Transport of delight: Porters on a railway platform in Liverpool, 1890s. Photo: Getty
Show Hide image

Making tracks: the parallels between cinema and train travel

All was harmony, until Jon mentioned the legend of how people in the audience in 1896 had ducked when the train suddenly appeared on-screen.

World at One
BBC Radio 4

When did a paying audience first watch a film in Britain? To the Regent Street Polytechnic and a short report for World at One (weekdays, 1pm) from its long-shuttered, vaulted hall, undergoing renovations in advance of a spring 2015 reopening. Here, in 1896, Auguste and Louis Lumière screened a selection of their short films to an audience of just 54 men, women and children.

The correspondent Jon Manel interviewed film conservationist David Cleveland as he fed a spool of film into a cinematograph machine and cranked the handle to project the Lumières’ 50-second film that shows a steam train pulling into a station.

“We are about to re-create a little bit of history,” said Jon. “David – ACTION!” The noise of dogged mechanical rattling. “You are turning a handle,” breathed Jon, like someone reporting live from the scene of a delicate crime. “I am turning a handle,” confirmed David, seriously. All was harmony, until Jon mentioned the legend of how people in the audience in 1896 had ducked when the train suddenly appeared on-screen.

“Do you really think they did?” scoffed David. “I mean, it’s a nice story but . . .”

“Oh, don’t spoil a good story, David!” begged Jon.

Whether that part of the story is true or not, is it not perfect that the first film ever shown in the UK was of a train? In many ways, train travel (and later driving) is even more intrinsic to cinema than romance. That kind of movement is cinema. You sit down in a space separated from the world and you observe it for a while, watching things change through the rectangular screen of the windows. Trains, cars and cinema are about a strange acceleration of time. Just as a movie jumps alluringly from day to night, such vehicles are there to take you faster than you know you really ought to be going.

Even emerging from a cinema evokes how it feels at the end of a long, lonely train or car journey: the checking of a watch, the coming-to as if from a dream of motion and space, legs stiff, brain still blurred and smudged. Within just 40 years, those 54 paying audience members on Regent Street had mushroomed to more than 1.5 billion a year in cinemas across the UK. Our minds had officially been blown. Those 50 seconds changed us as a species for ever.

Antonia Quirke is an author and journalist. She is a presenter on The Film Programme and Pick of the Week (Radio 4) and Film 2015 and The One Show (BBC 1). She writes a column on radio for the New Statesman.

This article first appeared in the 09 December 2014 issue of the New Statesman, How Isis hijacked the revolution

Kyle Seeley
Show Hide image

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.