n. the moment of realization that your quintessential self isn’t going to show up, which forces the role to fall upon the understudy, the humble kid for whom nothing is easy, who has spent years mouthing their lines in the wings before stumbling out into the glare of your life, which by then is already well into its second act.
“But I’m proud to report that no one comes up with more creative cannon fodder than video games. In games, anything can be an enemy! An angry pickle! An irate toaster! Whatever the heck a goomba is! A whole glorious world of psychopathic possibilities is yours for the choosing… but rather than overwhelm you with a huge list, I’ve created the Alphabetical Bestiary of Choices:
Evil creepy children. blank eyes stare so sadly. They’re easy to dispose of (‘cept when guarded by Big Daddy).
Darn those Unholy cultists! Their demons are a blight. They’re crazy; but without these guys, there’d be no one to fight.”
from “Level 11: They All Want You Dead - I Love Designing Enemies,” Level Up! The Guide to Great Video Game Design
“The many-headed gods of the East, the orientalised Ephesian Diana with its numerous breasts, like Angelico’s fresco, are at best overcharged symbols, a means of hinting at an idea which art cannot adequately express, which still remains in the world of shadows.”—Walter Pater, “Winckelmann”, Studies in the History of the Renaissance (via todf)