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Grim & The Dark, The (2025)

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Grim & The Dark, The (2025)

Post by bunniefuu »

[SOFT PIANO MUSIC PLAYS]

[JON NARRATING] Behind every great

work of art is a story.

The art we create and share

with the world is personal, vulnerable,

and it evolves with us.

Some art wounds, some unsettles.

Some stares into the abyss of humanity

and refuses to look away.

And it is in that space

that we find grimdark art.

Grimdark art doesn't comfort,

it confronts.

A rejection of sanitized fantasies

and romantic illusions,

it is art for a world

that has lost its innocence.

Inspired not by fairy tales,

but by the trenches of w*r,

and the ruins of empires long forgotten.

But why grimdark?

Art this bleak,

this violent and amoral

could be easy to dismiss as

pessimistic or even juvenile.

But that would miss the point.

So little of its history

is known to the world.

Its origins stretch far beyond fiction.

The artists, authors, designers,

composers, and craftspeople

who have made

this genre their home

all have a story for how they found

and fell in love with grimdark.

Mine starts with a phone call.

[FADES TO

DARK RISING SYNTH MUSIC]

- [JON YAWNING]

- [MUSIC FADES ]

- ERIC: What's up, Jon?

- Hey, what's up buddy?

Um how are you doing?

sh*t, dude I'm doing alright.

What are you up to?

Uh, I-I'm good. I, um

Sorry to bug you,

but I'm calling to ask your advice.

My son's birthday is coming up.

He's turning 11.

He's super into Dungeons and Dragons

type stuff,

but, man, dude, I just

I don't have the time or

patience or the skill on

knowing how to be a dungeon master,

or how to help him with that.

It's a little bit overwhelming,

but he's really into

you know, battles,

and warriors, and creatures,

and gnarly folk like that.

I know you're

into that sort of thing.

I know you're pretty nerdy, um

And so I, uh you know,

take this the right way.

Do you have any thoughts

on, like, the kind of

like, a starter game or something,

that would be fun for him,

that I can also play

with him and get into as well?

Yeah, I've got some recommendations,

but I think you gotta see them.

In fact, I'm headed down

to the game store today

and you should come with me.

Some guys are getting together

to play some games,

and you can see it for yourselves.

- Ah.

- There's a lot to see.

One of those kind of game stores

that has an annex to the side

that is filled with

pizza and weird smells.

Okay. All right.

Send me the details, um,

and I'll be on over.

- Let's do it. Okay, see ya, bud.

- All right, see ya.

- [DOOR CHIMES]

- ERIC: Dude what's up, man?

- Is this the place?

- This is the place.

Check it out.

All right, let's go over here.

I'm going to show you around.

JON:

This looks like the place, yes.

- Oh, man.

- MAN: Oh, yeah.

JON:

I'm immediately shriveled up.

[JON] Eric is the guy I go to

when I need help with

nerdy stuff like this.

- What is this?

- [DISTANT DOOR CHIMES]

Base cards. Oh. You can get

just the base cards.

- This is it, man. Dominion.

- Dominion's good.

- So you have played it?

- Yeah. Yeah. It's quality.

[CHILL ELECTRONIC MUSIC PLAYS]

JON: You can have fun learning

how to play a new game,

and then you're done,

and then,

I have a number of games

at home where it's like okay,

we sat down,

it took a while to figure out,

and then if you don't play it like

every time, then it's just like

it's like a one-time play, so

that's a problem with

a lot of these games.

There's probably cooler

This is more like

a board game.

Those are more like

tabletop w*r games.

JON: Well, what do you mean?

What is a tabletop w*r game?

CODY: A lot of people hear

these terms thrown around,

tabletop game,

tabletop w*r game,

tabletop skirmish game

and a board game.

The point of a board game

is to keep cost very low,

and the focus is on

the game itself.

A board game usually is not considered

a hobby that you do,

in addition to the game that you play.

It is a completely insular

and fully packaged experience.

Everything that you need to play

that board game is within that box.

With a tabletop w*r game,

people are looking for

an experience

that's a little bit deeper.

Most tabletop w*r games

and skirmish games

are based on w*r and combat.

ERIC: If your son

likes D&D, Jon,

maybe something like a tabletop

skirmish game would get him excited.

[FADES TO

SOFT SYNTH MUSIC]

I actually know some guys here

that would be able to

explain a lot better than that.

All right, show me the way.

[JON] Eric introduced me

to his friend Bill Ford,

to help explain

what a w*r game is.

JON: What are we looking at?

So this is a board, uh, with miniatures

for a game called Mordheim.

And it's kind of

a skirmish based game,

where you have little groups

of a handful of models each,

and then you

take turns back and forth,

rolling dice, sh**ting weapons,

taking models out of action,

and removing them from the board,

in order to win a game.

Okay, so instead of

controlling one character,

like in D&D, and like

your traditional game,

you're in charge of controlling

like, a battalion, an army.

- Yeah, kinda, just on a smaller scale.

- On a smaller scale, okay.

But if you want to

go bigger, you can,

and you can actually collect

entire armies of these.

I can't even imagine

controlling a whole army.

I have no ounce of

Napoleonic-ness in me.

That's a weird reference,

but you get what I mean.

What draws the audience into

this kind of game playing?

BILL: So, I think

it's a few things.

I think it's accessibility.

So like rather than going in

and buying hundreds of models, and being

overwhelmed with the rules like that,

it's really easy for people to

pick up a handful of miniatures,

paint them to how they want,

and then tell narrative stories

the way that they want to.

Kinda like in D&D.

- They don't come painted like this?

- No, they don't.

- Can I pick this up?

- For sure.

- They do not come painted?

- No.

So they come in boxes, like

kinda what we see behind us.

And then you have to like,

clip them out, glue them together,

sometimes you can sculpt additional details

with like, putties and stuff like that,

much like what these are.

[UPBEAT SYNTH MUSIC PLAYS]

JON: It's model building.

You're getting down

you're putting this there,

you're gluing stuff together,

you're painting.

Well, that takes up your time.

Where does the gameplay come in?

So then, once you've done all of that,

you then come in

and you can play

these smaller skirmish games,

depending on what rule system

that you want to use,

or you can even

make up your own.

And then usually

for events like this,

that's a lot of people coming in for

a very short amount of time.

You want to keep them

kind of small scale anyway,

so that way they get more games in,

and have more time to kinda mingle, and talk

Small scale meaning like,

how long is a typical game?

For like, some skirmish games,

they'll take maybe an hour, hour and a half.

- Okay.

- Yeah. Sometimes two,

- if you have more players.

- Yeah, yeah.

Um, if I have a good

rainy Saturday,

I can, you know,

pull something like this out.

But then I have to

I get to work

Can you buy boards like this, or?

- [BILL CHUCKLES] So

- I'm a really afraid of this answer.

- BILL: Yeah, so you can't.

- No, you can't.

Now, I'm sure you

could commission people.

- Oh yeah. That's Okay so,

- Yeah, for sure.

if you haven't spent enough

money already on all the figures,

you got to go ask some other,

you know, geek who can

who has the talent, the time,

and the skill to pull this off,

which is really impressive.

It's almost worth I mean,

this is the coolest board game I've ever

"Board." I don't [STUTTERS]

I-I feel weird saying it,

it's on a different level

than a board game.

- BILL: Yeah, yeah, yeah.

- This is the coolest

playing area I've ever seen.

[INDISTINCT CHATTER]

My favorite part of this board

is this lone tower

that you can only go to

on low tide, or through boat.

Why, you can't touch the water?

Or if you call that

- I mean, you

- Normally,

most gameplay

water elements are like,

- you can't go in unless you have a boat.

- Yeah.

'Cause you'll either drown or it's

poisonous or something like that.

- Yeah, just like real life.

- It's murky.

- Let's go check this out.

- Well, in real life,

I could swim that channel,

[SNAPS FINGERS] like that.

- But not in a full suit of armor.

- Yeah.

Dude

Oh my gosh, hold on, hold on.

[DARK SYNTH MUSIC PLAYS]

I'm assuming we can just pick these up.

Eric, come here. Look at this.

This is gnarly.

Look at this, the detail,

- ERIC: It's fantastic.

- the numbers, they're great.

ERIC:

This is very grimdark.

"Very grimdark." What is that?

Is that one of the is that this game?

- If this is a game?

- No. No, grimdark is

Um, it's a- it's a genre.

It's a lot of things.

JON: You created

a lot of these pieces?

Yeah, I did, it's a model for

the type of game that we're playing

- that's kind of based on Warhammer 40,000.

- Yeah, yeah.

But it's kind of more

esoteric and niche than that.

We're more kind of focused on

making just a few models

and really spending time on making

them unique and personal and special.

Whereas like, if you're playing

a normal game of the tabletop game,

you might have like a hundred

- blue guys in the same armor,

- Okay.

sh**ting Orks or something,

whereas we're more interested in

what if I just make 5 or 6 guys,

and then each one

is like a little character?

So kind of, more like

a role playing game,

but where the story is

what I like about it

is that it's about,

the the visuals of the actual models

kinda tell the story.



CODY: When you collect

a Warhammer army,

there is ways that you

can play Warhammer,

where you pick up a box,

and that box has

everything you need to play,

let's say, a couple scenarios

that are included in that box,

and it has enough miniatures

for you to play.

But the real experience

that people are actually

after most of the time,

when they're playing Warhammer is,

they want to build a full army.

[MUSIC FADES ]

And there's an expression to that,

that you don't have in board games.

- JON: The roll before says you hit him,

- Yeah.

- Right.

- but that hit, couldn't it have been like

- It didn't hit somewhere vital.

- Yeah,

- exactly.

- Yeah.

On a 3 or 4 he's stunned,

and a 5 or 6 he's out of action.

- He might be dead.

- JON: Might be dead?

- Yeah.

- Just out of action.

JON: What's the might,

what do you mean, "might be?"

MAN: Yeah, because after the game,

we roll the injury chart to see

A shar a what?

- MAN: A chart.

- A chart.

I know you're from Sweden,

I wanna hear you say "chart" again.

- MAN: Chart.

- "Shard," oh, like

'Cause it sounds like "shart."

And I dunno if you know what a shart is.

- MAN: I do know what it is.

- You do know what a shart is. Okay.

- All right. I was just double checking.

- [LAUGHTER]

[TRIBAL SYNTH MUSIC PLAYS]

JON:

You know what this feels like,

which kind of seems perfect

for my 10, 11 year old, is like,

when you're with your buddies

and you have your little GI Joe's,

your He-Man,

your little toy action figures,

and you're playing

and you bring

bring your GI Joes over,

we're gonna have a battle and a w*r

But you have the way

cooler terrain here,

where you can, like,

basically do what you did

when you were a kid.

Is that how it feels,

like, when you're doing these?

It certainly does.



ISAAC:

There is a nostalgic element.

Let's just take

every piece of pop culture,

and art history, and history,

and blend it together,

in this, you know,

very postmodern mess.

That's basically how John Blanche

defined a lot of the artwork.

His own stuff was always much

grimmer than the things you could buy.

"In the grim darkness of the far future,

there is only w*r."

[MUSIC ENDS ]

JON: I just heard

the term, "grimdark".

I have no idea what that is.

Anytime people see

miniatures,

or illustrations or something

that are really gritty and dark,

people have started

to use that term,

"grimdark" to fit with

the aesthetic that Games Workshop

has somewhat popularized.

But I feel over time now,

it has started to expand slightly

to other genres

that have a similar aesthetic.

[GLOOMY ORGAN MUSIC PLAYS]

JON:

What other kind of genres or

mediums does it take role in?

Anything that's looking at

maybe the more

bleak aspects of humanity,

I feel could fit

in the grimdark mindset.

I love that everything in

Mordheim is just miserable.

ANA: It's all miserable.

They all react to it in their own ways.

They interact differently.

I think I was drawn to it

on an emotional level.

It's just nothing rational about it.

It's fully, just, it speaks to me.

I'm not sure what it's saying,

but it does speak to me.

Is all of this

basically a metaphor for,

you know, the artist's

childhood trauma?

Like, what kind of

experience was so

you know,

unique in your childhood

that you're now like,

all right,

I gotta get this out through my art,

through my- through my sculpture?

I had a pretty good childhood,

you know, I

I was a nerdy indoor artsy kid.

ERIC: You look at the art,

and you look at the themes, and you're like,

"this is dark, weird stuff,

"these people are psychos,"

but no, these people are

beautiful, loving people.

They were just painting

what it is that they felt

they needed to paint,

that they needed to get out, and

then, later, it was

labeled grimdark art.

I think it fits in with

lots of other art, even like,

DIY, punk ethos,

of trying to connect

with other people

by creating things.



JON: So there's a lot of

kind of a social aspect to it as well,

in the community,

of enjoying this aesthetic and this art,

but seeing what other people

I get that sense,

at these kind of events,

and places where

you see everybody like, hey,

this is my interpretation of it.

I wanna see what

you bring to the table.

It's really fun and fascinating to

connect with new and different people,

find someone from,

like, in Finland or something

that is doing something

you think is cool.

Some of our best friends now

are from all over the world.

Alexander Weinberg was one,

the one in particular,

the one awesome Finnish guy that

connected with us, and we are

involved in a free digital magazine

- called 28, for like, 28 millimeter,

- JON: Yeah, yeah.

that kind of does

a lot looking into

- [MUSIC FADES ]

- grimdark stuff, from miniatures,

to different styles of art,

and photography,

and things of that nature.

Do you think that if I call

someone in Finland

about this,

they would have me

Like we should just

go over to Finland, you guys.

I'm sure he'd be excited to talk to you.

[JON] Wow, there's a lot more to

this grimdark stuff than I thought.

I mean,

these nerds seem cool,

and I like the gross vibe

of grimdark, but

this seems like a lot of effort

just to play a game with my kid.

[CALM MUSIC PLAYS]

But I can't help feeling curious

about why people are so into this.

The guys I met seem

pretty passionate

about what they're

making and building.

There has to be some reason

why they spend so much time

playing games like this.

I feel like I have

even more questions now.

I guess I can reach out

to that guy in Finland.

Or

Cool.

[CITY AMBIENCE]

[JON SNIFFS]

[JON EXHALES]

[CHILL ELECTRONIC MUSIC PLAYS]

Taxi.

Taxi. Taxi!

I don't know

how you say it.

This is insane.

Dude, just this like

Oh, it's beautiful.

We're here at Suomenlinna, Sveaborg.

The V is not silent,

though one would think it is.

You pronounce every V.

Soumen- Soumenlinna, Sveaborg.



There's so many questions

I want to ask about grimdark.

- It's a genre?

- CODY: Yes.

It almost sounds It's less

about making brand new games,

but making your version,

like writing your story.

CODY: Right.

[JON] Okay, I think the pieces

are starting to come together,

but I need to talk to somebody

who is a real expert.

You know, the reason why

we came all the way to Finland.

[MUSIC ENDS ]

Finland feels like it pops up

more often than not

when we're discussing

the world of grimdark

and where it's big and popular.

Why is that?

So, I think, like,

Finland has a slight

tendency towards dark stuff.

We like that kind of imagery,

and it fits very well with

a grimdark aesthetic.

The hobby is very popular here.

At one time, you could basically

find a hobby store

or a bookstore that sold miniatures

in almost every major city.

So, there was

a lot of access to this.

But it also, I think, comes down to

kind of the climate of this.

We're very much a

Northern European country.

- The actual, not the political climate,

- Not the political climate.

- the weather climate.

- Yeah, really the weather.

It's very cold,

it's very grim and dark.

It is. I mean,

in the winter in some parts,

the sun doesn't rise for like a month.

[ETHERIAL MUSIC PLAYS]

The spirit of Finland is

slightly like, inward-looking,

and kind of like, melancholy, almost.

Like, we like to grumble,

but we also like to ponder things,

and be very like,

thinking about nature.

We are a very back-to-nature

kind of country in that sense.

JON: Dangit!

This is beautiful.

It's such a great

setting for a story.

So your magazine covers

like basically that world

of tabletop w*r gaming?

- Yes.

- Or even more specifically, the miniatures.

ALEXANDER: It's what we call like

this 28 kind of spirit of things.

28 was founded in 2018.

We kind of had this idea

of doing a small

kind of a zine, really,

about the kind of games

we and our friends were playing.

You know, everything's online,

but here's also this

kind of like, magazine

that collects some of

the cool stuff that's going on.

And volume one was then released

in early 2019.



ANA: My hobby journey started

over 20 years ago.

The initial world,

it was called Gardens of Hecate,

which is very small,

but I prefer small settings.

And it's got a lot of

horror and folklore elements,

stuff from Croatian history

and Croatian folklore.

Which I think is cool.

I always like to do that because

it's very familiar to me,

but not to most of the world.

One of the first minis that I fully sculpted

was a creature from that universe.

And now I do it

professionally, actually,

I turned this into a full time

job in 2020.

JON:

I feel like model building

is that hobby that,

people did that when they were kids,

took a long break, and then

got right back into it, because

it still takes attention to detail,

it's meticulous.

ALEXANDER: I mean,

a lot of work today is very digital.

- Like, we all work in front of computers.

- Yeah.

So it's something you

can do with your hands.

It really gives that kind of like,

hey, I made something physical

that I can see,

and I can touch,

I can even play with this one.

You can build it as intended,

but you can also have fun

- and go wild with it.

- JON: Yeah.

As you get more comfortable,

more experienced

with the hobby, as we call it,

then I think you go almost

automatically toward that deep end,

where you're building your own thing

and you want to change it,

you want to put

your own stamp on it,

like, this is my army, or my g*ng,

or just my miniature.

So 28 really is about like,

for those who love

this tabletop gaming world

and the miniatures,

but really go into like,

kinda the different avenues

that hobby might take you.

This is really what we think,

with 28, is kind of the interesting part,

where people take a project

that they see,

and kind of like, hey,

I just want to do something

that's very much mine.

- We like to showcase those kind of things.

- JON: Okay.

Those interesting ideas

that might get lost on the internet.

[FADES INTO

ROLLING ELECTRONIC MUSIC]

A friend of mine had Warhammer 40K,

the second edition starter box,

and since we're in Finland, none of us

really knew English all that well.

But we could

look at the pictures,

and kind of figure out like,

there's a game here,

but with small pocket money

we could only buy like one miniature each.

At the time, I was, you know, young,

mostly reading comics.

Here in Scandinavia,

Donald Duck comics are really big, so

- I'm sorry?

- Donald Duck.

Donald Duck comics are big in Finland?

Yeah, in whole Scandinavia,

they're really, really popular.

- It's very much a European thing.

- JON: Really?

Yeah. So I was into Donald Duck comics,

and then I see a, you know, opened rule

the Codex Imperialis rulebook,

where I see John Blanche's art.

- Oh my gosh.

- And it was like, what the hell is this?

- It's gnarly, it's like, black and white.

- We've got Mickey and Goofy,

and then we've got

Satan's minions who are eating babies.

- ALEXANDER: Exactly.

- And you're like, okay

All right, now,

was there an in-between?

There wasn't really an in-between.

I was kind of blown away.

Just like, what the hell is this?

It's so different.

You know you have the

kind of wholesome Donald Duck,

and then you have the very

unwholesome 40K.

JON: Yeah.

[MUSIC ENDS ]

[WIND BLOWING]

JON: Beautiful.

[ETHERIAL VOCALIZING MUSIC PLAYS]

Look at that, you guys.

That's cool.

TUOMAS: The main thing

that gets people in

is like a piece of

art that captures you

- and wants you to learn more.

-JON: Yeah.

[MUSIC FADES ]

TUOMAS: But that

alone wouldn't do it.

We see beautiful art all the time,

but if there's nothing behind it,

- you lose interest.

- JON: Yeah, yeah.

I'm working on a new one right now,

the game,

in grimdark universe,

- called Trench Crusade.

- Okay.

Certainly what brings people in

is the artwork.

This is one of the Templars

who opened the Gate of Hell,

and this is how they

were rewarded.

- And here are the humans

- JON: This is Mordheim we're looking at?

TUOMAS: No, this is my

new game, Trench Crusade.

JON: Oh, this is wow.

So you've already got

TUOMAS: Yeah.

These are the play test rules.

Of course obviously,

in order to launch it, to stick

So and you can

see here it's the um

that's from John.

Here is a Chorister, so,

these are the people who

commit ritual suicide in the

in order to spite God.

And then if they

hell accepts their sacrifice,

they come back carrying their heads,

singing hymns they learned in hell.

Heretic Commandos who

have a stealth generators

that hide them from

the eye of the god

Now, how much are you

involved in the design?

Are you an artist yourself?

Like a painter, illustrator, or?

TUOMAS: I am,

but Mike Franchina is

one of the most famous

fantasy artists in the world right now,

so, he handles the art,

I write them,

and we spend often hours together

just talking and making,

like, a stick man sketch.

Yeah. And you're like, I like that more.

Or I like that less.

And so you are

essentially directing him

and then you kind of end

up with a final

which is like,

that's what I was impicturing.

MIKE: I'm a concept artist, and I was

primarily a character designer.

I've been working

in video games for about 20 years.

I did

I worked on Diablo 3, Diablo 4,

Warhammer Online,

and I did a lot of freelance stuff

for like, I worked on Darktide,

I worked on Callisto Protocol,

Path of Exile 2.

TUOMAS: Of course,

he's such a great artist,

that a lot of stuff, like John Blanche,

he comes up with himself.

These are the a*tillery Witches,

these are

uh, mass produced in

the death factories of hell.

They are artificial witches,

that, they kind of open

a small portal to the hell,

and bring a b*mb, and they're using

anti-gravity to throw it,

so they are

the walking field a*tillery.

MIKE: Throughout my entire career

as a video game concept artist,

my belief was always, like, that you

could kinda push the envelope more

and it wouldn't be

a bad thing.

TUOMAS: And then there's the walking

battle shrine, the Anchorite Shrine,

where the volunteer is to be broken in

the cross that gives spiritual protection.

The little bit you've told me

about Trench Crusades

is- is this still

the demons' side?

TUOMAS:

No, no, these are the good guys.

MIKE: Trench Crusade has

a lot of things I put in it

that are easily recognizable.

It's like from history,

or like, the religious aesthetics,

and kind of the same thing,

like military aesthetic,

like World w*r I, and we use

World w*r II aesthetics as well,

like, everyone knows, even if

you're not a history buff.

I think it's just sort of

like a perfect storm of these,

all these different like, recognizable

ingredients spun in a way

that feels kind

of a little bit fresh,

even though you've seen it all before.

Tuomas, I know

this isn't your personal setup,

- but do you have any idea

- [MUSIC ENDS ]

what creature lays

these kinds of eggs?

I have a guess, I can throw it out there,

you can correct me if I'm wrong,

'cause I know this is supposed

to be in the future

and has aliens and creatures

in the Warhammer sci-fi universe.

I know a little bit

about Warhammer,

just a little bit.

I would love to say dragon eggs.

That's the obvious guess.

However, I think it's also obviously wrong.

- Yes. Now, in the Warhammer, it's

- [MELLOW SYNTH MUSIC PLAYS]

in 40K, there are

all sorts of alien races,

which which run the gamut

from the Tolkien-esque Orks,

to the- the sort of a collectivist T'au,

to these-

the- the lizard type aliens, it's the

that all are part of this

endless galactic w*r.

- Not dragon egg, it's a

- JON: Not dragon egg.

a filthy Xenos that the-

that humanity face in the future.

So I'm wondering if the humans

who run this fortification

are aware that they have

an infestation?

They are almost certainly in the process,

when you play this game, it's

they'd be fighting against them

to get rid of them

like in so many

typical grimdark universes,

that humanity

is ruled by a rather nasty kind of a

the intergalactic government

that is at w*r with

every single other type of inte

[STAMMERS]

the sentient beings.

So, never having played this game

or even knowing how to play it,

I would feel like the first move,

if you were on the humans' side,

is taking preventative measures, and

I just learned about

line of sight in this game

sh**ting and destroying

those eggs, so that, at least,

those two individual creatures,

with souls, nonetheless,

do not come back.

And- or not cannot, you know,

continue to procreate.

And that is, you're actually

hitting a nail on the head.

That's the-

the great thing about the

fantasy and sci fi tabletop gaming,

that you create the story.

Like, a movie or a comic book,

you either watch,

or a book, you read them.

It's, on the tabletop game,

you're basically telling a story

where you are the actors,

the director, the writer,

and you have your- the

an army, a squad, a warband,

whatever is at the scale of the game,

and you control their actions,

so you decide the

who do we take out first?

It's, you learn about the objectives,

and you command them,

and you get to decide.

And then the dice measure that.

But are you deciding the objectives,

or are the objectives

kinda within

the rules of the game?

The objectives are within the rules

of the game. So let's say that,

it could be a scenario where

the aliens are defending the eggs,

- and you are to destroy them.

- Okay.

So your opponent would use

the alien defenders trying to- to stop you,

and you try to get into position

to destroy them. But yeah.

So the scenario is given by the rules,

and the two players,

using their forces, their abilities,

and dice as the random factor,

are trying to fulfill

whatever their mission is.

Would you categorize it

as a role playing game?

Because I know, like

I've just now recently only,

learned the term 'tabletop w*r gaming.'

Does that fall within

a bigger genre of role playing?

Because you have an element of

tabletop w*r gaming in D&D

To answer your question properly,

I will go back in history a little bit.

'Cause it's actually the other way around.

w*r gaming, which originally came from

the Kriegsspiel that

the Prussians played

- to teach their officers how to fight wars.

-Okay.

These developed into

tabletop w*r gaming,

and the very first

role playing game, D&D,

started its life as

a tabletop w*r game,

and the role playing

came from these games.

- Okay.

- So the biggest difference is

that the w*r games

are focused on combat.

So each time you play,

it is about two or more forces

fighting against each other,

and you commanding one of them,

rather than necessarily doing their

life outside, like going to bar,

or the- doing the travel to

the b*ttlefield.

What does this have

to do with grimdark?

Warhammer is where

grimdark comes from.

"In the grim darkness of

the far future, there is only w*r."

Its earlier version,

the Fantasy Battle version,

already was very much in that-

the sphere of imagery,

because it draws

its inspiration from the

well, partly of the real

Gothic style of art,

and sort of the grim aspects

of the medieval art,

like the Four Riders of the Apocalypse,

and the Drer and Bosch paintings.

The Ship of Fools,

it's the Visions of Hell

For me, it's sort of like, the stuff

I've always kind of gravitated to,

like, has a horror bent to it.

It's really bleak.

It can be mean-spirited in some ways.

Sometimes it's like, tongue-in-cheek.

There is a good quote

that sort of speaks to that is,

from a character in the

universe saying that the

"It is not the horrors of w*r

that frighten me.

"It is the unseen horrors of peace."

That the people have

devolved into a level where

to them peace is horrible,

and- and w*r is what

they're comfortable with.

- Yeah.

- TUOMAS: And it's in the aesthetics,

the storytelling, it's in the- the

like, the style of architecture

and the culture that you present.

It's the atmosphere and mood

is more important than

the trying to

have a, uh realism,

in a sense that a lot

of sci fi tries to

follow our modern technology,

while the- in here the

science fiction setting

is more about the,

how do we dress up

the human condition.

And John Blanche is

the grandfather of grimdark.

In White Dwarf, which is

Games Workshop's magazine,

has there used to be this section

John kind of curated,

called Blanchitsu,

and Finland has, I think,

the highest participation

in that column of any country.

There's more Finnish artists

there than any other country,

except for England, obviously.

I guess I just

don't understand,

like, why- why in England?

You're gonna have to talk with John.

In England?

In England.

- Okay.

- [MUSIC ENDS ]

Do we have

the budget for that?

[SIGHING]

Huh.

I don't get it.

The coordinates bring me right here.

It's supposed to be the center

for grimdark and everything

gnarly.

Looks pretty bright here to me,

I don't know.

[CHILL ELECTRONIC MUSIC PLAYS]

JON: City of Caves.

Dude, that's so cool.

There's an entrance, dude.

I'm kind of digging Nottingham.

This is a cool town.

Life in the caves would've

been pretty grim and dark.

You had to be

in pretty grim circumstances

to say, "Honey, I'm sorry

we can't afford general housing.

"We've got to go dig in the mud."

Society.

You see that guy

right there?

He looks proper British old.

I feel like we have to

I gotta dress a little bit,

look the part,

so I can blend into old England.

That's what Nottingham is,

Old England?

In order to really understand grimdark,

I gotta dress like the English.

"The Brits," here, as they say,

and find a real

English knit wool sweater.



[JON] Just walking

around Nottingham,

the birthplace of grimdark,

I can't help but

wonder how living here,

surrounded by all this history,

has influenced the artists.

PHIL: I used to work full-time for

Games Workshop in the department.

Grimdark is a word that's just

used as a shorthand to try and

describe what this huge thing is,

that kind of very British

style illustration, as well.

It's British,

or at least, there's a British wit to it.

Otherwise it doesn't really work.

Warhammer grew out of a

of a sort of

counterculture movement,

a very British counterculture movement.

JON: What makes grimdark

so uniquely British?

MATTY: Thatcher's Britain,

which was

something obviously America

never experienced or suffered under,

where it was that kind of like,

- all-powerful government imperialism,

- [ETHERIAL MUSIC PLAYS]

that grim, dark future

which started in the '70s,

well, '80s, and has now continued

and is becoming worse and worse.

It should be acknowledged

and honored that a lot of

the grimdark tradition,

both in authorship and in art,

was largely a politically critical movement

and a satirical movement.

There's lots of good- and amazing-

grimdark books and grimdark art

that are, you know,

the author's scathing critique of

you know,

the dynamic between races,

or the dynamic between sexes,

or the dynamic between the populace

of a country and the government.

That's also a very common

way that people express that.

To me, that's what

always defines that kind of

grimdark aesthetic

is like, you like sci fi,

but this is something

where if you turn it on its head,

darker, grittier, weirder, stranger,

sometimes more colorful,

sometimes less.

But there was a certain British

aesthetic to it that I really appreciated.

What is attractive about that?

I mean, you guys have already

kinda touched a little bit upon that,

but I mean, it's there in the title.

It's grim, it's dark, it's depressing.

And what draws fans to that?

When people read, you know,

comic books, watch these movies,

there's that element of like,

oh man, I wish I could be

a horde,

and one of the snotlings,

or one of the Orks

just hanging out in that world.

What is attractive about that to you,

and what do you think,

is it attractive to other people?

I think it's the fact

like we say,

it's a really nihilistic universe,

which is kind of, again,

nothing you see in other sci fi.

PHIL: When discussing visuals with

the art department at Workshop,

we're trying to figure out

what is the right tone.

JON: Okay, but what does that mean?

A grimdark tone?

JOHAN: I'd say it's a

sort of dystopian world

that's so dystopian,

it almost becomes funny.

An important element is kind

of like how over the top it is.

It becomes kind of funny,

because you have

these characters so miserable,

that it almost becomes

a comedy in a sense.

Like, they really

their lives suck so badly

that you kind of have to

laugh at them a bit.

If there are good guys,

they're usually all likable.

It's like- like the Mr.

Bean character.

- PHIL: He's an idiot.

- [CHUCKLES] Grimdark, ok.

Yeah, but it's that idea of,

we cheer on,

not necessarily the underdog,

but like, the idiot.

There's a satirical edge to it.

The darkness of the setting

never becomes

completely suffocating,

because it's so

absurdly sinister it's funny.

There's this aesthetic

of the pathetic,

but pathetic can also

be kind of funny.

Toothless soldier wrestling

in the dirt with an Ork,

about a pig that's

probably already run away.

And neither is really

doing any damage,

they're just getting

really muddy.

And it's really pathetic,

but it's also kind of funny.

Okay, so you derive a lot

so, it sounds like you

derive a lot of, like, humor

- Yeah.

- JON: and comedy from this realm.

Do you think that you

could make a grimdark comedy?

- I definitely think so.

- [MUSIC ENDS ]

There's a lot of humor

in the grimdark world, as well.

There's a lot of silliness

to lighten up-

very Monty Python-esque humor

that comes in, especially in the '80s.

But I think- I think a real

key to think about it is that,

no matter how bad

your life is,

this world you're

playing in is actually worse,

- so therefore that is your escapism.

- [HAUNTING OPERATIC MUSIC PLAYS]

JON: Um, you guys,

we're at the castle.

This is what England's all about.

It's not about the fish and chips.

It's about the castles.

That's grimdark, you guys.

This is where

I would be in the w*r,

defending my

my wives.

I wish we had all day here.

They say you could

plan a whole day here.

This is insane.

JON: Very healthy looking kids.



I'm really impressed with

the wax works here.

They're making these,

like, medieval guys

look like they were

using Vidal Sassoon or something.

MATTY: Part of grimdark is

actually playing games together.

So it is that kind of

shared creationism as well.

Storytelling, which is probably one

of the oldest things in the world,

sitting around telling stories

to each other.

It's a continuation of that.

JON: I can smell the history.

There's probably great

stories written in these walls.

Not metaphorically, mind you, physically.

"And if my pen had been

better for his sake,

"I would have mended

every letter, master."

Wow, that was in there?

Wonder why

they don't really show it.

That's the grim dark of

their reality back in that time.

There were people who

spent their whole lives,

it's not like they ever

saw things get better.



That's even more dark and grim.

[JON] One of the reasons why

people get into grimdark

is because of its ability

to create interesting stories.

But I'm curious about

what makes a story 'grimdark.'

- So to answer that question,

- [MUSIC FADES ]

I'm meeting with

the Queen of Grimdark herself,

Anna Smith Spark.

- Oh, we got cat in shot.

- She's been

Oh, oh, Caecilius.

- JON: What's her name?

- His- his name's Caecilius.

- Caecilius? Oh boy.

- Yes.

- I tweet as Queen of Grimdark,

- [SOFT PIANO MUSIC PLAYS]

which is kind of a joke.

If I ever decide to write romcoms,

I'm really stuck.

But I mean,

damn it, yeah,

there aren't that many

women writing in this genre,

and I'm proud of owning it.

JON: What does grimdark

mean to you?

Oh goodness. So I've talked about this

and written about this at length,

and I could go on all day about it.

Grimdark for me, in some ways,

I'll sort of jokingly say to people,

grimdark is fantasy that's realistic.

It's about a very complicated,

nuanced world where it's not

the good versus evil.

I mean, The Lord of the Rings,

it's very, very clear.

There are two sides.

One side is good,

- one side is bad.

- Yeah.

History very, very rarely

works like that.

Very few wars, you can simply say,

you know, "I'm pretty clear we're

fighting on the right side here, guys."

It's much more complicated than that.

George R.R. Martin explores this really well

in Game of Thrones, that way that

you have a figure who does

look like they're some kind of great

you know, they're fundamentally good,

they're a decent world leader,

and you kind of feel like,

hey, this is probably the side to be on.

And then, yes, they often just died,

or were k*lled in battle,

or were then shown to actually

be a deeply flawed person.

And for me, grimdark is

very much about exploring that,

and talking about that, and in fact,

exploring and problematizing

the whole nature

of conflict in fantasy.



I mean, as soon as you

set up, in fantasy,

a very obvious

We are good, and then

there are the forces of evil,

and the forces of evil are utterly other.

They are orcs.

They are monsters.

They are led by some being who is evil.

In science fiction,

you can go even further,

you can have

you can have an army of robots,

you know, some things

which are not alive.

As soon as you get into

that very obvious dialectic,

saying that the people we

are opposed to are not people,

they are other, they are monstrous,

they don't deserve to live,

and that immediately becomes

incredibly politically problematic.

And for me,

grimdark is about interrogating that,

asking those questions,

pointing these things out.

I've always read fantasy

in that kind of,

essentially in a pacifist,

feminist way, as being,

essentially celebrating

toxic masculine violence,

and an intensely militaristic

masculine, sexually violent culture.

JON: I feel like, you know,

this is you trying to almost

educate in some ways, like

this is not about escapism,

because it's pulling back

the sheets of stuff

that exists in our world today.

But saying,

"I want to tell these stories,"

that's pulling back the curtains,

people becoming aware of this,

but using a fantasy storyline as a template.

But I have to admit,

also, you know, I do find

massive battle scenes, and w*r,

reading about w*r,

and writing about w*r,

and watching fantasy

and historical films

incredibly exciting, that kind of

fantasy of being the w*r leader,

strutting around with

their cloak and sword,

leading the armies into battle.

Really, I kind of enjoy writing

that kind of

extreme violence,

and the political interrogation

of extreme violence,

showing the bleakness,

showing the rawness, the savagery,

the effects it has on people,

and making that real.

[MUSIC ENDS ]

CODY: I think a lot

of people find

grimdark art,

grimdark authorship, very cathartic.

[EERIE LOW-TEMPO MUSIC PLAYS]

ERIC: 1490 Doom is

a tabletop skirmish game

set in a very grimdark setting

from 1490 to 1494,

where there is a creeping fog,

or a miasma that starts

seeping from the ground

and raises slowly

over those next five years,

and soon it's over the height of any man,

and basically no one survives.

MALE NARRATOR:

The year is 1490.

The old world is dying.

A thick, unholy fog rises from

the ground, choking the land,

corrupting flesh and driving men to madness.

The Creeping Death

does not come like fire or w*r.

It seeps. It suffocates.

It consumes.

The great fortresses of Christendom

stand as islands

in a sea of rot.

Lords and bishops

barricade themselves in towers,

while the starving masses

are left to perish below.

There is only w*r.

[MUSIC FADES ]

JON: Okay, so that does sound

dark and grim.

Are there certain guidelines

that you follow

to create a grimdark game,

you know,

that can tell a grimdark story?

I don't know that

we totally did, like,

I think that we're just attracted

to that art in those type of games.

So it's like, whether it's called,

"grimdark" or not, it's like,

that's the world that

we want to be and create in.

So I don't think we came

with a set of parameters like,

"It needs to follow this."

It's like, nah.

It's like, the world that we

wanted to make

just happens to be

what people would call, "grimdark."

What's important to us

is that for our games,

we want them to be

very immersive.

- So, all of

- That's the most important thing for us.

- For us.

- Immersion.

But, 1490 Doom, it's funny,

even though we never intended

for it to be grimdark,

there's plenty of people who've

commented on the internet,

"Oh great. Now there's a game

trying to out-grimdark Warhammer."

Does Games Workshop have essentially

the monopoly on most table

like, these miniature w*r games,

skirmish games?

They are definitely like the whale

in quite a small pond.

- Okay.

- They're the big company,

that everyone kind of

wants to beat,

- but nobody's ever really gonna beat them.

- Okay.

What I'm looking at now

is if you imagine

Games Workshop starting,

with Warhammer appearing,

then Warhammer 40,000,

and Warhammer going this direction.

I'm just imagining if it didn't get

floated on the stock market,

if it didn't start to just produce

more sanitized product, because they did,

because they didn't want to offend

the biggest buyer at that point,

it was the mums taking their kids

into Games Workshop to buy stuff.

You see, you can't have

somebody on the front with their boobs out,

and people cutting each other's

heads off and things.

You had to hide that in the rulebook

and then eventually it disappeared.

Not that I really think that's

a great idea to have, but,

they did sanitize things

and start to produce models and things

which become a little bit more vanilla.

Games Workshop, the company that

makes a lot of these models,

has been more recently

pushing towards heroes, and like,

Space Marines are one of

the main IPs of Games Workshop

that are humanity's mightiest warriors

in this special power armor and whatnot.

And while that stuff's

kind of cool,

that's not what really appeals to me.

There's almost certainly a

non-zero amount of people

who are attracted to

grimdark games because of

the sanitization of Warhammer.

I think that Warhammer now,

at least in their model range,

spans the gamut.

There is a tremendous amount of

Warhammer armies and miniatures

that are wonderful

for you if you want something

that's the opposite of grimdark,

but I think that

Warhammer is making

some of the most grimdark miniatures

that they've ever made recently.

[DRAMATIC SYNTH MUSIC PLAYS]

I mean, grimdark is a world

I absolutely love working with.

There's so many creative challenges involved

when writing

the music and setting the tone

for this type of world,

and I think that's why

I just adore working with this world.

As crazy as it is.

I did not have a lot of

awareness of Warhammer,

and once I started working on Vermintide,

I started digging

deep to find out about all the lore.

And I figured out pretty quickly

that it's basically

a well that goes on forever.

So I really needed to

understand that world completely.

Before I could start

inventing something new,

you know, you have to

know what what it is

and where it is before you

can start building on top of that.

I personally, like when I,

you know, am trying

to create stuff on my own,

and, uh, some of the ideas that I have

for movies, or television, or a book,

or a comic book or something,

I get excited,

and I'll go to bed thinking about it.

- Yeah.

- And I'm like,

I wonder if I could have

that same feeling,

like the artists

in the world of grimdark,

where they're like, ah,

I want to go to bed

feeling like,

this is exciting me because

I am creating in these worlds.

And it is, you're creating.

And I'm speaking in terms of the people

who are in the world who are creating.

You are creator,

you you sculpt this stuff.

So you are

your head space is in this world.

Yeah.

To I mean, even if you

labelled it or not,

- Yeah, yeah.

- you know, you are

- Just being the precious artist,

- mucking about in the muck.

- like, "I can't call it grimdark," or whatever.

- Yeah.

If it is, it's one of those things

it probably is. It's just a different label.

But it is that, that is

the most interesting thing,

is not having heroes.

And there's anti-heroes, maybe.

Bad guys, maybe.

I just get influenced by people,

like rock musicians,

and the the poses

they throw on stage.

I can just sort of do,

freeze frame that,

and say, that's a wonderful,

just powerful movement.

Then put a sword

in their hands and they're away.

Best thing I've ever done

is get into sculpting.

Took some time,

'cause the technology didn't exist, so,

I started doing it in Blender,

just on a computer

before then as well,

which is another 3D design program.

And then thought, it's really difficult

to get behind things.

It's not very natural and flowing.

I wonder if that VR thing will work,

and then like, oh look,

there's a program on it that you can get.

Just bought a cheap headset,

gave it a go and never looked back.

[PEACEFUL MUSIC PLAYS]

So I sculpt through virtual reality,

which is something

not many people do.

And so I'm just like,

working with them virtually,

which is like, some complete and utter science

fiction to the 15 year old boy that I was.

If you went back and said, Matt, you'll be

using virtual reality to make those miniatures.

I'd be like, yeah, no,

no, you won't, you won't.

JON: When you're sculpting

and creating these creatures

that, you know,

some people would say,

and you know, not labeling

whether it's grimdark or not,

What is it that Oh,

and you talked about like,

you know, just creationism.

You're getting into world-building

and doing that stuff.

What drives you the most

when you are

when you are creating,

what you love about creating?

Is it about, like, the aesthetic?

Would you say, "Yeah,

I like dealing with the

the comedy of these little guys?

Or, is it that, for you personally,

is it the escapism,

going to a darker place?

In my case,

being completely vain

is making little sculptures

that aren't gonna sitting

in a park somewhere.

They're gonna be on people's shelves,

and be playing games with them,

people are gonna

be painting them.

And I'll get messages

every now and again,

people saying,

"Oh, thanks for painting drawing"

um, "Thanks for sculpting that."

"I really enjoyed painting that

with my son" etcetera.

So that's the payoff.

It's nothing like

the cash in the bank.

It's literally that these things

will be knocking around

after I'm dead.

And then hopefully, 20, 30 years

or whatever in the future,

people will be still printing them and still

be painting them. That'd be amazing to me.

And maybe they

might remember my name.

And that people will be getting

pleasure out of that, and it's

The point to creation

is just making something cool.

Something I like.

Something that makes me laugh as well.

Sometimes I laugh out loud

when I'm sculpting,

'cause like, you'll be

pushing the digital pixels around

and some other strange

silly face will come out,

or something stupid and funny,

and it'll just make me laugh.

Or it will be,

going back to that teenage lad, going,

it'd be cool to draw a g*n,

and half of his face is missing.

Maybe some tubes going out the back.

And then I'm always thinking,

whilst I'm sculpting, well how

is it gonna be to paint?

I'll be like, oh yeah,

a bit of pouch there.

I mean, now you can put some paint

in there and then it'll come out nice,

and you could do

a bit of a highlight there

ISAAC: A lot of us don't

play games a lot.

Some people like to

play games all the time,

but for me, the game is most

interesting as a framework

for the artistic project,

or the design project,

of creating the little guys.

CODY: I really like knowing

if there's a story behind

why my opponent's models

are involved in this conflict,

and I like imagining

what my models' motivations might be too.

Hey everybody,

my name is Malev.

Miniature painting is an area

in a fun little artistic corner

that a bunch of people

who don't consider

themselves artists end up into.

They totally can

open the door for people to

be a little bit more artistic,

express themselves.

When you're making something

so small, it's slow.

I think a lot of people like me

find it really relaxing

and soothing to just like,

hold the tiny thing in your hands,

and you have to like,

you have to calm your breathing.

- There's a certain weird,

- [MUSIC ENDS ]

meditative aspect to it,

even if you're, you know,

making a gross little freak.

It can be very, very relaxing.

[MELLOW SYNTH MUSIC PLAYS]

want everybody to make

cool stuff and celebrate that.

MALEV: Here, let's talk about

the palette now.

We have a Coal Black,

a Blue Black, Yellow Ocher,

Bold Pyrrole Red, Titanium White,

and a Silver.

And this palette

is super close to what it is

popularized as called the Zorn palette.

And that is a palette

that's pretty popular

in the grimdark scene,

when it comes to miniature painting,

'cause it is the palette that is

most used by John Blanche.

So where does John Blanche

factor into this whole

world and into grimdark?

Well, without John,

it wouldn't exist.

John Blanche, one of the kind of

original art directors for Games Workshop,

is really kind of our

our patron saint.

TUOMAS: John was my art director

on several projects,

Realm of Chaos,

Warhammer 6th edition, and Mordheim,

which is the one of the essential

grimdark games.

Since he is very much an artist

in the actual sense of the word,

he never copied what

other people did.

He always created

all the techniques,

and everything he does

from the beginning.

He created a unique

look and feel that,

when you see it,

it's instantly recognizable.

Most people don't know that

the root of the the look,

and the style of art

- was created by him.

- JON: Okay.

Everybody else got inspired from

all the beautiful art you see here,

ultimately it's the it's building

on top of what he started artistically.

That is, by the way, taking nothing away

from the other artists,

- but somebody had to come first.

- JON: No. Yeah.

So I spent a lot of time

hanging around in Games Workshops

when I was about 13,

and I mean,

looking at these amazing

little chaos warriors and thinking like,

"Oh. That is

that is the man for me."

And of course, I discovered

a couple of weeks ago,

that that was always John Blanche

that was, a lot of that

was John Blanche,

and he was obviously hugely

influential in creating that aesthetic.

I remember meeting

or seeing John Blanche

at Games Day 1989,

in Darby, assembly rooms,

and it was like seeing a rock star,

because he was surrounded

by people, fans.

He had a leather jacket, red shirt,

and he was, like I say, surrounded

by a swarm of people.

And it was cool,

because you'd seen his picture

in the magazine,

you've seen his artwork,

and there was an aura about that,

which was

really exciting for

a young person to see,

that illustrators, artists,

can be seen as something

more than just, you know,

scribbles on a page.

I think his shadow casts long

over like fantasy in that sense.

He might not be as known

as other illustrators or stuff,

but what he did

is as important as his artwork.

In the White Dwarf magazine,

we have seen the first time

the pictures and paintings,

the artwork,

the illustrations by John Blanche,

and, um

I think we both, um

were really fascinated by the style,

the expression of the art.

Then a few years ago,

I think it was during

the pandemic,

I got in touch personally

with John Blanche.

So, um, he discovered my music.

I was so happy that he liked

my style of ambient music,

the experimental music stuff.

He asked me if I could imagine to

do something for the Voodoo Forest.

I had the image,

the illustrations, the artworks,

the paintings by John, and

they got me the inspiration for the sounds.

I think, for me, grimdark is

is this kind of personal

feeling it transports.

The one time I did meet him,

we were sitting down playing a game.

He was talking he just

loves flintlock, so I always thought

I mean, I'm writing a game

myself now, just for us to play,

which has got, flintlocks are

better than lasers.

So they make big bangs

and more reliable, etcetera,

but it's just the style,

the look of them and things.

So yes, definitely his work

does influence me quite a lot.

But I know there's so many other

people who are influenced by his work.

Okay, so, getting to the bottom

of kind of like, you know,

trying to flesh out what

grimdark means,

what it's all about,

and kind of the beginnings of this.

What else do you think

I could be doing, to kind of

finish this tapestry that is grimdark?

Uh [EXHALES]

I mean,

we can only sort of

paint a picture so far.

So, if you want to talk

to the Grandmaster,

I say go find John.

See what he has to say.

Yeah. Of course, John.

- We keep talking about him.

- Be careful of the moats,

and the portcullis door,

and the trolls,

but you'll find him

at the top of his tower.

- With his hat.

- [CHUCKLING]

You say that, but in England

I feel like that's probably true.

I mean, he

he does have a moat,

probably have a hedge garden,

which is really nicely

Yeah, mostly spikes.

It is it is like that

going to see John, to visit him.

Okay. I'm gonna go.

Do you guys know where he lives?

- [CHILL ELECTRONIC MUSIC PLAYS]

- JON: Or at least the path

- that will lead me in the direction That way?

- That way.

- Okay. That's easy.

- That way.

John?

Maybe he's over here.

Hey, you guys seen John?

[WHISPERS] Psst, Robin.

[MAKES TONGUE

FLUTTERING NOISE]

Do you know where John Blanche is?

Do you guys know John Blanche

and where I can find him?

I assume everybody in England knows.

- I don't think he's around here.

- [MUSIC FADES ]

Why am I wasting my time?

No, but he is

very cold right now.

Blanche!

[NO AUDIO]

[MYSTICAL ORCHESTRAL MUSIC PLAYS]

MAN: I can't do neat.

And well,

I tend to not want to do neat.

Is a tree neat?

So many different textures

of the trees outside the window.

You got errors of the bark,

and the lichens growing on the

on the trunks.

And all the leaves that change colors.

[MUSIC RISES]

In a couple of weeks,

they'll all be gone, the leaves.

Till next spring.

So they're always

in a state of flux.

How can you

How can you draw that

without drawing a whole series?

Might be fun to do, actually.

Might get a bit boring

repeating and repeating.

Which is odd because

all the pictures I do,

are just millions

and millions of repetitions.

The natural world is fantastic,

and it misleads.

And it's always completely chaotic,

and mad.

Well, you know, when I retired

a little over a year ago,

I thought I was retiring,

then after a couple of spells in hospital,

suddenly it became

known to me that people

wanted to give me

projects to work on,

for money, of course,

just based on

that 40 years in Games Workshop.

Really interesting.

It took me by surprise,

this thing

called being famous.

[SCOFFS]

It's kind of weird really.

It feels like you're kind of,

you know

been dubbed as one of

the first people to really, in some ways,

- break the rules when it came to

- Absolutely.

fantasy art, illustration in general.

Tell me tell me a little bit more

about kind of how that all began.

It was a completely odd,

grimdark life.

It really was.

I was frightened of everything

when I was a kid.

Yes, and nothing was explained.

And so I was frightened of stuff,

you know, thunderstorms,

skulls, skeletons, scary stuff.

Later on I'd draw a lot of those things.

I'd draw skulls everywhere.

Put the fear into me.



So there's lots of

creepy stuff from my childhood.

I'll put it in my art now.

And I'll remember things

and I'll say "Well I'll draw that.

"That'll be fun."

It's nothing to do with, um

needing to explain anything,

I just do it because it's

it's fun to draw.

JON:

Just images, like that's

more easily stick in your

head and then you just enjoy it, like

- Yep.

- this is good

- Yeah.

- good fodder to work off of.

My father worked in hotels.

So he'd be at work

until 1:00 in the morning.

Occasionally he'd buy me

Britain's toy soldier,

American Civil w*r in particular.

He'd leave them on the mantle piece.

I'd find them

the next day and go "Whoa".

So I had a box of toy soldiers

when I was a toddler,

and I used to live under the table.

You know, I was always drawing

pictures that stretched reality.

It was more surrealism than

sort of fantasy.



I think my terms of reference

was always real history.

Real history. Okay.

Gives it a really strong

foundation to work with.

'Cause you're just messing with

different aspects

of stuff that exists already.

And I've always stuck with that

to this day.

So everything I produced

surprised all the people I was working with.

It was new and it was fresh.

'Cause I was just

coming from a different place.

And I find that real history's

got a resonance,

a gravitas.

This hill is the remnants

of an old hill fort.

It's incredible.

How can you not be interested?

Within minutes,

we can get to

be in the middle of

real, historic

Bronze Age sites.

It's fascinating.

I personally have really been

drawn to your artwork,

and so much you see is

these blacks, and dark, dark colors.

But I think a lot of your early stuff,

it feels more

lots of reds, and lots of

very warm colors.

Is there any reasoning

for that choice of color scheme

that you use strongly in your

in your work?

I try to never use blue.

Sky's blue. Plenty of blue around.

In reality, I used to

At first I was using watercolors

and then I went on to using inks.

Because inks well, art

Winsor & Newton artist inks,

they got shellac in them,

and they can operate

very much like watercolors.

But it doesn't take

ages and ages to dry.

And it's vivid, almost luminous.

But blue,

blue ink is fugitive.

Fugitive?

That means it fades

in daylight.

- It fades in daylight.

- It fades in daylight.

Okay.

So I tend not to use blues

in my paintings.

Although I don't do color anymore.

JON: Yeah, yeah, it's a little bit

more work, but

Drawing in black and white.

[CHUCKLES]



I spend most of my time

drawing pictures, which

which is what I love doing.

I think it's interesting

that the Italian Renaissance

which everybody raves about,

I went to the Uffizi Gallery

in Florence, and I looked

at some of these things, and

To me, they're nowhere near

the Northern Renaissance,

Altdorfer and Grnewald,

who has painted Jesus on the cross,

but he's a mess.

He's bleeding all over,

he is a mess.

There's nothing romantic

or nice about it.

It's grimdark.

JON: Tell me

tell me a little bit more

about kinda how that all began.

A colleague I worked with very closely

my whole 40 year plus

work at Games Workshop,

was a chap called Alan Merrett.

He wrote the strapline for 40K.

You know, "In grim darkness"

Grimdark.

That's where it comes from.

That's how it started.

JON: I mean, you know,

when you get dubbed as

you know, the Father of Grimdark,

or of anything,

and you kinda like

I don't know how that makes you feel,

if you're like, you know what,

that's all silliness.

This is just what I do

There's two things

that really bug me.

One is, it has an

inherent sense of being deliberate.

And it never was.

It's just stuff

that's happened, and grown.

The other thing that bugs me is,

on some of the

Facebook pages.

There's a couple of groups

use my name Blanche, Blanchitsu.

JON: What is Blanchitsu?

Well, I reckon it's people painting me.

And a lot of people

seem to equate my style

as being scruffy.

Well, you look at those.

There's nothing fast, or scruffy.

They're still very accomplished

pieces of art, almost.

Some people come with examples.

"Here's a Terminator I did."

Scruffy mess.

Seems to think,

"Well, that's Blanchitsu."

It's an excuse to allow them

not to be

hungry to be accomplished,

in painting miniatures.

Painting miniatures is an art form,

and my my own personal style

has evolved into

something it never started off as.

I've gone on a journey,

which has been very personal.

So



JON:

Is most of this is just ink, or

I mean, when I see

the black and white ones, is it just

basically just, I mean,

different kinds of ink?

JOHN BLANCHE: It's ink with

dot and dash or scribble.

JON: Yeah, totally.

Oh, my goodness.

JOHN BLANCHE:

and I work a bit of pencil on top.

Gives it more depth with the

adding in the carbon

to the natural history.

Exaggerating the shapes and

JON: Yeah.

What years are most of these?

Or does this just span

the last 40 or so some years?

JOHN BLANCHE: Nah, It's just

just the Voodoo Forest.

JON: Which is

What year was that?

JOHN BLANCHE:

A number of years,

'cause it was done

during the weekends of stuff,

and in between Games Workshop projects.

I needed to express

my own ideas,

which wasn't full of

orcs and dwarves and things.

'Cause that's fantasy.

I was on an airplane

going to Morocco once,

and I saw perfectly circular rainbows.

And I think,

"Well, they really exist.

"I can draw it, can't I?"

Drawing all these dots, it's like

takes forever. [LAUGHS]

JON:

But you enjoy it?

Yes, I wouldn't do it

if I didn't.

Every single, like, little piece

of bone and skull on this

Is this a planet,

or is it kind of a rock or just?

JOHN BLANCHE:

Who knows.

JON: He looks alive,

but he looks more like a tree.

- JOHN BLANCHE: He is a tree.

- JON: He is a tree.

JON: Does he talk?

JOHN BLANCHE:

Got a mouth.

Perhaps he does.

He goes, "here, get off."

[BOTH CHUCKLING]

"Stop riding me."

Then he goes, "woosh."

With a it looks like

a backwards broom.

- JOHN BLANCHE: It is. [CHUCKLING]

- Wow.

JON: You're just really

stirring the pot there.

[MUSIC CONTINUES,

NO AUDIO]

[JON] It's kind of surreal,

being here with John.

He has been cited

as an inspiration so much,

that he's started to become

this sort of mythical figure.

As I spoke with John,

I realized that I felt something

familiar, sentimental, even.

There was something about

being with him

and watching him draw

that sparked an old memory I had

of being with my own father.

JON: My dad probably would have,

like, gotten into this.

He got into model building,

but more like with train sets.

But it wasn't until, like,

his late, late years

and now he's just too old

for that as well.

But it was still like,

going to hobby shops,

and barely painting,

it was just collecting more.

But, this is like, you know,

the way to do it.

[JON] I remember sitting

with my dad

while he painted these

model trains so carefully,

and we would just

talk about our day.

I'd like to have

a similar experience

with my son as I did

with my dad.

Whether it's painting miniatures,

building terrain, or playing a game,

it is time spent together,

connecting, creating.

I started out on this journey

trying to understand why

people would spend their

time playing games like this.

And I think this is why.

JON: So do you play

the games sometimes?

- JOHN BLANCHE: Yes.

- Oh you do?

Yeah. As long as other people

who know the rules

- Yes.

- tell me what to do.

And you

so you're a rule abider,

you like to follow the rules?

- No.

- No, okay.

You want to know the rules

so that you can break them.

- Yes. [CHUCKLES]

- Okay.

I just want to be

anarchic during games.

If situation looks interesting,

you can't say, "Oh it's not in

the rulebook so you can't do it" do you?

This is sort of

a parody of real life.

Of course they can do it.

[JON] I get it.

And I think

I'm ready to play a game.

- And I think I know just the one.

- [MUSIC ENDS ]

[GLOOMY ORGAN MUSIC PLAYS]

ERIC: Would you rather

have a brute or a fighter?

- What sounds more cool?

- [GROUP CHATTERING]

MAN: [LAUGHING]

He doesn't know what that means.

No, I know what a fighter

and a brute is.

It's just a bigger

strong guy who's like

- right? Yeah.

- Yeah.

Do you want a guy who's

just huge and can bash things?

No, I want a fighter.

I've done brute.

I've been I've been

down brute alley before

it's time to

time to do something else.

ERIC: You've got

a scavenger, a scout and a fighter.

MAN: You get given a list of

different models you can pick.

And you said you wanted

to use the fighter over the brute, right?

Something spoke to you about that.

So, you put a little bit of

yourself into the list,

and that's helping you

get involved in the story.

And then you're choosing

what weapons.

So it's less about, okay,

I'm going to pick this one because

it's going to allow me to win.

It's more about I'm going to pick this one

'cause it's pretty cool.

Like I think

when I initially built this guy,

I was like, he's an assassin.

I want him to have two hatchets,

not because it's

going to enable me to win,

it's just because I wanted a guy

with two hatchets

and a little tinpot helmet.

The key thing for me is,

I'm 100% not a rules person.

If somebody says

they want to do something,

and I think it's fun, I'm like,

f*cking do it.

- What if I'm like

- Let's see what happens,

- or let's roll the dice

- here, and this guy's like, okay,

now I win the game?

That's cool, but then,

you know,

- you're not gonna

- You're pretty cool about that?

- That's well

- Loosey-goosey rules.

Two Two reasons for that.

You can play again, right?

And if that person

does that repeatedly,

- then you're not

- Why does he keep winning?

- You're not gonna play with that.

-The guy's cool with just saying we win.

It's so I guess the point

is it's not

for me, it's more a narration,

and the chance to

connect to somebody.

So, I probably wouldn't play

with the type of person

who would who would do that

in the first place.

So, cheating is not really

something you can do

in the game, is it?

If you care about winning,

it's probably not the right

- game or scene.

- Oh, okay.

I remember someone told me

they enjoyed losing in this game.

It's less about exploring

the mechanics

and it's more about

exploring the narrative,

- and telling the story,

- JON: Okay. Let's do that.

and having a nice experience.

All right, all right,

let's do that.

[STRING MUSIC PLAYS]

MATTHEW: So we roll

Yeah, roll for initiative.

- MATTHEW: I roll a five.

- JON: Four. Five.

It doesn't matter what you do,

because I'm gonna win

in the end. I already

know this is gonna be easy.

MATTHEW:

You can feel it, good.

I'm gonna choose to

activate my scout,

so we're gonna hop

and skip over to the resource cache.

Okay, so it's my turn. So I'm gonna

I'm going to get my scout

That's my scout,

and he's right next to the cache,

so I might as well try

to open that up.

- So it's a 4 up?

- MATTHEW: Yeah.

Oh, that's a skill.

Skill, to open up a cache is a skill.

- MATTHEW: Skill check, yeah.

- JON: All right.

[JON GROANS]

- All right.

- So now I'm going to, uh

go with my assassin,

and he's the guy over here, right?

And then I'm going to use the scale

action to get to the top.

- And this is the real game now,

getting your hand into the intricate

places to move the model.

[ERIC LAUGHING]

[MELLOW SYNTH MUSIC PLAYS]

JON: Oh, it's got to

stay on the board.

- [JON GRUNTS]

- MATTHEW: But look, you made it,

- because, like, so again

- I didn't make it. It was a one.

MATTHEW: Yeah, but for me,

it's cooler and more interesting

if you get up there than if

you fall down into the swamp.

- MATTHEW: If you were going to fall into the

- It's cool if he's like

Yes, but like,

then then it's not a game.

Like, I could have won,

I fought with all that

MATTHEW: It's fine.

I I'm cool either way.

[STUTTERS] Then let's do this.

Let's see, let's go half way.

He jumps. He's holding on.

He's like, oh my gosh.

Oh my gosh.

It's like, then he does

a sweet backflip

while he's going up,

and surprising this guy

'cause like,

he's just a scavenger.

- How did he learn that James Bond sh*t?

- Woah.

And that is 100% how

you play skirmish games,

- Okay.

- absolutely, 'cause the narrative

It's just kind of like whatever

the guys are, like, cool with essentially.

All right. He made it.

I rolled a six.

You did six for an arrow?

A piercing blow?

That doesn't sound good.

One.

Like it's one friendly just dying.

No, he's back down.

[IMITATES AGONIZED GROAN]

I'm down to one.

[IMITATES WHOOSHING, REPEATED BEEPING]

[GRUNTS]

- He's at the top.

- MATTHEW: Awesome.

[MUSIC CONTINUES, NO AUDIO]

So he's going

pushing up against here,

kind of, he jumps,

by using his momentum,

he's like

[IMITATES PUNCHING SOUND, GROANS]

And he he gets pushed.

So now,

you show me what happens.

MATTHEW: Yeah, so the emphasis

on me is to roll a skill check.

[MUSIC CONTINUES, NO AUDIO]

- die.

- They're not weighted, I promise.

That's what's happening.

[JON YELLING]

Okay, so he's there.

He's gonna push.

- Okay so final roll.

- ERIC: No pressure.

Oh my gosh!

He won't die.

[JON] As the game went on, the rules

started to fade into the background.

The rounds started to

feel less rigid, and

we started to get

more and more into the story

of these little guys.

And then,

the really nerdy thing is, is when

you and your friend are at

the water cooler,

talking about like, dude,

when when my scavenger hit

and then [UNINTELLIGIBLE]

and people are like, "okay."

It's the experience, right?

That's it, formative memories.

But you Yeah, you're like

talking as if these were, like,

total, like, real people you ran into,

and you caught up with,

or you had a weird,

you know, exchange with them,

and you're really just

talking about your toys,

and what happened in this game.

Yeah, you're talking about

the story and the narrative

that was developed during game play.

- Yeah. Yeah.

- A communal experience.

[JON] The game took

a couple of hours,

but as soon as it was done,

I wanted to play again.

All that effort that goes into making

and sculpting the miniatures,

crafting the terrain,

and creating a game to play,

it all culminates in

a couple of hours playing a game.

[MUSIC CONTINUES, NO AUDIO]

And that effort

doesn't diminish that.

If anything, that effort is

what makes the game

worth playing in the first place.

JON: Obviously,

starting out on this trip,

I didn't know a lot about grimdark,

what it was.

We set out to meet

some of the people behind this

movement, behind this art,

- to find key figures,

- [MUSIC ENDS ]

we met a lot of

interesting people.

It really was kind of born out of,

um, organically out of

what people just felt

was kind of there all along.

While it has a very dark aesthetic to it,

you you feel the joy,

um, and the giddiness,

that comes from these super fans.

And it's kind of nice

putting a name to it,

because it kind of helps

create that sense of community.

You can talk to someone,

and it's

and you can communicate very quickly

that you're kind of see

seeing and feeling

the same thing as someone else.

So again, it's, you know,

when you put a word,

create a title like that,

it can really

to me it's more about,

like, creating that community.

Which is very

bright

and light.

Not grim and dark.

JOHN BLANCHE: Life's interesting.

[THOUGHTFUL MUSIC PLAYS]

There's lots to be

amazed by and explore,

in this life.

Generally, I'll be blown away

by some sort of artistic image.

And I'll just think,

I want to do a version of that.

But for me, not for anybody else.

Just for me.

Just be true to yourself.

Explore what's

what's buried in your head

that could come out

after many, many years.

There's going to be a whole raft of

tons of artists,

who are very accomplished indeed.

And you'll learn by looking

very carefully at what they do.

It makes you better.

[MUSIC FADES ]

[DARK RISING SYNTH MUSIC PLAYS]

[MUSIC FADES ]