Culture Vulture: reviews round-up

The critics' verdicts on Helen Dunmore, Jim Crace and a biography of Syd Barrett.

Helen Dunmore, The Betrayal

Jane Shilling in the Telegraph describes Helen Dunmore's sequel to The Siege as a "lovely, thoughtful novel", which acts for readers of the novels precursor as chance to discover "the fates of the surviving members of the Levin family - Anna, her husband, Andrei, and younger brother, Kolya". She finds that "Dunmore's lyric gift is at its best when describing the domestic minutiae that seem so unspeakably precious in the absence of security", and that "Only when the horrors become real does Dunmore's power to disturb weaken."

For Lucy Daniel in the Sunday Telegraph, this novel is "not just an impressive, enthralling sequel but part of an ongoing saga of ordinary people struggling against a city's beautiful indifference, and clinging on for dear life", and an exercise in "personalising a collective experience of momentous times". Katy Guest in the Independent on Sunday describes Dunmore's prose as "sensuous, physical and almost synaesthetic ... also sparse and elegant when needs be", while her skill as a novelist is "brave, tender and with a unique gift for immersing the reader in the taste, smell and fear of a story." For Scarlett Thomas in the Financial Times, "This is such a page-turner, and is in places so gruesome, that reading it becomes more visceral than intellectual".

Jim Crace, All that Follows

Adam Lively in the Sunday Times describes Crace's new novel as "a book that for all its stylistic precision and intelligence is, as a whole, curiously half-hearted and out of kilter". Lively identifies the influence of other writers on this novel about an ageing jazz musician: Hari Kunzru, and "The real spectre that haunts the pages of All That Follows, however, is not a ghost from the past but Philip Roth. His influence is everywhere", so the novel "suffers from the sense of treading well-worn paths." Lively also finds that "the politics and the futuristic setting remain sketchy in the extreme."

By contrast, Giles Foden in the Guardian writes that "Crace has some satirical fun with this invented but not unlikely landscape", but he agrees that the novel is influenced by predecessors: "Crace isn't just nodding at Ian McEwan's Saturday. At other moments it is Don DeLillo who comes to mind, another writer who has been influenced by jazz and who has written about hostage-taking". He concludes that "Part of the book's attraction is its modesty, the way it gets big ideas down to a small domestic canvas on which individual emotions and family dynamics are authentically realised", and that "All That Follows is both thought-provoking and a delight to read." Ian Thomson in the Financial Times praises Crace's "spare but resonant prose", but finds it "more conventional" than his previous efforts.

Rob Chapman, Syd Barrett: A Very Irregular Head

Lynn Barber in the Sunday Times writes that "This is a book of two halves, one memorable, one not"; she elaborates: "It is the second half of the book, about the life of Roger Barrett, that is interesting, because we don't often read the life of a recluse." Barber suggests that this may be because writer "Rob Chapman had full co-operation from Barrett's sister Rosemary and other family members, whereas the Floyds refused to talk."

Sean O'Hagan in the Observer describes the book as a "fitfully illuminating biography", finding that "Chapman has unravelled the skeins of rumour, exaggeration and anecdote that have been wound so tightly around Barrett", although he agrees that the book "inevitably suffers from his absence - and that of Pink Floyd, all of whom declined to be interviewed for the book". He concludes: "If Chapman overstates the case for Barrett's songwriting genius and sometimes writes from the point of view of an obsessive on a mission to rehabilitate his hero, A Very Irregular Head is a consistently illuminating, and often surprising, read."


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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.