Tuesday, January 11, 2011

The Smurfs Are Back

Disclosure: This post contains Amazon affiliate links. If you choose to watch or purchase through these links, I may earn a small commission at no extra cost to you.


It feels like I am travelling back to my childhood. The Smurfs were my favourite animated television series of the 80s, produced by Hanna-Barbera Productions. I am still in love with those little blue creatures who made my days happy after a tough day at school. Their adventure, humour, and cheerful village life always brought joy. Writing this post about them helps to keep them alive somewhere in my heart. The Smurfs have lessons to teach about kindness and innocence. 

A Brief Story of the Smurfs

The Smurfs (Les Schtroumpfs in French) were created by Belgian cartoonist Peyo (real name Pierre Culliford). They first appeared in the Belgian magazine Spirou and, decades later, were adapted into an English-language children's TV series by Hanna-Barbera Productions.

A fun anecdote: While having lunch with colleagues, Peyo forgot the word "salt" and instead said, "Pass me the Schtroumpf." The word eventually became "Smurfs" in English. 

Let me introduce you to the seven or eight main Smurfs characters.

Papa Smurf
- The wise leader, 546 years old, dressed in red with a bushy white beard. Gentle, patient, and loving, he guides the village and restores order whenever chaos arises. He embodies godly wisdom and servant leadership.



Brainy Smurf
 - The village intellectual, who wears thick glasses, loves books, and often lectures others. His arrogance sometimes frustrates other Smurfs, reminding us that wisdom without humility can create tension. (cf.Proverbs 16:18) "Pride goes before destruction, a haughty spirit before a fall"



Handy Smurf 
- Creative and energetic, Handy fixes and invents for the village. He reminds us that God gives talents and skills to benefit the community. (cf.Exodus 31: 1-7). 

And Moses said unto the children of Israel, See, the Lord has called by name the son of Bezaleel, the son of Uri, the son of Hur, of the tribe of Judea;

And He hath filled him with the Spirit of God, in wisdom, in understanding and in knowledge, and in all manner of workmanship;

And to devise curious works, to work in gold, and in silver, and in brass, and in cutting of stones, to set them, and in carving of wood, to make any manner of cunning work.

And He hath put in his heart that he may teach both he and Aholiab, the son of Ahisamach, of the tribe of Dan. 

Them hath he filled with wisdom of heart, to work all manner of work, of the engraver, and of the cunning workman, and of the embroiderer, in blue, and in purple, in scarlet, and in fine linen, and of the weaver, even of them that do any work, and of those that devise cunning work."

Lazy Smurf
 - Sleeps anywhere, anytime, often thinking first of rest. Even in his idleness, his presence reminds the village of the balance between work and rest, a Biblical principle. (cf.Genesis 2:2-3) "By the seventh day, God had finished the work He had been doing; so on the seventh day He rested from all his work. Then God blessed the seventh day and made it holy, because on it He rested from all the work of creating that he had done."



Clumsy Smurf -
Accident-prone but soft-hearted, Clumsy shows that weakness does not prevent kindness or joy. (cf.2 Corinthians 12:9) "My grace is sufficient for you, for my power is made perfect in weakness."



Reporter Smurf -
The village journalist, always chasing stories. He reflects curiosity and responsibility, but also shows how gossip or misjudgement can create problems - a lesson about the power of words (cf. Proverbs 18:21) "Death and life are in the power of the tongue, and those who love it will eat its fruit."



Gargamel
- Gargamel is the dark, comical figure who constantly seeks to destroy the Smurfs and steal what does not belong to him. Beneath the humour lies a powerful Biblical lesson: unchecked greed, envy, and obsession with power lead to destruction rather than fulfilment. Gargamel reflects the fallen human heart that desires possession over relationship and domination over stewardship (cf. Genesis 3; James 1:14-15). His schemes never bring him peace, reminding us that sin promises satisfaction but always delivers emptiness. 

Azrael
Azrael, Gargamel’s loyal cat, serves as his constant companion and guide. Unlike animals created to live in harmony with humans, Azrael reflects a distorted relationship born of the Fall. He follows his master without discernment, reinforcing destructive intentions rather than resisting them. Azrael reminds us that loyalty without moral direction becomes dangerous, and that influence—when detached from truth and goodness—can amplify evil rather than restrain it (cf. Proverbs 13:20; Romans 1:25).



The Smurf's World
The Smurfs live in a hidden village called the Cursed Land (Le Pays Maudit in French) deep within a dense forest. Their homes are mushroom-shaped, each slightly different in size and in design to suit the individual Smurf. Some houses are in rocky, sparsely wooded areas; others sit beside rivers and grasslands.

The story of the Smurfs shows life in a world that is both beautiful and broken. After the Fall, the earth became a cursed place, as God told Adam: “Cursed is the ground because of you” (Genesis 3:17). In this way, the Smurfs’ world is like life after Eden. It still has good in it, but it is also full of struggle, vulnerability, and moral challenges.


The Smurfs do not live in paradise. Their world is bright and joyful, but it is also dangerous and always under threat. Like people after Eden, they have to work, build and protect what matters to them, while staying alert to dangers that could harm or divide them. The world is still good, but it is damaged by fear, pride, greed and disorder.

In this broken world, the Smurfs are a group of imperfect characters who choose to work together rather than be alone, and to care for each other rather than try to control. Sometimes they make mistakes, like when reporter Smurf spreads misinformation or Brainy Smurf acts arrogantly or shallowly. Still, they learn and grow through wisdom, humility, and guidance, especially from Papa Smurf. Their flaws do not take away their purpose. Instead, they show the ongoing challenge of living well in a fallen world.

The hidden village is not a way to avoid reality, but a way to respond to it with faithfulness. It shows what life can be when a community puts people before power, service before self-interest, and wisdom before pride. In this way, the Smurfs show a Biblical truth: Redemption does not start with being perfect, but with choosing to live faithfully in a broken world, building life instead of tearing it down. 


Please watch a trailer below.





Thursday, January 6, 2011

ATtlantis The Lost Empire- An Analytical Reflection

Disclosure: This post contains Amazon affiliate links. If you choose to watch or purchase through these links, I may earn a small commission at no extra cost to you. 

Milo Thatch, the protagonist of Atlantis: The Lost Empire, embodies the seeker archetype. From childhood, he was shaped by his grandfather’s stories about Atlantis, which functioned almost like a passed-down testimony. These stories plant in him a sense of calling rather than mere curiosity. Milo’s obsession is not driven by wealth or glory but by the desire to recover lost knowledge and preserve a forgotten civilisation. In biblical terms, he resembles the figure of the faithful steward—one who seeks to restore rather than exploit.

Milo’s struggle to obtain funding mirrors the experience of many biblical prophets and visionaries who were ridiculed by authorities. Like Noah, who warned of a flood yet was mocked by his contemporaries, or Jeremiah, whose message was dismissed by leaders, Milo is rejected by the mayor and town councillors. Institutional power proves blind to truth when it does not serve immediate interests. Truth, in Scripture as in the film, is often recognised only by those willing to listen in humility.

When Milo finally finds support, it comes from an unlikely and morally ambiguous group. This reflects a recurring biblical pattern: God’s purposes often advance through imperfect vessels. Yet unlike biblical narratives, in which God directs events toward redemption, the expedition crew hides a corrupt intention. Captain Venture embodies fallen humanity—ambitious, calculating, and governed by greed. His obsession with the crystal parallels the biblical warning that “the love of money is the root of all kinds of evil” (1 Timothy 6:10). Venture does not see Atlantis as a living culture but as a resource to be mined, echoing humanity’s post-Fall tendency to dominate rather than steward creation (Genesis 3).

Atlantis itself symbolises a lost Eden. It is a civilisation preserved beneath the waters, hidden from a corrupted world above. Water in Scripture is both judgment and mercy—Noah’s flood destroys wickedness but preserves life through the ark. Likewise, Atlantis survives beneath the sea, protected yet isolated. Milo approaches Atlantis with reverence, much like Moses approaching holy ground, while Venture approaches it as a commodity. The difference lies not in intelligence or courage, but in the condition of the heart.

Kida (Kita) represents inherited wisdom and covenant memory. She is the living link between the past and the present, much as Israel’s role is in preserving divine revelation. Her trust in Milo is not accidental; it is grounded in shared values—truth, preservation, and life. Together, they seek the ancient power not to possess it, but to restore balance. This reflects a biblical understanding of power as something entrusted, not owned.

The crystal itself carries strong symbolic weight. It grants life but demands sacrifice and responsibility. In this sense, it mirrors divine gifts in Scripture—blessings that become destructive when taken without obedience. When Venture seeks the crystal by force, he reenacts the sin of Adam and Eve: grasping what was never meant to be taken on human terms. The result is death and destruction, reinforcing the biblical truth that life cannot be preserved through greed.

Ultimately, Atlantis: The Lost Empire is less about adventure and more about anthropology. It exposes human fallenness: the ease with which people betray, exploit, and destroy in pursuit of wealth. Milo’s innocence is not ignorance but faith—faith in knowledge, in heritage, and in moral purpose. Yet his failure to discern the intentions of those funding him also reflects a biblical warning: good intentions without discernment can lead to vulnerability.

The film quietly affirms a biblical worldview: civilisation does not collapse due to lack of technology, but due to moral corruption. Atlantis did not fall because it lacked power; it fell because power was misused. In this way, the film echoes the biblical narrative of humanity itself—created for stewardship, fallen through greed, yet always offered the possibility of restoration through humility and right intention.

Please watch the trailer.




Megamind - Megamind and the Search for Purpose

Disclosure: This post contains Amazon affiliate links. If you choose to watch or purchase through these links, I may earn a small commissio...