Review
Aliens
Culture
Film & TV
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5 min read

Alien, Nietzsche and the death of dread: why the franchise lost its fear

Alien: Earth forgets what made the original so terrifyingly profound
A young woman pets the head of an alien
Don't pet the alien.
26 Key Productions.

The credits are rolling on Alien: Earth and all I can think about is Friedrich Nietzsche. Nietzsche is one of history’s most enigmatic and misunderstood philosophers, one of Christianity’s greatest foils and explains exactly why the TV series, to my mind, fell flat. 

Oh, how excited I was for Alien: Earth! It looked like someone had finally nailed the look and feel of Ridley Scott’s original Alien and paired it with a script by Noah Hawley (who wrote, among other things, the first series of Fargo, which I still think is one of the best series of TV ever made). I couldn’t wait.  

But far from understanding what made the original Alien so terrifying, Alien: Earth manages to undermine the franchise’s key premise at almost every turn, resulting in something truly baffling. While Alien is a deeply nihilistic piece of art that draws on its nihilism for its thoroughgoing sense of dread and unease, Alien: Earth is too cute, too pleased with itself to be truly nihilistic. And therein it loses the power to shock that Alien wielded so effectively.  

Let me explain what I mean. (Spoilers ahead for both Alien: Earth and Alien – although Alien came out in 1979 so if you haven’t seen it at this point, where have you been?) 

“God is dead. God remains dead. And we have killed him. How shall we comfort ourselves, the murderers of all murderers?” 

So declares ‘the mad man’ in Nietzsche’s The Gay Science, giving rise to one of philosophy’s most quotable moments. Nietzsche isn’t talking about a literal ‘death of God’ (he didn’t think there even was a God to kill!). Instead, he’s talking about the death of belief in God.  

But, for Nietzsche, society’s collective loss of belief in God is not a trivial thing. It’s not like realising Santa Claus isn’t real (sorry if anyone was still clinging to that!). No, belief in God gave society structure, purpose, and meaning. Without belief in God, society needs to start from the very beginning and give itself these things all over again. We cannot stop believing in God and imagine that the rest of our lives are untouched.  

For all Nietzsche’s faults – which are numerous – he is clear about the implications of what we might now call ‘secularisation’, in a way that is seldom recognised. In this respect, I often wonder if Nietzsche is the only real atheist who ever lived.   

There is no grand ‘why’ behind the world. No objective meaning or structure to it: we must instead impose our own, individual meaning onto our lives. 

Alien is a deeply Nietzschean film. The xenomorph (that is, the eponymous alien) does not come with a ‘why’. It has no motives other than to kill; no grand plan. It’s not really a villain, in this sense: it just … is. It is the chaotic unstructured whirlwind of a universe without God distilled into a creature. 

It is pure, nihilistic, Nietzschean nightmare fuel.  

At the end of the film, Ripley (Sigourney Weaver) doesn’t ‘defeat’ the xenomorph; she just sends it into space and escapes. She doesn’t ‘overcome’ this nihilistic creature, she just about manages to escape with her life. She does what Nietzsche encourages us all to do and lives despite meaningless chaos of the godless world around us.  

This is not what happens in Alien: Earth, however. The most telling parallel between Alien and Alien: Earth is the role science and technology plays in both. In Alien, the mysterious Weyland-Yutani company wants to capture the xenomorph to use it as a bio-weapon. But the xenomorph resists such human categories and just does what it does: kill, indiscriminately.  

In Alien: Earth, again the xenomorph is seen as a potential weapon, as a potential piece of technology. And … that’s exactly what it becomes. The main character in the show – Sydney Chandler’s Wendy – a little girl whose consciousness is put into the body of a robot (to cut a long, tedious story short), eventually learns the xenomorph’s language and even befriends the creature. By the end of the series, the two have effectively teamed up, with Wendy siccing (setting) the alien on her enemies. 

Excuse me? 

She … ‘sics’ the xenomorph on people? Becomes its friend? Right … 

The first time this happened I full-on laughed at the screen. This is so far removed from the utter nihilism of Alien. Here the xenomorph has agency, motivations, preferences, and even flipping friends! It is so deeply … unscary.  

And that shouldn’t be a surprise. In Alien, Nietzsche’s godless anarchy is distilled into a creature of pure terror. In Alien: Earth, that creature is literally made someone’s pet. Alien continues to terrify because it shows us something of the full implications of what it is to be without God: a world of disorder, anarchy, and chaos. Alien: Earth domesticates that entirely and puts it on a leash. In so doing, lacks all of the potency of its muse.  

In his recent book Dominion, Tom Holland (no, not that Tom Holland) reminds us of what Nietzsche said long ago: our values, ethics, and even our society structures, come from a shared and historic belief in God. Too often we want to have those values, ethics, and structures without the theologies that underwrite them.  

Alien: Earth wants to have its cake and eat it in precisely this same way. It wants to tell a story about a marauding, indiscriminate predator … that can be tamed by a little girl. It fails to scare because it undermines the deeper, even more terrifying story underneath Alien: that without the structure afforded us by belief in a creator, there’s no God out there to hear us scream.

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Review
Culture
Digital
Fun & play
4 min read

The grand narrative that’s made it on mobile

The Serpent & The Seed is a welcome addition to the cosy games genre.

Giles is a writer and creative who hosts the God in Film podcast.

A mobile game still shows a robin standing close to a seated man.
Mungo and Adam.

The Serpent & The Seed is a game with a difference: an imaginative retelling of the world's greatest story. In a world overtaken by an evil serpent, you play the character of Mungo, a young robin encouraged by his owl friend to read an old, mostly forgotten book that holds the promise for salvation.   

Released last Easter by Discipleship Tech (the creators of the Prayer Mate app) The Serpent & The Seed aims to tells the story of the Bible as a mobile adventure game. Turning the Bible story into an app feel like quite a novel idea. A cursory search shows that there’s no shortage of Bible based games to play on your phone, but most of them appear to be quiz or trivia based. Seeing this grand narrative, from creation to crucifixion, in game form feels both novel and inevitable, how you might imagine seeing the gospel story be put on film for the first time. “Throughout history, Christians have created, shaped and used technology for God’s glory” the Discipleship Tech website tells us; seen in that light, using a mobile game to deliver the gospel is simply the next step in a line of technological use that stretches back to the invention of the codex.  

Although the game has only been in development for just over four years, it’s had a much longer gestation period than that. “It's an idea I've had for about 20 years now,” says project leader, Andy Geers, “I grew up playing lots of computer games and knowing Jesus and getting to know the Bible better… So I kind of thought: wouldn't it be great if we could combine those two things?” Geers says that the catalyst for this game was a research project. According to the Bible Society’s Lumino research project, a quarter of the UK population are "open to the Bible and finding out more". The Serpent & The Seed is Geers’ way of meeting that need.  

This is clearly a labour of love for all involved and it shows. The dialogue sparkles with cheeky irreverence at times thanks to scriptwriting from Amy Green (BAFTA-winning writer/developer of That Dragon Cancer, the video game centring on the loss of her infant son, Joel). Ostensibly aimed for players ‘9+’, the narrative has to dance around some of the more unpleasant parts of the Old Testament, which it does so lightly and humorously. At one point in the Garden of Eden level, Adam tells our robin character Mungo, that naming things is hard work, and he needs a rest. Mungo then ponders whether Adam has any idea what hard work is! The framing narrative of talking animals in a world full of thistles and thorns ruled by an evil tyrant has shades of Narnia, which may have been an unconscious influence and is very much appreciated.  

One particular highlight is the musical interludes. The developers aimed for the music to be a leading character in this mobile game, and the score was composed by song-writing duo Poor Bishop Hooper. When you unlock another chapter in the game, the almost transcendent songs kick in, combined with the logo appearing in its beautiful lettering, creating an enjoyable experience. It also features music from Canadian artist Jim Guthrie, whose Superbrothers: Sword & Sworcery EP was something of an inspiration for the atmosphere of the whole game.  

The game appears to be connecting with the public, many of whom are praising its art design. Greg Clifton’s illustrations are soothing and light-hearted (I’m pretty sure Moses is rocking an awesome quiff). “It seems to be pitched as a chilled, interactive story with some minor puzzle solving, a subgenre that is increasingly popular these days,” writes gamer and RS teacher Natalie Minaker. “I imagine that this game can provide a few hours of mental respite to any stressed-out Christians!”  

Unfortunately, the lack of challenge is hard to avoid mentioning. As this game is telling a very well-established story, there’s very little jeopardy and as a result, the pace lags a little in parts. “The gameplay is gentle and seems to promote a sense of mindfulness rather than any real sense of peril or challenge,” continues Minaker. In certain levels there are Christian themed takes on popular mobile games - Angry Birds, Flappy Bird, and even Snake (which will be a pang of nostalgia for those of us who had a Nokia in the 90s). What is clear is that playability takes a back seat to story here, and when that story is the Bible, that’s understandable. There’s also a distinctly estuary English accent to the voices shouting “hosanna” as Jesus enters Jerusalem on a donkey which might momentarily take you out of the story, but this is merely nitpicking.  

Whether it will effectively compete for pre-teens’ attention in a saturated market remains to be seen, but this is another useful tool to have in a kids or youth leader’s toolkit. It might also serve as the kind of homework an RE teacher could set that the students might enjoy completing! Older gamers or committed Christians might not find much of the content particularly revelatory, but they may find its gentle pace and soothing aesthetics a welcome addition to the emerging ‘cosy games’ genre. 

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Since Spring 2023, our readers have enjoyed over 1,000 articles. All for free. 
This is made possible through the generosity of our amazing community of supporters.

If you enjoy Seen & Unseen, would you consider making a gift towards our work?

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