Spain is not merely a cultural museum for outsiders

One book that recognises this, and one that fails to do so.

The Village Against the World
Dan Hancox
Verso, 288pp, £14.99

The Train in Spain: Ten Great Journeys Through the Interior
Christopher Howse
Bloomsbury Continuum, 256pp, £16.99

One consequence of the eurozone crisis has been a shift in British perceptions of southern Europe. The return of widespread poverty to countries previously seen as perpetual holiday zones has revived memories of the old continental divide between the industrialised north and the fundamentally peasant, agrarian south, where Greece, Spain and Portugal laboured under postwar fascism. So the publication of two new books about Spain, both from the serious end of freelance journalism, seems to be particularly opportune.

Yet neither book pretends to offer an analysis of that country’s current situation. Instead, Dan Hancox’s The Village Against the World tells the story of Marinaleda in Andalusia, a communist community of 2,700 people functioning – just – within the contemporary state. As Hancox shows, the experiment has real significance in raising Andalusian political awareness and as a model of how to redistribute agricultural wealth and control.

Local knowledge of individual rights and of the needs of Andalusia as a whole springs from the region’s historic and contemporary rural poverty. In the 1930s, on estates belonging to the family from whom the marinaleños would eventually win independence, “Starving labourers who attempted to plough the fallow land were beaten by the police.” In the 1980s, 50 per cent of Andalusian farmland was owned by 2 per cent of the area’s families.

One of the questions to which Hancox returns in his thoughtful, take-nothing-for-granted account is whether tough conditions necessarily produce resistance or whether effective action needs a charismatic leader such as Marinaleda’s mayor, Juan Manuel Sánchez Gordillo.

So this engaging book is as much a study of idealism in practice as it is of life in a highly unusual pueblo. Hancox lets us experience village routine without pretending to know more than he does or resorting to “funny because it’s foreign” clichés. When he encounters a heatwave, for example: “You try and sweep the dust off your patio, one marinaleña told me, and find yourself dripping sweat straight on to the floor you’re supposed to be cleaning.”

The respectful, intelligent writing places the villagers at the centre of their own story – and that story is fascinating. The Village Against the World discovers the near-feudal patterns of Andalusian land ownership, recounts the pueblo’s struggle with the local landowner and ends with questions about whether Sánchez Gordillo will continue to lead the village in years to come.

Marinaleda’s struggle first became widely known in the 1980s. In 2012, it was back in the news when Sánchez Gordillo led a series of symbolic raids on Andalusian supermarkets, “redistributing” goods to impoverished locals. These gestures of solidarity with the poor beyond its own community illustrate what Marinaleda stands for: a belief that the land “belongs to those who work it”, in “the sovereignty of food” and that food is “a right and not a business”. Its project is utopian, not locally self-interested; its resistance is not only to the state but to the workings of global capital. The village-owned olive-pressing factory, bars and outdoor theatre that Hancox visits are the fruits of a six-year campaign of land occupations, hunger strikes and battles of principle that finally ended in 1991, when the government granted the villagers 1,200 hectares from the duke of Infantado’s extensive estates.

Landowners also feature in Christopher Howse’s The Train in Spain: “Born in 1926 . . . the 18th duchess of Alba . . . inherited seven dukedoms, 19 marquessates and 23 titles . . . She attracted attention by her wealth, gusto and mischievous disposition . . . Her palaces and works of art were breathtaking.”

Howse isn’t interested in the cost of those “palaces and works of art” or the workings of Spanish society. Legends, architecture and the local history of the wealthy cram the pages of his tourist guide with busily researched detail. To some extent, this justifies the astonishingly brief introduction to the book and its raison d’être. “This is a book about Spain, not about trains,” the first sentence reads, before Howse, in the next, boards a “single-carriage train . . . in the foothills of the Pyrenees”.

But is it? This is not a study of how Spain became its contemporary self. It isn’t concerned with climate or citizenship, cultural life or economics. It doesn’t even reveal Howse’s passion for Spain: curiously, this travelogue omits the first-person singular. The omission produces stylistic distortion. When Howse and his companion eat in Sahagún, “Only a man and a woman were dining . . . They ate a plate of jamón, then a leg of lamb. There were kidneys on the menu, too.” It also seems to distort the book as a whole, making it feel oddly purposeless.

Slow travel is about quality, not quantity; flavour, rather than flavourlessness. Trains allow their passengers to see the context of a country’s great cities, the influences and resources that have produced local culture and Culture. The traveller sits right next to a country’s citizens instead of observing them from a hotel terrace.

Yet the coherence and chaos of contemporary life – and of the forces that shape it – are missing from Howse’s account. It’s as if he has forgotten that Spain is a society that exists for itself, rather than a cultural museum for outsiders. Perhaps he travelled first class.

Fiona Sampson is the editor of Poem. Her latest book is “Coleshill” (Chatto & Windus, £10)

Mayor of Marinaleda and member of the regional Andalusian parliament representing the United Left (IU) party Manuel Sanchez Gordillo (R) embraces an activist of the Andalusian Union of Workers Union (SAT) as they take part in a protest. Image: Getty

This article first appeared in the 06 November 2013 issue of the New Statesman, Are cities getting too big?

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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.