Article
Culture
Re-enchanting
4 min read

The falcon’s call

Awed by an encounter with a bird of prey high above a Texas river, Anthony Baker ponders both the place and his place.

Anthony is a theology professor at Seminary of the Southwest in Austin, Texas.

A view of a lightly misted valley to mountains in a desert area.
The view from the South Rim of the Big Bend National Park.
National Park Service Digital Image Archives, Public domain, via Wikimedia Commons.

Seeing God in Big Bend

The scream from the sky shattered the quiet calm of my cliffside campsite. I'd never heard such a sound—it was like a large crow had decided to try and quack. I rushed out of my tent, where I'd collapsed after making the seven mile trek up the mountain, to find the source of this alarming noise.

I was up on the rim of Big Bend National Park in southwestern Texas, where I'd come on a solitary backpacking retreat. The "big bend" is the abrupt L-turn of the Rio Grande river, as it changes course from southeast to northeast. At the heart of the park rise the stark and severe Chisos Mountains, and the crown jewel of the Chisos is surely the South Rim. A thousand feet beneath me, a sheer drop from where I've staked my tent, there is a whole other mountain range. And ten miles away to the southeast I could see gorgeously striped limestone ridges across the river in northern Mexico.

It's a place that puts you in the presence of the sublime.  Everett Townsend, the pathfinder responsible for bringing the region under the protection of Franklin Roosevelt's government, was particularly awed by this view. As a biographer put it, the view from the South Rim allowed him to

"see God as he had never seen Him before and so overpoweringly impressed him that he made note of its awesomeness…"

What does it mean, though, to see God in a place? Do I need to be up high and far away, staring into sublime depths? The South Rim gives me the impression that I'm hovering like an eagle over the earth, not standing on it like a human. Why are these the places that we think we sense the divine? 

I'd like to think that seeing God in a place can be just as much about close and near attention as it is about sublime distances. What does God look and sound like here, if I stand on the ground and pay as much attention as I can to what I see and hear around me?

The Falcon's cry

I had no Internet connection on the Rim, so when I heard that bird cry out over my head I tried to burn the sound into a mental audio file. Jumping from my tent, I saw a large predator bird shooting directly above me and out over the cliff's edge. The size and shape—a large flying crossbow—told me that I'd been hailed by a peregrine falcon. A sign near my site told me that the section of the ledge where I was camping—where the South and East Rims meet—is in fact a protected nesting ground for the birds, closing to human trekkers each spring.

The peregrine is the world's fastest animal of any kind. They can dive at 200 miles per hour. That means they can only hunt birds in flight, since if they attacked anything on the ground at that speed they would both wind up, as my Granny would put it, "nothing but a greasy spot on the pavement."

A display down at the park's visitors' center had already filled me in on the near demise of the remarkable bird. DDT, a killing-machine of a pesticide that Rachel Carson called out in her book The Silent Spring in the 60s, triggers an immuno-response in female birds who have ingested it into their bodies. This response limits the calcium they can supply to their eggshells. As a result, the eggs were too vulnerable to predators or simply weather, and the embryos were not surviving.

We gave the Nobel Prize to the scientist who discovered how to use DDT to kill insects. It made so much sense, after World War II, to find ways to kill the pests who were spreading disease among the wounded soldiers and other victims of the war. But we were not yet thinking, in those days, about what else we might be killing. Now we're at least thinking, even while we're still killing.

Sin and redemption on the mountain 

What does the falcon, soaring off the Rim, reveal to me about God? Consider, for instance, the doctrine of sin. Taken as an abstraction, sin is what theologians call the manifold ways that humans can turn from their holy God.  But what if we fill that doctrine in with attentiveness to the story the falcon tells us? Here on the Rim, sin looks like failing to be awed enough by this remarkable life form to notice, until almost too late, that we are killing it. 

Similarly, redemption, in the Christian telling of things, refers to the way that God overcomes sin and restores holy relationship. Here on the rim, redemption looks like a shared grief over the damage we've done. It looks also like the effort to protect this space as a bird sanctuary—literally a "holy place." It looks like a hope that falcon and human, like the bird and its own prey, can find a balance of mutual respect and coexistence.

The warning call of God

When I came down the mountain, I got on the Wi-Fi at the lodge outside the park and went searching for bird calls. I found a match for the sound that I'd heard - that caw-quack of a scream. It was the warning call of a peregrine falcon who has found predators in its nesting grounds. The bird was talking about me! Maybe somewhere in her DNA she recognized me as one of the DDT users that ruined her ancestors' eggshells. Hearing that call, as the bird flew off into sublime depths and distances, I suspect I was hearing about the mystery of life, the damage of sin, and the beauty of redemption. In other words, I was hearing the voice of God.

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 Gough 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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