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Journey's End by Ur.C. Sheriff L. C. Sherriff made personas that help the audience's understanding of battle through their feelings and conversation. Each character generates an intensive atmosphere and prompts differing feelings and thoughts from the audience, revealing different emotions and reactions towards battle, which all combination to the same factor, the dread that they are all heading to perish quicker than later on. The play was created to make people think about the futility of battle. Globe battle one was a pugilative battle which lead hundreds of hundreds of troops to their loss of life. A road where millions met their death, World War One truly was a 'Journey's End'. The play displays how an and socially protected period was arriving to an end financially. Sherriff's characters make the best of the situation in which they have found themselves. Each actions can be shown in accordance to their personality, but they all recognize that there is nothing noble about war soon. Raleigh discovers this by joining the army straight after finishing school and sees his hero torn apart, lost, and drinking. Troops hardly ever discovered the experience and enthusiasm that battle was intended to offer them. Instead, their dreams dropped until there was no wish remaining aside. The language is colloquial which makes it easier for the audience to understand consistently. The shifts in tone express the feelings that the characters are feeling. The dramatisation is usually proven in the play, through the discussion, to demonstrate the negativity of battle. The personas make use of bad words and phrases such as "FIND NEG. Words and phrases" exhibiting the emotions towards this kind of combat, negative and pointless. The vocabulary utilized makes the target audience shame the people and ignore the pugilative battle. Raleigh...