[PREV - TIBETAN_METAL] [TOP]
LIKE_EVIL
May 27, 2008
Ted Rall observes that the line
"We are alike, you and I"
has become a very common cliche.
He has a point...
But I think he may GHOSTS_OF_THE_SHADOW
have missed a point.
It may be a cliche
for a reason.
Resorting to the very same line
of dialog shows a distinct lack
of creativity, but it also shows
a tremendous pressure in a
particular direction: there's a
requirement there that's perhaps
not so easily addressed.
Some features are
fixed if the
artwork is to be
the kind of
It could be that there's artwork it's
a genre convention here: intended to be.
A central subject
is facing (or
hiding from) the VILLAINOUS_MASK
devil within.
The confrontation between hero
and villain is definitely a
required scene --
Stories where it's omitted are
done occasionally but it's The hero bursts in the
absence is always notable... door and guns down the
villain without a
There are practical single line of dialog.
plot problems that
must be solved to That's fairly realistic
engineer this (why play games with a
confrontation dialog. very dangerous character?)
but it's very unsatisfying.
The two warring sides
must cease combat and
talk for some reasons
that make sense on both
sides.
If the villain wants
to hire the hero ("Join me, Luke"),
that covers one side
of the problem.
Seduction is the flattery
that vice pays to virtue.
PRAISE_OF_ONES_ENEMIES
There is a recurrent fear that
evil may be *stronger* than good.
SKYLARK
And all agree, evil is *more
LIGHT_EXPECTATIONS interesting* than good.
VILLAINY
And there's a definite
conviction that evil is VANITY_FAIR
more *fun* than good.
SUSPECT_BELOW
Also:
(January 28, 2007)
A standard feature
of genre fiction:
Contrived situations where
villany becomes heroism.
There are exceptional
ROMANCE tales about true anti-heroes,
BLAZING though:
VANITY_FAIR
When the world is dark enough,
a Shadow of evil is what is needed.
--------
[NEXT - VANITY_FAIR]