Blog: December 2015

Script: Prince of Persia: Warrior Within

Hey everybody, I've decided that this rant is going to be DARKER AND EDGIER than my previous ones. I want you to all put on your favourite death metal track and imagine me growling this out in an angry monotone, while I figure out how to work in an uncomfortable number of beheadings and disembowelments. This makes it automatically better, right? Jamming in more blood and anger makes everyone more interested in consuming your product!

In case I'm not being clear: I absolutely can't stand the "darker and edgier" approach in media, and I cannot comprehend the marketing machine that thinks it's the way to win an audience.

Script: Metal Gear Solid V: The Phantom Pain

Note: As promised, here is the first of three contributor Scripts to celebrate the launch of the redesigned site. John Keefe has bravely faced Hideo Kojima's latest offering and you can go marvel at the results through the link above. There's some further thoughts from John below, and they couldn't conflict with Ed Smith's opinion any harder if they tried.

-- Joannes

Hideo Kojima is one of gaming’s first and finest auteurs, producing innovative and experimental titles that have defied convention in every respect and have also sometimes been kind of good. He’s created some of the most memorable characters in gaming, crafting a convoluted pastiche universe blending pathos, duplicity, and weird clown humour in a way that’s only occasionally coherent but always fascinating. Kojima is uncompromising, unhindered, and insane. We love him, like that gibbering man on the subway who smells like cheese but churns out some pretty gorgeous crayon drawings in between rants about reptilians causing global warming. But ambition is the curse of great men.

And Hideo, like the glorious bird he is, flew too close to the sun.

Welcome to the slightly new and marginally improved Playthroughline!

Playthroughline
Shiny.

It's been six years since I started this little blog and it's grown quite a bit since then. At first I was just putting out a couple of wacky scripts that poked fun at stories in videogames, but in those six years, those scripts have been read and shared by more people than I could have ever hoped for, and I even got fellow writers interested in contributing scripts. That's why I felt it was time to give Playthroughline a thorough redesign to get with the times already. So, what's new? Let's take a look.