Review
Culture
Film & TV
Trauma
Work
4 min read

Severance: the ins and outs of seeking oblivion

We can't contain trauma to just one sphere of our lives.

Josh is a curate in London, and is completing a PhD in theology.

In a retro-future styled office, workers stand or sit around a pod of desks.
Apple TV.

How far would you go to stop yourself doing late-night emails? Or what would you be willing to do to escape those painful memories? Severance, returning for its second season on AppleTV+, explores an extreme solution to both. 

The show follows a group of office workers at Lumon who have had their memories severed: when outside of work they do not remember what they do at work and when at work they do not know anything about their lives outside. The work-self, referred to as an 'innie', enters the elevator at 5pm and immediately finds themselves back in the elevator at 9am the next day. They feel rested without any memory of the rest. Their "outie" blinks at 9am and then it is 5pm.  

Adam Scott's protagonist, Mark, joined Lumon Industries as a severed employee working in "Macrodata Refinement" (MDR) as a result of losing his wife. In an episode early in the second season, one character recounts Mark telling them that he applied for the role because it felt like he was "choking on her ghost." Being severed offers Mark hours each working day where a version of him can work oblivious to this grief. 

Of course, Mark's employer is up to something sinister, though exactly what remains unclear even to the innies. Lumon is at times terrifying, at times goofy and always unsettling. Innies are mistreated but cannot communicate with their outie beyond what Lumon allows. Even in these conditions, the small MDR team, each with no more than a couple of years' worth of memories, find purpose in their relationships with one another and in seeking to understand their bosses' designs.  

Severance has attracted a lot of attention and reflection. Writing for the Financial Times, Emma Jacobs concludes that the show points us to our impossible longing for a boundaried life. The Northeastern University academic Tomas Elliot proposes that Severance can be read as an inversion of The Matrix: employees knowingly placing themselves in a state of naivety. Jacobs and Elliot both read the show as pointing to the paradoxical nature of modern work as both the cause of discontentment and the place many look to for a sense of purpose and fulfilment.  

Instability cannot be contained to one sphere of life. Life is hard and so is work. Neither can offer escape from the other. 

At the heart of many of the questions that Severance raises is the relationship between work and identity. Most of us live with a sense that who we are is found in our relationships. Work means something because it is one of the places we are most powerfully shaped by and shape relationships with colleagues, competitors, consumers and everyone else. Work becomes destructive when it cultivates destructive relationships in the workplace or when it displaces other forms of community and sources of identity.  

The process of severance  protects outies from the formative power of workplace relationships: their strains and their joys. No doubt we could each imagine benefits to this. However, it leaves Mark's outie paralysed by grief because he has denied himself a key source of relationships through which he could begin to heal, integrating that grief into a new sense of self. 

Just as Mark's innie is protected by the outie's grief, the outie is protected from discovering who he could be without his wife. As the series progresses, it becomes less clear whether Mark's motivation is the fear of grief's crushing burden or the fear that one day the burden may ease.  

In his book Resonance, Hartmut Rosa writes: 

Time and again, human beings come to discover that they can become "different people" in different contexts. And under the highly dynamic conditions of late modernity, the task of finding out who we really are collides… with repeatedly having to "reinvent" and creatively redefine ourselves. That said reinvention also should be "completely authentic" is surely one of the more pointed paradoxes of the present age.  

As Rosa notes, the dynamism of contemporary market forces produces a dynamism in our sense of identity, which can be experienced as instability. One response to this instability—and all the other humiliations and challenges of living at this time—is to look for ways of separating "work" and "life", to carve out a space where I can be free from constant performance and reinvention. And yet, as Severance shows us, whatever part of ourselves we designate as "life" or "outie", it cannot be free from pain and sometimes we will escape to, rather than from, "work".  

Instability cannot be contained to one sphere of life. Life is hard and so is work. Neither can offer escape from the other. Some things must be resisted and some must simply be lived with. Both can only be done together. Ultimately, both can only be done if we are held in and defined by a relationship secure through any failure or loss. Seeking such a relationship is a life's work, for both innies and outies.  

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

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