Article
Art
Culture
5 min read

Witnessing the unseen: why cave art captivates us

Iwan Russell-Jones recounts the discovery of stone age art that still connects 30,000 years after its creation.
A cave wall drawing of wild animals galloping across other images of themselves.
Animals on the wall of Chauvet Cave.

Late on a winter’s afternoon in December 1994, a group of three French cavers received the kind of Christmas present that most spelunkers can only dream of. They were exploring a cave system that they had just discovered in a deep gorge in southeastern France, and were already delighted by some of the natural geological formations that they’d seen. Suddenly they emerged into a large cavern and found themselves standing in front of a series of wall paintings that took their breath away. In the feeble beams of light from their torches the three explorers were stunned to see huge painted panels swarming with vibrant, beautifully crafted images of animals, including species like mammoths, lions and rhinoceros that had long been extinct in Europe.  

The only way in and out of the cavern was through a series of narrow passageways and shafts. So, these experienced explorers understood immediately that the paintings must have been created in the Stone Age and that they were probably the first people in tens of thousands of years to see them. They had made a spectacular archaeological discovery and Chauvet Cave - named after the group’s leader, Jean-Marie Chauvet - quickly took its place alongside Altamira and Lascaux as one of the most important sites of prehistoric art. 

Although the cavers were very much aware of the historical and scientific value of their discovery, what really overwhelmed them was the nature and quality of the images. In their book, The Chauvet Cave: The Oldest Known Paintings in the World (London: 1996), Chauvet and his colleagues described their feelings in this way:  

“During those moments there were only shouts and exclamations; the emotions that gripped us made us incapable of uttering a single word…. Everything was so beautiful, so fresh, almost too much so. Time was abolished, as if the tens of thousands of years that separated us from the producers of these paintings no longer existed. It seemed as if they had just created these masterpieces. Suddenly we felt like intruders. Deeply impressed, we were weighed down by the feeling that we were not alone; the artists’ souls and spirits surrounded us. We thought we could feel their presence; we were disturbing them.”  

These modern explorers felt strongly connected across an almost unimaginable chasm of time to the people who had once frequented the cave, and at the heart of this vivid sensation was the images they had created. This is a remarkable thing to consider. ‘Presence’ is certainly a quality that contemporary lovers of art look for and admire in paintings. When viewers stand in front of an original work by the likes of Caravaggio or Van Gogh or Chagall, they often experience a very powerful connection with them. They see their brushstrokes, marvel at their distinctive technique, and get a strong sense of their personal investment in the work, their individual genius and vision. It’s as if the artists are very much alive and kicking and still making their presence felt. Jean-Marie Chauvet and his colleagues had an electrifying sense of that on their first encounters with the cave paintings.  

Many of the painted caves discovered across France and Spain have a shrine-like quality and contain evidence that rituals of one kind or another were practised in them. 

But the notion of ‘presence’ in art goes way beyond the artist’s personal charisma and touches on an even more profound matter - the feeling that one is somehow being confronted by the mystery and reality at the heart of life. It’s an understanding of presence that modern people, in their enthusiasm for the individual brilliance and skill of artistic superstars, can sometimes overlook. But it’s an important dimension of palaeolithic art which cannot be ignored. The painters of Chauvet Cave were clearly captivated by the multitude of creatures who shared the world with them. Their imaginations were stirred by the grace of the ibex, the power of the bison, the dignity of the horse, the inquisitiveness of the bear, the ferocity of the lion, and their close observation of these animals is striking. There can be little doubt that the behaviour and characteristics of these fellow creatures led them to reflect on the meaning and significance of their own lives. And underlying all of this is a quality of wonder in their paintings, a sense of what the Jewish philosopher, Abraham Heschel, called ‘radical amazement’ at the sheer fact of being alive in such an extraordinary and beautiful world. 

Of course, we’ll never know exactly what was in the minds of these ancient artists as they were busy creating their masterpieces twenty thousand years before writing was invented. But archaeologists and anthropologists are convinced that the cave paintings are intimately linked with the beliefs and rituals of Stone Age peoples, and that this was their way of connecting with unseen spiritual realities. Many of the painted caves discovered across France and Spain have a shrine-like quality and contain evidence that rituals of one kind or another were practised in them. It seems that when these people went deep underground to create their images, it was in the belief that they were immersed in, and surrounded by, spiritual power and meaning. As scholar David Lewis-Williams puts it, ‘Every image made hidden presences visible’.

 Art still has this power. In the modern world it is rarely produced for overtly religious or ritualistic purposes. Nevertheless, art of any era cannot but bear witness to the unseen, sometimes in ways of which the artists themselves are not aware. Whatever their own philosophical and religious convictions may be, artists who labour in the fields of truth and beauty and meaning cannot help but create work that is allusive and open to transcendence. They cannot avoid the untameable and disruptive presence of their Creator. This will come as no surprise to anyone who has read the Psalms:  

Where can I go from your Spirit? Where can I flee from your presence? If I go up to the heavens, you are there; if I make my bed in the depths, you are there also…  

 The understanding of reality found in the Bible leads to a recognition that wherever people may be on the face of the planet and at whatever point they stand in the long, long history of the human race, they are always in the presence of, and confronted by, the Great I Am, who is the Lord of all times and places. 

The spelunkers of Chauvet Cave received an extraordinary gift at Christmas 1994, and through their discovery the rest of the world has been its beneficiary too. It’s a truly wonderful thing to have been given this glimpse into the lives of people so long ago, and through their creative endeavours to recognise our common humanity and the abiding power of art and the imagination. And at the heart of this present to us all was a presence that Jean-Marie Chauvet and his friends felt so vividly. But they were only partly right in linking that sense to the creative artists. For beyond those ancient cave painters is the object of their concern, the One who, as the Welsh poet, Waldo Williams put it, stands before us all as ‘Each witness’s witness, each memory’s memory, life of every life’ - the Presence behind all presence. 

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 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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