Iain Banks's clear-eyed unsentimentality is the reason I feel duty-bound to say The Quarry is a stinker

The Quarry comes across as something of a "greatest hits" - I wanted, desperately, for the book to be a final majestic flourish - his rightly deserved swan song. But it isn't. It's a stinker.

The Quarry
Iain Banks
Little Brown, 336pp, £18.99

I come to bury Iain Banks, not to praise him. I wanted, desperately, to like The Quarry, hoped it would be a final majestic flourish to a career that encompassed both space operas and cosy domestic dramas – but it isn’t. Without his name on the cover, it would barely be read at all.

Banks was diagnosed in April with terminal cancer and he died on 9 June, days before The Quarry was released. It is his 29th book – he wrote 14 science-fiction volumes (as Iain M Banks) and 14 literary ones – and probably his worst, although I can muster little enthusiasm for 2002’s Dead Air or 2007’s The Steep Approach to Garbadale (I didn’t even attempt 2012’s Stonemouth). The cover blurb promises “a virtuoso performance whose soaring riffs on the inexhaustible marvel of human perception . . . will stand among Iain Banks’s greatest work”. The cover blurb is lying.

Most gallingly, there is probably a good book inside The Quarry trying to get out. The damp, bleak, setting and the motif of death in the family echoes The Crow Road, the best of Banks’s non-supernatural output, while the naive teenage protagonist, Kit, reminds one of The Wasp Factory’s tortured Frank Cauldhame. Mix in the hatred of religion found in Whit, the hatred of capitalism found in The Business, add a dash of the computer-game references of Complicity, and this had the potential to build triumphantly on themes Banks had explored before. (The puns and word games of previous books can sometimes feel a little forced here, though: at one point, a character says “ate viola”, instead of “et voilà”. I know the person is supposed to be a hideous yuppy but come on, no one’s that much of a monster.)

The Quarry feels like nothing so much as a “greatest hits” and the borrowings don’t just come from the Banks back catalogue: the whole plot seems strangely reminiscent of the film Peter’s Friends. A group who studied together at Bewford University two decades earlier are reunited in a crumbling house, in constant jeopardy of falling down because of the explosions from the quarry next door.

They want to find a videotape they made together back then, which threatens to ruin their futures if it gets out. Alison, who now works for Google, angrily impresses the importance of this task on Kit by taking side swipes at some of the other house guests: “Look, Kit . . . I’m not running a couple of homes for pensioners stinking of urine, I’m not writing about films nobody watches in magazines nobody reads; I’m on course to have the kind of power that can buy and sell the sort of politician Paul dreams of being.”

At this point, Banks might as well have thrown in a thunderclap and a maniacal laugh. What is Alison’s plan to control the puny minds of the world’s sheeple? Sit in a hollowed-out volcano and fiddle with the search algorithm to make Justin Bieber videos marginally harder to find?

There are also problems with the narrator. We are given to understand that Kit is somewhere on the autistic spectrum by his repeated digressions on how many steps it takes to circumnavigate the garden, or the spectacle of him reciting a piece of film criticism from 20 years ago that he can remember word for word. Kit acknowledges that other people can find him irritating: unfortunately, I did, too.

The book’s dark heart is Kit’s dying father, Guy. It’s curious to think that Banks started The Quarry before his cancer diagnosis, because Guy’s rage and pain are only too believable, as is the honest – but rarely spoken – observation that living with a dying person can be as upsetting and stressful as mourning their death.

Having only months to live doesn’t transform a person into a white-robed, beatific angel, it just makes everyone else feel guilty for noticing their flaws.

And Guy has more than a few minor blemishes. He is selfish, leering and bitter: he swears at Kit, calls him useless, and bitches at his son even as he’s wiping his arse for him. “I am waiting for him to die,” writes Kit. “Apart from anything else, my knowing he doesn’t have very much longer to live helps make it easier to ignore the insults and curses and the general unpleasantness that him being in this state leads to.” Guy eventually exits the novel after telling all his friends that they’re failures, and the world is doomed.

That’s the kind of clear-eyed unsentimentality I expect from Iain Banks; and it’s the reason I feel duty-bound to say this book is a stinker. The Banks I admired would never have wanted the sympathy vote.

Bright light: the late Iain Banks in 2008. Photograph: Ulf Andersen/Getty Images.

Helen Lewis is deputy editor of the New Statesman. She has presented BBC Radio 4’s Week in Westminster and is a regular panellist on BBC1’s Sunday Politics.

This article first appeared in the 08 July 2013 issue of the New Statesman, The world takes sides

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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.