traders were Imperial explorers and licensed opportunists: merchants, colonizers, diplomats, archaeologists, and private adventurers granted authority to travel beyond the Imperium’s established borders. That concept captures early 40K’s loose, exploratory spirit. The setting was a collage of pulp adventure, cosmic horror, war fiction, medieval religious imagery, dystopian bureaucracy, science-fiction clichés, and black comedy.

As later editions arrived, Warhammer 40K increasingly became an army-scale miniature wargame. Players began building forces around recognizable factions, leaders, squads, vehicles, and monsters. They buy unpainted plastic or resin kits, assemble them from separate parts, customize their weaponry and colors, paint them, and deploy them on terrain-filled tables.

A game may involve infantry formations, tanks, artillery, giant psychic creatures, alien swarms, aircraft, war machines, and genetically engineered super-soldiers. Dice resolve shooting, melee attacks, armor saves, morale, special abilities, and unpredictable battlefield events. Rulebooks and faction codexes provide the mechanical framework, but the miniatures remain the true center of the hobby. They are game pieces, collectible objects, art projects, and physical embodiments of the fiction.

A Universe Built From Influences

Part of Warhammer 40K’s longevity comes from its deliberately hybrid nature. It was never built from one source, genre, or artistic philosophy. It is a science-fantasy setting assembled from decades of literature, comics, horror, military fiction, mythology, history, tabletop gaming, heavy-metal album art, and British satire. Its most distinctive achievement is not inventing every ingredient from scratch; it is fusing familiar influences into a universe with an immediately recognizable voice and aesthetic.

Frank Herbert’s Dune is among the clearest and most consequential influences. Dune supplied a model for science fiction that felt ancient, religious, feudal, ecological, political, and mythic all at once. The 40K Emperor shares obvious conceptual territory with Leto Atreides II, the transformed ruler at the center of Herbert’s God Emperor of Dune. Rick Priestley has explicitly compared the Emperor to Leto, noting the shared notion of a ruler defined by long-term sacrifice and an individual transformed into a reluctant or burdensome deity.

The influence appears throughout 40K’s structure. The title “God-Emperor,” the use of “lasgun,” the importance of interstellar navigation, the dangers of psychic power, and the notion of a galaxy shaped by feudal houses, religious institutions, and decaying imperial authority all evoke the imaginative territory Herbert helped popularize. The Imperium is not a direct copy of Herbert’s Imperium, but it channels the same sense of vast history and civilizational exhaustion: humanity has conquered the stars, yet has become trapped by the systems it created.

Dune also helps explain why 40K feels less like sleek technological futurism and more like a medieval empire projected into space. The Imperium has spaceships, energy weapons, genetic engineering, and interstellar travel, but it is socially structured around dynasties, priesthoods, hereditary institutions, sacred relics, and ritualized warfare. A starship captain can wield authority like a feudal noble; a machine-priest can treat a computer system as a holy object; an entire planet can be governed according to rules that resemble an exaggerated mixture of medieval monarchy, colonial empire, and religious absolutism.

Robert A. Heinlein’s Starship Troopers also looms behind the setting, especially in its militarized future, armored infantry, planetary invasions, and questions about citizenship, duty, service, and the relationship between soldiers and the state. The Space Marine may not be a direct lift from Heinlein’s mobile infantry, but 40K shares the image of heavily armored future soldiers descending into hostile worlds as humanity’s elite warriors. The major difference is tonal. Heinlein’s novel is explicitly invested in debating civic responsibility and military service; 40K turns militarized citizenship and state power into a far more excessive, terrifying, and baroque nightmare.

The roots of Chaos reach deeply into the work of Michael Moorcock, especially the Elric stories, the broader Eternal Champion cycle, and Moorcock’s recurring tension between cosmic order and cosmic chaos. Priestley has said that Realm of Chaos, a foundational early Warhammer supplement, drew inspiration from Moorcock’s fiction. Moorcock’s influence can be felt in Warhammer’s willingness to treat Chaos as more than generic evil. It is a metaphysical force of mutation, temptation, instability, transformation, corruption, and destructive freedom.

The Chaos Gods of 40K are not simply demons waiting outside reality. They are entities shaped by mortal emotion and civilization’s psychic debris. Rage creates Khorne, ambition feeds Tzeentch, despair strengthens Nurgle, and obsession empowers Slaanesh. That fusion of cosmic mythology and inner human failing is distinctly Moorcockian in spirit, even as 40K develops it into a universe of its own.

Walter M. Miller Jr.’s A Canticle for Leibowitz is another key lens through which to understand the Imperium. Miller’s post-apocalyptic novel imagines a future in which religious custodians preserve fragments of lost knowledge after civilization collapses, often without fully understanding what they have saved. The Adeptus Mechanicus—the techno-priests of Mars—operates on a grandiose science-fiction version of that principle. It preserves ancient technologies, treats machines as sacred, seeks lost artifacts, and often turns scientific understanding into religious ritual.

The Imperium’s relationship with technology is therefore central to its tragedy. Humanity possesses equipment advanced beyond anything available in the present day, yet much of that knowledge has been forgotten, distorted, or rendered taboo. A machine can be repaired through liturgical procedure. A blueprint can be treated like scripture. Innovation can be regarded with suspicion because it threatens inherited dogma. A Canticle for Leibowitz offers one important ancestor for that image of civilization after knowledge has become relic, ritual, and superstition.

John Milton’s Paradise Lost also echoes through 40K, most strongly in the story of the Emperor, his Primarch sons, and the Horus Heresy. The broad outline has unmistakable Biblical and Miltonic flavor: a father figure of immense authority creates near-divine sons; his favored son falls into rebellion; a vast heavenly order is split by betrayal; the resulting war reshapes creation; and the remnants of the fallen become demons or devils waging eternal war against their former kin.

Horus Lupercal is not simply Satan, and the Emperor is emphatically not a straightforward God figure. 40K is too morally compromised for that kind of clean analogy. The Emperor can be visionary, tyrant, savior, manipulator, father, failed reformer, and imprisoned god all at once. Yet the emotional architecture is Biblical: the fall of beloved sons, the tragedy of betrayal, the creation of a false church around a broken father, and the transformation of rebellion into eternal damnation.

British comics are just as important as canonical science-fiction novels. The influence of 2000 AD—especially its anarchic, darkly comic, satirical approach to dystopia—helps explain 40K’s original voice. Judge Dredd offered a future city-state defined by absurdly authoritarian law enforcement, brutal social control, violence, and exaggerated fascistic spectacle. The comic’s writers and artists mixed dystopian science fiction with satire and a distinctive, sometimes savage sense of humor.

That sensibility can be found in 40K’s hive cities, the planet-sized urban slums and industrial nightmares where billions live under crushing conditions. It can be found in the Adeptus Arbites, the Imperium’s heavily armed enforcers; in the Inquisition’s secret-police authority; and in the setting’s fascination with rules so vast and convoluted that they become a form of madness. If Dune helped give 40K its mythic science-fantasy scale, 2000 AD helped give it its dystopian absurdity and its willingness to make political cruelty both horrifying and grotesquely ridiculous.

The Grim Darkness of Humanity

The universe of Warhammer 40K is set roughly 38,000 years in the future, during the 41st millennium. Humanity once spread across the stars during a technological golden age, but that civilization collapsed under the weight of war, artificial intelligence, psychic catastrophe, isolation, and rebellion. By the present-day setting, human worlds have been reassembled into the Imperium of Man, an unimaginably vast empire that is too decentralized, bureaucratic, and dangerous to be fully governed.

The Imperium is humanity’s main shield against extinction, but it is also one of genre fiction’s most oppressive regimes. It is a theocracy governed through censorship, terror, war, forced labor, religious obedience, and endless sacrifice. Its authorities routinely destroy entire populations to stop the spread of Chaos, mutation, rebellion, or alien influence. Its citizens are taught to fear difference and accept death in the Emperor’s service as the highest possible duty.

At the center is the Emperor of Mankind. Long ago, the Emperor was an active psychic ruler who attempted to unite humanity under a secular, rational Imperium. Following the catastrophic civil war known as the Horus Heresy, he was mortally wounded and placed upon the Golden Throne, a colossal life-support device on Terra—the future Earth. Ten thousand years later, he is physically inert, sustained by immense sacrifice, but is worshipped as a literal god by trillions of Imperial citizens.

The irony is crucial: the Emperor’s earlier project was hostile to religion, yet the civilization founded in his name has turned him into the center of a fanatical state faith. His dead or dying body has become a symbol that justifies absolute obedience, endless crusades, censorship, and the persecution of anyone defined as impure or disloyal.

The galaxy is connected by the Warp, a parallel psychic dimension used for interstellar travel and communication. But the Warp is unstable, dangerous, and shaped by mortal thought and emotion. It is home to Chaos, a supernatural force embodied by four great gods:

  • Khorne, the god of rage, war, slaughter, blood, and martial violence.
  • Tzeentch, the god of change, sorcery, mutation, ambition, manipulation, and conspiracy.
  • Nurgle, the god of plague, decay, despair, entropy, and grim endurance.
  • Slaanesh, the god of obsession, pleasure, excess, perfection, sensation, and self-destruction.

Chaos is both an external threat and an internal consequence. It feeds on the fear, pain, rage, greed, and desperation of sentient life. The more brutal and hopeless the galaxy becomes, the stronger Chaos becomes. This makes the universe a self-perpetuating tragedy: the Imperium commits atrocities to preserve itself, but its cruelty produces exactly the despair and violence upon which its greatest enemy thrives.

Fascism, Satire, and the Imperium

Any serious account of Warhammer 40K has to address the politics embedded in the Imperium of Man. Its authoritarian, fascistic, xenophobic, ultra-nationalist, and theocratic character is foundational to the setting. It is not a decorative aesthetic applied to otherwise uncomplicated heroes. The Imperium is a nightmare-state built from state violence, militant conformity, religious terror, permanent war, enforced ignorance, and the idea that collective survival excuses every atrocity.

The Imperium’s language is full of concepts familiar to real-world authoritarian movements: purity, loyalty, unity, sacrifice, tradition, enemies within, enemies without, obedience to sacred authority, and extermination of the “other.” Aliens are not merely rivals but existential contaminants. Mutants are treated as proof of corruption. Heresy is not a disagreement but a disease. Citizens are expendable resources in a war machine. The state is sacred; doubt is treason.

But that is not an invitation to admire the Imperium. Its grotesque political logic is part of the property’s original satirical foundation. The early Rogue Trader era was shaped by the same punk, anti-establishment, dystopian, and satirical energy that ran through much British genre culture during the 1980s. Its creators were working against the backdrop of Thatcher-era Britain, a period of profound political conflict over nationalism, policing, class, militarism, organized labor, public institutions, and the treatment of dissent.

The broader Warhammer line occasionally made that influence explicit. The 1986 campaign The Enemy Within, written for Warhammer Fantasy Roleplay, included Empress Magritta/Magraritha as a pointed satire of Margaret Thatcher, while its title echoed Thatcher’s notorious rhetoric about “the enemy within.” It would be simplistic to reduce the whole of 40K to a single anti-Thatcher allegory, especially after decades of expansion under many writers. Yet the setting’s foundational instinct was to take authoritarian rhetoric and imperial fantasy to ridiculous, horrifying extremes.

The Imperium is the ultimate in-joke about the bankruptcy of those ideas. It asks what would happen if every authoritarian fantasy—racialized or species-based purity, sacred hierarchy, militarized masculinity, obedience, nationalism, fear of outsiders, religious certainty, and expansion through force—were granted total control over a galaxy for ten thousand years. The answer is not a stable civilization. It is stagnation, paranoia, ignorance, endless violence, and a government that can preserve life only by making life unbearable.

This is why far-right and fascistic bad-faith actors who try to claim the Imperium as an ideal are missing the point, whether unintentionally or deliberately. They see its armored soldiers, skull-covered banners, huge weapons, slogans about purity, and worship of the God-Emperor as an image of restored order. Yet 40K frames the actual consequences of this “order” as horrific: worlds burned clean, populations sacrificed, dissidents tortured, knowledge lost, and humanity spiritually hollowed out.

Games Workshop has directly addressed real-world prejudice and fascist appropriation in its community. It stated that it would “never accept nor condone any form of prejudice, hatred, or abuse,” described the Imperium as driven by hatred and extreme xenophobia, and declared: “The Imperium is driven by hate. Warhammer is not.” The company also stated that people displaying real-world hate symbols or behaving in discriminatory ways are not welcome in official stores, events, or the Warhammer community.

The satire can become complicated because Warhammer 40K is made to be visually spectacular. It sells massive armored warriors, cathedral-sized starships, gigantic tanks, heroic last stands, and grandiose military imagery. A Guardsman defending civilians or a Space Marine holding a city against monsters can still be brave. Individual courage is real within the fiction. But the heroic action of a character should not be confused with moral endorsement of the system that character serves.

A good way to understand the setting is to distinguish people from institutions. A soldier can be selfless; the empire can remain monstrous. A Space Marine can save a planet from Tyranids; the Imperium can still be a fascistic theocracy. The tragedy is that many of the setting’s protagonists have been born into conditions where brutality is taught as necessity and alternatives appear impossible.

Factions, Heroes, and Horrors

The most famous force in Warhammer 40K is the Adeptus Astartes, better known as the Space Marines. They are genetically engineered, heavily indoctrinated super-soldiers created from the genetic legacy of ancient demigod generals. Organized into independent Chapters rather than massive unified legions, Space Marines are the Imperium’s elite shock troops—the “Angels of Death.”

The Ultramarines are disciplined and highly organized warriors with Roman-style military and civic imagery. The Blood Angels are noble heroes afflicted by a hereditary thirst for bloodshed. The Dark Angels are secretive knightly warriors haunted by ancient betrayal. The Space Wolves use Viking and Norse mythic imagery, while the Black Templars are crusading religious zealots who embrace the Imperium’s faith with particular intensity.

The Imperium is much more than Space Marines. The Astra Militarum, also called the Imperial Guard, consists of ordinary human soldiers confronting impossible threats with rifles, tanks, artillery, discipline, and numbers. The Adeptus Mechanicus are the cybernetic techno-priests of Mars who preserve and worship ancient machines. The Adepta Sororitas, or Sisters of Battle, are armed warrior-nuns who serve the Imperial faith. The Inquisition hunts heresy, alien infiltration, rogue psykers, and Chaos cults with nearly unlimited authority. The Adeptus Custodes are the Emperor’s golden-armored bodyguards, while the secretive Grey Knights specialize in combating daemons.

The main human enemy is Chaos, and its most iconic servants are the Chaos Space Marines—the descendants of legions that rebelled against the Emperor during the Horus Heresy. The disease-ravaged Death Guard serve Nurgle. The occult Thousand Sons serve Tzeentch. The berserk World Eaters serve Khorne. These factions illustrate one of the franchise’s recurring themes: virtues such as courage, ambition, loyalty, knowledge, and strength can be warped into fanaticism, cruelty, obsession, and self-destruction.

The xenos factions are equally essential. The Orks are massive green war-addicts who find genuine joy in combat, making them one of the setting’s strangest blends of comedy and menace. The Aeldari, formerly called Eldar, are an ancient psychic species divided among multiple societies, including the nomadic Craftworld Aeldari and the sadistic Drukhari raiders. The Necrons are ancient machine dynasties awakening from tomb worlds to reclaim a galaxy they believe belongs to them. The T’au Empire is technologically advanced and organized around the “Greater Good,” but its rhetoric of unity also hides coercion, surveillance, and imperial expansion.

The Tyranids provide the setting’s purest form of cosmic horror. They are an extragalactic hive species controlled by the immense Hive Mind. They do not want land, gold, ideological victory, revenge, or diplomacy. They consume worlds for biomass. A Tyranid invasion strips a planet of plants, animals, people, oceans, and every possible usable resource. Their advance is often prepared by Genestealer Cults, which infiltrate human societies, breed hybrid populations, incite rebellion, and prepare entire worlds to be devoured.

The Horus Heresy and Mainstream Rise

The foundational historical event in Warhammer 40K is the Horus Heresy, a galaxy-wide civil war that occurred ten thousand years before the main setting. In humanity’s earlier period of expansion, the Emperor launched the Great Crusade, a campaign to reunite scattered human worlds beneath a secular Imperium. To command his armies, he created twenty Primarchs, superhuman sons and generals whose genetic material was used to create the original Space Marine Legions.

The Emperor’s favored son was Horus Lupercal, whom he named Warmaster. Horus was manipulated and corrupted by Chaos, then led roughly half of the Space Marine Legions in rebellion against the Emperor. The father-and-son imagery echoes Paradise Lost and Biblical tales of rebellion, but 40K gives it a brutally ambiguous twist: the Emperor is not a blameless divine father, and his rebellious sons are not united by a coherent moral cause. The war is a catastrophe born from pride, secrecy, ambition, manipulation, and the failure of a ruler who tried to shape humanity’s future through absolute control.

The Heresy ended during the Siege of Terra. The Emperor confronted Horus aboard the traitor’s flagship and destroyed him, but received mortal wounds in the process. The Emperor’s survival on the Golden Throne saved humanity from immediate collapse, yet it also ensured that the Imperium would spend the next ten thousand years worshipping a broken relic instead of realizing the future he claimed to seek.

The Horus Heresy became one of the franchise’s largest literary projects through the expansive The Horus Heresy novel series, and its ancient battles now form the basis of the dedicated tabletop game Warhammer: The Horus Heresy. Its impact explains nearly every major feature of modern 40K: the division of Space Marines into Chapters, the hatred between loyalists and traitors, the divinity of the Emperor, and the Imperium’s permanent paranoia about betrayal.

For decades, Warhammer 40K was huge within hobby culture but comparatively specialized in wider popular culture. Its mainstream growth accelerated through video games, online miniature-painting communities, audiobooks, social media, and increasingly polished adaptations. Relic Entertainment’s Warhammer 40,000: Dawn of War helped establish the setting as a major PC strategy property after its 2004 release. Later games such as Warhammer 40,000: Space Marine, Warhammer 40,000: Darktide, Warhammer 40,000: Rogue Trader, and Warhammer 40,000: Space Marine 2 made the franchise accessible to people who may never have collected miniatures.

Black Library, Games Workshop’s fiction label, also made the setting more accessible by turning its lore into character-driven stories. Eisenhorn works as a detective thriller and political mystery centered on the Inquisition. Gaunt’s Ghosts follows ordinary soldiers through the machinery of Imperial war. Ciaphas Cain brings a more comic, self-aware perspective to the setting. The Horus Heresy transforms the franchise’s oldest backstory into a vast tragic saga.

The move toward television and animation marks the clearest mainstream expansion yet. Secret Level featured a Warhammer 40,000 animated episode in 2024, while Amazon MGM Studios, Blur Studios, and Games Workshop are developing a larger animated project connected to the Deathwatch. Henry Cavill is attached as an executive producer and is also associated with Amazon’s developing live-action Warhammer 40,000 project.

Ultimately, Warhammer 40K has endured because it is not merely a franchise about powerful soldiers and giant battles. It is a gigantic, flexible setting that can support military tragedy, gothic horror, cosmic horror, detective stories, religious dystopia, dark comedy, political intrigue, space opera, and apocalyptic adventure. Its most enduring insight is that a civilization cannot build genuine security through hatred, obedience, and endless war. In Warhammer 40K, those ideas do not create order. They create the grim darkness from which no one can escape.

Funny Pains: Documentary Review, Poster and Trailer


First off,

I am not a very good documentary reviewer, so, remember that going forward.

Second off:

Here is the poster Funny Pictures

 

Third Off:

Here is the trailer:

Review:

I got this screener thinking it would be all about Nikki Glasser and Jim Norton and comedy fun. Well, I was surprised. Jorge Cruz (Director) took his documentary in an entirely different direction (pun intended) than I anticipated.

I absolutely did not realize I was hooked.

Now, you are about to ask me why Wendi Starling is not the centerpiece of this documentary. Well, she is And you will just have to watch to find out why. I’m not going to tell you it broke my heart watching. It did! And I thank Jorge Cruz for taking me on that amazing ride!

Would I recommend this Documentary?

There is so much laughter and crying that I had watching it! So, absolutely, YES!

Where Can You Watch?

May, 26, 2020 check your VOD (And I definitely recommend you do!

 

 

 

 

 

 

 

 

 

 

 

 

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It Figures (No. 3) Misaka Mikoto


It may have been awhile since I’ve done an It Figures post, but anyone that’s followed the site with any regularity knows that they’re here to read posts by Lisa Marie Bowman, or maybe Arleigh, but if they’re here to read anything from pantsukudasai56, then they’re in for a long wait in between entries.  My latest entry was about a little show called Toaru Kagaku no Railgun, and keeping with that theme, I have the latest figure I’ve received who also happens to be the protagonist of that show, Misaka Mikoto.DSC00040

First off, this box is big enough to hold an entire Spartan.  Is that Master Chief in there?  Ok, I really only took this pic as a sort of comparison.  My TV is a 55″ screen, so you can see just how big that box is.  Incidentally, the show that I’m watching is Yozakura Quartet.  All in all it’s a pretty average show, so there won’t be a post dedicated to it, but it’s not like it’s a terrible show.  Just one of those shows you watch if you have nothing better to do.  Anyways, that’s all I’ll ever mention of the show, and no, Master Chief is not in this box, although he would almost fit (not really)  The box winds up being 9180 square inches of space.  By far the largest box I’ve ever received from Glorious Nippon, but is this the size of the figure I’m reviewing?DSC00042

No.  There’s two figures in here.  Still, two figures for a box this size is pretty impressive.  The other figure is of the Princess of the Crystal by Good Smile Company, and she in herself is almost worth a post.  But today we’re focusing just on the FREEing Misaka Mikoto (FREEing is also a subsidiary of Good Smile Company, so getting the two in one box makes a certain amount of sense)DSC00043

Even though it’s not as large as you’d think coming from a shipping box that size, this is still a 1/4 scale figure, which is FREEing’s forte.  While they also do the normal 1/6 to 1/8 scale figures, they’re mostly known for doing the larger 1/4 scale figures.  For those who don’t quite get what I’m saying, it basically means that if you increased this figure’s size 4 times what it currently is, you’d have a life size figure.  For the curious, 1/1 size figures do exist, and they also cost several thousands of dollars.  Far more than even this reviewer can afford to spend on a figure, regardless of how awesome it would be to own one.

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The first thing I’d like to point out about this figure is a big difference between her and most other figures.  A lot of other figure collectors would probably spot this right away, but for the uninitiated, here’s something to look at.  She doesn’t have a standard base like so many other figures.  That stool is what supports her, an unlike a lot of other figures, she’s not attached to it by pegs or screws.  She’s just sitting on it, with most of the figure weight being put directly on the stool, and a small amount being put on her foot which is touching the floor.  While this is an interesting choice, it also leads to the possibility that she will not be quite as stable as a figure that has a base that it’s pegged in to.  Still, from my experimentation, it seems that she will remain quite stable, so the chances of her falling off the base are fairly slim, unless you live in an area that experiences a lot of earthquakes.

DSC00045The backside of this figure stays faithful to the bunny girl motif that Japan (and I) so dearly love.  FREEing is well known for its bunny girl figures, having done them for highly popular series like The Melancholy of Haruhi Suzumiya and lesser know but still well loved series like Sora no Otoshimono, so naturally they’re not letting their customers down with this series.  This is actually their second figure from the series, with “good friend” Kuroko Shirai already having debuted in a similar outfit.  So, they’re no strangers to making sure that their figures look good from any angle.

DSC00046Dear Jeebus, she had no face!  Ok, this is a fairly new thing for the 1/4 scale FREEing figures.  Usually with this line, you get what you’re given and that’s that.  But for these figures, they’ve given us the option of changing out the faces.  The face that I showed you earlier had her smiling.  That’s all well and good for most people, but for fans of the series and people that feel they know Mikoto well, that just isn’t good enough.

DSC00047This face is much more suitable to her.  Anyone that has watched the series would know that if Mikoto were to find herself forced to wear a bunny girl outfit, that she would be very uncomfortable doing so.  So it’s great that FREEing had the foresight to include a second face that makes Mikoto look as though she is highly embarrassed to be seen wearing such an outfit.  Now, to each their own of course, so if you liked the previous face then by all means display her as such.  However, for people like myself who feel that Mikoto would normally show a lot more restraint in this situation, this secondary face is a great addition to the figure and I’m thrilled that FREEing gave us a choice.

DSC00048One other aspect that I’d like to focus on is the stockings.  This just goes to show the attention to detail that FREEing made to this figure.  It would have been so easy for them to just paint the stockings on and call it good, but that’s not what FREEing is all about.  You can’t easily tell from this picture, but I’m here to tell you that those stockings are actual net stockings and not just painted on.  What I mean by that is, I can grab a portion of the stockings and pull them off from her legs.  Now, granted, you can’t actually removed the stockings entirely, but the fact that they are actual fabric stockings and not just molded plastic means a lot to figure fans.  These small attention to details makes a figure like this worth putting in ones collection.

All in all, a big part of FREEing’s draw is the sheer size of their figures.  Not many companies make figures larger than a 1/6 size.  But regardless, if it was a large sized figure with poorly sculpted features, it wouldn’t matter what size it was.  With the inclusion of a secondary face, FREEing tackles any problem I might have had with this figure, and makes it one that would be welcome any any serious collector’s home.  This kind of attention to detail is exactly what we all expect when we get a figure related to Good Smile Company.

It Figures (No. 2) Akari Mizunashi


Aria

With my first It Figures column, I talked about one of the more impressive figures in my collection with Godoka.  With this installment, I’d like to talk about what I consider the crown jewel of my collection.  I’m referring to an Azone BJD, or ball jointed doll, of Aria main character Akari Mizunashi.  For those that have followed my posts in the past, you might remember that I listed Aria as an anime you should be watching.  Akari and her boundless enthusiasm and endless amounts of joy at discovering aspects of Neo Venetia is a big reason for that.

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Here is a full view of Akari.  Unlike most standard figures, there are some big differences when you start talking about BJDs.  First off, they’ll almost always have actual cloth clothing.  Second, they’ll have wigs instead of molded plastic hair.  Another thing that makes this figure so special is its size.  It’s a 1:3 scale figure, while most other figures are 1:8 or 1:6.  Even the 1:4 scale figures are not very common, so a 1:3 scale is very much a treat.  The President Aria that she’s holding does not come with the figure, but rather it’s just something I added on separately because it seemed fitting, and for a reason I’ll talk about in a little bit.

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Here is a close up of her face.  Azone has a reputation for making good representations of various characters when they give them the BJD treatment, and this is no exception.  Now, there is a difference between this BJD, and say a Volks BJD.  That is this one has painted on eyes, where most Volks dolls have glass eyes inserted into the eye sockets.  While I personally prefer the glass eyes, to some people they can give the dolls a sort of creepy look.  This style is much less creepy and more likely to be pleasing to fans of the series.

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This is the main accessory that she comes with, her oar that she uses to row her gondola.  I do not often display her with the oar for a simple reason.  It unbalances her terribly.  That base you see under her feet is all that supports her.  There are a couple weak magnets in her shoes that keep her attached, but with her size, it’s not nearly enough to keep her from tipping over.  The oar itself is a full 40″ long and made of wood, so if its weight shifts even a little, she’ll topple right over.  Perhaps if I had a big enough display case where I could lean the oar against it, I’d use it in the display more often because it is really nice.  As it stands though, it took me 5 minutes of fiddling around just to get her to stand properly while holding that oar for this picture.  Much easier just to display her with President Aria.

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As I mentioned, she uses a doll wig instead of molded hair.  Because of this, it takes a little more care to keep it from getting frizzy, but the benefits speak for themselves.  It just cannot be compared to molded plastic hair.  I suppose if one were so inclined, they could do her hair however they wanted.  But, the way it’s meant to be is the best.

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They made sure to take into account the layered look of her hair, as it is in the anime.  Of course, her most distinctive feature is, as Akatsuki always puts it, her sideburns.  Akari is always quick to point out that they’re not sideburns, but whatever you want to call them, they’re adorable either way.

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Just another view of her, this time from the back.  Her uniform is quite faithfully recreated, with a bit of wire in the hem so even it can be posed in the manner that you choose.  This is a nice touch in case you wanted to pose her in an active type position where it wouldn’t make sense to just have the dress laying flat.

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Throughout most of the series, Akari is shown as a Single, which is a level of apprentice gondolier.  This is signified by her wearing one glove.  This is an indication to the public that she cannot take passengers in her gondola without a full fledged gondolier, or Prima.  The glove is able to be removed, so if you so chose, one could display her as a Prima, but I just think the look of a Single suits her more for display purposes.

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One slight downside to her, besides the lack of really good stability, is the fact that she doesn’t really have ankle joints like a lot of BJDs do.  This is because her boots are not really meant to be removed since that’s how she’s made to stay on her base, and so they felt there was no point in putting on ankle joints.  While I can see their point, it does reduce the ability to pose her a little bit, since she can only bend on her knee joints and just slightly forward on the ankles.  Her feet will shift forward slightly, but not nearly to the extent that a person can bend on their ankles in real life.  Beyond this one little nitpick though, she’s a fantastic figure.

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It’s always nice and puts a smile on my face to have Akari welcoming me home with open arms.  Now some might be wondering, what’s she wearing under that uniform?  And to them, I say, none of your business!  Yes, as perverse as I may be most of the time, Aria, and Akari by extension, is serenity.  It’s the one and only show where I will not look for perverse elements, I won’t look at h-doujinshi of it, and I certainly will not look up Akari’s dress at her panties.  She is wearing them, all BJDs tend to have panties and a slip, but I just have no desire to sully her by doing that.  Even I have some semblance of morals now and again!

This figure is certainly not for everyone.  For one thing, the joints tend to turn some people off.  For others, the sheer size of the figure makes it inconvenient to display.  But the main sticking point for people is likely the price.  I was lucky enough to find and purchase her in Japan when I visited there back in 2008, and I got her for the bargain price of 80,000 yen.  At the time, I was getting slightly more than 100 yen per dollar, so she cost me a little less than $800.  That may not seem like a bargain to many, but considering how she now goes at auction for $2500 or more, that is a fantastic price.  I’ve personally been offered $2000 for her, but she is definitely one figure that I will never part with under any circumstances.  She’s just that kind of good.  Some people might look at figures as mere toys, but I think of them as closer to daughters, and I’d never sell my daughters for any price!

It Figures (No. 1): Godoka


For some time now, Arleigh has been trying to get me to write up a post about figures.  We both enjoy collecting them, and my collection of them is rather extensive so there’s certainly no lack of material.  Again, it all came down to motivation to just get started, and what motivated me the most was my most recent acquisition, the Good Smile Company version of Ultimate Madoka, or as she’s better known, Godoka.

Yes indeed, the contents are fragile, and very valuable.  Many Bothans died bringing this….ahem, wrong story.  Anyways, this is one thing I really appreciate about the Japanese.  That’s no cheaply made, reused, been sitting in the back with people taking naps on it kind of cardboard box.  That’s a sturdy, never before used, highly protective one.  Plus they put just the right amount of packing material inside to keep the figure from shifting, but not so much that it crushes it.

And that effort paid off.  Here she is, safe and sound in the comfort of my own home, without nary a dent in the box.  The boxes themselves are often times practically works of art.  On them they usually show the various angles and options one can do with each figure.  I know Godoka is yearning to be free from her plastic and cardboard prison, but first I think one needs to appreciate just how big this box is.  This picture doesn’t really do it justice, since there’s no basis for comparison.

Now this one gives you an idea.  That’s about 14.5″ wide, and the box is pretty much square, so that should show that they didn’t mess around with this figure.  The boxes for the other figures in this series were only half this size.  But now that we’ve had our fill of boxes, let’s get her out of there and take a better look.

Here we have a look at all the various pieces that comprise her.  While this may not be a lot by some figures standards, by a scaled, static figure this is a lot.  In case it’s not easily seen, in addition to the main figure, she had two different bows, two sets of wings, an arrow and of course her base.  What also probably isn’t easily seen is the fact that the plastic tomb is not only held together by the snaps and tape, but also with twisted wire.  This last part is always a pain in the rear, so be sure to keep a pair of wire cutters handy.  Trying to untwist those wires by hand is not a fun task, and I do not recommend those without much patience to attempt it.

Now we finally get to see Godoka free from her constraints.  And let me tell you, she’s no lightweight figure.  A good amount of weight is in the dress of hers, which is good since that’s where she’s going to attach to her base.  The pattern of stars on the black interior of the dress is a very nice touch, and GSC did not skimp on the details.  One thing to be wary of is her hair.  It feels pretty fragile, and the ends are very pointy so if you’re not careful, she could very easily snag a piece of clothing and possibly snap a strand of hair off.  I thought it was going to happen to me a couple times as I was getting later parts put on her, but thankfully I managed to avoid any catastrophes.  Ah, I can hear you now.  “But pantsukudasai, when you say she’s detailed, just HOW detailed, if you know what I mean?”  Oh, I do know what you mean, yes indeed.

Homu Homu would be drooling in envy.  Yes, in keeping with a fine tradition in figures, they made sure to sculpt a pair of panties on her.  Sadly, it’s just a very standard pair.  Some figures get very fancy underwear indeed.  Still, it’s this attention to detail that makes collecting so worth while.  And when you think about it, it certainly makes sense.  I mean, if you’re going to have a figure in a dress, it stands to reason that she’s going to be wearing something underneath it, doesn’t it?  And since one must appreciate all aspects of their figure, it’s only natural that I’d flip each figure over and check out their pantsu.  Nothing perverted about that in the least!

Now here she is with her bow and arrow.  As I mentioned earlier, she comes with two different bows.  The other bow does not have the pink energy charge around it and it just her regular sprout bow.  I assume that’s if you want to display her as if she’s already fired the arrow.  I think it looks much better with the arrow and the charged bow.  The only downside to this is that the bow doesn’t feel particularly sturdy, and as you move the figure the top wobbles in a way that doesn’t inspire a lot of confidence in me.  Still, for the most part the figure is going to be safely behind glass, and other than the vibrations from me walking past, it should be kept stable.  It’s not like I live in an earthquake zone.  A great deal of care must be taken when getting the arrow into her hand.  Her hand is removable, so I’d recommend taking it off and then attaching the arrow.  It can only go in one way, so don’t try forcing it!  Also, there are many little barbs on the bow and the arrow that could easily snap off if improperly handled.  They didn’t do us any favors by wrapping some plastic around the bow either.  I had to carefully cut the plastic wrap off, because those barbs I mentioned earlier made it difficult to slide off otherwise.

The next troublesome point were the wings on her feet, but this was more a troublesome aspect simply because it’s not very clear which wing goes on which foot.  When you try putting the correct wing on the correct foot, it slides on snugly and securely.  While this might seem like the obvious thing, in some cases they don’t get all the slag out of the slots for the holes, so things like this don’t always fit right.  Luckily for me, when I tried them the other way, it worked just fine.  You can kind of see in the bottom corner of the picture, but it does come with instructions.  The reason why they’re sitting there, unused is two reasons.  First off, I’m a guy.  We don’t need no stinkin’ instructions.  Secondly, they’re in Japanese, which I cannot read a single word of.  The pictures they show aren’t terribly helpful in deciphering what one is to do.  At any rate, you can probably guess, but those wing tips are very fragile too.  Take your time, and you should be fine.

The last detail to add to her are the wings on her back.  These thankfully were very obvious how they needed to go, and other than having to weave the right wing in between a couple strands of hair, it went on quite painlessly.  Again, the details they made with the sculpt of the figure are indeed stunning.  The way the dress flows, the ruffles in it, all her accessories, it made the wait for this figure from when I originally ordered it back in June all worthwhile.

This group shows her from various angles.  It’s truly a satisfying feeling when you finally get your figure all assembled and ready to properly be displayed.  Certainly another run to Ikea is in my future so that I may properly save her from the evils of dust.

Lastly, I felt it fitting to have her shown with the other figures in her line.  On the right we have the pairing of Kyoko and Sayaka, and on the left we have the pairing of regular Madoka and Homura.  In the middle, with Godoka taking careful aim, we have the hated Mami.  No one is romantically interested in Mami.

I’ll end this with saying that while she might be a bit spendy for some people, I feel that Godoka was worth every penny I spent on her.  If figure collecting is your thing, don’t delay on grabbing her as fast as you can.  She’s still available now, but when a figure looks this good, it’s tough to say how long she’ll be around for.  If you wait too long, the only way you’ll get her is by forming a contract with a certain someone….