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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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Symbols in culture – the interface between the Seen and the Unseen

Open your eyes.

Theodore is author of the historical fiction series The Wanderer Chronicles.

an all seeing eye hovers above a renaissance style picture of the supper at Emmaus.
Pontormo, via Wikimedia Commons.

As December gives way to January, we become conscious of time rolling on from one year into the next.  

The moment is often marked by that most famous image of the New Year: the Roman god Janus standing sentinel at the threshold; two-faced, gazing back into the past, but also forwards into the future.  

The double-faced god is a striking symbol to depict this interface of time. But we also often find symbols at another important interface: the place where the Seen meets the Unseen. 

Symbols have always existed at this touch-point - between the spiritual and the material. We might even say between heaven and earth. Symbols possess a power which goes beyond the strictly rational. They are more than their constituent parts. 

In the moment when Jesus effectively instituted the church, he tells his disciple Peter: “Behold, I give you the keys to the kingdom of heaven, and whatever you bind on earth shall be bound in heaven, and whatever you loose on earth shall be loosed in heaven.” Here, Jesus not only uses symbolic language with his image of the key, he also assigns Peter (and so the church) a divinely-appointed role: to stand there at this threshold between the seen and the unseen, and to have an effect. 

The mission then, to occupy and influence this frontier between both realms, is significant. It’s worth considering – especially at this liminal time of year - what a culture’s symbols say about its direction of travel. What are the symbols that saturate our conscious and unconscious world? What effect are they intended to have by their creators? What influence do they actually have in the seen and unseen? 

Our culture is saturated with symbols that were always meant to exert influence in the unseen. Some consciously; other maybe less so. 

The notion that symbols act on reality is not a merely Christian concept. Far from it. In many cultures, the origins of written communication have often been interwoven with both mystery and magic. The futhark, for example – the basis of the Old Norse runic alphabet in Scandinavia – developed directly out of shamanistic practices. In a word: witchcraft. Certain symbols were graven into material objects in order to have a specific effect. A rune for protection carved into the haft of a warrior’s axe; a rune for fertility on a woman’s comb or belt. Symbols to curse; symbols to bless. All intended to manipulate the reality around them. Effectively they acted as a kind of spell. 

Roll the wheel of history forward a bit and we see the cross itself became a powerful symbol across the developing civilizations of the world, especially in Europe. Making the sign of the cross became synonymous with an invocation of God’s blessing or else protection against some evil. An outcome all the more extraordinary when one considers the origin of its use – a shameful incident of execution, standing on a lonely hill. 

Similarly, the Crescent represents one of the great symbols of history, often in antagonism with the Cross. Think of the symbolic reversals still visible in the architecture of some parts of Spain. When the Iberian peninsula fell to Moorish conquest in the early eight century, the cross was torn down, all symbols of Christian faith effaced, only to return eight centuries later with the Reconquista. Today, you can see still the Cross surmounted on clearly Moorish architecture, a visible sign of those historic conflicts. 

Such warring symbols of unseen spiritual realities are hardly consigned to the history books. Witness perhaps the most live example playing out all across the cities of Europe. The Star of David opposed and disdained by those waving black, green, red and white flags. 

Nor is the clash of symbols simply a matter between the great religions of the world. The rainbow flag represents a certain positioning within the realm of the unseen wherever it is planted. In other contexts, our culture is saturated with symbols that were always meant to exert influence in the unseen. Some consciously; other maybe less so.  

Apple’s ‘apple’ is not just an apple. It is an apple with a bite taken out of it. Elsewhere, symbolic representations of devil horns proliferate – to be expected on heavy metal t-shirts and album covers; perhaps less so throughout myriad children’s TV shows and movies across our streaming channels. Yet they are there.  

The ‘One-Eye’ symbol has been associated variously with freemasonry, Luciferanism, Satanism and the occult. It appears in anything from pop videos to movie posters to political protest logos (“Just Stop Oil” anyone?). Even a ubiquitous pose-for-camera for celebrity photo-shoots. Once you clock it, you’d amazed how prevalent this symbol is across our culture.  

Does it signify anything? Or nothing at all? 

You have to assume that the creators of such symbols don’t include them by accident. Some are hidden in plain sight; others are brazen and bold. Either way, they are meant to be there. But why? 

Symbols have always been used in the casting of spells. These days, we give so much head space to the consumption of culture, myriad symbols flashing in and out of our consciousness as we scroll ever onward, have we any idea what spells we are subjecting ourselves to – irrespective of whether we believe they are effective or not? 

Against such murkiness, perhaps this season of Christmas rolling into the New Year is a good time to consider what some might consider the ultimate symbol appearing in our reality of the Seen: the Incarnation.  

In a way, Christ identified himself as the visible interface between the seen and the unseen when he said: Whoever has seen me has seen the Father.  

And yet, the Incarnation also transcends the mere symbolic. Yes, Christ points to an unseen reality, but he is also the ‘thing’ itself. He is both Seen and Unseen in one. Not a symbol pointing to something else, but the thing to which all symbols ultimately point: the central reality in the universe where God and creation meet. 

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