Article
Culture
Film & TV
Monsters
5 min read

Cartoon villains: who's the real baddie?

What kind of villain do we want?

James is a writer of sit coms for TV and radio.

 A cartoon chase sees a car driven by a cow escaping from a car of baddies under a giant poster of their villainous boss.
Jazz Cow vs. Dr Popp.

“Nobody thinks they’re the bad guy”. That’s a phrase I often use when helping people write situation comedies. It’s always useful to have a strong antagonist who gets in the way of our hero. But the villains tend not to consider themselves to be evil. In fact, they are offended at the suggestion. 

The Batman universe has turned the interesting villain to new levels. The Penguin is Gotham’s latest production, a brand-new TV series on HBO. Colin Farrell plays a highly nuanced anti-hero, exploring The Penguin’s “awkwardness, and his strength, and his villainy, yes, his propensity for violence”. Farrell told Comicbook.com he was attracted to the role because “there's also a heartbroken man inside there you know, which just makes it really tasty.” Audiences are often invited to have sympathy for the devil. Should we be worried about the blurring of the lines between good and evil? 

I’ve been asking myself this question as I’ve been writing a new animation which involves a villain called Dr Popp who is trying to take over a city. But what kind of villain do we want in 2024? 

Jack Nicholson’s portrayal of The Joker back in 1989 feels like pop-culture ancient history. His Joker was an embittered agent of chaos without many redeeming qualities but mercifully lacked the nihilism of later versions. It was an old-fashioned story of cops and robbers which has its own simplistic charm. But have those days gone forever, having been shot in the head and dropped off a bridge into a river? 

The problem is it is so easy to humanise evil. You just give it a human face. The arch-villains of the twentieth century – the Nazi members of the SS – are rather sweet when portrayed by comedians Mitchell and Webb. A nervous member of the SS Unit (Mitchell) waiting for an attack from the Russians looks at the skull on his cap and asks his fellow comrade-in-arms (Webb): “Hans, are we the baddies?” 

Any student of World War Two will know that it’s never as simple as good versus evil. Many terrible things were done by people who felt justified in their behaviour. Moreover, ‘the goodies’ also felt compelled to do morally dubious things – like the bombing of civilians in cities – in order to defeat ‘the baddies. After all, they started it.’ The truth is always far more complicated than the war films suggest. 

Dr Popp is the very worst kind of villain: he has great power and he wants to help. In his own mind, he’s completely clear about his mission. 

Ten years ago, I was researching real life baddies for my sitcom Bluestone 42 about a bomb disposal team set in Afghanistan. At times, I had to think like the Taliban who, in their own minds, were entirely justified in leaving bombs by the side of the road, to be triggered by British soldiers or Afghan children. They were pretty relaxed about the outcome. It’s hard to sympathise with this way of thinking, but it made sense to them. 

My internet search history from that time probably put me on some sort of Home Office watchlist. Maybe a small dossier was started on me. More recently, that dossier would have become thicker as I’ve moved sideways from sitcom into murder mysteries, having recently worked on Death in Paradise and Shakespeare and Hathaway. To work on shows like these, you need to be thinking of good reasons for good people to commit murder. Someone would need a very strong motive to commit a murder on an idyllic Caribbean island where the local detective has a 100 per cent resolution rate. You also need to research ingenuous methods for murdering people in a way that escapes detection. I’m surprised I’ve not yet had a knock on my door, or enquiries made to the neighbours to call a number if they see anything suspicious. 

But what about cartoon villains where nothing is real? The bold colours and the larger-than-life characters might suggest that there is more clarity about goodies and baddies. But there isn’t. Evil villains – that is, villains who realise they are evil – are extremely rare. Skeletor from He-Man and the Masters of the Universe comes to mind. This kind of demonic baddie can be entertaining with wit and charm, like Hades in the Disney movie, Hercules. This character had some brilliant one-liners and was superbly brought to life by the voice of James Woods. Overall, however, purely evil characters are hard to write. 

Cartoon villains need proper motivation. This is either a character flaw or a backstory. In The Lion King, Scar is consumed with envy that his brother is king – and a good one at that. In The Incredibles, Syndrome is playing out his sense of injustice that he was not allowed to be Mr Incredible’s sidekick, Incrediboy. In The Simpsons, Mr Burns is essentially Mr Potter from It’s a Wonderful Life. He’s a Scrooge-type figure who doesn’t care about love and respect. He just wants to own the town. 

The cartoon villain I’ve been thinking about is for a new animation project I’ve been working on called Jazz Cow. The eponymous hero is a saxophone-playing cow and a reluctant Bogart-style leader of a bohemian band of misfits. They are trying resist the advance of the all-consuming algorithm created by Dr Popp, the villain. But what’s his motivation? 

Dr Popp is the very worst kind of villain: he has great power and he wants to help. In his own mind, he’s completely clear about his mission. He’s trying to make the world better, easier, safer, cheaper, more efficient and convenient. Why would anyone want to refuse his technology, reject his software and keep away from his algorithm? 

This is why Dr Popp has to silence Jazz Cow, literally, by stealing his saxophone. He simply cannot allow Jazz Cow to delight audiences at Connie Snott’s with live improvised music. There’s no need for this music! Dr Popp has all the music you could possibly need, want or imagine. Why improvise when we have artificial intelligence? 

Dr Popp is a cartoon villain for today when relativism is still alive and well. ‘Good’ and ‘Evil’ are still concepts or points of view rather than absolutes. However, there is good and evil in Jazz Cow. But the evil doesn’t come from Doctor Popp. It comes from the user or consumer.  That would be us. 

‘The Algorithm’ is always learning and always trying to give us our hearts’ desire. And that’s the problem: our hearts frequently desire that which they cannot – and should not – have. Dr Popp’s algorithm is like a mirror held up to our faces. In it, we see the real baddie: ourselves. Not even Jazz Cow can save us from that. But what this horn-playing cow can do is to make the world a more humane place. 

  

For more information about Jazz Cow, and information on how you can make the show happen, take a look at our Kickstarter – and don’t worry. Jazz Cow would approve, as it’s the creative’s way of sticking IT to the man. 

Review
Culture
Film & TV
Trauma
5 min read

This bad TV version of The Last of Us ruins much more than storytelling

Following up the acclaimed video game doesn't deliver prestige viewing.
A pensive looking woman glances to the side.
Ellie, played by Bella Ramsey.
HBO.

What’s the point of the TV adaptation of The Last of Us

Throughout its second series, I’ve been trying to wrap my head around this question. I’m still short of an answer. 

Turning the two The Last of Us video games into prestige TV was always going to be problematic, because those video games already were prestige TV. You just had to press buttons on a controller now and then.  

The first The Last of Us video game is regularly included in lists of the best video games ever, and it’s not because of any ground-breaking gameplay or because of any technological advancements it made. It’s because of its story.  

It is richly character-focussed, gritty, realistic, and utterly human. The Last of Us Part I (as it’s now known) carries the kind of gravitas and emotional complexity you might expect from the likes of The Sopranos, Breaking Bad, Chernobyl, or The West Wing. It’s already prestige TV.  

So, is the TV adaptation simply an attempt to make this same story accessible to people who don’t play video games? Maybe. That would make sense, were it not for its deeply frustrating second series, the finale of which has just aired. 

The Last of Us Part II was massively controversial when it released in 2020. (WARNING: absolutely colossal spoilers ahead, for both the games and the TV show). Joel – the main protagonist of the first game – is abruptly and brutally murdered in its opening act. This leads Ellie – his pseudo-surrogate-daughter – to hunt down those responsible in attempt to enact a reckoning.  

In the video game, most of the story is told over the course of three days. First, from Ellie’s perspective, then from the perspective of Abby, Joel’s killer. In the TV show, the second series covers Ellie’s side of the story before very abruptly shifting to Abby’s side in the final seconds, leaving the viewers with a cliffhanger. Even as someone who’s played the game and knows what’s going to happen, it felt like a bit of a slap in the face. 

But for someone who hasn’t played the games it must be bordering on nonsensical. Even spread over two series, the story is so truncated, and so much is left unsaid. I can’t imagine making sense of this series without having played the video game first. But the TV show is basically just a live action remake of the game. Which again begs the question: what’s the point of the TV adaptation of The Last of Us

I’ve found this series, and the video game it’s based off, hugely frustrating. Because it’s trying to convey an important message. But both the game and the show contrive to undermine their important central ideas through poor storytelling techniques and structures.  

But in making clear what was left unsaid in the game, the power of the moment is undercut. Much is spoken; little is said. 

Let’s take one example. Half-way through the game (or towards the end of series 2), Ellie has tracked down and tortured one of Abby’s friends for information on her whereabouts. Afterwards, she talks to her lover Dina about what happened.  

In the game, it’s harrowing. Ellie is visibly shaken by what she’s just witnessed herself do. “I made her talk.” She says. And then to Dina: “I don’t want to lose you.” “Good,” comes Dina’s reply. And that’s it. Cut to black. Little is spoken; much is said.  

But where the scenes last about 30 seconds in the game, in the TV show it’s over five minutes long. “I made her talk. I thought it would be harder to do, but it wasn’t. It was easy. I just kept hurting her.” So says Ellie, halfway through the conversation. The writers are clearly trying to make explicit Ellie’s fear that she’s losing herself, and Dina by extension, in her thirst for revenge. But in making clear what was left unsaid in the game, the power of the moment is undercut. Much is spoken; little is said. 

“I know writers who use subtext and they’re all cowards,” Garth Marenghi once said. I can only assume he writes for HBO now. 

It’s a shame the scene gets fluffed as badly as it does, because really it’s the centrepiece of the narrative. Faced with unthinkable violence, Ellie chooses to repay the act in kind. But, in hunting down and torturing those responsible, ultimately Ellie finds herself becoming less and less human with each act of revenge. Here, in this conversation with Dina, Ellie begins to glimpse the reality of this. That acts of violence towards others are ultimately also acts of violence towards her own nature.  

This is, as it turns out, a deeply Christian notion. Where other Ancient Near Eastern creation myths depict their gods as creating the world through violent and bloody struggle, in Genesis God merely speaks life into being. Where Jesus’ disciples would violently overthrow their Roman oppressors, he instead says “those who live by the sword, die by the sword.”  

Moreover, Jesus’ death by crucifixion was unspeakably cruel and violent, encompassing protracted public humiliation, sexual abuse, and mutilation. It is here that Christ draws the suffering of the world to himself, that we might be given the opportunity to live free from the ongoing cycle of violence that surrounds us. Not that we might avoid having violence done to us, but that we might find the strength not to be violent in turn.  

And this is the ultimate paradox at the centre of Christianity: that the greatest show of strength the world has ever seen is found in Christ’s being nailed to a tree.  

Violence begets violence begets violence begets violence. That’s the message of The Last of Us Part II; albeit one conveyed in a rather ham-fisted way. While I’m not optimistic, I hope the next series of the TV show manages to fix the game’s wobbly narrative structure to convey this in a way that is nuanced and compelling. Because it’s a message we desperately need to hear. 

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