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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.


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