App Critic Weekly

Vol. 1Week 41

Criticism for the apps on your phone and the worlds in your headset.

The Virtual Stage · Feature

Malgrath, the Hollow King: A Villain Who Stays Behind the Curtain

Malgrath shatters the crystal and sends eight warlords ahead of him rather than appearing himself. Is the absent antagonist a strength or an omission?

By The Editors · · 5 min read

An empty crown on a velvet cushion before a dark curtain

The most famous figure in modern theatre never sets foot on stage. Vladimir and Estragon wait two acts for Godot, and Godot does not come. Daphne du Maurier’s Rebecca is dead before the novel begins, and yet she governs every page. In Tolkien’s trilogy Sauron is chiefly an eye, a shadow in the east and an army of proxies. The absent antagonist is not a failure of imagination but an old and very effective device.

Sozo – Tower Defense has such a villain. His name is Malgrath, the Hollow King, and on all the evidence the studio’s game description offers, he spends most of the piece behind the curtain. We ask whether that is a dramaturgical decision or a gap.

What we know about Malgrath

The backstory is brief. The player’s room sits on a Nexus, a node where eight realms press against our world. A core crystal and its heart shard have kept the seams sealed for a thousand years. Malgrath, a rift mage, shatters the crystal and splits the heart shard into eight shards, one for each of his warlords. Those eight are the game’s bosses, from the Elder Treant in Verdant Hollow to the Overlord Mainframe in Neon Overdrive.

Malgrath himself has one appearance we can safely document: in the roughly sixty-second intro, which takes place in your own room, a gap in the wall tears open into a rift, a red pulse runs through the room, and a voice says: ‘There you are, little program.’ The remark is aimed at ECHO, the little hologram, which promptly hides behind the crystal. That is all. One line, one pulse, one game of hide-and-seek. The studio describes no fight against Malgrath himself; the bosses at levels 10 and 20 of each realm are his warlords.

The art of the single line

Do not underestimate that one line. ‘There you are, little program’ is well written because it does three things at once. It establishes superiority: Malgrath speaks down to his quarry, almost amused. It establishes a relationship: he knows ECHO, he has searched, he has found. And it establishes that the player has so far gone unnoticed, since the address is not aimed at them.

A villain who says only one line must say that line right. Malgrath does.

This is the technique of the offstage villain, which Harold Pinter commanded so masterfully: the threat looms larger the less of it you see. A rift in your own wall, a red light and a voice may, in mixed reality, be more effective than any elaborate figure, because they turn your own room into the scene of a threat without overloading it with costume.

Proxies as stagecraft

That Malgrath sends eight warlords ahead of him is also a question of economy. A tower defence game needs many climaxes, not one. Eight realms, two boss levels each, sixteen opportunities for a grand entrance. Each warlord carries the property of its realm, plus an energy shield and three phases. The Lich King rises again like his subjects, the Kraken brings the healing power of the deep, the Void Leviathan phases through time.

Shakespeare would have understood. In Macbeth you never see the battle as a whole; you see messengers, servants, a wood that walks towards the castle. A ruler’s power shows itself in the number and the variety of those who act in his name. Malgrath’s warlords are his face.

Where the absence can tip

And yet there comes a point where this technique reaches its limit. Godot works because the waiting is the subject. Rebecca works because her absence poisons the narrator’s life. In Sozo, by contrast, there is a clear goal: the player defends the crystal across 160 levels. At the end of that long stretch stands the Overlord Mainframe, a cybernetic ruler in a neon realm. He is a warlord, not the king.

A player who heard Malgrath’s voice in the first minutes might expect a confrontation at the end. Whether the game provides one, in a closing sequence perhaps, the game description does not reveal, and we do not wish to assume. If it does not, then Malgrath is what television calls a season villain: a character held back for a sequel. That is no sin, but it is a bet.

The name as a programme

Finally, the epithet is noteworthy. ‘The Hollow King’ is a fine choice, because it says what the figure is: a ruler without content, a throne with nothing on it. T. S. Eliot wrote of ‘hollow men’, stuffed men, whose world ends not with a bang but a whimper. Malgrath shatters what holds the world together and sends others ahead. His hollowness is his characterisation.

The name of the game contributes too. ‘Sozo’ is Greek and means ‘to save’. So the antagonist is hollow, the hero a saviour, and between them stands a broken crystal. That is simple, but it is coherent.

Our finding

Malgrath is a villain who stays behind the curtain, and that is, to begin with, a strength. He lends the game a threat without drawing attention away from what it is really about: towers, paths, waves. His warlords are varied enough to attest to his power. The question of whether he ever appears himself remains open, and it becomes the piece’s test. A well-placed absentee ultimately demands either an entrance or a reason for staying away.