Review
Culture
Fun & play
3 min read

Go medieval: game play as history lecture

While Pentiment’s game-play makes it a playful, enjoyable, and in-depth history lecture, it also raises deeper questions, says Lukas Herren.

Lukas Herren is a student of philosophy and business and works in communications in the technology industry.

A screen grab of a video game showing a chequered floor amidst classical architecture, with player figures.
Iconography and medieval illustration inspires Pentiment's graphic design.
Obsidian Entertainment.

Pentiment, an adventure game set in the rural Bavarian town of Tassing between the years 1518 and 1543, transports players to a time of political intrigue, religious reform, and societal conflict. With a deep love for history based on meticulous research, the game offers an authentic look at the lives of ordinary people like peasants, monks, artisans, and farmers, and the decisions that shaped their lives. 

At the heart of the game is Andreas Maler, an artisan who is hired to illustrate manuscripts in the Abbey of Kiersau. As he stumbles upon a murder, he is drawn into a web of personal conflicts that balance the different professional and societal groups of the village. Players can immerse themselves in the story and get to know the characters intimately, thanks to sophisticated design and a myriad of thoughtful details. Playing as Andreas, you feel like you are becoming an integrative part of a larger story and leaving a footprint in the village's history. 

The game is beautifully illustrated and captures the essence of medieval aesthetics, making it a joy to play and a valuable educational tool. Everyday life in the Bavarian village is brought to life with attention to detail, from the food they eat to the different scripts characters are represented with. These features transform into crucial puzzle pieces to solve the murder mystery. To help keep track of the storyline and interesting info, the game provides a journal and glossary. 

Pentiment feels like a playful, enjoyable, and in-depth history lecture. It is highly recommended to anyone interested in diving into a different time period – to anyone who appreciates learning not only about grand historical geopolitics but also simple, everyday life. Although it is thought of as a single-player game, it is also beautifully played with another person, with whom to explore which traits to choose, which characters to approach, and ultimately, which path to take. This game is not just for those who want to escape into a different time period, but also for those who appreciate a well-researched, multi-faceted murder mystery. 

The setting of the game enhances its appeal in various ways. The 1500s were the time of the Protestant Reformation, a religious reform movement sweeping through large parts of Europe. Intersecting with it was the German Peasants’ War of 1524-1525. As you play the game, identifying with the main characters in this Bavarian town, you triangulate your position asking questions like: Where did the murder victim stand in terms of religious reform and the peasants’ demands? Where does my interlocutor stand? What position do I take to get the information I need to solve the murder mystery? 

Beyond the enjoyable whodunnit, the game raises deeper questions such as: Is it legitimate to portray people and events untruthfully – that is, in a way that does not correspond to one's own knowledge – for ideological reasons or to promote a good cause? Is it appropriate, for example, to embellish the representation of local history in public space? If so, on what grounds and to what extent? What does this mean for the way we present the history of our churches? In our attempts to steer public perception, are we possibly damaging the discipline (history, church history) as well as the integrity of the positions promoted? 

The name of the game is carefully chosen: Pentimento refers to ‘the presence or emergence of earlier images, forms, or strokes that have been changed and painted over.’ Pentiment is worth engaging with on more than one level. 

The controls are simple, and dialogues are well done, though at times the game can be a bit confusing – accessible albeit occasionally challenging. While void of fast-moving animation and action, it is sophisticatedly made, letting the player get to know and experience each character. All in all, it comes together beautifully and deserves. 

 ⭐⭐⭐⭐ 

Pentiment is available on Windows and Xbox and is published by Obsidian Entertainment.

Article
Attention
Culture
Digital
Easter
4 min read

Let your mind wander if you want to make the most of Lent

How to escape the cold and bitter tunnels of digital distraction.

Simon is Bishop of Tonbridge in the Diocese of Rochester. He writes regularly round social, cultural and political issues.

A montage image places a woman, with eyes shut and hands on hip, at the centre of blurred circle of ground and tree branches.
Jr Korpa on Unsplash.

According to Blaise Pascal, the seventeenth century French polymath: all of humanity’s problems stem from man’s inability to sit quietly in a room alone. 

And now, four hundred years later, we have proof of how hard we find this. 

Researchers carried out an experiment, putting several people in a room on their own with nothing else to do but sit there for fifteen minutes.  A majority admitted feeling uncomfortable with little but their thoughts to console them.  The experiment was repeated, only this time an instrument was placed in the room that could administer an unpleasant electric shock.  In the fifteen-minute period, one in four women self-administered the shock to relieve the boredom.  Two in three men did. 

There is a chance we draw the wrong conclusions from social experiments because it is hard to get into the minds of others, but we can make a good guess here.  Our lives are over-stimulated.  To be alone in a room with our thoughts for any length of time is unusual to the point of weird.  We don’t need to live like this.  Our smartphones are the ‘rod and staff which comfort us’.  Any spare moment can be spent using TikTok, Instagram or Spotify.   

As people age, they tend to think the world is losing its attention span without realising that focus declines as we grow older.  But something seems to have changed in the last two decades.  A whole new digital architecture has been designed that wasn’t there.  It creates the buzz of the city but has gone up around us like skyscrapers, creating cold shadows and bitter wind tunnels of anger and distraction that block out the warmth.   

This new online city is intentionally designed to keep our attention; to prevent us from doing anything offline.  And it is working.  Between 2010 and 2020, globally, we consumed twenty times more information.  This is a colossal increase for our brains to cope with in the blink of an evolutionary eye.  Our minds have become less like the cool, white minimalist interior design people aspire to in life and more like the junk garage where broken and pointless stuff is tipped. 

According to Johann Hari in Stolen Focus, we tend to blame ourselves for this state of affairs.  After all, if we tell others our smartphone is distracting us, the answer we get back is to turn it off.  While we can take steps like this, Hari says it lets tech companies off the hook.  As with shopaholics, there is individual responsibility, but there is also the edifice of consumer capitalism designed to make us buy more stuff or absorb more information. 

Mind wandering is, paradoxically, a form of attention.  It is the space where we solve the puzzles of our lives, joining dots we had missed, colouring in a picture to bring it alive. 

When we consider what it means to follow Jesus today, we often do not appreciate what tech is doing to us.  The gains are obvious – having the world at our fingertips, being able to talk to family and friends in an instant – but the losses remain obscure.  How does digital distraction affect reading of the Bible and a commitment to prayer?  There is little research on this, but we may be giving God less devoted attention than before.  In flitting from one source to another, like a fly on a hot summer’s day, we do not stay long enough in one place to discover if God is waiting for us there. 

Prompts from God frequently emerge outside the thinking of the Church.  A cohort of Silicon Valley tech wizards has come up with the idea of the digital Sabbath, where people spend one day a week unplugged.  Though describing themselves as not especially religious, their manifesto practically drowns in religious tradition.  They advise people to: 

  • Avoid technology 
  • Connect with loved ones 
  • Nurture your health 
  • Get outside 
  • Avoid commerce 
  • Light candles 
  • Drink wine 
  • Eat bread 
  • Find silence 
  • Give back 

It is sabbath re-imagined for the digital era.   

Johann Hari also lists some practical actions that can be taken, like staying on task and limiting exposure to social media in particular as it is shown to be bad for mental health in large doses.  We should also allow our minds to wander.  This does not contradict the argument about not losing focus.  Mind wandering is, paradoxically, a form of attention.  It is the space where we solve the puzzles of our lives, joining dots we had missed, colouring in a picture to bring it alive.   

When the prophet Elijah meets with God at Mount Horeb, there is first a strong wind, then a powerful earthquake and lastly a raging fire.  But God does not reveal himself in these gripping phenomena.  He is to be found in the sheer silence which follows; in the whisper of a voice. 

The sheer silence today is broken by the familiar buzz of a news feed or social media update – or the shock of an electric current.  The moment we move out of earshot of the faint audio of the divine.    

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