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.

Review
Books
Culture
Digital
4 min read

Filterworld: algorithmic anxiety is flattening our culture

The rule of vanilla lets our unfeeling gadgets decide what’s best for us.

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

A podcast guest speaks in front of a mic.
What's next on the playlist?
Sebastian Pandelache on Unsplash.

Here’s another diagnosis to add to modern malaise: algorithmic anxiety.  It’s described by Kyle Chayka in his excellent book Filterworld (Heligo Books, 2024) as the: 

 …awareness that we must constantly contend with automated technological processes beyond our understanding and control, whether in our Facebook feeds, Google Maps driving directions, or Amazon product promotions. 

We don’t understand algorithms.  Even if we did, we wouldn’t know how they actually work on us as every tech company keeps it a secret, lest competitors learn from them.  This has led to the algorithm becoming the century’s newest bogeyman, a phantom we can reference in conversation to make us sound tech savvy and culturally knowing even while we remain in the dark. 

‘Algorithmic has become a byword for anything that feels too slick, too reductive, or too optimised for attracting attention’.   

Kyle Chayka

One of the oddest outcomes of the ascendency of the algorithm is the seemingly diametric effects on politics and culture.  In politics it has polarised people, sorting us into opposing camps and then ensuring we hear only good things about our ‘side’ and only maddening things about the ‘opposing’ side.  Instead of calmly listening to a different view, we hurl insults, as performative as Prime Minister’s Question Time and about as enlightening. 

Something different is happening with culture.  Here, the algorithm makes culture more homogenous; in the words of Kyle Chayka, it is ‘flattened’.  The basic rule of what he calls Filterworld is that ‘the popular becomes more popular, and the obscure becomes even less visible’.  It is a strange re-mix of Jesus for the digital age: ‘to all those who have, more will be given…but from those who have nothing, even what they have will be taken away. 

The life of an Instagram post is said to be determined in the first five minutes.  If it has engagement, it can be sure of more; if it gets none, it will sink.  Visibility on social media is vital for artists of all kinds, because this is where all publicity begins.  Artists try and game the system, figuring out what kind of content the algorithm will promote.  In the process, their creative expression is subtly compromised.  People begin to write in a style that gets attention, and what gets attention is decided by the algorithm.  Those who tweet will know how the short, pared back medium starts to influence their life away from X. Musicians know that art which is safe and mainstream – the public’s crowded middle where performers like Ed Sheeran have thrived – is likely to succeed.   

‘Much of culture now has the hollow, vacant feeling of having been made by algorithm’ according to the cultural commentator Dean Kissick.  Chayka observes that: ‘algorithmic has become a byword for anything that feels too slick, too reductive, or too optimised for attracting attention’.   

It is often at the margins that breakthroughs emerge; art that makes us see this world in a new and divine light.   

There is a valid counter to this development.  Previously, what we read, heard and saw as cultural consumers was determined by a small set of experts who filtered content for us.  These experts were often drawn from a narrow section of society who inevitably brought their own biases to bear.  While this may be true, it is hardly a triumph for the public to have an unfeeling gadget decide what’s best for them, based on what we have liked before and what seems to appeal to most people.  At the ice cream vendor, this is like reaching for vanilla every time.   

The truth is, in necessarily surrendering to the algorithm (for what alternative is there online?) we miss huge volumes of culture that might appeal to us.  It is about as effective as deciding what sea life we like based only on what pops up to the surface of the water. 

The best art is not always the most popular and there is a risk that the divine spark of invention that the creator God has placed within each of us – the unlimited potential of being made in the image of God – will not be fanned into existence as often as it could be.  Chasing likes is no substitute for patient inspiration.  It is often at the margins that breakthroughs emerge; art that makes us see this world in a new and divine light.   

‘Behold, I am making all things new’ says the one who sits on the throne in Revelation.  That algorithms are making all things similar is the reality we are learning to live with.