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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Article
Art
Culture
Film & TV
5 min read

The constant pull of David Lynch’s direction

What made the director’s films so universally resonant?

Sonny works creatively with videography, graphic design, fashion, and photography.

A man paints a canvas with red images.
Lynch painting.

At the age of 16, initially wanting to experience the infamous performances of actors, John Hurt and Anthony Hopkins, I decided to watch The Elephant Man (1980). This was the film that opened up the weird and wonderful world of director, David Lynch, a world I immediately wanted to dive headfirst into.  

I did so by watching the film that became the catalyst for world-renowned director and producer, Mel Brooks, offering Lynch the chance to direct The Elephant Man. The film in question? His very first, Eraserhead (1977).

It was, and remains to this day, the most singular cinematic experience of my life. 

I’m of the opinion that almost all filmmakers fall in to one of two categories; those who become artists through the medium of filmmaking, and those who are already artists who choose the vehicle of filmmaking to create their art. David Lynch is, for me at least, the ultimate embodiment of the latter. Proof of such can be found in his status as a renaissance man.  

Originally a painter, a practice he continued throughout his life, his desire to transition to making films was borne out of wanting to see his paintings move. He was also an actor, a musician, and sound designer. Not to mention, a furniture designer who regularly built props for his films, author of several books and designer of his very own comic book.  

The television show, Twin Peaks, is perhaps the best example of just how impossible it was to bind Lynch to a single artistic form. The seminal TV show revolutionised what television could be, as it was the first show to stray from the episodic storytelling format, instead choosing to follow one continual storyline through an entire series. 

David Lynch exists within an exclusive category of artists, those whose names have become an adjective. Lynchian, similar to Kafkaesque, Brechtian or Daliesque, is recognised as an official word in the Oxford dictionary. An eponymous adjective is an honour reserved for only the most unique and distinct of artists.

Although it could be argued that the term – Lynchian - is now too loosely applied to anything deemed to be somewhat counter-cultural within mainstream cinema, its true meaning relates to the often indefinable style and voice of the man himself.  

He invoked the spiritual depths of us, the existential longings and cravings, the questions that seem intrinsic to the human condition, the wonderings that feel as though they originate from somewhere deep within us, our souls, perhaps. 

I’ve come to think that it’s the ultimately the spiritual essence of Lynch’s films that make them truly unique, and him a worthy recipient of an eponymous adjective. Lynch’s films exist within their own world, frequently reminiscent of a dream.  

Sometimes euphoric, often a nightmare. 

He was an avid practitioner and advocate of transcendental meditation, so it’s perhaps not too surprising that when speaking on his creative process, Lynch attributed many of his creative ideas as emerging from his own subconscious through the practices of meditation and daydreaming. He’s often compared ideas to the act of fishing, they aren’t created, they already exist, you’ve just got to have the right bait to catch them.

I wonder if this process is what makes the worlds housed within Lynch’s films unlike any others. He invites us into his own subconscious, by allowing it to bleed out onto the screen. 

Despite his allusivity in style and format, what I’ve always found most confounding about David Lynch’s work is its universality.  

I feel as though the term ‘fringe artist’ has scarcely been better applied to anyone other than Lynch. 

How has a man who’s created some of the boldest, most avant-garde and, at times, downright disturbing art of the last century picked up four Oscar nominations (and an honorary win), a Masterclass and a Disney movie (The Straight Story)?

Surely translating your own subconscious, something we view as idiomatic to each individual person, onto the screen is a guaranteed recipe for alienating your audience?  

So why does Lynch’s work, instead of pushing us away, so consistently pull us in?  

I could pontificate on the different potential techniques Lynch employed to keep his work just grounded enough to allow us to relate to it. His films being rooted in instantly recognisable symbols of Americana, for example. Or perhaps his deployment of easily digestible genres and conventions, Twin Peaks is a melodramatic murder mystery TV show, Blue Velvet (1986) and Mulholland Drive (2001) are, at their core, noir films and even Wild at Heart (1990) is a textbook road movie.  

But Lynch’s work has taught me to dig far deeper than that. 

He invoked spiritual depths of us, the existential longings and cravings, the questions that seem intrinsic to the human condition, the wonderings that feel as though they originate from somewhere deep within us, our souls, perhaps.

That, for me at least, is the answer to his universality. 

But how did he do it? 

As has already been mentioned, it’s by mining his own subconscious and the spiritual within himself, and allowing it to flow into the worlds he created. But, most importantly, he never definitively characterised these things, he simply let them exist, depicted them. His work doesn’t come to us with the answers, it comes to us with questions. David Lynch’s questions: questions about the world. Questions about himself.

The very same questions we all ask ourselves on a daily basis: is evil within us or is it the product of what is around us? How can we allow light to prevail over darkness?   

His work allows us to sit, ruminate, and respond to those questions. 

I didn’t anticipate how profound of an effect David Lynch’s passing would have on me. It’s undoubtedly the strongest feeling of loss and grief I’ve felt from the passing of someone in the public sphere.

So deep were my feelings that I felt I needed to process it through the writing of this piece.  

And despite the myriad of feelings and thoughts that have been swirling around my head since originally reading the news headline, I find myself continually returning to the very first thought I had. It was a quote from American comedian, Theo Von. When mourning the death of fellow comedian, Norm Macdonald, Theo said, 

‘It feels like you’re losing a book that nobody has copies of.’ 

I feel despair that I’ll never be able to see the world through David Lynch’s eyes again. But I find great comfort that he, through his art, has passed his vision onto us, ensuring that we’ll always be able to see the Lynchian in our world.