Review
Art
Culture
Identity
3 min read

Not heroes or angels: the poise of Claudette Johnson’s figures

The Turner Prize nominated artist lets humans be human.

Jessica is Assistant Professor in Christian Theology at the University of Nottingham.

An artist's portrait show a figure turnng their head over their shoulder.
Figure in Blue. Claudette Johnson.
The Courtauld.

In the final room of this year’s Turner Prize exhibition hang portraits drawn by Claudette Johnson. Monochrome pastel, blocks of coloured gouache, and the contours of Johnson’s “raggedy” lines combine to depict black women and men. Many of them are Johnson’s own friends and relatives. These are monumentally large drawings, often spanning several meters; faces and bodies rendered unmissable.  I think of these portraits in between the gallery’s opening times. In the stillness of the small hours, lights off, there they still are, eyes open, in no need of our gaze to make them real. Each emphatically there.  

Johnson’s point is in part political: the presence she conjures is of those who have largely been absent from the canon of art history. These are works of redress, asserting the properness of Black presence and agency in a tradition at best closed and at worst profoundly hostile to such subjects. Readings of Johnson frequently underscore the labour of her portraiture in exactly this way: They weren’t there. Now they are. But to stop here risks relegating the presence Johnson invokes to a matter of mere attendance. 

It’s not just that Johnson’s subjects are there, present and correct, but that they are there, emphatically there, allowed to be there with an imprecision and capaciousness that ultimately evades our grasp. So many of her figures appear a moment away from motion - twisting, curling, stretching, turning - on their way to some other pose not yet found. They are regularly clipped by the boundaries of her paper, slipping beyond an edge into the void of the gallery wall. Johnson’s own marks can seem to wane, from the fine shading of a face at the top of a piece, to the erratic jolts that give way at its bottom (Figure with Raised Arms 2017). The waning mark reads as a confession: I cannot capture the whole of what is here. Several of her works are interrupted by swathes of space untouched apart from a sketchy single line. In such works, bodies are outlined like unchartered territories, whole untouched worlds still evolving (Reclining Figure 2017). The presence Johnson conjures is of lives still being lived and worked out. Unhemmed by definition, malleable and alive, her subjects become more than we can see or say.  

In an interview earlier this year, Johnson spoke of her intention to ‘resist the urge to present heroic figurations… that offer a radical alternative to the negative imagery out there’.[1] I am reminded of a distinction theologians have worked with to distinguish angels from humans. Angels, outside of time, choose an orientation ‘once and for all’. The angel manifests their orientation to the divine forever and always, defined by that single choice. Humans by contrast, enduring in time, cannot give the whole of themselves over to any one thing completely. They are in motion. They cannot be fixed in one orientation forever. But that unfixed-ness, that distinctive plasticity, that lack of definition, is part of their crowning glory. It’s what permits human beings to image a God who himself is without bound, limit, or definition.  

Johnson does not make her subjects into heroes or angels. The presence possessed by her portraits is neither precise nor still. It’s the presence of humans allowed to be humans. Humans who, in their distinctive glory, squirm and turn and dream and regret, who forgive and are forgiven, who change their minds, who grow and wonder and forget and remember. 

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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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