Ministry of Broadcast: Being Watched is Really Exciting



The gang is gathered around Glenn’s gaming setup.

Glenn: “Alright, team, today we’re diving into ‘Ministry of Broadcast‘. It’s set in a dystopian world with a massive wall.”

Rob: “A wall? Like, for climbing and stuff?”

Charlie: “Or to keep out the lizard people?”

Kaitlin: “Why does every game we play have to be a conspiracy, Charlie?”

Danny: “Ah, walls. Reminds me of that game with the plumber and the bricks.”

Scene 1: Gameplay Mechanics and Controls

The gang starts playing, navigating the protagonist through various challenges.

Rob: “Man, these controls feel like they’re from another era. Takes me back.”

Charlie: “Maybe the clunky controls are a metaphor for how society controls us, man.”

Kaitlin: “Or maybe you’re just bad at it, Rob.”

Danny: “You know, this really reminds me of ‘Prince of Persia’. The good old days.”

Glenn: “Focus, guys! We need to get past this level.”

Rob: “I’m trying, but this character moves like he’s stuck in molasses.”

Charlie: “I bet the game creators did that on purpose. To mess with our minds.”

Kaitlin: “Or maybe they just wanted to challenge us. Not everything is a conspiracy.”

Danny: “Back in my day, we had two buttons, and we liked it.”

Glenn: “Can we just get to the next checkpoint?”

Scene 2: Story, Setting, and Reviews

The gang is engrossed in the game’s narrative and occasionally checks out reviews.

Charlie: “So, this wall… it’s like a metaphor, right? For how we’re all divided.”

Kaitlin: “Charlie, not everything is a metaphor. Sometimes a wall is just a wall.”

Rob: “This reviewer says the controls are a hindrance. See, I’m not the only one!”

Danny: “Another one praises the pixel art graphics. I have to agree; it’s quite nostalgic.”

Glenn: “And this one mentions an Orwellian world. That’s deep.”

Rob: “Deep or not, I just want to beat this level.”

Charlie: “I’m telling you, the wall, the TV show, it’s all connected. It’s a commentary on society!”

Kaitlin: “Charlie, you might be onto something. But let’s not jump to conclusions.”

Danny: “Either way, it’s a trip down memory lane.”

Glenn: “Let’s keep going. I want to see how this ends.”

Scene 3: Challenges, Puzzles, and Reflection

The gang faces various in-game challenges and puzzles.

Rob: “Okay, this puzzle is just ridiculous. Who designed this?”

Charlie: “It’s a test, Rob. A test to see if we’re worthy.”

Kaitlin: “Rob, maybe you just need to think outside the box. Not everything is straightforward.”

Danny: “Remember when puzzles were just about matching colors or shapes?”

Glenn: “Focus, team! We need to get past this.”

Rob: “I’m trying, but it’s like the game is actively working against me.”

Charlie: “That’s the point! It’s all a metaphor for life’s challenges.”

Kaitlin: “Or maybe we just need a strategy. Let’s work together.”

Danny: “Either way, it’s giving me a headache.”

Glenn: “Come on, we’re almost at the end. Let’s finish strong.”


The gang reflects on their gameplay experience.

Glenn: “So, thoughts?”

Rob: “Challenging, but in a good way. Mostly.”

Charlie: “I’m telling you, it’s all a metaphor. The wall, the challenges, everything.”

Kaitlin: “Maybe you’re right, Charlie. But sometimes, a game is just a game.”

Danny: “It was a trip, that’s for sure.”


The gang interacts with their fans.

Glenn: “Thanks for joining us on this wild ride, folks! What should we play next?”

Rob: “Something less metaphorical.”

Charlie: “Or something with more hidden meanings.”

Kaitlin: “Or just something we can all agree on.”

Danny: “Till next time, keep it retro!”

What do you think?

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