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We didn't always talk about shooting
people in the head.
That's a weird opening sentence I know,
but it's true! Obviously there's a large
part of human history without guns, but
even with them, headshots weren't the
near ubiquitous term they are now. If
someone was gonna be shot in pre-
sixties pulp,
they'd typically be shot in the chest
[Music]
"Shot in the heart!" It sounds almost cute
"oh you shot me in the heart
why don't you just marry me?" There were
exceptions of course. The Manchurian
Candidate features three head shots in a
row, two assassinations and one suicide.
But for the most part, no matter how hard
boiled the detective or ruthless the
villain, people died with their heads
intact. We as a culture also weren't that
familiar with the kind of intimate filmed
violence we have today. Two world wars were
recent in memory of course, but embedded
journalists and 24-hour news cycles were
still pretty far off. Our depictions of
war were through grainy photographs and
patriotic movies, and strict content laws
meant that entertainment media was still
bound to being not particularly graphic.
And according to Sean Quinlan, we can
actually pinpoint the historical events
that brought the headshot into popular
consciousness. Perhaps the least
intuitive of these events actually has
nothing to do with violence and
everything to do with medical science.
Earlier I mentioned gangsters talking
about shooting people in the heart, and
while this sounds like a cute pick-up
line now, it totally makes sense as a
clear and concise way of killing someone.
Because, for most of history, the heart
has been the self. Of course if you stop
the heart you kill the person, but there
was more to it than that. Countless
writers have waxed poetic about the
heart, longing for the person they love
or questioning someone they loathe. It
was the soul too! To destroy someone's
heart, that was destroying that person in
a way that simply bleeding out or
succumbing to pneumonia wasn't really.
"Shoot him in the heart," that's basically
a way of saying make him not exist
anymore. And then a weird thing happened.
We got really good at stopping people
from dying.
Kinda like headshots, vegetative states
haven't existed in popular consciousness
forever- they're a product of modern
medicine. And so all of a sudden we had
these machines that could keep someone's
heart beating after they sustained
traumatic head injuries, injuries that
previously would have outright killed
them. We had people who were by all
previous measures alive and yet, boy this
didn't feel like living. Another thing
that was happening in modern medicine at
the time was the widespread adoption of
organ transplants. And to many people,
the idea of taking the heart- the self-
out of one person and putting it into
another was discomforting if not
outright monstrous. So to confront this, a
bunch of medical pros got together for a
summit on death. And they emerged with a
hugely influential decision that was
published in the Journal of the American
Medical Association in 1968. Brain
activity was the essence of human life.
They said to determine death, doctors
should use an EEG and measure brainwaves.
Get it? The heart wasn't the self anymore.
It shifted about a foot and a half
straight up. Now you were your brain,
which makes it a real shame for anything
bad to
happen to it. This focus on the brain
cast a dark shadow over other medical
practices of the past. About 40,000
people in the United States received
lobotomies a medical procedure that
removed large portions of the brain in
an attempt to regulate behavior. One of
the most famous people lobotomized was
the third child of Rose and Joseph
Kennedy. Her name was Rosemary. At 23
years old, Rosemary got a lobotomy
intended to stop her mood swings and
occasional violent outbursts. The
procedure left her with the mental
capabilities of a two-year-old, and the
family hid her away in a cottage for
much of the rest of her life. Of course
Rosemary isn't the first Kennedy people
think of when traumatic brain injuries
are brought up. JFK's assassination was
internationally viral in a way that
maybe no other event had been before.
People around the world knew within a
day. Pictures like LBJ being sworn in
with a blood splattered Jackie by his
side were burned into the nation's
memory. And then there's the Zapruder
tape, the shaky capture that perhaps
cements the assassination as the most
viewed death of all time. Unlike famous
assassinations before it, people were
given the opportunity to truly obsess
over JFK's death with the visual
evidence to back it up. Most famously in
Oliver Stone's movie JFK, the Zapruder
tape was stretched to its breaking point
in an attempt to prove or disprove some
form of conspiracy. The tape and the
ensuing cultural conversation were so
ubiquitous that the seemingly
inconsequential phrase "frame 313" is
immediately recognized, at least in some
circles, as a reference to the frame
where- well where JFK's self was
destroyed. The frame where he went from
the President to an annihilated object,
an object of conspiracy, tragedy, an icon
of a generation's dreams destroyed,
but not a person anymore. That was left
at frame 312. The third event, says
Quinlan, was captured by Eddie Adams in a
1968 pulitzer prize-winning photo called
"Saigon Execution." And I put a warning
before, but just a second one here- I'm
gonna show this photo and it's not
particularly gory, but it is of a man
being shot in the head. The man holding
the gun is lieutenant colonel Nguyen
Ngoc Loan, the man who's just been shot
is Vietcong suspect Nguyen Van Lem. In
other words we, as Americans, were
supposed to be on the side of the
colonel. Our fight was represented by the
executor, The Vietnam War still had
nearly a decade to go, but Saigon
Execution marked a shift in the nation's
feelings. We remembered Kennedy, we
remembered what it was like for
someone's self to be violently stripped
from them, and now documented,
incontrovertible, was our side doing the
same. In The Deer Hunter, one of the
seminal works on Vietnam PTSD, a game of
Russian Roulette forces the entire
audience to expect the head shot again
and again. And as Sylvia Shin Huey Chong
points out, the scene is staged almost
identically to "Saigon Execution." It
places the american even more directly
in the place of Van Lem, his temple at
the end of a gun. America, the dreams of
the 60s, the trauma of the war, all of it.
Frames away from annihilation.
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These events, JFK and Van Lem, helped
modern writers bring another phrase into
the cultural lexicon. Pink Mist. In The
Godfather,
the 1969 novel, Mario Puzo vividly
describes the scene when Michael
Corleone shoots two men in a diner. "The
bullet caught Solozzo squarely between
his eyes. And when it exited on the
other side, it blasted out a huge gout of
blood and skull fragments onto the
petrified waiter's jacket. Instinctively,
Michael knew that one bullet was enough.
Only one second had gone by as Michael
pivoted to bring the gun to bear on
McCluskey. Very cooly, very deliberately,
Michael fired the next shot through the
top of his white-haired skull. The air
seemed to be full of pink mist.
When Michael's driver asks him if he's
sure they're dead Michael responds
simply: "I saw their brains."Exponentially
more famous than the book is the same
scene in Coppola's film.
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It's less gory, actually than the scene
is described in the book. But the pink
mist? That was there. Really, from the 70s
on, the headshot was fair game for
everything. From Dirty Harry, the
encapsulation of a lone wolf fighting
for racially coded law and order-
"This is a 44 magnum, the most powerful
handgun in the world and would blow your
head clean off."
To the water balloon-esque scanners,
the headshot was there to stay. And
audiences kind of ate it up!
Sam Peckinpah, an American director,
thought that the new language of the
headshot and the advent of squibs and
other new VFX techniques could shock
audiences into the horrors of real
violence. The kind that happens in war,
the kind they couldn't write off as
movie magic.
But Peckinpah succeeded despite himself,
because he was wrong!
Audiences loved it. And maybe this is
actually a positive outlook on our
ability to separate media from real-life.
Actual tragedy had undeniably influenced
how movies depicted violence, but that
on-screen violence didn't elicit the
same trauma from the audience.
Maybe we're really good at separating
fact and fiction. Or maybe it's just a
lot more complicated than that.
BOOM headshot, BOOM headshot, try and hit
me, come on. Pure Pwnage is not a
household name these days, but the
webseries that started in 2004 (and still
writes like it apparently) made one major
contribution to gamers online rhetoric.
In episode five, this fellow's
enthusiastic screams became a true meme
that continues to this day.
FPSDoug, this loud man, is playing
counter-strike. And his exclamations tell
us all we need to know about his play
style. He's brash, he's dominating, but
despite the goofiness, we know he's
skilled. The first gaming headshot as we
think of them today was added to the
original team fortress in 1996, but most
of the gaming community's first
experiences with them came a year later
in 1997 with, shall we say, a higher class
of violence. In several of Goldeneye's
levels, you're presented with a sniper
rifle and given a bunch of oblivious
goons to practice on. A more obvious
invitation to headshot there never was.
There's a weird dichotomy in goldeneye's
headshots, and the games lead, Martin
Hollis, said as much explicitly. "The
headshot isn't very bondian, because it
is needlessly brutal. You imagine it is a
very messy and hideous way to kill
someone. He even says that they tried out
a bloody version of the headshot but
ultimately landed on an animation that
he called clinical. It's a term that
defies reality, a clinical take on a
distinctly un-clinical action. And in
multiplayer, the person who scored the
most headshots even got an accolade
reflecting this dissonance. Most
Professional. If you wanted to make it
easier on yourself, you can even turn on
the cheat code DK mode. Headshots, made
more accessible than ever. What does a
gaming headshot mean?
Most professional isn't that far off. And in
most shooting games, headshots are the
most efficient way to play. It kills the
enemy in the least time, it preserves the
most ammo, putting a bullet between a bad
guy's eyes means that they have less
time to shoot back at you. But even that
is a pretty clinical way to talk about
it. Let's be honest here- hitting a
headshot feels good. Shooters have
essentially turned the human body into a
skee-ball scoring range. Anyone can get
ten points, and if you're consistent with
those tens, you'll probably end up with a
score that's fine. It'll get you a couple
tickets. But up there, that small little
target, that's the big bucks. That's a
hundred points. And goddamn, that's what
we want to hit. One of the most basic
expressions of agency in shooting games
is "where do you want to shoot?" It's one
of the reasons why Resident Evil 4 feels
so creative and dynamic. Want a guy to
drop his pitchfork? Shoot him in the arm.
Slow them down? Shoot him in the leg. But
like skee-ball, there's a best option.
It's the head- pop him in the brain. I'm
not great at skee-ball, but I am pretty
dang good at Resident Evil 4. True story,
Resident Evil 4 was the first M rated
game I was allowed to own. The year was
2000 and something, I had just had my bar-
mitzvah. And as I so eloquently argued to
my parents, in the eyes of the Torah I
was a man. Who's the ESRB to stand up to
the Word of God? So I got Resident Evil 4
and a decade plus later, I'm still
playing it. It feels good to exercise
this much power over the game. Those
ganados that once tore 13-year old me
to shreds don't stand a chance.
I can dominate this game now. And
Resident Evil 4 upon first glance is
shockingly violent. It's not clinical at
all, it's a veritable firework of gray
matter and viscera. But I never think
about that aspect of it anymore.
While games certainly sell themselves
with violence, most players will tell you
that it fades into the background pretty
quickly. Games frequently simulate that
pink mist we talked about earlier, but
there's little sense that a person is
gone- because, of course, there was never a
person to begin with. In their articles
on violence as a motivator in games,
scientists Pryzbylski Ryan and Rigby
reference the grunt birthday party
modification in Halo. Replacing gore with
a gleeful yell and shower of confetti
doesn't actually rob the game of any of
its pleasure. The enjoyment of a headshot
comes from an expression of the mastery
of the game- or frequently a mastery over
others. My single-player celebration of
headshots is nothing compared to actual
human versus human multiplayer lobbies.
Games are faster harder with actual
thinking opponents and those
split-second reflexes letting you pop
heads are proving again and again that
you are better than the people you're
playing against. 100 skee-ball points
doesn't cut it anymore, you've got to get
3,000. (look this metaphor is getting
pretty weak but just stick with me) In
the blur of multiplayer, headshots are
often the difference between life and
death. This kind of logic is leaking out
into wider media as well. In the hyper
violent and hyper video game-y John
Wick series, head shots are really the
only kind of gun interaction that
matters.
Keanu routinely shoots people in the
torso once, twice, more only to set them
up for a headshot. Nothing else really
matters. If their head is intact they're
fully functional. Once it's gone so are
they.
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As my dad said upon his first viewing
"it's like his gun is a stapler."
But despite the spectacle, there's an
implicit message in the gore of John
Wick. He's better than these other goons,
he's got the twitch reflexes he needs to
survive, and anyone's a professional, it's
god damn Keanu Reeves. Here's a question-
when would you shoot a person in the
head in real life? okay good answer.
Better question, when are people whose
job includes shooting people supposed to
shoot people in the head? There is an
answer to this, actually. In hostage
situations,
police sharpshooters sometimes aim for
headshots. Disable the nervous system
completely, avoid retaliation. What else?
Here's the thing- almost never. General
military and police training aim for
body shots. Hunting animals? oh you don't
want to mess up that trophy do you?
Snipers? That group whose literal
profession is to murder people? They
don't go for the head either. Marksmen
train to hit a triangle on the upper
chest, an area basically from the neck to
the nipples. And shooting a gun is very
different in the real-life (shocker).
It's heavy, it kicks. Bullets can be
affected by the elements, and a stray
bullet isn't just a wasted round. It
could ricochet, it could hit someone else.
Although guns are kind of unavoidable in
the U.S. most people will never have a
direct interaction with gun violence, and
only a tiny fraction of them will
actually be in a situation where they
are also armed and could potentially
shoot back. So where do we form our ideas
about guns? Well. Can you think of a game
where you shoot someone without the
intention to kill them? They do exist.
Bringing in live bounties in Red Dead,
or LA Noire foot chases come to mind, but
it ain't the norm is it? And this
actually is realistic. Guns are pretty
bad at doing anything non-lethal. But it
serves to drive home what guns mean in
games. The best shooter is the one that
kills the quickest. There are other
notable exceptions to the trends of
gaming depictions of gun violence. I've
been showing footage from JFK Reloaded, a
free game from 2004 that puts you in the
position of Lee Harvey Oswald. It was
controversial upon release, of course. The
name is intentionally, hilariously crass.
The idea of recreating a real-life
presidential assassination in the
context of what most shooting games are
like seems sacrilege. But JFK Reloaded is
actually an immensely interesting game,
due largely to how little "game" there
is. There's no progression system, no
incentives. Your reward for shooting the
president in the head is, well, knowing
you shot the president in the head.
What JFK reloaded does instead is
present you with overwhelming detail. How
did your bullets ricochet? Did they
strike the other people in the car? What
was the wind speed, how long did you take
between your shots?
JFK Reloaded gives us what the Zapruder
tape couldn't. A chance to pour over
every angle of the scene in exhaustive
detail, see how messy the shots could be,
freeze and zoom around frame 313 leaving
nothing left unanswered. And at the end,
the president is still dead. What do we
gain? Receiver is a 2012 game that
similarly ignores traditional game gun
logic. Although there are turrets and
drones to shoot, neither are as dangerous
as the paralyzing amount of control you
have over your own gun. How many buttons
do you use to control a gun in most
games? Three? One to aim, one to fire, one
to reload? Maybe four if there's a
secondary fire. In Receiver you have more
than a dozen. here's the sequence for
firing Max Payne's revolver: press R to
reload, click to shoot. Two actions. Here's
how it works in Receiver: press e to open
the cylinder press V to shake out the
old rounds, press Z Z
Z Z Z to load each bullet in, press R to
close the cylinder, press F to pull back the
hammer, click to aim click to shoot.
That's 14 separate inputs. Firing the
colt 1911 is very different, of course.
It's a different gun. Why would it feel
the same? Receiver is not a twitchy game.
Everything is absolutely deliberate. It
has to be, or else guns don't fire,
cylinders jam, clips empty. Most games
aren't Receiver or JFK Reloaded. Most
games take the utmost care to make a gun
feel like a natural extension of your
body. And for many of us, this is our most
direct experience with guns: click on the
bad guys heads.
Does this make us want to shoot real people?
No not according to any existing
research. But that's not the only context
that matters. "Simulations, like video
games, are important locations for
individuals to form an idea about what
the act of shooting someone at the head
might feel like. Not because it helps
them understand the sensations of murder
or of death per se, but because it helps
them access the mechanics of aiming and
shooting in a particular fictionalized
context." We learn from games that using a
gun is entirely reflex based. Twitchy.
Used in split-second decisions. And that
coincides pretty well with our love of a
deadly shot. From Call of Duty to
Battlefield to American Sniper,
we've mythologized the stories of how
deadly our trained killers can be
overseas. It's that lone killer aesthetic,
one made popular by SEAL Teams,
snipers, and superheroes. As Nate Powell
points out in his comic "About Face," these
aesthetics and attitudes quickly leak
into domestic police forces. Operator-
style facial hair, blacked out vehicles,
ballooning budgets and increasing
militarization. And in a culture that
valorizes the perceived professionalism
of our deadly forces above virtually all
else, who are we to argue?
Five years ago, an 18 year old boy named
Michael Brown was killed by police
officer Darren Wilson. He was shot six
times, twice in the head. Once from a
downward angle. You've heard the
arguments I'm not going to explain to
you how abhorrent it is that the cops
shot an 18 year old boy, a 12 year old kid,
a seven-year-old girl. If you're not
convinced of that, I'm not gonna be the
one to do it.
But I do want you to think about those
shots. Six times, twice in the head. That's
not even a high number for these events.
Nguyen Van Lem was shot once in the head
by a man standing next to him, Michael
Brown, not an enemy combatant, not a foreign
threat, was shot in the head by a cop
standing over his fallen body. The
effects of being shot in the head are
the same as 60 years ago. An annihilation
of the self. It's actually kind of
fitting in the context of police
violence; The effort for centuries has
been to dehumanize black men and women,
make them less than a person
so the oppression done to them doesn't
trigger white empathy. If the brain is
the self, what's left of a boy shot twice
in the head? We as a culture have grown
increasingly aware of police shootings,
largely through the organizing efforts
of black and brown women. Things have
come from the horrors of Michael Brown
and others' deaths, even if those things
are seemingly never jail time for their
murderers. But in a world increasingly
immersed in the virtual mechanics,
physics, and goals of gun combat, how has
this affected how we view the mechanics
physics and goals of real-life violence?
"While there has been no conclusive
evidence linking video game violence
with aggression in the physical world, we
face a future in which a growing
civilian body considers shooting for the
skull our norm, even a joy, of firearms.
This is also a future in which twitch
responses are valorized for a growing
segment of the populace. Implicit biases
govern the realm of twitch responses, and
they have already been found to effect
rapid decision making along the lines of
race and lethal force. Does a jury,
consciously or not, reward an officer
with a "most professional" accolade for
their lethality in the field? Are we so
in awe of their twitchy combat
proficiency that we assume their
decision to use force was the result of
the same training that taught them to
efficiently destroy a person?
Historically, our idea of a headshot was
built and shaped through our
interactions with it in media. And while
history might be fixed, those ideas
surrounding violence are ever-changing,
in a constant conversation with our gun
obsessed culture. Video games, as far as
we know, don't cause violence. But I
increasingly think that's asking the
wrong question.
This video exists because of two papers.
Sean Quinlan's work I mentioned earlier
his is "Shots to the mind: violence the
brain and biomedicine in popular novels
and film in post 1960s America" and it's
a fantastic overview of the cultural
history of the headshot up until
probably the turn of the century. Who I
really owe everything to though is
Amanda Phillips, who wrote "Shooting to
kill: headshots, twitch reflexes and the
mechropolitics of video games." A huge
amount of what I said in this was either
quoting or directly influenced by her
work so go read both of them. If you
can't access themc just message me on
Twitter and I will send you them. Full
stop. The lovely voices you heard in this
video also belong to talented people.
That godfather reading was Jackson or
@jSchlessinger on Twitter, and the Phillips
quotes who were read by Eurothug4000.
She has her own channel which
is excellent, go check both of them out
please. And if you're still here after
everything, you're the true fan so here's
another picture from my bar mitzvah,
thanks love you bye!!
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