logo
Brian Glanville obituary

Brian Glanville obituary

Yahoo18-05-2025

Brian Glanville, who has died aged 93, was a football writer of unique stature and a figure of extraordinary industry in papers and publishing for nearly seven decades.
For 33 years he was the football correspondent of the Sunday Times, with whom he continued to work until he was 88. He produced thousands of match reports and features and was a pioneer in giving greater coverage to the international game, attending all World Cups from 1958 to 2006 and using his gift for languages – he spoke Italian almost perfectly, as well as French and Spanish — to write for other newspapers, magazines and agencies across the world. His fellow sports journalist Patrick Barclay once remarked that 'most football writers fall into two categories: those who have been influenced by Brian Glanville and those who should have been'.
Advertisement
Aside from being a football journalist, however, Glanville was also a short-story writer, playwright, novelist, scriptwriter, literary adviser and amusing raconteur. Work gushed from his typewriter: anthologies; collected articles of journalism; nine volumes of short stories in 25 years; more than 20 novels; and just short of 30 football books.
Privately he regarded his sports writing as of secondary interest and importance to his fiction, and during the 1950s and 60s seemed poised to become an outstanding contemporary novelist. Yet he probably never gave his novels the depth of thought and reflection that were necessary. His short stories, in which he was able to sketch individuals with colourful perception, were more suited to his restless character and scattergun mode of working. The fact that he straddled both the London literary scene and sports journalism meant that he was regarded in both fields as a maverick. As he often said: 'Life is a party to which I feel I have never really been invited.'
Glanville was born into a family of Irish and Jewish descent in the London suburb of Hendon. His parents, James, a dentist, and Florence (nee Manches), sent him to Charterhouse school in Godalming, Surrey, where he became fascinated by football, an obsession that never left him.
The first professional game he saw was the wartime international in 1942 between England and Scotland, and later that year he watched his first club match, when Arsenal played Brighton. Arsenal remained his favourite club, although he was often savagely critical of their teams, once writing in the 60s that 'their half-back line wandered round the field like three well-intentioned dinosaurs'. He declined to go to Oxford University unless he got a scholarship, which he did not. His housemaster wrote in a report: 'I think he has a flair for something, but I am not sure what.' This was quickly to be revealed.
Advertisement
While working in a solicitor's office, Glanville launched himself into writing, impelled by immense chutzpah. During a holiday in Italy, he visited the offices of the sports paper Corriere dello Sport and persuaded the editor to pay for a regular column on English football.
Aged 19, he ghosted the autobiography of Cliff Bastin, the former Arsenal and England player, and three years later wrote his first novel, The Reluctant Dictator (1952), about a footballer who becomes a leader of a south American republic. His early career was hampered by tuberculosis, which required seven months in a nursing home. Partly for his health, he lived in Florence and Rome for three years, perfecting his Italian and building up a range of contacts.
Returning to Britain, Glanville turned his attention to the international game. He was asked to cover the 1958 World Cup for the Sunday Times, an assignment that led to his appointment as its football correspondent, which he combined with being a literary adviser to Bodley Head publishers.
Many of his football pieces were distinguished by a style that included the use of arcane words, Latin tags, Italian and French phrases, shrewd observations, recycled anecdotes and put-downs. These later included denouncing the English Premier League as 'the Greed is Good League', while rugby union was dismissed as 'the minor sport posing as a major one; the violent sport posing as the moral superior of soccer.'
Advertisement
He was particularly proud of his work when he briefly became an investigative journalist, alleging in the Sunday Times, from 1974 onwards, that several matches in the European Cup, the forerunner to the Champions League, had been fixed by the bribing of referees, in particular by Italian clubs.
Among those was a 1973 semi-final between Juventus and Derby County in which, during the first leg, the Italian side won 3-1 and two key Derby players, Roy McFarland and Archie Gemmill, were both controversially given yellow cards, meaning they were suspended for the second leg.
That return match was refereed by Francisco Marques Lobo of Portugal and it was his evidence that there had been attempts of bribery at European Cup fixtures that was the key to what Glanville called 'the Years of the Golden Fix'. Lobo revealed that he had been approached by a Hungarian intermediary, Dezso Solti, to help fix the second leg in favour of Juventus, and that he had made a clandestine recording of the conversation.
Working with Keith Botsford, another multilingual journalist and author, who interviewed Lobo, Glanville confirmed with the Milan telephone exchange that the call had indeed taken place. Although Solti was subsequently suspended from football for life, no Italian club was sanctioned and Lobo was ostracised. The failure of Uefa, European football's controlling body, to investigate the allegation in detail incensed Glanville, who would write and talk about the scandal for decades afterwards.
Advertisement
Glanville's football writing was just part of his literary output. By the age of 30 he had had six novels published, often with Italian or Jewish backgrounds. He was also one of the initial writers for the BBC TV satirical programme That Was the Week That Was, wrote the screen play for Goal!, the Bafta award-winning official film of the 1966 World Cup, and scripted European Centre-Forward, a 1963 television documentary that received the Silver Bear prize at the Berlin film festival.
He desired to be a standup comic and this interest brought him to write both a novel, The Comic (1974), and also the words for a musical, Underneath the Arches (1981), based on the Crazy Gang.
In 1992 he left the Sunday Times to work for the People, and in 1996 he became a sports writer for the Times before returning to the Sunday Times, for whom he was still working as late as 2020. Even a quadruple bypass operation, after a heart attack in 2009, did not stop him from restarting match reporting within three months, or from writing obituaries of footballers for the Guardian.
For 60 years he and his family lived in Holland Park, west London. It was a rather bohemian existence; his working room was a mass of papers, books, scripts, bills, magazines and letters, which were seldom sorted or discarded.
Advertisement
Until near the end he remained a revered, if eccentric, figure in the press box; sometimes, in a fit of self-deprecation, recalling how an Italian columnist had once described him in 1955 as 'l'ormai quasi celebre' (the now almost celebrated). They were words, he felt, that were appropriate for his epitaph.
His wife, Pam (de Boer, nee Manasse), whom he married in 1959, died in 2016. He is survived by their four children, Mark, twins Toby and Elizabeth, and Jo, and six grandchildren, Samuel, Bella (Isabel), Josh, Bella (Arabella), Cesca and Lyla.
• Brian Lester Glanville, football writer and novelist, born 24 September 1931; died 16 May 2025

Orange background

Try Our AI Features

Explore what Daily8 AI can do for you:

Comments

No comments yet...

Related Articles

Emma Watson Models Affordable Outerwear in Paris
Emma Watson Models Affordable Outerwear in Paris

Vogue

time14 minutes ago

  • Vogue

Emma Watson Models Affordable Outerwear in Paris

Just weeks after she was spotted in Cannes wearing dainty lace and summery Chanel, Emma Watson is trading in her ladylike fashions for a tomboyish look. Today (June 6) in Paris, the actor and activist opted for a bohemian-meets-utilitarian look. She wore a sheer black long sleeve with a knitted diamond pattern, which she styled with a pair of light-wash barrel jeans. Watson elevated the black top and blue jeans formula with her styling, accessorizing with a pair of chunky black boots and dangling, shoulder-grazing earrings. Emma Watson in Paris, June 2025. Iammeysam / BACKGRIDUSA But what caught our eye was Watson's outerwear: A thigh-length, toffee-colored barn jacket with deep, pronounced pockets, and a brown faux-leather collar. The coat hails from Pixie Market and retails for $219. Not only is it a reasonably priced piece of outerwear, it's made of 100 per cent cotton. A longtime proponent of sustainability—from vintage to deadstock, and even the 2016 Met Gala where she walked the carpet in a deconstructed Calvin Klein dress made out of recycled plastic bottles—it's no surprise to see Emma Watson invest in a sturdy cotton coat that will last a lifetime. But the wallet-friendly price tag is an added boon.

Ollie Watkins withdraws from England squad as precaution over minor injury
Ollie Watkins withdraws from England squad as precaution over minor injury

Yahoo

time14 minutes ago

  • Yahoo

Ollie Watkins withdraws from England squad as precaution over minor injury

Aston Villa striker Ollie Watkins has withdrawn from the England squad due to a minor injury. Thomas Tuchel's side are preparing for Saturday's World Cup qualifier against Andorra in Barcelona before hosting Senegal in a friendly at the City Ground on Tuesday. Advertisement Watkins was part of England's training camp in Spain this week but the Football Association has confirmed the 18-cap Euro 2024 semi-final hero will play no part in the June double-header. 'Ollie Watkins will play no part in England's forthcoming fixtures against Andorra and Senegal,' read an update from the governing body. 'The Aston Villa striker has withdrawn from the squad as a precaution due to a minor injury. 'A 25-man squad will now continue preparations for Saturday's 2026 FIFA World Cup qualifier at RCDE Stadium in Barcelona.'

10 Most Difficult Arcade Games In History
10 Most Difficult Arcade Games In History

Geek Vibes Nation

time18 minutes ago

  • Geek Vibes Nation

10 Most Difficult Arcade Games In History

If you think modern microtransactions are bad, try playing some classic arcade games sometime. Sure, the game might only cost a quarter or 50 cents, but that's just the starting price. Once you run out of lives, you'll have to refill the machine. In theory, you could complete an arcade game for just a quarter. In reality, it would take weeks or months of practice. It was not uncommon to spend £20, £50 or even more to see the ending of some old arcade games. And, of course, that was just for one playthrough. Yes, classic games were very different from what we have in the 21st century with its multitude of mods and options. But even considering that these games were designed to squeeze as much money out of you as possible, some of them. 10. Robotron: 2084 Smash TV is a notoriously tough game, and it becomes even more difficult when using two joysticks — a setup popularized by its spiritual predecessor Robotron: 2084, developed by the same Eugene Jarvis. From the moment you start, Robotron throws waves of enemies at you from all directions, filling the screen with chaos and projectiles. Combine that relentless action with 40-year-old visuals that can blur what's actually happening, and you've got a game that was punishing back then — and nearly impossible for modern players used to cleaner design. The controls are complex, and in many emulated versions or console ports, they become even trickier to handle. Still, for those who enjoy pure arcade challenges, it's a nostalgic masterpiece. And for gamers seeking instant thrills and fast-paced action, there are modern alternatives too — from twin-stick shooters to bonus-based online games like those found at Richard Casino app download, which deliver quick, rewarding gameplay in a very different (but equally addictive) form. 9. Defender Side-scrolling shooters have always been known for their high difficulty. This was true of the very first game in the genre, Defender. In theory, it should have been a simple mission. Shoot the alien invaders and save the astronauts. But the enemies attack quickly and become increasingly unpredictable. And the hyperspace function does not guarantee safety. It can move you to a more advantageous part of the screen or lead to instant death. But for the most part, Defender is at least honest. Your first few attempts will most likely result in a quick defeat, but practice can lead to pretty good results. And death is usually the result of your own stupid mistakes, not unfair AI—kind of like playing a kenku DnD, where creative limitations force you to think more carefully rather than rely on brute force. 8. Zaxxon As we've seen, when games start experimenting with new ideas, they tend to become much more difficult than the games that inspired them. Zaxxon is actually one of the first games with an isometric perspective. This gave it a truly unique look that helped it stand out in crowded arcades (and which is still relevant today), but it also meant that players now had to keep track of their height and position to avoid certain obstacles. Add to that the fact that your ship is constantly moving forward at a speed that is impossible for you to comprehend (and that you can run out of fuel), and it's easy to see why so many playthroughs quickly end in disaster. Nevertheless, it's still a very fun and unusual game. 7. Storm Storm remains one of the most unique games ever offered by arcade machines. At a time when most developers were trying to replicate the success of Pac-Man or Space Invaders, its joystick controller and vector graphics (an early attempt at first-person gameplay) stood out as something completely new for the era. 'Storm' is more like a psychedelic experience than a traditional arcade game. The unique gameplay is one source of difficulty, but there is also a lot of content here, and it's easy to get lost if you try to complete all 99 levels (and even more). Of course, you can choose which level to start with, but that won't help much if you don't have the skills to take on the game's ruthless enemies. 6. Ultimate Mortal Kombat 3 Fighting games have always been known for their short story modes. If you're good at them, you can get through most of them in 10-15 minutes. Therefore, early arcade fighting games had a solution that ensured most players would continue playing: absolutely brutal, blatantly unfair difficulty. Playing Ultimate Mortal Kombat 3 is like playing a slot machine. You only win when the AI randomly decides it's time for you to win. To be honest, you'll probably defeat the first couple of opponents without much trouble, but around the third match, the computer will turn into Agent Smith from The Matrix and resist everything you throw at it as soon as you make a move. It's silly and manipulative. Fortunately, such tricks are much less common now that fighting games have left arcades. 5. Missile Command Missile Command remains one of the most intense games despite its apparent simplicity. You control three anti-missile batteries. But the incoming missiles are unstoppable, and your ammunition is limited. Of course, you can stop some of these missiles, but not all of them. You will never be able to stop them all. A devastating defeat is inevitable. The only question is how soon it will come. A handful of experienced players have completed all 256 levels of Missile Command; it takes hours (a lifetime in arcade game terms). Most players don't even come close. After all, the goal of Missile Command is not to win, but to resist the inevitable for as long as possible. 4. Stargate Stargate is a sequel to Defender, also known as Defender II in some versions, so that should give you some idea of the difficulty level. While the basic gameplay remains the same, everything now happens even faster, and new enemies have more chaotic attack patterns and even homing attacks. But what really makes Stargate such a challenging game is that no matter how much time you spend learning the game, pattern recognition will only help you so much. This is one of those games that tries its hardest to push your hand-eye coordination to the limit. If you lack skills in this area, you will always struggle to get a high score. 3. Ghosts 'n Goblins What list of difficult games would be complete without Ghosts 'n Goblins? The NES port may be more well-known these days, but the franchise actually began with arcade machines. The original arcade game is just as incredibly difficult as its console version. In fact, it may even be more difficult, as there were no cheats for this version of the game back in the day. You were either good enough to beat the game or you died. A lot. And you just kept paying to keep playing. Although this game is more 'fair' than other arcade games, it is still designed to make you spend as much money as possible. Two hits kill you. Enemies appear randomly from all sides. Projectiles can fill the entire screen, and you have to perform many difficult jumps. And you have to go through all of this twice to see the real ending of the game. Good luck. 2. Gravitar The lead developers of Gravitar have publicly admitted that they cannot complete even the most difficult levels and certainly did not expect players to be able to do so. That alone should tell you almost everything you need to know about the incredibly high level of difficulty. Everything in this game is designed to test your patience. First, there's the engine controls. Yes, Asteroids was a pioneer in this area, and many gamers were familiar with this type of control when Gravitar came out, but it's still considered very sensitive. Then you have to consider how important gravity is to the gameplay. Wherever you go, it always pulls you somewhere, so you have to take that into account. But then Gravitar starts to mock you by adding reverse gravity and, eventually, invisible landscapes. In the end, you will experience the joys of reverse gravity in invisible landscapes. If it had a controller that could be thrown across the room, most players would have done so by that point. 1. Sinister 'Beware, I am alive.' These iconic words from Sinister have meant almost instant death for countless gamers over the years. In terms of gameplay, Sinister is actually one of the most innovative games of its time, although these innovations are what make it so challenging. You find yourself in an open space arena and must start collecting 'Sinibombs' by shooting at planetoid-like objects. This is the only weapon that can defeat Sinister when he awakens. Oh, and if you don't destroy it quickly enough, its minions will be able to regenerate. Although Sinister isn't actually on the playing field at the start of each level, it quickly assembles itself. When he's ready, he charges at you with the fury of an enraged grizzly bear. One hit and your ship is destroyed. Basically, everything works against you from the start to keep your score low and you keep putting quarters into the game. Rarely does a game last more than a few minutes.

DOWNLOAD THE APP

Get Started Now: Download the App

Ready to dive into the world of global news and events? Download our app today from your preferred app store and start exploring.
app-storeplay-store