>>15747
For LISA: The Painful RPG
It is hard to say who exactly is "the villain" in this game, but there are three main subjects: Brad, Buzzo and Rando. Brad is the player character. An ex-karate teacher who is wrecked by the loss of his sister (the titular "Lisa") and adopts "Buddy" the last female alive as to repent for Lisa. Buzzo is a drugsdealer and (supposedly) sadomasochist, who enjoys toying with people and forcing experimental drugs on them. Buzzo blames Brad for the death of Lisa and therefore seeks to torment Brad. Rando is a mysterious, red masked figure who heads the biggest, known army of goons in the game, similar to Rei from Fist of the North Star. The events of the game are kicked off when Buddy is brought to Rando for safe keeping, causing Brad to chase after Buddy.
My focus will be on Brad, as I feel they are most prominently oppose the goals of, ironically, the player character: Brad. This is also because Rando is left purposely vague, as they are, seemingly, meant to be sympathetic and only caught up in the situation, while Buzzo is left vague to add an air of mystique to his character (and hopefully expand on in the expansion).
Throughout the game Brad seeks to return Buddy to "safety", under the assumption that Buddy was taken away. At the mid-point of the game it is revealed that Buddy wanted to join Rando from her free will, so she could see the world. Brad refuses to believe this and continues to chase after Buddy. As the story progress, Brad continuously increases his body count in more and more gruesome ways, until Buddy refuses to recognize him as a human. In the end, Buddy feels that the person who hurt her the most was Brad.
Tragic (in the classical sense) characters like Brad fascinate me. Brad seeks to atone for the death of his sister, Lisa. This is his ideal. However, exactly by following this ideal he ultimately undoes it. In his fervor to protect Buddy, he first locks her up and then hides her identity, causing her to flee. This fervor is further made palpable when Brad travels cross state, leaving a trail of bodies in his wake, further alienating him from Buddy (and so his ideal). When Brad finally realizes his error, it is too late - he hast lost his grasp on Buddy. No pain in the world is more overbearing than this reality: it is Brad who kills Brad.
There are several recurring elements, which I admittedly am very fond of: irony, nothingness, the de(con)struction of Ideals and self-made misery/powerlessness, though most prominently: existential dread.
It is not merely these elements, however, but also their presentation and position in the narrative:
Genie regularly talks to us, relaying anecdotes or asking for our opinion on existential matters. Their motives are right in front of us, but we accept them. Arrogantly, we assume a position of superiority, which ultimately costs us the most primal reason to experience the game: the experience itself.
Brads motivation to keep Buddy safe is likely to overlap with the interest of the player to return Buddy to safety to achieve a "happy end". By following our own goal, we ultimately destroy it, just as Brad undoes his ideal by following it.
Characters who pose a danger to the heroes fundamental understanding of existence and, in turn, to the audience.