Review
Culture
Film & TV
Hospitality
Migration
4 min read

The real hearts of oak

The power of the lens, food and hospitality drive the hope in Ken Loach’s last film. Krish Kandiah reviews The Old Oak.

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

A man and a woman sit in a cathedral pew and incline their heads towards each other.
Ebla Mari and Dave Turner play Yara and TJ.
BBC Film.

In the dusty back room of the rather rundown Old Oak pub in County Durham, northeast England there is a faded black and white photo. It shows the very same room packed full of hungry families sharing a community meal together.  Below it is written a sign:  

“When you eat together you stick together.”  

Pub Landlord Tommy Joe Ballantyne explains to young Syrian refugee photographer Yara that the picture was taken by his uncle during the miner’s strike when the community made it a priority to feed each other’s children no matter what.  

This is the pivotal scene in Ken Loach’s latest, and some suggest, final film: The Old Oak. The multi-award-winning director has produced another masterful piece of cinema which, although set in 2016, provides vivid social commentary on our current cost-of-living crisis and our struggling immigration and asylum system.  

By setting the film in an old colliery town facing its own challenges with social deprivation, Loach allows those communities who feel left behind by the rest of the country to raise legitimate concerns about immigration. The film powerfully portrays local people expressing frustration at being used as a dumping ground by government for ex-prisoners while also feeling trapped by unemployment, falling house prices and rising costs. Into this community then arrive refugees fleeing the brutal war in Syria.

The film is not just depicting some sort of Hollywood romantic utopia. It is powerfully celebrating what is happening in communities all around the UK. 

Yara arrives camera in hand, snapping photographs of her family’s arrival on a bus. They are met with hostility from the beginning. We see the conflict through the lens of Yara’s camera - black and white photographs that foreshadow the photos of the miner’s struggle she will later discover on the wall of the pub’s back room. We see another photo – the one Yara’s mother displays pride of place in the lounge – of Yara’s father who is lost in the brutal Syrian prison system. These photographs provide beautiful symbolism throughout the movie signalling the themes of solidarity and resistance.  

We see in the film the power of the camera to change the way that people see their world and view others in the face of hatred. We see the power of food to unite divided communities. We see the power of hospitality in the face of hostility. We see families from both communities caught in impossible situations.  

What this film does most brilliantly, in the rich dialogue which sounds less like a script and more like a fly-on-the-wall documentary, is allow the strongest arguments against refuge and asylum to be raised. Ultimately this dialogue opens the eyes of the two communities, and enables them to discover that they have so much more in common than they might have imagined.  

I have witnessed these eye-opening moments connection myself. I have seen Afghans resettled to hotels find a welcome into a village community through integrated cricket matches. I have seen women with no common language forge friendships over a picnic. I have seen children change from sullen and suspicious to animated and inseparable in minutes with the help of an X-box. I have seen the beer and pub industry offer support and help to Ukrainians. I have seen churches open their doors and their hearts to Muslims from Kosovo and Syria.  The film is not just depicting some sort of Hollywood romantic utopia. It is powerfully celebrating what is happening in communities all around the UK.  

 

The mining community, that once lost jobs, financial stability and heritage, eats alongside the refugee community – those who have now lost their homes 

That dusty pub back room is transformed to the bustling hub of community life once again, as families from different worlds befriend and support each other over shared meals and recognition of their common mortality and humanity. The understanding that both communities have experienced displacement has brought them together.  The mining community, that once lost jobs, financial stability and heritage, eats alongside the refugee community – those who have now lost their homes, their country and their heritage.  

In a beautiful moment of reconciliation in the film, the Syrian families present their new neighbours with a banner made in the style of the traditional mining banners used on gala days – the ones that took pride of place on marches just behind a brass band. The banner is inscribed in both English and Arabic with the words that have drawn the communities together: Strength, Solidarity, Resistance.  

I believe the film, like the banner, offers a rallying cry to those who see it. It helps us understand two of the most marginalised communities in Britain at the moment – the impoverished towns of the North, and the refugees and asylum seekers. It challenges us to find ways to come together with empathy and hospitality. It proffers significant mutually beneficial consequences – love, joy, peace, hope, friendship, forgiveness, reconciliation - when we learn not only to live together, but to share food, time and lives together.  

Article
Culture
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.