High Minds by Simon Heffer: A thunderous new history of the Victorian era

This is an extended paean to an era whose ethos and moral purpose navigated the transition from the chaos of the Industrial Revolution to the equanimity of late-Victorian Britain.

High Minds: the Victorians and the Birth of Modern Britain
Simon Heffer
Random House, 896pp, £30
Not everyone was convinced that the Great Exhibition of 1851 would work. “An exhibition of the industry of all nations, forsooth!” exclaimed Colonel Charles Sibthorp, MP for Lincoln. “An exhibition of the trumpery and trash of foreign countries, to the detriment of our own already too much oppressed manufacturers.”
Soon, Prince Albert, the exhibition’s lead patron, was poking fun at all the potential crises that made the project doomed. “Mathematicians,” he wrote, “have calculated that the Crystal Palace will blow down in the first strong gale, engineers that the galleries would crash in and destroy visitors; political economists have prophesied a scarcity of food in London owing to the vast concourse of people . . . [and] moralists that England would be infected by all the scourges of the civilised and uncivilised world.”
Despite the Jeremiahs, the Great Exhibition, housed in Joseph Paxton’s Crystal Palace in Hyde Park, went ahead. Its success and legacy in the Albertopolis collection of museums and galleries in South Kensington offered, Simon Heffer argues, perhaps the most comprehensive symbol of the spirit of a people, “one of ambition and of a determination to create institutions of a grandeur and permanence that would project not just the names of their creators but the advances made by Victorian civilisation, for ever”.
Heffer’s thunderous new history is an extended paean to an era whose ethos and moral purpose navigated the transition from the chaos of the Industrial Revolution to the equanimity of late-Victorian Britain. In his preface, he outlines the book’s scope: “It takes the great themes of that period and seeks to use them as the illustration of a spirit, or cast of mind, that transformed a wealthy country of widespread inhumanity, primitiveness and barbarism into one containing the germs, and in some measures the evidence, of widespread civilisation and democracy.”
High Minds is worthy to the task: serious, scholarly, grand and determined. And, as befits a monument to the mid-Victorian mind, it is occasionally backslapping. Through a history of ideas and the elite lives of those who embodied them – from Robert Peel and Florence Nightingale to Charles Kingsley – Heffer provides the intellectual architecture for a period of remarkable social and economic transformation.
Yet the account does not begin promisingly. Quite rightly, in his investigation of the 19th-century clerisy, Heffer starts with the influence of Dr Thomas Arnold of Rugby and the impact that his brand of Christian purposefulness had on a generation of young men. However, as the book’s prologue takes us through the life and times of one minor public school master after another, the sense of Victorian ambition is somewhat dissipated.
What is more, this over-concentration on the ideas of a southern, Anglican, landed elite militates against an appreciation of where so much of the energy of the period came from: the northern, Nonconformist, commercial mindset of Manchester, Birmingham and Stoke-on-Trent. Another lacuna is Heffer’s decision to avoid any discussion of imperialism, when one of the great advances of recent scholarship is an appreciation of just how significant was the experience of empire for domestic British culture – not least in the public schools.
Thankfully, Heffer then gets into his stride with incisive and innovative accounts of such Victorian staples as the repeal of the Corn Laws, the rise of Chartism and the Oxford Movement. Heffer’s 1995 biography of Thomas Carlyle, Moral Desperado, is a welcome companion to much of this history. Indeed, Heffer is particularly good on the interrelationship between some of the intellectual titans of the time: John Stuart Mill and William Gladstone; Samuel Smiles and Carlyle; John Ruskin and Augustus Pugin.
Heffer is also an excellent guide to the aesthetics of the age, giving us powerful accounts of the “battle of the styles” and the Victorian passion for Gothic. I would take the Midland Grand Hotel next to St Pancras in London or Manchester Town Hall as the architectural embodiment of Victoriana but for Heffer it is G E Street’s law courts on the Strand: “In so far as a building could manifest an idea of perfection, this, supposedly, was it . . . It remains one of the most celebrated and conspicuous monuments to the Victorian mind.”
The unapologetic place of Christian faith in the public realm is what makes the period so attractive for Heffer. At one point, he quotes Christopher Wordsworth, a nephew of the poet, who later became the bishop of Lincoln, with more than a hint of approbation: “What, gentlemen, is Conservatism? It is the application of Christianity to civil government. And what is English Conservatism? It is the adoption of the principles of the Church of England as the groundwork of legislation.”
Across civil society, the same “mission of benevolence” or “pursuit of perfection” was at work as philanthropists, civil servants, ministers and politicians sought to alleviate the poverty of an urban-industrial society and construct a civilisation true to the calling of Christian incarnation. Heffer’s sorrow is that such high-mindedness has vanished, as he charts a familiar line that begins with Lytton Strachey’s Eminent Victorians and the Bloomsbury set’s disavowal of their forefathers. “A climate of prejudice about the Victorians still lingers,” he writes.
I am not so sure. Certainly, our inability to understand the Christian motivation behind so much Victorian improvement puts them at a distance. Yet from our renewed focus on the importance of “character” in education to our lament for a lost imperial purpose and a desire to build grand rail and road projects, all are framed within the context of a lack of ambition in contrast to our Victorian predecessors.
Heffer is a leading Daily Mail journalist as well as a historian. While it would be unfair to load on him all the gripes and prejudices of the Mail group, if we had to think of the single most influential contemporary voice set against ambitious developments, risky schemes, state expenditure, high culture or iconoclastic thinking, it would be his editorial colleagues.
Heffer’s day job is to act as the Colonel Sibthorp of the 21st century. By contrast, his extra-curricular activity is to produce works of great learning and insight into an era of ambitious duty and benevolence. We could all do with more of the latter.
Tristram Hunt is the MP for Stoke-on-Trent Central (Labour), and was appointed Shadow Secretary of State for Education in the 7 October 2013 Shadow Cabinet reshuffle. His books include “Building Jerusalem” ( Phoenix, £12.99)
Inside the Great Exhibition in the Crystal Palace in 1851. Image: Getty

This article first appeared in the 07 October 2013 issue of the New Statesman, The last days of Nelson Mandela

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It’s been 25 years since the Super Nintendo and Sega Mega Drive were released – what’s changed?

Gaming may be a lonelier pusuit now, but there have been positive changes you can console yourselves with too.

Let's not act as if neither of us knows anything about gaming, regardless of how old we are. Surely you'll remember the Super Nintendo console (SNES) and Sega's Mega Drive (or Genesis, if you're an American)? Well, it's now been 25 years since they were released. OK, fine, it's been 25 years since the SNES' debut in Japan, whereas the Mega Drive was released 25 years ago only in Europe, having arrived in Asia and North America a bit earlier, but you get the idea.

Sonic the Hedgehog by Sega

It's amazing to think a quarter of a century has passed since these digital delights were unveiled for purchase, and both corporate heavyweights were ready for battle. Sega jumped into the new era by bundling Sonic, their prized blue mascot and Nintendo retaliated by including a Mario title with their console.

Today's equivalent console battle involves (primarily) Sony and Microsoft, trying to entice customers with similar titles and features unique to either the PlayStation 4 (PS4) or Xbox One. However, Nintendo was trying to focus on younger gamers, or rather family-friendly audiences (and still does) thanks to the endless worlds provided by Super Mario World, while Sega marketed its device to older audiences with popular action titles such as Shinobi and Altered Beast.

Donkey Kong Country by Rare

But there was one thing the Mega Drive had going for it that made it my favourite console ever: speed. The original Sonic the Hedgehog was blazingly fast compared to anything I had ever seen before, and the sunny background music helped calm any nerves and the urge to speed through the game without care. The alternative offered by the SNES included better visuals. Just look at the 3D characters and scenery in Donkey Kong Country. No wonder it ended up becoming the second best-selling game for the console.

Street Fighter II by Capcom

The contest between Sega and Nintendo was rough, but Nintendo ultimately came out ahead thanks to significant titles released later, demonstrated no better than Capcom's classic fighting game Street Fighter II. Here was a game flooding arcade floors across the world, allowing friends to play together against each other.

The frantic sights and sounds of the 16-bit era of gaming completely changed many people's lives, including my own, and the industry as a whole. My siblings and I still fondly remember our parents buying different consoles (thankfully we were saved from owning a Dreamcast or Saturn). Whether it was the built-in version of Sonic on the Master System or the pain-in-the-ass difficult Black Belt, My Hero or Asterix titles, our eyes were glued to the screen more than the way Live & Kicking was able to manage every Saturday morning.

The Sims 4 by Maxis

Today's console games are hyper-realistic, either in serious ways such as the over-the-top fatalities in modern Mortal Kombat games or through comedy in having to monitor character urine levels in The Sims 4. This forgotten generation of 90s gaming provided enough visual cues to help players comprehend what was happening to allow a new world to be created in our minds, like a good graphic novel.

I'm not at all saying gaming has become better or worse, but it is different. While advantages have been gained over the years, such as the time I was asked if I was gay by a child during a Halo 3 battle online, there are very few chances to bond with someone over what's glaring from the same TV screen other than during "Netflix and chill".

Wipeout Pure by Sony

This is where the classics of previous eras win for emotional value over today's blockbuster games. Working with my brother to complete Streets of Rage, Two Crude Dudes or even the first Halo was a draining, adventurous journey, with all the ups and downs of a Hollywood epic. I was just as enthralled watching him navigate away from the baddies, pushing Mario to higher and higher platforms in Super Mario Land on the SNES just before breaking the fast.

It's no surprise YouTube's Let's Play culture is so popular. Solo experiences such as Ico and Wipeout Pure can be mind-bending journeys too, into environments that films could not even remotely compete with.

But here’s the thing: it was a big social occasion playing with friends in the same room. Now, even the latest Halo game assumes you no longer want physical contact with your chums, restricting you to playing the game with them without being in their company.

Halo: Combat Evolved by Bungie

This is odd, given I only ever played the original title, like many other, as part of an effective duo. Somehow these sorts of games have become simultaneously lonely and social. Unless one of you decides to carry out the logistical nightmare of hooking up a second TV and console next to the one already in your living room.

This is why handhelds such as the Gameboy and PSP were so popular, forcing you to move your backside to strengthen your friendship. That was the whole point of the end-of-year "games days" in primary school, after all.

Mario Kart 8 by Nintendo

The industry can learn one or two things by seeing what made certain titles successful. It's why the Wii U – despite its poor sales performance compared with the PS4 – is an excellent party console, allowing you to blame a friend for your pitfalls in the latest Donkey Kong game. Or you can taunt them no end in Mario Kart 8, the console's best-selling game, which is ironic given its crucial local multiplayer feature, making you suspect there would be fewer physical copies in the wild.

In the same way social media makes it seem like you have loads of friends until you try to recall the last time you saw them, gaming has undergone tremendous change through the advent of the internet. But the best games are always the ones you remember playing with someone by your side.