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. 

Celebrate our 2nd birthday!

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?

Do so by joining Behind The Seen. Alongside other benefits, you’ll receive an extra fortnightly email from me sharing my reading and reflections on the ideas that are shaping our times.

Graham Tomlin
Editor-in-Chief

Review
AI
Character
Culture
Film & TV
4 min read

The utter humanity of Wallace and Gromit

Choices in front of and behind the camera tame technology.
A still from a claymantion film shows three characters, Wallace, Gromit and a robot garden gnome marching out a garden shed.
AI: here to help.
Aardman Animations.

In 1993, Aardman Animations released Wallace & Gromit: The Wrong Trousers. It follows hapless inventor Wallace and his long-suffering dog Gromit as they rent out their spare room to a penguin, Feathers McGraw, who is subsequently revealed to be a master criminal, narrowly pipping Anthony Hopkins’ Hannibal Lecter and Javier Bardem’s Anton Chigurh to the title of cinema’s most sinister villain. (Trust me: you will never look at a red rubber glove the same way after The Wrong Trousers). 

At the film’s climax, perpetual good-boy Gromit chases McGraw through the house via a series of increasingly convoluted model railway tracks, even as he has to build the very tracks he’s riding on. There is a strong argument to be made that it is best scene in cinematic history.  

Fast forward to Christmas, 2024, and Wallace and Gromit: Vengeance Most Fowl is shown on BBC One on Christmas Day. It tells the story of Feathers McGraw – who has lost none of his quiet menace – plotting revenge on the eponymous duo, this time by taking over a series of technologically advanced garden gnomes Wallace has invented.  

While nothing in Vengeance Most Fowl tops the train chase from The Wrong Trousers – indeed, how can one improve on perfection? – it is another magnificent addition to the Wallace and Gromit oeuvre.  

Moreover, it is a remarkably prescient tale about the dangers of technology, and the beauty of humanity. It is the perfect antidote to much of modern cinema and almost single-handedly restored by faith in film as an artistic medium. Vengeance Most Fowl is such a success because it oozes humanity in every single frame. However, this humanity appears most clearly in three distinct ways.  

First, in its story. The inciting MacGuffin of Vengeance Most Fowl is the new garden gnomes Wallace has concocted. Feathers McGraw takes control of Wallace’s gnomes by hacking into its software and switching it from ‘good’ mode to 'evil’ mode. (Like everything in life, this is a joke The Simpsons got to first: in 1992’s “Treehouse of Horror III,” Homer accidently buys Bart a Krusty the Clown doll accidently set to ‘evil’ mode rather than ‘good’ mode.) 

Vengeance Most Fowl offers a more nuanced take on technology than most. It’s neither straightforwardly good nor straightforwardly bad; it depends entirely on the user. We see the benefits of the gnomes as they help people with their gardening. But put them in the hands of the wrong person – or penguin – and they become tools for evil. Vengeance Most Fowl is not an anti-technology film, then, but is realistic about the fact that some humans – and, indeed, penguins – will inevitably seek to use technology for nefarious ends. 

Second, in its voice acting. Vengeance Most Fowl is the first Wallace & Gromit film released following the death of long-standing Wallace voice actor Peter Sallis. It is genuinely remarkable, then, that no AI was used by Aardman to replicate his voice. Instead, this is left to Ben Whitehead and the results are certainly worth it. 

Where many film studios or production companies would have used technology to offer a ‘fake’ Sallis performance – think Peter Cushing in Rogue One: A Star Wars Story, for example, or even the use of AI to reconstruct John Lennon’s voice for the lost Beatles single “Now and Then” – Aardman did not. Instead, they made a very conscious decision to have Whitehead offer a deeply human performance as Wallace. When (SPOILER ALERT) at the end of the film Wallace tells Gromit that he can live without inventing, but he can’t live without his dog, the emotional pay-off is so genuine because it is real. Because it is a thoroughly human moment. 

Third, in its cinematography. Claymation is a medium only adopted by artists who hate themselves. That’s the only reason I can think for making an entire film using such a slow, tedious process. It is also a deeply human art form. It is the result of tens of thousands of hours of painstaking and repetitive work. It is yet another conscious choice by the team at Aardman to create something that is thoroughly and unmistakably human. 

All of this, I think, says something about how Wallace & Gromit manages to feel like such a breath of fresh air. It has not been committee-d to death, or market research-ed into beige-ness. It is full of stupid little jokes (like Gromit reading Virginia Woof) and localised references (“Yorkshire Border: Keep Out!” followed by “Lancashire Border: No, Your Keep Out!”).  

The cost of making Wallace & Gromit films is too costly for them to be cheap, mass-produced disappointments churned out at an increasing rate of knots. They are lovingly hand-crafted works of art and, given the current state of much cinema and TV, they are nothing short of minor miracles.  

Wallace & Gromit is an utterly human series of films. It isn’t perfect. And that’s what makes it perfect. 

Join with us - Behind the Seen

Seen & Unseen is free for everyone and is made possible through the generosity of our amazing community of supporters.

If you’re enjoying Seen & Unseen, would you consider making a gift towards our work?

Alongside other benefits (book discounts etc.), you’ll receive an extra fortnightly email from me sharing what I’m reading and my reflections on the ideas that are shaping our times.

Graham Tomlin

Editor-in-Chief