Dominique Strauss-Kahn. Photograph: Adriana Zehbrauskas/Polaris/Eyevine
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Reviewed: Belle et bête by Marcela Iacub

Loving Strauss-Kahn.

Belle et bête
Marcela Iacub
Stock, 128pp, €13.50

There are moments when I feel that as long as I live and as hard as I try, France will remain forever a mystery to me. Reading Marcela Iacub’s book Belle et bête, a fictionalised account of her six-month-long love affair with Dominique Strauss-Kahn, was one such moment. Hailed as it was by Le Nouvel Observateur for its “literary power of stupefying proportions” and described by Libération as a piece of “experimental literature as violent as that which she experiences, inspired by a spirit of risk”, I was prepared for something remarkable. This is how the book opens:

You were old, you were fat, you were short and you were ugly. You were macho, you were vulgar, you were insensitive and you were mean-spirited. You were egotistical, you were brutish and you had no culture. And I was mad about you.

That, more or less, is how it goes on, for 120 pages or so. It’s an unrepentantly verbose and embittered apostrophe to a man already disgraced, which leaves you feeling a mixture of distaste, exasperation and boredom – the kind of boredom, as I realised when I’d got about halfway through, that you might feel listening to a particularly long closing speech by an overweening barrister.

Iacub was indeed a barrister, back in her native Argentina, before she moved to France in her early twenties and became a brilliant jurist specialising in bioethics. More recently, she has made a name for herself as a clever, provocative columnist for Libération, where she writes mostly about sexual politics, often lamenting what she sees as the widespread erotic impoverishment of contemporary society.

When DSK was arrested in New York, she leapt to his defence, publishing a book entitled Une société des violeurs? (“A Society of Rapists?”), in which she offers a fierce criticism of the feminist witch-hunt that followed. He now rues the day that she ever became his champion.

As you can probably guess, Belle et Bête is not an apology for Strauss-Kahn – any doubts about this are swept away by the presence of an insert at the front of the book attesting to his libel suit against the author – nor is it, despite Iacub’s frequent assertions to the contrary, a love story. I, at least, could not detect any love in it. Perhaps that is because her approach is scientific and theoretical. “I wanted to create a theory of love from my situation,” she writes. “[A] nun who falls in love with a pig. A nun who turns away from the grandeur of divine love to wallow in filth.”

At this point, I should explain that there are two metaphors running through Iacub’s book – one of her lover as a pig and the other of herself as a saint or nun. And that they recur on every page. The other motif – that of Iacub’s saintliness – is built around the following assertion: “I was in love with the most despised being on the planet.”

From this point, we realise that, apart from his piggishness, we are not going to learn much about Strauss-Kahn. The book, rather, is about Iacub; her decision to defend an underdog and then submit to his (inevitable) advances. Above all, it is an ode to her writing life, which she likens to a form of auto-eroticism: “My writing. That operation, which consists in the transformation of my self into the object of my own passion.”

Although the text is littered with the most potent abstract nouns – truth, desire, happiness, love – the effect was to leave me cold. I could not believe – as I waded through all that unbridled narcissism (Iacub likens herself to Voltaire and Victor Hugo) – in her so-called passion. The account felt throughout not like a novel but like a very dry, very calculating exercise: “The only thing left to me in order to forget the pig and to have no further dealings with you was not to kill you but to write a book.”

In the penultimate chapter, the author describes a scene in which her lover tears off her left ear and eats it, then faints, in a spasm of ecstasy, into a pool of his own semen:

Thinking about it, I realised that my love  for the pig had died at the very moment he had mutilated me. As if my left ear had been the repository of my feelings and that without it I could no longer feel anything for him.

This scene, like all the erotica in the book, is, of course, purely symbolic. The problem is that the material never rises above this emblematic register, nor does it stoop to anything resembling experience. By the time I had dragged myself through the final chapter, I was, just as Le Nouvel Observateur had predicted, utterly stupefied, both by the book and by the praise it had received.

Lucy Wadham is the author of “Heads and Straights: the Circle Line” (Particular Books, £4.99)

This article first appeared in the 25 March 2013 issue of the New Statesman, After God

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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.