Reviews round-up

The critics' verdicts on Amos Oz, Charles Emmerson and Michael Burleigh.

Between Friends by Amos Oz


In a collection of eight stories, Amos Oz uses his own experience of living on an Israeli kibbutz to explore the difficulties in striving for equality in communal living.

For Lucy Popescu of the Independent, “Oz brilliantly conveys the harsher side of kibbutz life”. Whilst Oz suggests no easy answers to the questions he raises, “he builds an evocative portrait of a 1950s kibbutz, the hopes and dreams of its inhabitants, and the successes and failures of communal living, using beautiful, spare prose”.

Similarly, for Alberto Manguel in the Guardian, the novel is a “lucid and heartbreaking chronicle of [a] well-intentioned and hard-working community of lonely souls”. Manguel argues that the novel makes salient points about the "Middle East conundrum”, as well as “the impossibility of utopia [as] ongoing proof of our determination to keep on trying.”

Although acknowledging that Oz “may have written more dazzling books”, Ben Lawrence in the Telegraph praises this "deeply affecting chamber piece”, suggesting it “draws on… the contradictory urges that lie at the heart of Israel’s psyche”.

All three reviewers praise Sondra Silverstein’s “deft” translation. 


1913: The World Before the Great War by Charles Emmerson


Charles Emmerson’s account paints a strikingly different picture of 1913 to more conventional tales of extravagant social endeavours undertaken in anticipation of looming destruction.

According to Kathryn Hughes writing in  the Guardian, Emmerson wants readers to experience what it felt like to be alive in 1913, “unaware of the coming rip in history”. She sees his work as an “ambitious, subtle account," noting that "Emmerson tries hard not to play the hindsight game. Still, he's honest enough to acknowledge the cheap pleasure that comes from knowing what happens next”.

David Crane, in the Spectator, is even more forthcoming in praise: “this is an immensely impressive book”. Emmerson turns 1913’s lack of headline events into a strength and “gives us a masterful, comprehensive portrait of the world at that last moment in its history when Europe was incontrovertibly ‘the centre of the universe’ and, within it, London ‘the centre of the world’”.

In contrast, Mark Damazer, reviewing the book for the New Statesman, feels Emmerson’s attempt at discussing painting, literature and architecture is “a bit half-hearted”. For Damazer, there are too many long quotations and too many important events that go untouched, although “occasionally, the world of 1913 throws up something satisfyingly contemporary”.


Small Wars, Far Away Places by Michael Burleigh


The historian Michael Burleigh's Small Wars, Far Away Places, is a document of the national liberation movements which sprang up in the two decades after the Second World War.

Although praising Burleigh’s ability to compose “pungent and pithy prose” and “bring history to life”, David Herman in the New Statesman is critical of some “puzzling absences” in the book, such as the Portugese colonial project. The reliance on Anglophone sources is also criticised, rendering the book “out of date and parochial”.

Historian John Lewis-Stempel, writing in the Express, sees Burleigh as “the don of elegant, historical writing and every vignette in this book is arresting”. However Lewis-Stempel similarly laments the gaps in knowledge and occasional errors, to him a product of Burleigh’s inability to remain a “dispassionate” historian.

Ben Shepard in the Guardian is more positive, arguing that the historical narratives Burleigh composes are “small masterpieces of lucidity and concision with complex political backcloths effortlessly painted in”. Nevertheless, Shepard argues that the “book never quite hangs together and the serial narrative method it uses gradually exhausts both writer and reader”.

The new work by Amos Oz has been praised as "a lucid and heartbreaking chronicle."
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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.