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
Culture
Film & TV
7 min read

Help for the Heelers

The benevolent butterfly effect in Bluey’s season finale.

Mockingbird connects the Christian faith with the realities of everyday life.

A cartoon dog family stand in their kitchen
Bluey and family.
Ludo Studio.

Written by Bryan J. This article first appeared in Mockingbird, 23 April 2024. By kind permission.

“Daddy, there’s no God in Bluey’s world, is there?” No joke, my precocious four-year-old PK [Pastor’s Kid] son asked me this question after watching the new Bluey season finale, titled “The Sign.” It’s a deep question, one that comes from a place of honest curiosity — “The Sign” is, without a doubt, one of the most spiritually significant episodes of a series that is known to offer big questions to little kids. The Heeler family is presented with a life-changing decision with no guarantee of a happy ending, and the whole of the episode features the family wrestling the unknown of the future. The fact that my son could pick up on the high stakes of the episode, the philosophical questions about the goodness of providence, and the impossibility of knowing whether the future was bright or not … let’s just say it justifies the tears that come every time I watch the episode with him. 

Which is five times now. I have watched the finale five times and wept every time. Isn’t this show made for preschoolers? 

“The Sign” reveals a family in transition. After offering a number of hints earlier in the season, we discover that the Heeler family dad, Bandit, has accepted a job offer that pays a lot more money, but will require him to move. Chili (aka Mum) agrees with the choice to move and take the new job, but she has sincere concerns about leaving family, friends, neighbors, city, and a beloved house behind. Bluey, of course, has trouble coming to terms with the idea, as any preschooler would, and Bingo remains blissfully ignorant of the big changes coming her way. The preparations to move coincide with preparations for Uncle Rad’s marriage to family friend (and Bluey’s godmother) Frisky, with the family’s four preschool girls joining in as flower girls. 

Big changes bring big questions, of course. Nowhere is this more evident than in Bluey’s preschool classroom. Calypso, the teacher, models a zen-like spirituality for Bluey and her friends. At the end of story time, Bluey asks her teacher “Why do stories always have happy endings?” Her teacher responds, “Well, I guess ’cause life will give us enough sad ones.” (Is this a kid’s show?) This inspires a host of sad stories from Bluey’s peers: a guinea pig that ran away, a divorce, a lonely dad. It’s now that Bluey announces her not-so-happy ending, telling her friends that she is moving. To help the class cope with their sadness, Calypso reads her students a parable of a farmer, who approaches all of life’s good luck and bad luck moments with the simple attitude of “we’ll see.” It’s a story without a happy ending (or without any ending, really), and the kids don’t buy it. “Is that it?” asks one, disappointed. “What happens next?” asks another. “Everything will work out the way it’s supposed to, Bluey” says Calypso with kindness, which Bluey takes to mean that their family house won’t sell (which it does, in the next scene). 

Big questions also mean big feelings. An enraged and fearful Frisky, dismayed to discover her fiancé expects her to move out west where he works, runs away the morning of the wedding. Chili hops in the car, with four preschoolers in tow, to track her down. A series of events, which can be only described as providential, take place along the way. Chili, Bluey, Bingo, and cousins run into just the right person, spill juice cups at just the right moment, and make pit stops at the precisely needed spot, to find Frisky in quiet reflection at a local hilltop park. Groom-to-be Rad shows up, too. Frisky and Rad talk through their concerns and move on with the wedding, announcing there that they’ve chosen not to move west as planned. It’s a lovely wedding, with dancing and family and fun and a host of easter eggs for eagle-eyed viewers to enjoy. “You’re having a happy ending!” announces Bluey to her godmother, before turning to her mother and asking “Do you think we’ll have a happy ending too?” “I don’t know,” replies Chili, “But I’m done trying to figure it out. I just wanna dance.” Queue the happy dance montage. 

Still, providence has not finished working with the Heelers. On moving day, a whole host of minor events from previous episodes collide to cancel the sale of the Heeler’s beloved house. It’s hard to describe every little flap of the butterfly’s wing that impacted this outcome — a combination of stuck coins, romantic encounters at the drugstore, inchworms saved from being squished on the slip-and-slide, and overzealous real estate agents all played their part. In a moving montage, Bandit takes the call about the canceled sale of the home, changes his mind about the new job, symbolically rips the for-sale sign out of his front yard, and is tackled by a loving family who realize they don’t have to move anymore. The family sits on boxes in their empty kitchen floor eating takeout cheeseburgers, relieved of the anxiety of moving, while the show rolls to credits. The song playing in the background is called “Lazarus Drug,” sung by the same voice actor who plays preschool teacher Calypso. It’s a song about love drawing someone back to life, perhaps a nod to the love of Bandit’s family drawing him back to the reality that they may already have a great life, and money wouldn’t make it any better. The Heelers get their happy ending, too. 

The Greeks were the first to use the storytelling tool we know by its Latin name: deus ex machina, God from the machine. In Greek drama, at the climax of a seemingly unsolvable problem, a machine (usually a trap door or crane) would lift or lower an actor onto the stage portraying one of the gods of the Greek pantheon. These gods would step in and provide a solution to a drama’s seemingly unsolvable and complex problem. Nowadays, the term is derisive, an insult that implies lazy writing or poor storytelling. At the time, however, the audience loved these deus ex machina solutions. At the risk of psychoanalyzing the past, one imagines they would have been quite happy to imagine that the Gods cared enough in the affairs of humans to intervene for a happy ending. 

Deus ex machina is a criticism that can be leveled at this season finale. After all the adults tell the precocious preschooler that life gives out happy and sad endings, we are not given any sad endings. The only way to navigate change, according to the wisdom of the world, is sit back, embrace a sort of desireless “zen” regarding the future, and say “we’ll see,” but everyone nonetheless gets a happy ending. After bending over backwards to lay out how the future is fickle and unknowable, the show still insists on showing how everything lined up just perfectly for Bluey’s “prayers” to be answered. It’s not just her either. Aunt Brandy’s desire for a child comes to fulfillment, after we are told numerous times that it is not meant to be (S3E31). Winton’s divorced and depressed father meets the mother of the terrier triplets (S3E45), and the two come together and form a new family. The shaggy hair dogs get their house with a pool. Everything works out just fine. Despite the look of a Greek tragedy, in which everything ends poorly for the protagonists, things end up turning out fine, just like every Greek comedy. Or, to put it in Elizabethan terms, what starts out like Hamlet becomes A Mid-Summer Night’s Dream. 

In Bluey’s world, the happy endings are real. The parents always muster enough energy to play with their kids. The right parenting lesson is always on hand, and handed down with pithy aphorisms. Hurt feelings are acknowledged and reconciled with emotionally intelligent strategies. The love shown between friendships and family members is realistic and optimistic. Moreover, in this square dog world of Brisbane, Australia, when parents and grandparents are at the end of their ropes, providence steps in to help guide the way. Happy endings are not so much earned in Bluey’s world as they are a given, or perhaps gifted, sometimes by tired and exhausted parents, but also, by an unseen benevolence watching over them. What is grace, after all, if not an unexpected happy ending? 

So how did I respond to my son’s question? “Yes,” I told him, “there is a God in Bluey’s world. Who do you think made all those happy endings come true?” It’s not an answer I should have come up with so quickly. I’m not usually one to offer a succinct one-liner that sums up decades of media study and theology in a bite sized nugget for my four-year-old. Perhaps, instead, it was providence that gave the answer for me.