Review
Culture
Film & TV
Friendship
4 min read

Guardians of the Galaxy’s longing for an enchanted universe

We are not isolated bodies who happen to be coexisting in the coldness of space. Krish Kandiah reviews Guardians of the Galaxy Volume 3.

Krish is a social entrepreneur partnering across civil society, faith communities, government and philanthropy. He founded The Sanctuary Foundation.

Five people in red jump suits help each other stand together.
Marvel Studios.

The final instalment of Director James Gunn’s hugely popular Guardians of the Galaxy trilogy has hit the cinemas. This threequel about a relatively obscure set of characters from the Marvel Comic Universe (MCU) has been incredibly well received. It’s set to outperform the first two films in the series as well as other MCU films like Iron Man and Captain America, widely known household names before their stories were transported from comic page to silver screen. 

I went to watch Guardians Volume 3 at the cinema on Coronation weekend with my daughter and was struck by the relative ease that it navigated cultural diversity. It offered a fascinating perspective on cultural inclusion and empowerment thanks to the radical diversity of its central characters.  

There’s an orphaned boy abducted and brought up by space pirates to become a master thief.  There’s a widower and bereaved father whose whole family was massacred but has a gift for nurturing children despite his ferocity. There’s also an abuse survivor rebuilt as a cyborg , a sentient teenage tree, an adopted empath with antennae and a genetically modified racoon.  

The Guardians are not just a performative or representational diversity but a functional one. They are the most unlikely synergistic team whose sum is far greater than any of its parts. 

These characters represent not simply different ethnicities but wholly different species – plant, mammal, humanoid. None of them seem to be included for purposes of tokenism: each brings essential skills or experience that make the team not only successful, but outstandingly so.   

At the Coronation Concert from Windsor Castle that was watched by 12.7 million people in the UK, the diversity on stage seemed more contrived. Despite moments of genuine beauty, dignity and pathos, the need to represent the four nations and the Commonwealth felt like it was motivated primarily by a desire not to offend, a tick box exercise of inclusion rather than a line-up that made coherent sense as an aesthetic whole. 

The Guardians are not just a performative or representational diversity but a functional one. The unlikely heroes are drawn together through a vision bigger than themselves and are willing to risk their lives on numerous occasions to save the universe. They are the most unlikely synergistic team whose sum is far greater than any of its parts. This is not just idealism – the well-known McKinsey report showed the legitimate competitive advantage that diversity brings, promoting a breadth of cultures, gender and ages in the C-suite of major businesses.  

Diversity works. Diversity also sells. The movie industry is slowly waking up to the need of baking in diversity rather than simply waiting for the global markets to lap up the US leftovers. Films are now being made for a global audience from the beginning. The Marvel franchise are buying into this big time: with Black Panther and Shan Chi tapping into the potential for Black and Asian audiences to engage with the brand.  

Most of the Guardians heroes begin life isolated, abandoned, rejected, betrayed or bereaved. During the course of the films, their social coldness thaws and they each find the warmth of fellowship, community and even family.

Perhaps Marvel can do for diversity in the film industry what Spice Girls did for diversity in the music industry. The girl band was deliberately designed by marketeers with audience demographics determining the very make-up of the group which somehow managed to transcend its inception and help a generation of young girls realise there were many different ways to express femininity that broke traditional stereotypes and yet could harmonise. The Spice Girls showed that femininity could include ferocity, sporting ability, elegance and cuteness and no one was the lesser for it. Girl power was in my opinion a positive cultural contribution. It engendered acceptance.  

The Guardians trilogy speaks to our cultural longing for an enchanted universe where we are not isolated bodies who happen to be coexisting in the coldness of space but a place where we are known for who we really are and are loved and accepted, despite our differences. Most of the Guardians heroes begin life isolated, abandoned, rejected, betrayed or bereaved. During the course of the films, their social coldness thaws and they each find the warmth of fellowship, community and even family.   

The storyline is not a new one. Thousands of years ago another disparate group of outcasts were brought together on a mission to save the world. They were hunted down for their allegiance to that mission but did not give up on their belief that God wanted to create a genuinely inclusive community, where people of all abilities, genders and race could experience welcome as equals. Jesus Christ formed that original band of disciples and is now followed by millions. Churches at their best are similarly diverse. Rich and poor, refugees and natives, old and young, male and female and everything in between are united, not just by being in the same place at the same time, consuming religious services together, but by a purpose beyond them, seeking to share the boundary-breaking, radically welcoming love of God to all without distinction, and to be the guardians of that purpose, of our planet and of all its people.  

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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