Achebe freed me to tell my own story

He demonstrated the importance of finding your own voice.

Chinua Achebe, who has died aged 82, writes of his protagonist in Things Fall Apart: “Okonkwo was well known throughout the nine villages and even beyond. His fame rested on solid personal achievement.” At the age of 27, Achebe most likely had no idea just how much of his own life that opening sentence of his debut novel was prophesying. Things Fall Apart has since sold more than 12 million copies and has been translated into more than 50 languages.

The book’s publication in 1958 was deservedly a huge cultural event. Published two years before Nigeria gained independence, at a time when questions of identity and nationhood preoccupied colonised nations throughout the continent, it firmly moved Africans from the margins of their own narrative to the centre.

It tells the story of the colonial intervention from the African point of view and eloquently challenges the notion of the “discovery” of a people who already existed, and whose well-established civilisation has come under attack by the “discoverers”. “The white man is very clever,” Achebe writes. “He came quietly and peaceably with his religion. We were amused at his foolishness and allowed him to stay. Now he has won our brothers, and our clan can no longer act like one. He has put a knife on the things that held us together and we have fallen apart.”

Like everyone else I know, I remember the first time I read Things Fall Apart. I could not have been more than ten when I read an older sibling’s copy. I was struck even then by the simplicity and beauty of the prose, and how the village it described seemed very much like mine. It captivated me and opened up for me a world of expansive possibilities. In it, I – who had been fed on the stories of Enid Blyton, and instructed at school on the history of post-colonial Nigeria – found a space where I could exist, one in which my forefathers existed as people worthy of respect. They were not pagans, running around wildly in the dark, cursed by God for not being Christians, as a pamphlet I had discovered around the same period asserted.

That revelation was a liberating and refreshing experience. Nelson Mandela has been quoted as saying that Achebe was the one writer in whose company his prison walls came down. For me, it was in his company that my world opened. And it would be many years before I would describe it as “coming home”.

Achebe became my idol and I sought him out diligently. I read him carefully, savouring his wisdom. His later works continued the interrogation of the tension between old and new, but also became increasingly critical of the Nigerian government. His last book, There Was a Country: a Personal History of Biafra (2012), traces the trajectory of the country’s leadership problems and offers an honest and biting criticism of contemporary Nigeria.

No matter what his subject, Achebe wrote with an unflinching honesty and with elegance. From Things Fall Apart to There Was a Country, he has reminded me of the importance of not only owning my own story, but also articulating it, transcribing it, and, more importantly, of finding my voice. That is his enduring legacy, for which I – and many others – are immensely grateful. Achebe is gone, yet he lives not only in his works, but in those of generations of writers all over the world for whom he continues to be an influence.

Chika Unigwe won the 2012 Nigeria Prize for Literature for “On Black Sisters’ Street” (Vintage, £8.99)

Chinua Achebe and Nelson Mandela in 2002. Photo: Getty Images.

This article first appeared in the 01 April 2013 issue of the New Statesman, Easter Special Issue

Kyle Seeley
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For emotional value, Emily is Away – a nostalgic instant messaging game – is this year’s best release

If you want to express your lingering teenage angst, there’s no better option.

Every now and then, a game is released that goes beyond what it may look or sound like. It goes straight to the pit of your insides where you thought you had no soul left, and jolts you back to life. Or at least it attempts to. This year, it's Emily is Away.

Firstly, anyone and everyone can virtually play this thing as it’s a crude Windows XP simulator displaying an AIM/MSN messenger client and can run on the PC equivalent of a potato. And it's free. It’s a short game, taking about 30 minutes, in which you play a person chatting away to your friend called Emily (who could be more), choosing from a set list of pre-selected instant messages.

Each chapter takes place in a different year, starting in 2002 and ending in 2006.

You’re instantly smacked with nostalgia thanks to the user screen of Windows XP and a fuzzed out background of Bliss, which was the default wallpaper in the operating system, and probably the most widely seen photo in the world. And your ears aren’t abandoned either, with the upbeat pinging sounds reminiscent of how you used to natter away with your personal favourite into the early hours.

The first chapter starts with you and Emily reaching the end of your last year in high school, talking about plans for the evening, but also the future, such as what you’ll be studying at university. From this early point, the seeds of the future are already being sewn.

For example, Emily mentions how Brad is annoying her in another window on her computer, but you’re both too occupied about agreeing to go to a party that night. The following year, you learn that Brad is now in fact her boyfriend, because he decided to share how he felt about Emily while you were too shy and keeping your feelings hidden.

What’s so excellent about the game is that it can be whatever you wish. Retro games used the lack of visual detail to their advantage, allowing the players to fill in the blanks. The yearly gaps in this game do exactly the same job, making you long to go back in time, even if you haven't yet reached the age of 20 in the game.

Or it lets you forget about it entirely and move on, not knowing exactly what had happened with you and Emily as your brain starts to create the familiar fog of a faded memory.

Despite having the choice to respond to Emily’s IMs in three different ways each time, your digital self tries to sweeten the messages with emoticons, but they’re always automatically deleted, the same way bad spelling is corrected in the game too. We all know that to truly to take the risk and try and move a friendship to another level, emoticons are the digital equivalent to cheesy real-life gestures, and essential to trying to win someone’s heart.

Before you know it, your emotions are heavily invested in the game and you’re always left wondering what Emily wanted to say when the game shows that she’s deleting as well as typing in the messenger. You end up not even caring that she likes Coldplay and Muse – passions reflected in her profile picture and use of their lyrics. She also likes Snow Patrol. How much can you tolerate Chasing Cars, really?

The user reviews on Steam are very positive, despite many complaining you end up being “friend-zoned” by Emily, and one review simply calling it “Rejection Simulator 2015”.

I tried so hard from all of the options to create the perfect Em & Em. But whatever you decide, Emily will always give you the #feels, and you’ll constantly end up thinking about what else you could have done.