Review
Culture
Fun & play
3 min read

Go medieval: game play as history lecture

While Pentiment’s game-play makes it a playful, enjoyable, and in-depth history lecture, it also raises deeper questions, says Lukas Herren.

Lukas Herren is a student of philosophy and business and works in communications in the technology industry.

A screen grab of a video game showing a chequered floor amidst classical architecture, with player figures.
Iconography and medieval illustration inspires Pentiment's graphic design.
Obsidian Entertainment.

Pentiment, an adventure game set in the rural Bavarian town of Tassing between the years 1518 and 1543, transports players to a time of political intrigue, religious reform, and societal conflict. With a deep love for history based on meticulous research, the game offers an authentic look at the lives of ordinary people like peasants, monks, artisans, and farmers, and the decisions that shaped their lives. 

At the heart of the game is Andreas Maler, an artisan who is hired to illustrate manuscripts in the Abbey of Kiersau. As he stumbles upon a murder, he is drawn into a web of personal conflicts that balance the different professional and societal groups of the village. Players can immerse themselves in the story and get to know the characters intimately, thanks to sophisticated design and a myriad of thoughtful details. Playing as Andreas, you feel like you are becoming an integrative part of a larger story and leaving a footprint in the village's history. 

The game is beautifully illustrated and captures the essence of medieval aesthetics, making it a joy to play and a valuable educational tool. Everyday life in the Bavarian village is brought to life with attention to detail, from the food they eat to the different scripts characters are represented with. These features transform into crucial puzzle pieces to solve the murder mystery. To help keep track of the storyline and interesting info, the game provides a journal and glossary. 

Pentiment feels like a playful, enjoyable, and in-depth history lecture. It is highly recommended to anyone interested in diving into a different time period – to anyone who appreciates learning not only about grand historical geopolitics but also simple, everyday life. Although it is thought of as a single-player game, it is also beautifully played with another person, with whom to explore which traits to choose, which characters to approach, and ultimately, which path to take. This game is not just for those who want to escape into a different time period, but also for those who appreciate a well-researched, multi-faceted murder mystery. 

The setting of the game enhances its appeal in various ways. The 1500s were the time of the Protestant Reformation, a religious reform movement sweeping through large parts of Europe. Intersecting with it was the German Peasants’ War of 1524-1525. As you play the game, identifying with the main characters in this Bavarian town, you triangulate your position asking questions like: Where did the murder victim stand in terms of religious reform and the peasants’ demands? Where does my interlocutor stand? What position do I take to get the information I need to solve the murder mystery? 

Beyond the enjoyable whodunnit, the game raises deeper questions such as: Is it legitimate to portray people and events untruthfully – that is, in a way that does not correspond to one's own knowledge – for ideological reasons or to promote a good cause? Is it appropriate, for example, to embellish the representation of local history in public space? If so, on what grounds and to what extent? What does this mean for the way we present the history of our churches? In our attempts to steer public perception, are we possibly damaging the discipline (history, church history) as well as the integrity of the positions promoted? 

The name of the game is carefully chosen: Pentimento refers to ‘the presence or emergence of earlier images, forms, or strokes that have been changed and painted over.’ Pentiment is worth engaging with on more than one level. 

The controls are simple, and dialogues are well done, though at times the game can be a bit confusing – accessible albeit occasionally challenging. While void of fast-moving animation and action, it is sophisticatedly made, letting the player get to know and experience each character. All in all, it comes together beautifully and deserves. 

 ⭐⭐⭐⭐ 

Pentiment is available on Windows and Xbox and is published by Obsidian Entertainment.

Review
Attention
Books
Culture
Digital
3 min read

Only the rich will experience reality

We’re extinguishing our real world

Simon is Bishop of Tonbridge in the Diocese of Rochester. He writes regularly round social, cultural and political issues.

A phone shows a picture of the real view behind it.
Josh Power on Unsplash.

It happens so routinely, no-one notices the weirdness anymore. Tourists in front of a majestic site like the Taj Mahal or the Niagara Falls place a camera between their eyes and the glory of the scene itself. Fans at a stadium concert hold cameras up to the singer rather than dance to the music. Witnesses to a disaster choose to film it rather than go to the assistance of the victims. 

Our desire to experience the world around us is being limited by technology, especially the smartphone and there is a growing body of literature to show its harmful effects, the latest of which is The Extinction of Experience (The Bodley Head, 2025) by Christine Rosen. She is a senior fellow at the American Enterprise Institute, a Washington DC based think tank and she adds to the work of Jonathan Haidt in The Anxious Generation who identifies what social media is doing to young people. Rosen, however, has the adult population in mind, as well. 

Every era has its subtle idolatries and perhaps ours is a slavish devotion to technology. It’s not that technology is wrong, but the expectation we conform to its development rather than the technology adapt to our humanity is slowly toxifying us. To paraphrase Jesus: the smartphone was made for humankind, and not humankind for the smartphone. 

Mediating our relationships by screen leads to instant communication, but also makes us impatient and emotionally careless. Human empathy is an embodied virtue. We learn to pick up emotional clues by watching the subtle facial movements and body language of others as they speak and listen. The growth of emojis is no substitute for this and has all the finesse of a face pulled by Thomas the Tank engine. And we more easily tune out of another person’s problems when they are expressed online rather than to our face.  US college students are around forty percent less empathetic than their counterparts only two or three decades ago, according to the University of Michigan Institute for Social Research.   

There are growing signs that screens reduce human empathy, which may be the most disturbing thing of all and perhaps offers a clue why life is becoming angrier. We spend most of our time lamenting how algorithms polarise us, without addressing an even more fundamental problem: we no longer talk about demanding issues face to face, where listening skills are required, but shout across cyberspace, where listening barely happens. 

But the momentum is for more of the virtual world. The software engineer, Marc Andreessen has coined the phrase ‘reality privilege.’  It belongs to those whose real-world existence is full of flourishing – relationships, wealth, housing, holidays, hobbies.  The solution for those who lack these goods, according to Andreessen and others, is a migration to an ‘online world that makes life and work and love wonderful for everyone, no matter what level of reality deprivation they find themselves in’. 

It is a case of Silicon Valley solutionism, where every problem must have a technological answer. The outcome of migration to an online world is that we no longer need to focus on solving knotty, unglamorous policy issues like poverty, poor housing and low-paid jobs. It also carries a curious echo of the theology which prioritises saving souls from a corrupt world rather than inheriting an embodied resurrection life in a new creation. 

In the two decades after 2003, in-person socialising between American adults dropped by thirty percent; among teenagers it fell by forty-five percent. According to Rosen ‘this changes our behaviour towards others, how we get along or don’t get along, how we resolve conflict, how we understand each other’.  The de-incarnation of human life continues apace, yet it is the physical world is where we flourish, where millennia of brain development has taken place and where God embodied himself in Christ.   

We may come to regret at length the rush to the virtual world, a bit like smoking in the twentieth century. But there is every chance we won’t, because technology is clever and so very cool. The meaning of the incarnation is up for grabs, only this time it’s human, not divine.  

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