Reviews round-up

The critics' verdicts on Seb Coe, Oliver Sacks and Sara Maitland

Running My Life by Seb Coe

Seldom does an autobiography polarise opinion as Seb Coe’s latest offering does. On the one hand, there is glowing praise from Rod Liddle and Paul Hayward in the Sunday Times and the Telegraph respectively. Running My Life is a "fascinating" and "singularly well-written" autobiography according to Liddle. At the opposite end of the spectrum, it is difficult to envisage a more damning review than that proffered by Decca Aitkenhead in the Guardian: "how the author got through [his book] without boring himself to death is a mystery".

How does Coe manage to divide opinion like this? A pre-existing interest in the author and his sporting career seem mandatory for appreciating Running My Life. Hayward is appreciative of the fact that Coe is "a good anecdotalist" and his "cinematic" life provides a wealth of fascinating details. Liddle similarly praises the surprising insights this book reveals: "As it happened, Coe was not posh at all — and not quite so clean-cut as we thought. We may have to re-evaluate, then, all these years later."

However, both reviewers notice that the books is slanted towards the most successful portions of Coe’s life. "Coe does not dwell too long on defeats," notes Liddle, whilst Hayward suggests "the reader risks backache picking up all the names Coe drops".

Aitkenhead's frank review begins thus: “Seeing as the London Olympics were such a hit, you would think that he must be a brilliant communicator. I did – until I picked up his autobiography.” The writer, she establishes is "a crashing bore" and his book falls short on almost every account one expects of an autobiography. "Seldom can a memoir have revealed less about its author," she observes, before lamenting that the book consists of "interminable minutiae of obscure athletics meetings," whilst being “bleached of all emotional meaning”. Furthermore, the text is full of baffling omissions: "Only… by the bye, does he mention his extra-marital affair. Even then he makes it sound pretty unimportant, when in fact it went on for a decade. He doesn't even mention his mother's death except as a belated afterthought."

The jury, it seems, is still very much out.

Hallucinations by Oliver Sacks

It is difficult to review or comment on any Oliver Sacks book without first acknowledging his supreme status in the genre of popular science: "Sacks may be the world’s most well-known neurologist," Adam Higginbotham writes in his review for the Telegraph. "His four decades of writing have brought popular illumination to areas of brain science once confined to the arcane corners of specialist literature…and elevated the medical case history to an art form".

The trouble, of course, with setting the bar so high, is that it’s a difficult standard to replicate. Has Sacks achieved this with Hallucinations? The subject matter of his latest work is one "that has long fascinated him, but also one he believes deserves wider attention, in the hope that it can be defused".

What is most successful about this book, according to Higginbotham, is that "the most interesting case that he describes is his own". Indeed, there is an autobiographical dimension to this book which is new for Sacks.

James McConnachie, writing in the Sunday Times, agrees that this "startling" book uses a tried-and-tested formula - it seeks to surprise and amaze the reader by revealing the mechanics of the mysterious workings of the mind. In this case, the aim is to prove that "Hallucinations…are not just for drug-addled neurologists, the mentally ill or writers".

Sacks has not messed with that winning formula here: "[T]his book is at root a compilation of case studies drawn from a lifetime career as a physician and neurologist". McConnachie says that Hallucinations is "hugely satisfying book" which leaves the reader contemplating questions of a decidedly metaphysical kind. "The big question regarding hallucinations remains this: how can we be sure they are not real?"

Gossip from the Forest: The Tangled Roots of our Forests and Fairytales by Sara Maitland

This book is the record of journeysthrough 12 different woods that Sarah Maitland took over the course of a year. Lucy Popescu, writing in the Independent on Sunday, says it is Maitland's personal reflections which are the highlight: "[I]t is Maitland's meditations on nature and the human responses to our changing landscape that are most memorable."

Jane Shilling, writing in the Telegraph, also praises Maitland's "richly digressive" text and approves of her "mildly subversive retellings of familiar fairy tales". Suzie Feay, writing in the Financial Times, is more critical, however. Her main gripes are structural: "Gossip from the Forest is really a book of two distinct halves that are hard to reconcile," she complains. "If you want to read about the development of forests from a historical, geographical and ecological perspective, the details are all here, but they sit oddly with Maitland's more creative musings about the roots of storytelling. The book doesn’t quite gel, in other words, but nevertheless offers much pleasure and instruction."

Lord Sebastican Coe (Photo by Scott Heavey/Getty Images)
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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.