Review
Culture
Film & TV
Friendship
4 min read

Guardians of the Galaxy’s longing for an enchanted universe

We are not isolated bodies who happen to be coexisting in the coldness of space. Krish Kandiah reviews Guardians of the Galaxy Volume 3.

Krish is a social entrepreneur partnering across civil society, faith communities, government and philanthropy. He founded The Sanctuary Foundation.

Five people in red jump suits help each other stand together.
Marvel Studios.

The final instalment of Director James Gunn’s hugely popular Guardians of the Galaxy trilogy has hit the cinemas. This threequel about a relatively obscure set of characters from the Marvel Comic Universe (MCU) has been incredibly well received. It’s set to outperform the first two films in the series as well as other MCU films like Iron Man and Captain America, widely known household names before their stories were transported from comic page to silver screen. 

I went to watch Guardians Volume 3 at the cinema on Coronation weekend with my daughter and was struck by the relative ease that it navigated cultural diversity. It offered a fascinating perspective on cultural inclusion and empowerment thanks to the radical diversity of its central characters.  

There’s an orphaned boy abducted and brought up by space pirates to become a master thief.  There’s a widower and bereaved father whose whole family was massacred but has a gift for nurturing children despite his ferocity. There’s also an abuse survivor rebuilt as a cyborg , a sentient teenage tree, an adopted empath with antennae and a genetically modified racoon.  

The Guardians are not just a performative or representational diversity but a functional one. They are the most unlikely synergistic team whose sum is far greater than any of its parts. 

These characters represent not simply different ethnicities but wholly different species – plant, mammal, humanoid. None of them seem to be included for purposes of tokenism: each brings essential skills or experience that make the team not only successful, but outstandingly so.   

At the Coronation Concert from Windsor Castle that was watched by 12.7 million people in the UK, the diversity on stage seemed more contrived. Despite moments of genuine beauty, dignity and pathos, the need to represent the four nations and the Commonwealth felt like it was motivated primarily by a desire not to offend, a tick box exercise of inclusion rather than a line-up that made coherent sense as an aesthetic whole. 

The Guardians are not just a performative or representational diversity but a functional one. The unlikely heroes are drawn together through a vision bigger than themselves and are willing to risk their lives on numerous occasions to save the universe. They are the most unlikely synergistic team whose sum is far greater than any of its parts. This is not just idealism – the well-known McKinsey report showed the legitimate competitive advantage that diversity brings, promoting a breadth of cultures, gender and ages in the C-suite of major businesses.  

Diversity works. Diversity also sells. The movie industry is slowly waking up to the need of baking in diversity rather than simply waiting for the global markets to lap up the US leftovers. Films are now being made for a global audience from the beginning. The Marvel franchise are buying into this big time: with Black Panther and Shan Chi tapping into the potential for Black and Asian audiences to engage with the brand.  

Most of the Guardians heroes begin life isolated, abandoned, rejected, betrayed or bereaved. During the course of the films, their social coldness thaws and they each find the warmth of fellowship, community and even family.

Perhaps Marvel can do for diversity in the film industry what Spice Girls did for diversity in the music industry. The girl band was deliberately designed by marketeers with audience demographics determining the very make-up of the group which somehow managed to transcend its inception and help a generation of young girls realise there were many different ways to express femininity that broke traditional stereotypes and yet could harmonise. The Spice Girls showed that femininity could include ferocity, sporting ability, elegance and cuteness and no one was the lesser for it. Girl power was in my opinion a positive cultural contribution. It engendered acceptance.  

The Guardians trilogy speaks to our cultural longing for an enchanted universe where we are not isolated bodies who happen to be coexisting in the coldness of space but a place where we are known for who we really are and are loved and accepted, despite our differences. Most of the Guardians heroes begin life isolated, abandoned, rejected, betrayed or bereaved. During the course of the films, their social coldness thaws and they each find the warmth of fellowship, community and even family.   

The storyline is not a new one. Thousands of years ago another disparate group of outcasts were brought together on a mission to save the world. They were hunted down for their allegiance to that mission but did not give up on their belief that God wanted to create a genuinely inclusive community, where people of all abilities, genders and race could experience welcome as equals. Jesus Christ formed that original band of disciples and is now followed by millions. Churches at their best are similarly diverse. Rich and poor, refugees and natives, old and young, male and female and everything in between are united, not just by being in the same place at the same time, consuming religious services together, but by a purpose beyond them, seeking to share the boundary-breaking, radically welcoming love of God to all without distinction, and to be the guardians of that purpose, of our planet and of all its people.  

Article
Culture
Digital
Fun & play
4 min read

Fun is dead

When video games turn play into work, we need to play without fear of consequences.

Simon Walters is Curate at Holy Trinity Huddersfield.

A woman stand in front of a large video screen displaying the Space Invaders title, hold her hands out in front of her.
Photo by Andre Hunter on Unsplash.

Imagine there’s been a sudden change in plans. The evening meeting is cancelled at the last minute, or your friend is sick and can’t come round. There are no looming tasks that need doing, so you set out to have some fun. What do you do? 

Karen Heller’s recent article in the Washington Post suggests that we don’t really know how to answer that question. ‘Fun is dead’, proclaims the headline, and her analysis is simultaneously insightful and depressing. Weddings have become stressful extravaganzas, holidays require a constant stream of activity, retirements should have a purpose and a plan. Our fun, our play, requires a reason to exist. Can we have fun without it having some larger purpose? Can we play without needing to post it on social media? Everyone else, it seems, is having much more fun than we are. 

Take video games. You might think this ought to be the very definition of a playful activity, one with no particular end or purpose in mind. But even here, it seems we don’t know how to have fun without some type of incentive. Conversations about video games online are frequently so self-serious and toxic that you’d be forgiven for thinking that it was a matter of life and death, not differing preferences about fun. Some of the world’s biggest games – things like Fortnite, Genshin Impact, and EA Sports FC – give rewards to players who turn up to play every day. It sounds generous until the psychological hooks of these methods grip you far past the point of fun. Players talk about not being able to sustain more than one of these types of games, because otherwise they won’t be able to keep up. What starts as play quickly turns into a form of work. 

The world of play is a world of grace, where we are free to find pleasure in an activity on its own merits. 

I am as much a sucker for this method as the next person. I find myself drawn to games which start out as free and fun, but the fun inevitably seems to turn into a chore that I cannot dislodge. There is an unwritten pressure to turn up to play every day to complete daily tasks and keep up with the competition. I end up feeling guilty for wasting my time playing games, and anxious to keep up with what’s required when I do. No wonder, with all these contradictory pressures on play, I find myself more often than not vegetating in front of Netflix rather than really playing. 

This is all a bit of a first world problem and might seem like another depressing indictment of modern society, but perhaps it shouldn’t be that surprising. As humans, we are always looking for some way to justify ourselves, some way of finding proof that what we do matters. Play, by contrast, demands that we step into a different sort of world. The world of play is a world of grace, where we are free to find pleasure in an activity on its own merits, and not for anything we might get from it in the end. Play, in its best sense, is purposeless apart from the joy of playing. "When we try to give our playful activities some wider purpose for why they matter, we are turning them into something else." 

The world of the Christian faith is not often seen as a playful one. It seems so very serious, dealing as it does with matters of life and death. But within the serious world of the Church, a space for play emerges. After all, it is first and foremost a world of forgiveness from what we have done wrong in the past, present, and future. This forgiveness takes away the fear of failure. Whether I am greatly successful or not I am loved and forgiven by God. This is God’s gift, which cannot be earnt and cannot be lost. 

The result, perhaps surprisingly, is that I am free to play, because I do not need my play to achieve anything for me. As the theologian Simeon Zahl puts it,  

In play a person is free to engage with the world creatively, actively, energetically, but without fear of ‘serious’ consequences. The Christian is free to play with things that once seemed deadly serious, to find delight in what were formerly objects of fear, and to take themselves much less seriously. 

In the world of video games, this idea is perhaps most clearly seen in the games produced by the Japanese game developer Nintendo. Their games, from Mario to Zelda, epitomize a vision for gaming which is driven by creating joy for whoever is playing, and not unnecessarily burdensome tasks. One of their best games of last year, The Legend of Zelda: Tears of the Kingdom, doesn’t offer a prescriptive path for how players should approach its challenges. Instead, the player is given a toolkit and set loose to use it in the world as they see fit. The result is a sense of joyful freedom, a feeling that its world is full of delight and even silliness. It gave me some of the most fun playing games in recent years, without me even coming close to finishing it. 

It's this playful attitude that I want to take into the rest of my life. What would it look like for us to see the world as a playground rather than an exam hall? The result wouldn’t just be a lot more fun. I think it would also be deeply Christian.