Article
Advent
Attention
Christmas culture
Culture
4 min read

The Visitation and Wicked taught me about welcoming

See, behold, recognise, welcome.

Jessica is a researcher, writer, and singer-songwriter. She is studying at Trinity College Dublin, and is an ordinand with the Church of Ireland.

A Renaissance painting of Elizabeth greeting the Virgin birth show two woman reaching out to hug, while others look on.
Pontormo's Visitation, 1528.
Pontormo, Public domain, via Wikimedia Commons.

It is a gift when we encounter something — a walk, conversation, work of art — that gives insight into a story we’ve long held dear (or often, long wrestled with). Last week in a cinema in Limerick, a moment in the film Wicked did just that. 

For the last year or so, I have been thinking about an event in the Gospel of Luke traditionally called the Visitation. This is the moment when Mary, the mother of Jesus, after realizing she was pregnant, traveled from Galilee to the hill country in Judea where her cousin Elizabeth lived. Elizabeth was also pregnant with a son, who would be John the Baptist. When these two women see each other, the word ‘greet’ is used several times in quick succession: a moving ethos occurs of this very human act of greeting — seeing, beholding, recognizing, welcoming. In a moment of abundant overflow, they vocalize praises from the deep heart; Elizabeth calls out to Mary, and Mary responds back.  

This Visitation moment has captured hearts and minds through the centuries. One of my favourite examples is the sixteenth-century painting by Pontormo, and a 1995 work of video art by Bill Viola, which brings this painting to life. In both of these pieces, we see the kind of beholding that the Visitation involves. We see warmth enveloping warmth. We see the brightness of recognition. We see tender enfolding and embrace. We see welcome. I have come to believe that this greeting we humans long for.  

They see, greet, and welcome each other in an overflowing moment of beholding and recognition.

So, last week in the cinema. I am a big fan of Wicked and from the start of the film was thrilled with the cinematic version. But at the start of the scene when Elphaba (played luminously by Cynthia Erivo) walks onto the dance floor of the local disco, the film shifted. It was as if the whole movie slowed into something different: a kind of halved-open, shadow-light play of the heart. 

Elphaba, realizing how the hat she had put on was all too wrong, instead of running, leans into this electrifying space of vulnerability and exposure. As silence pounds, she lifts her hand to her forehead and bizarrely wriggles her fingers. Steps of a strange dance follow. Others look on, mortified and disgusted. Galinda (played incandescently by Ariana Grande) watches, her face stamped with distress. She had given Elphaba that hat, as a trick. Then, she decides and acts: she joins Elphaba on the dance floor and tries to follow the steps. 

Narratively, the moment is the hinge to their friendship, securing them together in scenes that follow. But, before the narrative arc moves on, it dips down and stretches out. The lens rests closely on the two faces, separately, and we are drawn into the slopes of Elphaba’s face and the shine in Galinda’s eyes — and in the way they are drawn into the reality of the other’s face.  

They see, greet, and welcome each other in an overflowing moment of beholding and recognition. Such seeing shapes both. Such seeing brings them to be part of something whole. Sitting there in the cinema, my breath caught: I felt I was watching an iteration of that moment in Judea’s hill country from long ago, when two women also greeted each other. 

Serendipitously, because we are in Year C of the Anglican Church’s Lectionary — as in, we are in the third set of scheduled readings from the Bible — this year’s fourth Sunday of Advent reading presents the Visitation. This Sunday, as we tip from Advent season (a stretch of time marked by waiting) into Christmas (celebrating the birth of Christ and God-made-flesh, God-with-us), the long-suffering waiting of Advent funnels through this stunning moment of recognition. As the nativity narrative unfolds around them, Mary and Elizabeth enact this mutual, abundant recognition, and we have the chance to behold them beholding each other, so that our own sensibilities for seeing and being seen are given a glimpse into how this kind of wholeness-making can happen.  

I think too their praises give us an even deeper glimpse into what makes this wholeness real. They rejoice in the God who comes to us, and is-with-us, who heals us so that we too can participate in this kind of greeting — with God, with ourselves, and with one another. And that healing is so needed; as Mary’s words ring out unfettered, she praises God for empowering the lowly, those caught in dreadful structures of power. The ethos of deep greeting can happen no other way. 

A dear thing happened right after that Wicked dance moment. In the dark theatre, I looked over to my friend, three kids between us, with a smile — and without missing a beat, she raised her hand to her forehead and wriggled her fingers. Her daughter and I followed suit. We were all wriggling our hands at our foreheads, communicating a new, just-seen signal for the abiding welcome that friendship means.  

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Review
Culture
Film & TV
Trauma
5 min read

This bad TV version of The Last of Us ruins much more than storytelling

Following up the acclaimed video game doesn't deliver prestige viewing.
A pensive looking woman glances to the side.
Ellie, played by Bella Ramsey.
HBO.

What’s the point of the TV adaptation of The Last of Us

Throughout its second series, I’ve been trying to wrap my head around this question. I’m still short of an answer. 

Turning the two The Last of Us video games into prestige TV was always going to be problematic, because those video games already were prestige TV. You just had to press buttons on a controller now and then.  

The first The Last of Us video game is regularly included in lists of the best video games ever, and it’s not because of any ground-breaking gameplay or because of any technological advancements it made. It’s because of its story.  

It is richly character-focussed, gritty, realistic, and utterly human. The Last of Us Part I (as it’s now known) carries the kind of gravitas and emotional complexity you might expect from the likes of The Sopranos, Breaking Bad, Chernobyl, or The West Wing. It’s already prestige TV.  

So, is the TV adaptation simply an attempt to make this same story accessible to people who don’t play video games? Maybe. That would make sense, were it not for its deeply frustrating second series, the finale of which has just aired. 

The Last of Us Part II was massively controversial when it released in 2020. (WARNING: absolutely colossal spoilers ahead, for both the games and the TV show). Joel – the main protagonist of the first game – is abruptly and brutally murdered in its opening act. This leads Ellie – his pseudo-surrogate-daughter – to hunt down those responsible in attempt to enact a reckoning.  

In the video game, most of the story is told over the course of three days. First, from Ellie’s perspective, then from the perspective of Abby, Joel’s killer. In the TV show, the second series covers Ellie’s side of the story before very abruptly shifting to Abby’s side in the final seconds, leaving the viewers with a cliffhanger. Even as someone who’s played the game and knows what’s going to happen, it felt like a bit of a slap in the face. 

But for someone who hasn’t played the games it must be bordering on nonsensical. Even spread over two series, the story is so truncated, and so much is left unsaid. I can’t imagine making sense of this series without having played the video game first. But the TV show is basically just a live action remake of the game. Which again begs the question: what’s the point of the TV adaptation of The Last of Us

I’ve found this series, and the video game it’s based off, hugely frustrating. Because it’s trying to convey an important message. But both the game and the show contrive to undermine their important central ideas through poor storytelling techniques and structures.  

But in making clear what was left unsaid in the game, the power of the moment is undercut. Much is spoken; little is said. 

Let’s take one example. Half-way through the game (or towards the end of series 2), Ellie has tracked down and tortured one of Abby’s friends for information on her whereabouts. Afterwards, she talks to her lover Dina about what happened.  

In the game, it’s harrowing. Ellie is visibly shaken by what she’s just witnessed herself do. “I made her talk.” She says. And then to Dina: “I don’t want to lose you.” “Good,” comes Dina’s reply. And that’s it. Cut to black. Little is spoken; much is said.  

But where the scenes last about 30 seconds in the game, in the TV show it’s over five minutes long. “I made her talk. I thought it would be harder to do, but it wasn’t. It was easy. I just kept hurting her.” So says Ellie, halfway through the conversation. The writers are clearly trying to make explicit Ellie’s fear that she’s losing herself, and Dina by extension, in her thirst for revenge. But in making clear what was left unsaid in the game, the power of the moment is undercut. Much is spoken; little is said. 

“I know writers who use subtext and they’re all cowards,” Garth Marenghi once said. I can only assume he writes for HBO now. 

It’s a shame the scene gets fluffed as badly as it does, because really it’s the centrepiece of the narrative. Faced with unthinkable violence, Ellie chooses to repay the act in kind. But, in hunting down and torturing those responsible, ultimately Ellie finds herself becoming less and less human with each act of revenge. Here, in this conversation with Dina, Ellie begins to glimpse the reality of this. That acts of violence towards others are ultimately also acts of violence towards her own nature.  

This is, as it turns out, a deeply Christian notion. Where other Ancient Near Eastern creation myths depict their gods as creating the world through violent and bloody struggle, in Genesis God merely speaks life into being. Where Jesus’ disciples would violently overthrow their Roman oppressors, he instead says “those who live by the sword, die by the sword.”  

Moreover, Jesus’ death by crucifixion was unspeakably cruel and violent, encompassing protracted public humiliation, sexual abuse, and mutilation. It is here that Christ draws the suffering of the world to himself, that we might be given the opportunity to live free from the ongoing cycle of violence that surrounds us. Not that we might avoid having violence done to us, but that we might find the strength not to be violent in turn.  

And this is the ultimate paradox at the centre of Christianity: that the greatest show of strength the world has ever seen is found in Christ’s being nailed to a tree.  

Violence begets violence begets violence begets violence. That’s the message of The Last of Us Part II; albeit one conveyed in a rather ham-fisted way. While I’m not optimistic, I hope the next series of the TV show manages to fix the game’s wobbly narrative structure to convey this in a way that is nuanced and compelling. Because it’s a message we desperately need to hear. 

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