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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Review
Art
Awe and wonder
Culture
5 min read

This gallery refresh adds drama to the story of art

Rehanging the Sainsbury Wing revives the emotion of great art

Jonathan is Team Rector for Wickford and Runwell. He is co-author of The Secret Chord, and writes on the arts.

An art gallery arch reveals a suspended crucifix and other paintings in a distant room
The Sainsbury Wing interior.

The Sainsbury Wing of the National Gallery has recently reopened after closure for two years for building works. There was controversy over the designs for the Sainsbury Wing in the planning stage but its use, once built, to tell the story of the early stages in the development of Western art was widely welcomed and appreciated.  

The story that it told is essentially the story of Christian art and so the reopening of the Sainsbury Wing together with the rehanging of the National Gallery’s collection provides an opportunity to review that story. As a result of the completed work over 1,000 works of art - a larger proportion of the collection than has been previously displayed - trace the development of painting in the Western European tradition from the 13th to the 20th centuries from beloved favourites to paintings never previously seen in the National Gallery.  

The Sainsbury Wing features works from the medieval and Renaissance periods. Painting came of age during this time. It moved from manuscript illumination to images on panel and canvas, overtaking metalwork, tapestry and sculpture as the most popular and prestigious art form in Europe.  

An opening room contains works from the 14th to the 16th centuries, including The Wilton Diptych and Leonardo Da Vinci’s The Virgin of the Rocks, which together ask visitors to consider the full spectrum of what painting can do. This introductory room gives a sense of what these paintings were for and how they were used. Painting’s rise in status was due to all the things it can do such as tell complex stories, convey human emotions, fool the eye, capture a likeness, make viewers laugh, weep, pray and think. This room provides a sample of those achievements and the various functions painting fulfilled.  

Throughout the Sainsbury Wing, new display cases are used to show paintings as objects viewed from all sides, not simply as flat panels on walls. Medieval altarpieces often had winged panels that could be opened or closed depending on the season or occasion. An example is included here to show how such hinged panels were used. 

From this introductory room spanning the period, visitors can follow either a Northern European route or Italian route around the space, enabling influences between both to be highlighted. The key change explored on both routes is that artists in this period began to create a convincing illusion of reality in their paintings.  

The earliest paintings in the National Gallery Collection were made in central Italy nearly 800 years ago. These naturalistic and intimate images of love, grief and suffering responded to a new interest in the humanity of Christ. A chapel-like space is entirely dedicated to Piero della Francesca whose work, with its cool colour palette and keen sense of space and light, possesses a dignified solemnity. Another room focuses on the spiritual power of gold-ground scenes of devotion, exploring the way gold in paintings was used to evoke the timeless, spiritual significance of Christ, the Virgin and saints, and set these holy figures apart from our world. 

The galleries in the Sainsbury Wing were designed to evoke, for visitors, a Renaissance Basilica. Its architectural features make it possible to display paintings in a similar way to how they would have originally been encountered. The central galleries form the nave of the basilica and all the altarpieces displayed are now there. These galleries are devoted to works made in Florence, Venice, and Siena. The early Florentine room represents the principal point of departure for this new art. In the Venetian room we see the development of perspective, while the Siena room resembles a side chapel in the basilica.  

An altarpiece made for the church of San Pier Maggiore in Florence by Jacopo di Cione and his workshop has been reconstructed and sits on an altar-like plinth to evoke the view of it originally seen by worshippers. Predella panels by Fra Angelico are displayed in a case in front of this altarpiece giving an indication of the way in which predellas interacted with a larger, grander altarpiece. The positioning of these two works also illustrates the movement in terms of realism found in the paintings of this period. The Ascension scene on the altarpiece depicts a statue-like ascended Christ while Fra Angelico’s resurrected Christ in the predella is more realistically floating in the air. 

In a first for the National Gallery, Segna di Bonaventura’s Crucifix is visible down the central spine of the Sainsbury Wing, suspended from the ceiling. This enables today’s audiences to view the work in the way it would have been seen in the 14th century. Painted crucifixes were common in 13th- and 14th-century Italian churches, often displayed high-up like this one. Rood screens on which such crucifixes were originally placed were often destroyed in the Counter Reformation, which led to crucifix’s then being hung from the ceiling, as is the case here. 

The rehang also presents several works back on display after long-term conservation projects. The Martyrdom of Saint Sebastian by Antonio del Pollaiuolo and Piero del Pollaiuolo is back on show after nearly three years of conservation and scientific examination. 

The rehang of The Sainsbury Wing brings to life the way artists forged a new way of painting, painting with a drama that no one had seen before.

Despite the religious and political upheaval caused by the Reformation, the arts also flourished in Northern Europe during this time. Prints transformed the exchange of artistic ideas. Christians were encouraged to use images as a focus for meditation on the lives of Christ and the saints and paintings that were meant to be handled and examined close-up were created for the private devotion of members of religious orders and laypeople. Albrecht Dürer and Lucas Cranach were key figures, with Dürer’s prints, portraits, altarpieces and non-religious subjects transforming painting both in the Holy Roman Empire and beyond. 

Christianity became the predominant power shaping European culture after classical antiquity, inspiring artists and patrons to evoke the nature of sacred mysteries in visual terms. The rehang of The Sainsbury Wing brings to life the way artists forged a new way of painting, painting with a drama that no one had seen before and with stories flowing across panels in colourful scenes. These displays also promote a greater understanding of how works of art were, and still are, used as models of moral behaviour, as celebrations of the deeds of holy figures or as a plea for one’s hopes, both in this life and in the afterlife. 

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