Article
Culture
Time
2 min read

Taking the train taught me about time travel

A delay gives time to think about time.
A airy and light station concourse in which people stand and look at a long set of travel information screen.
Waiting at New Street Station, Birmingham.

I like trains. 

Or rather, I like the idea of trains. I feel a sense of entirely false nostalgia for a railway age that I am far too young to have lived through. 

I have this picture postcard image of a time when trains puffed along through idyllic countryside scenes, trailing fluffy white clouds behind them. Each commuter railway service a kind of Hogwarts Express to a magical world in a time when trains were on-time, sheep grazed contentedly trackside and the journey was the destination. A time which probably never existed.  

The reality doesn’t quite live up to the fantasy. 

My picture postcard is a little different. Sweaty armpits. Stale air. Sardines in a can.  

Wish you were here. 

My journeys are slightly less magical. 

  

Or they are, at least, on the days when I am able to get anywhere at all.  

Today isn’t one of those days.  

My train is cancelled again, because of course it is. 

The other day it was a landslide across the tracks. In the Midlands, the flat Midlands.  

But today it’s something to do with strikes, continuing disruption and overtime working bans. 

The Hogwarts Express is cancelled due to a shortage of train crew.  

  

As much as I enjoy the concourse of Birmingham New Street station, I feel I spend entirely too much time there.  

Rather than admiring the countryside scenes of my imagination, instead I find myself with no choice but to spend an extended moment admiring the glowing amber of the station clock. 

Enthroned between destination boards, reigning supreme over the train travellers, is the clock – ticking digitally away.  

In its court I stand transfixed, not because I am hypnotised, captivated or held hostage, but because I have nowhere else to go.  

Of course, clocks, railways (steam or otherwise) and strike action are not incidental to the situation I find myself in.  

The truth is that the age of steam never lived up to my rose-tinted imaginings. In reality it was the genesis of a clockwork age. An age of factories and precision, where cards were punched, steam whistles sounded, and time was metered out. An age that we haven’t fully escaped. The station clock may be digital, but our lives are still clockwork. 

Ever since, people have continued to dance to uncomfortable mechanical rhythms. The striking workers have simply decided to stop dancing for a while.  

  

There was another Genesis of a different age before all the noise. An age of sea and sky and forests of trees. A garden age with a different tune to dance to: a rhythm of planting, of wind rustling the wheat, of harvest, of rest. A life-shaped rhythm of goodness and grace, where relationship – to one another, to the world – was central, rather than productivity. 

This Eden is at once the point of departure, as well as arrival. Appearing as a gardener, Jesus rises from the tomb with an open invitation to return to a life lived at God’s speed.  

As an alternative to the rush of commuters going nowhere very fast – the way of Jesus is a journey with a true destination. Life in all its fullness.  

Full – not overfilled. 

  

Daydreaming, time passes. My wait ends. 

As I board my train, and my nostrils fill once again with its stale air, I think about the wind through the trees.  

  

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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