Reality is a Camera Trick: Film, Bodycams, and the First-Person Shooter — Transcript
Full transcript
- 0:04Three years ago, some French game developers released a trailer that looked…impossible.
- 0:10On April 19, 2023, Alexandre Spindler posted the ad for “Unrecord,” a “body camera FPS.”
- 0:19It picked up tens of millions of views within a few days, a whole news cycle,
- 0:23countless takes and reactions and hype. There has only been that one trailer and yet the game,
- 0:29as of now, is the tenth most wishlisted thing on Steam, above AAA titles from major
- 0:35publishers. Most indie devs would kill for a tiny fraction of Unrecord’s visibility. Why?
- 0:43Why did it make such a big splash? Because Unrecord looks like this.
- 1:04The trailer, two minutes of seemingly raw gameplay footage, features an exploration of, and shootouts
- 1:10within, some sort of rundown warehouse. And the footage is deeply unnerving. To cut to the chase:
- 1:18it looks “real.” Comments reflect this, jokes and accusations about how this is
- 1:24actual bodycam footage, rather than rendered in a game engine. Shortly after posting the trailer,
- 1:30Spindler would upload proof of its artifice, spinning around in the game’s environments,
- 1:35shooting wildly in the same warehouse. “For those who thought Unrecord was fake or a video,
- 1:41sorry,” he said. A funny tweet, given that he was being asked to prove that Unrecord was
- 1:47fake. Prove that it wasn’t reality. Unrecord still has no release date,
- 1:54nor playable demo. But in the three years since its announcement, others have come along with
- 2:00the same goal and techniques: make a game that doesn’t look like a game. Make a first person
- 2:06shooter that looks like real life. First out the door was a multiplayer shooter titled, bluntly,
- 2:13“Bodycam.” And just a few months ago, solo dev Monte Gallo released the singleplayer “Better than
- 2:20Dead.” These offer the opportunity to dive into the aesthetic, understand what makes these look
- 2:26so different than every other shooter. And the answer I’ve stumbled upon is a fairly simple one:
- 2:32the games don’t look “real” because they look good. They look “real” because they look… bad.
- 2:39Let me explain because this is not a slight on the talent behind the game.
- 2:44The style starts with the perspective, captured as a wide-angle fisheye lens. Unrecord, Bodycam,
- 2:51Better than Dead, all have these warped vignettes at the corners of the screen.
- 2:56Unlike most shooters, which present basically a flat plane of reality, the outer edges of these
- 3:02games curl inward like — well, like they’re being distorted by a lens filming the scene.
- 3:09The lens effects don’t stop there. Each of these games is chock full of blurs and flares and dirt
- 3:14and other imperfections, typically undesirable elements of professional filmmaking that, here,
- 3:20give gameplay a sense of unscripted “legitimacy.” This continues with the way your perspective
- 3:27reacts to light. Compared to most games, these shooters have a very low dynamic range,
- 3:33meaning you will struggle to look at bright and dark things simultaneously. The sky,
- 3:38when viewed from a shadowy interior, will appear completely blown out, the inverse
- 3:43is true outside. And adjustments to different light conditions happen slowly, visibly.
- 3:50The aesthetic crosses into the mechanical most pointedly with the depiction of the body,
- 3:55and the positioning of your method of interaction: the gun. Typical shooters, from Doom to…Doom,
- 4:03keep your gun and reticule perfectly locked in place. No matter how fast you whirl around,
- 4:09your character’s arms will keep up with your character’s body, ready to shoot the exact middle
- 4:15of the screen. In effect, you are controlling “the gun,” not the character behind it. The gun aims,
- 4:22the gun jumps, the gun spins. This is accentuated by the fact that, in most shooters, you don’t
- 4:28actually have a body at all. You are arms and a gun floating about six feet off the ground.
- 4:34Part of why these bodycam games look so un-gamey is they subvert that visual language. Your
- 4:42character’s arms move somewhat independently of your perspective. In Better than Dead, I can point
- 4:48and shoot into the upper right or left of the screen, something completely impossible in Doom,
- 4:54honestly more akin to the motion-controlled shooters on the Wii. While playing on a mouse
- 4:59and keyboard, it gives the strange feeling that you’re controlling a set of arms that
- 5:03your perspective can barely keep up with. And yes, if you look down, you do have feet.
- 5:11There are more visual tricks the games are pulling. Both Unrecord and Better
- 5:15than Dead take place on overcast days, massively simplifying shadow rendering.
- 5:21Both also choose to pixelate the faces of NPCs in the environment, a stylish move that also removes
- 5:27the need to render realistic human beings with realistic expressions. But the biggest reason
- 5:33these games look “real” is in the name of the budding genre. They are not aiming for realism,
- 5:39they are aiming for, literally, photorealism. The way the world looks through a camera.
- 5:48Today, the first person perspective is nearly synonymous with both aspects of these titles:
- 5:53gaming and body cameras. First person shooters are some of the most popular games in the world;
- 5:59first person interactions from the perspective of bodycams are scrutinized by millions,
- 6:05psychoanalyzing the behavior of a cop or a civilian by the footage of a camera
- 6:09pinned to a chest. But the effort to record a first-person perspective began prior to either
- 6:16of these inventions, far before a camera could simply be attached to the body.
- 6:23In the history of cinema, the most notable early use of first person is in Robert Montgomery’s 1947
- 6:30noir, “Lady in the Lake.” It is not the first time a movie included scenes meant to be read
- 6:36from the perspective of a character (that is likely Abel Gance’s “Napoleon,” a five-plus
- 6:42hour epic from 1927). But Lady in the Lake holds a place in cinema history for the scale of its
- 6:49first-person ambitions: an entire feature-length film that is told, almost exclusively, through the
- 6:56eyes of its protagonist. And its successes are certainly impressive — for the time. Montgomery
- 7:03approximates driving, aiming a gun, fistfights, wandering eyes, all through the lens of an
- 7:08enormous and hard-to-maneuver film camera. But at the same time, the movie serves as
- 7:15a reminder of the strengths of traditional cinematography. The whole film is a series of
- 7:21oners, which may be impressive for action scenes but makes conversations feel punishingly slow and
- 7:27dry. A contemporaneous New York Times review notes that the protagonist of Lady in the Lake
- 7:33talks too much. It says that if the film wants viewers to be immersed in the protagonist’s head,
- 7:40he shouldn’t say things the audience wouldn’t say — preempting the silent protagonists of first
- 7:46person shooters by about a half century. The most interesting issue with the style comes from showy
- 7:54shots where conversations are held while gazing into a mirror, so we’re able to see our main
- 7:59character. However, in these mirror shots, Robert Montgomery is looking at the other character but
- 8:06I’m looking at him. This inconsistent eyeline is jarring — to state an obvious fact about mirrors,
- 8:12you cannot “catch” yourself looking away. You can only make eye contact. More than the stiff
- 8:19camera moves or dialogue lines, it is this — the attempt to give our main character a
- 8:24body — that disconnects me from him. The first-person camera would continue to
- 8:31be a known, if seldomly deployed, tool for filmmakers. Hitchcock used it periodically,
- 8:37sometimes including guns in strikingly modern-looking FPS shots. In Vertigo,
- 8:43his most famous use of the perspective instead approximates the subjectivity of vision,
- 8:49a beautifully acrophobic dolly-zoom. Samuel Fuller’s 1964 film “The Naked Kiss” begins with
- 8:56Constance Towers assaulting the perspective of the audience. Mike Nichol’s 1967 film “The Graduate”
- 9:02has the sequence when Dustin Hoffman wanders out into a party, fully clad in a scuba suit. We’re
- 9:09suddenly locked into Hoffman’s head, scuba mask blocking off both his peripheral vision and any
- 9:15noise from the scene. Friends and family holler silently at him. He plunges into a pool.
- 9:23All these scenes draw attention to the artifice of the perspective — Hitchcock’s impossible camera
- 9:29moves, Fuller’s rapid, disorienting cuts, Nichol’s limiting of vision and sound. They all imply, in
- 9:35a way, that this would be a horrible perspective to actually watch a movie from. Thank god for the
- 9:42typical omniscience of the camera, we think. What a dreadful thing it’d be, to be stuck in here.
- 9:49This feeling predicts the next big move in first-person cinema: full-blown horror. In
- 9:55Black Christmas, Halloween, and Friday the 13th, the audience is treated to extended first-person
- 10:02sequences from the view of the killer himself. The scenes are noticeably similar,
- 10:08the camera bobbing voyeuristically around and through seemingly safe suburban homes.
- 10:14The perspective accomplishes a couple goals at once. One, it shows us the moves of the killer
- 10:19while concealing his identity — similar, in many ways, to Psycho’s famous shower scene. But two,
- 10:26and more insidiously, the films place us inside the head of the villain, making the audience an
- 10:32unwitting accomplice in the stalking and thrill of the kill. The camera style is, in this case,
- 10:39accusatory. “Aren’t you also enjoying peering through the windows?”, the perspective asks.
- 10:45Is this an urge that lies within you too? The use of the perspective in horror highlights
- 10:53the challenge of first-person storytelling in non-horror genres of cinema: it is an uncanny,
- 11:00uncomfortable way to experience film. Although fragments of first-person perspectives are
- 11:06everywhere — in theory, if a character looks at an object and then the film cuts to a shot of that
- 11:10object, we are seeing from their perspective — extended periods spent inside a character’s
- 11:16head starts to feel strange, disorienting, almost claustrophobic. But this uncomfortability works
- 11:25well for the goals of horror. In those early slashers, the technique agitates the familiar,
- 11:31effectively disrupting the notion of the safe American suburbs. And that uncannyness is put
- 11:37to even greater effect when joined with the desire to simulate the unhuman.
- 11:44In an essay on the origins of the first-person shooter, Alexander Galloway points out that some
- 11:49of cinema’s most effective first-person shots come from the desire to show a technologically-impacted
- 11:56perspective. In other words: Terminator vision. The construction of Robocop. The
- 12:02heat-sensitive view of the Predator. Instead of attempting to emulate the organic imperfections
- 12:08of our own eyes, these films embrace the artificiality of the artificial,
- 12:13the uncannyness of a sight that is so different from our own. “Lady in the Lake fails not because
- 12:20it doesn't get it right but because it doesn't get it wrong enough,” Galloway writes. “It tried
- 12:25to merge the camera body with a real, human body, a dubious proposition … whereas in films
- 12:32like Robocop or The Terminator the camera merges with an artificial body, one that
- 12:38is more similar to the machinic apparatus of film itself.” He calls this a necessary deviation from
- 12:45classical representation, a layer on top of our traditional visual language. A digital patina.
- 12:53This — the digital patina — is, I would argue, the most meaningful step in our evolution of
- 12:59the first-person perspective. Which is ironic, because it is a step away from our own bodies.
- 13:06But it also makes sense, because any filmic perspective is necessarily shown on a screen,
- 13:12what Galloway refers to as “the machinic apparatus of film itself.”
- 13:17Maybe trying to pretend that we’re not looking at technology is just too big of an ask.
- 13:24The fact is, our expectations of what reality looks like through a screen are completely shaped
- 13:30by the norms and capabilities of the technology we record it with. Movies are shown at 24 frames per
- 13:37second, a number originally chosen a century ago out of mechanical necessity. We do not perceive
- 13:44the real world at a mere 24 frames per second. But now, that is our unconscious expectation,
- 13:50our idea of what cinema looks like. If you have seen high frame rate experiments, like Ang Lee’s
- 13:57“Gemini Man,” the experience is deeply bizarre. Ordinarily rote things — frames of blowing
- 14:04curtains and ocean waves — become absolutely hypnotizing, like the screen itself has become a
- 14:11window. But the human subjects of the film do not benefit. It feels, strangely enough, like you can
- 14:17see them acting. With 96 extra frames per second, you can watch them remembering their lines.
- 14:24James Cameron’s Avatar sequels also use a higher frame rate in specific sequences,
- 14:30with less jarring results. But then again, there is almost no reality to replicate in those films —
- 14:37everything, the camera, the environments, the characters, are borne from the same computers.
- 14:43We are also more than happy to adjust our expectations based on context. Regular television
- 14:49with motion-smoothing on looks vile, but sports broadcasts look fine. Movies at 60 frames per
- 14:56second pull us away from the experience, but games at 60 frames per second are broadly preferred.
- 15:02And other elements of the camera’s view — as mentioned before, its bloom and lens flares,
- 15:08its jostle and imperfect focus — can draw the audience closer, shrinking the perceived gap
- 15:14between the film and the real world. These ideas first gained traction with a crucial genre,
- 15:20one I have up until now ignored: documentary. A specific style of documentary even:
- 15:27“Cinéma vérité,” translated as “truthful cinema” or even more bluntly, “film truth,” was a movement
- 15:34that emerged in the early 60s alongside developing camera technology. As documentarians gained access
- 15:41to cameras they could haul around by hand, they were able to shoot in a looser, more in-the-moment
- 15:48style, less bound to pre-scheduled interviews and pre-decided filming locations. One of the
- 15:55most famous examples of the style, Robert Drew’s film “Primary,” follows the 1960 Wisconsin primary
- 16:01election between Hubert Humphrey and JFK. The documentary features no talking heads or clumsily
- 16:08guiding narration — it simply inserts a camera into the ongoing campaigns. Many of the shots
- 16:15are shaky or obstructed. But instead of detracting from the film, these shots make the viewer feel
- 16:21they’ve been granted access to something intimate, something actually candid from people whose lives
- 16:26are entirely performance. And yet, the camera is present. Everyone knows it. It cannot blend
- 16:35into the background — part of cinéma vérité’s acknowledgment of “film truth” is that the camera,
- 16:40inevitably, changes the way people interact. The truth is it cannot capture perfect reality.
- 16:49Aspects of cinéma vérité remain, omnipresent, in our filmmaking language. The “crash zooms” that
- 16:55seemingly struggle to keep up with pre-rendered VFX, unsteady cameras in action sequences,
- 17:01basically the whole language of mockumentary — all convey the idea
- 17:05that the perspective we’re seeing is from a real, improvising, cinematographer. The camera
- 17:11functioning as a mechanical first person. Two thirds of the way through The Blair Witch
- 17:18Project, a character picks up the “eye” of the film, a Hi8 Camcorder, and looks through
- 17:25it. “I can see why you like this video camera so much,” he says. “It’s not quite reality…
- 17:32it’s like filtered reality. You can pretend everything is not quite the way it is.”
- 17:38The film, though not the first example of the “found footage” genre, melds the
- 17:43filming style of cinéma vérité and Galloway’s idea of the “digital patina” into a single,
- 17:49remarkable vessel. Originally sold as a genuine documentary, Blair Witch is, instead, proof of
- 17:56the efficacy of draping an aesthetic of reality over a fictional story. The film is, ostensibly,
- 18:03investigating the legends of the “Blair Witch” in the forests of Maryland. Heather Donahue, the
- 18:09director and star of this feature, recruits her friend Josh and another student, Mike, to venture
- 18:15into the woods and gather evidence and footage. One of the formalistically fascinating things
- 18:21about The Blair Witch Project is Donahue does not seem to be aiming for a vérité production. The
- 18:27film uses two cameras — the previously mentioned Hi8 camcorder, and a CP-16, a relatively huge 16
- 18:35millimeter film camera. The CP-16, in black and white, is what most of the “actual” documentary
- 18:42footage is shot on, like these stiff shots of Donahue explaining the legend. The Hi8
- 18:48is instead a sort of wandering eye, a reflexive impulse by Donahue to document the creation of
- 18:55the documentary. As the trio loses themselves in the woods and unravels, Mike and Josh repeatedly
- 19:02ask her: why are you still filming? Why won’t you just put the camera down?
- 19:09Donahue offers one explanation — “it’s all I have left” she sobs, after being castigated by Mike.
- 19:16But I actually think the other reason, mumbled by Josh earlier, rings more true. “It’s like
- 19:22a filtered reality.” They keep filming, through the dark and death and hauntings,
- 19:28because of some unconscious belief that the film will keep them safe. “You can pretend
- 19:34everything is not quite the way it is.” “Found footage” was not a term in popular
- 19:41usage at the time of Blair Witch’s release. Daniel Myrick, one of the film’s directors,
- 19:46refers to it as something else: a “first-person movie.” Is it ironic, then, that the most iconic
- 19:55scene is not shot from one of the character’s perspectives? In Donahue’s final monologue, she
- 20:02turns the camera on herself, confessing that she’s sure none of them will make it out of the forest
- 20:07alive. In doing so, she severs the connection between herself and the perceived safety of
- 20:13the camera. She ceases to be the “first person.” Instead, she gives that horror and responsibility
- 20:21to the audience — that, if nothing else, this artificial eye will remember her death.
- 20:29The Blair Witch Project hit 1999 audiences like a tidal wave, generating enormous amounts of money,
- 20:36imitators, and theories on the veracity of its story. But in the 90s, something even
- 20:41more seismic was happening to the public’s perception of first-person: it was — it was
- 20:47going to hell — it was shooting …chainsawing … — DOOM came out. That’s what happened.
- 21:00DOOM was not the first first-person shooter. Prior to Doom, developer Id Software had also
- 21:06released the dungeon-crawling Catacomb 3D and the Nazi-slaying Wolfenstein 3D. Years earlier, titles
- 21:13like “Maze War” and “Battlezone” were also played from a theoretical first-person perspective,
- 21:19the player assuming the cockpit view of a spaceship or tank. But it was almost certainly
- 21:24Doom — a game played by tens of millions, a game so inescapable that at one point it was installed
- 21:30on more computers than Windows 95 — that would forever alter modern audience’s relationship
- 21:36with a first-person perspective. As was the case with found footage, the games preceded their genre
- 21:44title. Wolfenstein and Doom weren’t referred to as “first person shooters” until years after their
- 21:50release. Most other 3D shooters of the early and mid-90s were simply categorized as “Doom
- 21:56clones.” Doom didn’t sell itself as a first person game at all — its box reads, “Doom is an awesome
- 22:04virtual reality action game for your pc.” “Virtual reality” didn’t mean what it does
- 22:10today — a helmet and a cleared area in your living room — but a more nebulous sense of “being there,”
- 22:17a blurring together of the perspective of the gamer and the perspective of the game itself.
- 22:23In pursuit of that virtual reality, the presence of a body is a clear focus in Doom. Although
- 22:29the protagonist — Doomguy — doesn’t have a visible torso or legs, the omnipresent gun
- 22:34bobs up and down as he moves. When using your fists, his whole, hairy arm appears onscreen.
- 22:42And underneath the action, at all times, his face is locked to the center of the screen:
- 22:48a visual shorthand for your health, sure, but also a reminder that you are not simply
- 22:53controlling a gun but the man behind it. If you’re willing to extend some empathy to the hysterical,
- 23:00the 90s panic over shooters as “training” for real-life violence is understandable, a fear
- 23:07that the promised “virtual reality” may affect the real world. The US Army was certainly willing to
- 23:15roll the dice: in 1996, they released “Marine Doom,” an official mod for the game designed
- 23:21for training in tactical decisionmaking. And although there remains no evidence that
- 23:28playing violent video games — first person or otherwise — causes violent behavior in real life,
- 23:34Doom’s influence on the outside world continues to be felt. The 90s left us with the impacts
- 23:41of DOOM and The Blair Witch Project, two diverging visions of what a first-person
- 23:46perspective should look like. In time, these two visions would be stitched back together.
- 23:56But not before some seriously awkward growth stages. Up until the mid twenty-tens, there
- 24:02was a default answer whenever the question was raised of first-person filmmaking, and it was not
- 24:08a flattering one. The 2005 Doom movie, directed by Andrzej Bartkowiak and starring The Rock,
- 24:15is a failed adaptation in virtually every way. It does not capture the heavy metal spirit of
- 24:22the original games; it instead opts for a tone I can only describe as “Aliens but everyone is a
- 24:28horny jackass.” Its scares fall flat, its action scenes take place almost entirely in confusing
- 24:34darkness. It has this line, I can’t decide if its great or terrible [“Did it ever occur to you,
- 24:41you could have spent your life looking in a microscope instead of a sniper scope”]. But
- 24:46I would bet that no one remembers any of that about the movie. I don’t think anyone remembers
- 24:51anything except that, at almost exactly the 90 minute mark, Karl Urban injects himself with a
- 24:58martian chromosome and the film slams into a 5 minute, dialogue-less, first-person “oner.” The
- 25:06film’s script describes it as this: “Now we are the FIRST PERSON SHOOTER.”
- 25:13The sequence is, to give it credit, ambitious. I can appreciate the choreography, the stunts and
- 25:20the practical effects, the real sets and clever hidden edits. But the feeling is all wrong. The
- 25:27camerawork is way too smooth, no bumps, no jostle, no sense of spontaneity. It’s the opposite of
- 25:34vérité, just a practiced-to-death sequence of actors hitting their marks. The angle of the gun
- 25:40is strange, not really being aimed or shot from the hip but somewhere in the middle. In fact,
- 25:46as revealed in behind-the-scenes footage, the gun isn’t “there” at all — it’s a separate element,
- 25:51added on top of the screen in post. As others have observed before me, the whole thing just feels
- 25:56like one of those carnival rides where cardboard cutouts pop out at you and make a sound. (Also,
- 26:03a side note: the whole script for this section is written in first person, which is so funny:
- 26:09[“I jam my gun under its chin. Blam! As I walk past, I hear a scuttling,”], etc etc.)
- 26:15The first time I remember being impressed at a first-person action sequence was five years later,
- 26:20in Matthew Vaughn’s Kick-Ass. The shots are more limited and mixed with traditional cinematography,
- 26:26but still pretty successful, thanks to a wider field of view, better hand-acting, and the
- 26:32“digital patina” of night-vision goggles. We’re moving faster and skipping over more
- 26:40things now: Gaspar Noé’s Enter the Void, Franck Khalfoun’s Maniac. There’s a whole other essay
- 26:46to be written on the chaotic, intrusive first-person perspectives that make up
- 26:50the British sitcom “Peep Show.” [“Wow! I’ve been initiated, I am a drug user, fuck the police!”]
- 26:58But video games, in this same period, solidified their first-person view of the world into
- 27:04something fairly uniform. Six feet or so off the ground, gun on the right side of the screen,
- 27:10a noticeable but not nauseating amount of head-bob while running. There are exceptions:
- 27:16several games are played from third-person and switch to first only while aiming. The advent
- 27:22of virtual reality allows for a basically “true” first-person perspective, with players able to
- 27:28look and act independently. Before Your Eyes makes a physical blink its most important mechanic,
- 27:34tying the limitations of the player’s actual eyes into the story of the game. My beloved Kane
- 27:40and Lynch 2: Dog Days is one of the most bizarre examples, where an apparent third-person shooter
- 27:47is actually a sort of first-person found footage game, in which you control both the shooter and
- 27:53the unacknowledged camera person running after them. Like most found footage and the new bodycam
- 27:59shooter trend, Dog Days finds great style in the technical limits of the camera. But for the most
- 28:07part, first-person games of the 21st century have settled into a comfortable groove, so recognizable
- 28:14that films, much more successfully than Doom, have approximated a “video game aesthetic.”
- 28:22The pinnacle of these attempts at first person cinema, the most dizzying heights
- 28:26of purely adapting the gamic viewpoint, dropped in almost the same calendar year:
- 28:32Jung Byung-gil’s The Villainess, and Ilya Naishuller’s Hardcore Henry.
- 28:38What these films are able to achieve is due, in large part, to camera technology.
- 28:44Whereas everything from Lady in the Lake to Doom was captured on bulky film cameras,
- 28:49The Villainess and Hardcore Henry are finally able to legitimately replicate the view given to us by
- 28:56an FPS — rather than using a camera in place of an actor, filmmakers are at last free to strap
- 29:03a camera to the face of the shooter themself. In the comprehensive behind-the-scenes features on
- 29:10Hardcore Henry, the crew explains the exhaustive process of how they positioned the camera — a
- 29:16GoPro HERO3 — on the face of the actor. The forehead might seem natural but reads as too high;
- 29:24it didn’t capture enough of the peripheral movement of the body. Instead, they found that
- 29:29cameras positioned directly over the actor’s mouth gave the “expected” view. And the eventual rig,
- 29:36similar to a motorcycle helmet filming contraption in The Villainess, looks absurd. But with it,
- 29:42these movies are able to do actual stunts, communicate actual spontaneity and use actual
- 29:48skill, to an extent heretofore unseen in the cinema. It is tremendously cool.
- 29:56It can’t, alone, make them good. Byung-Gil’s The Villainess starts with a slow move
- 30:05down a hallway, an unpretentious camera shot that could be done with any number of techniques…until
- 30:11a hand pops out of the corner of the screen and shoots a guy in the chest. For the next five
- 30:17minutes, the movie cannonballs through a mashup of Oldboy and The Raid, a series of hallway fights
- 30:23against dozens of guys who each get stabbed, shot, strangled, and/or kicked in the dick. The
- 30:29level of coordination and speed here feels almost impossible, far from the plodding pace of Doom’s
- 30:35attempt. The fights are truly overwhelming, a glimpse into the superhuman reflexes required
- 30:41for this kind of cinematic dance. It is, also, goofy as hell. The hand-acting by the protagonist
- 30:49is fully in video game mode, which gives it an unrealistic amount of clarity for a scene as
- 30:55chaotic as this. She reloads her pistol by holding it directly in front of her face, she whips out
- 31:01her knives like she just selected them from a weapon wheel. As virtuosic as the choreography
- 31:07is here, and as kinetic as the camera allows it it be, it is nowhere close to natural. I am wildly
- 31:14impressed while watching — I am in no way fooled into thinking this is a depiction of reality.
- 31:22Naishuller’s Hardcore Henry gives me more of a spectrum of emotions than simply being impressed,
- 31:28maybe by sheer attrition. Because, while The Villainess features a couple scenes shot from the
- 31:33first-person viewpoint, Hardcore Henry is, from top to bottom, a first-person action blockbuster
- 31:40movie. And it is, simultaneously, stupid and brilliant, masterfully shot and radically ugly,
- 31:47a film I would hesitate to recommend to anyone and yet one that I’m almost ready to reclaim
- 31:53as an unsung action classic. Part of the joy in watching Hardcore Henry is you can feel
- 32:00the filmmakers asking, “what do we want to see in first person, what would be interesting?” It’s the
- 32:07same question Lady in the Lake asked seventy years prior, and landed on spying, car chases, and fist
- 32:13fights. Hardcore Henry, in fact, has all those things. But it also has — Parkour! Flamethrowers!
- 32:20Telekinesis! Miniguns! More Parkour! I would love to do a beat-for-beat of the action
- 32:28sequences in this movie, but for our purposes here it’s more relevant to talk about how the camera is
- 32:34used. There is, actually, an in-universe explanation for our perspective. Henry,
- 32:40the protagonist, is a bionic man. The film starts with him being assembled in a bathtub,
- 32:46his vision split, his right eye still in the process of being inserted. Here, once more,
- 32:52is the idea — if not the aesthetic — of Galloway’s digital patina. Henry is a man
- 32:58made out of technology, pre-programmed to fight and run and shoot, pre-destined to
- 33:04explode when his internal battery runs out. While being put together, Henry receives an
- 33:11artificial arm that largely functions as his natural one but made by someone else,
- 33:16designed with ulterior motives. His eyes, our perspective, are the same. They are eyes given
- 33:23to him during his technological reconstruction, perfectly functional but belonging to a third
- 33:29party. This is not subtext: midway through the movie, Henry realizes that the bad guys have
- 33:35been tracking him because they have direct feed access to his sight. It calls into question the
- 33:42perspective of the audience — have we been truly seeing through Henry’s point of view? Or have we
- 33:49been, like the villains, surveilling a live stream of his reality? Is there even a difference?
- 33:59Henry, for his part, is more than willing to play the role of the main character. He is,
- 34:06like Gordon Freeman, like Doomguy, like that reviewer yearned for back with Lady in the Lake,
- 34:11a silent protagonist. His communication is done through gesticulation and violence.
- 34:17Many more lessons are taken from video games. Like gaming’s exaggerated gore, the blood squibs in
- 34:24Henry’s action scenes were five times the usual size to provide better on-camera feedback. The
- 34:30film shot in 48 frames per second to reduce motion blur (though it was released in the standard 24).
- 34:37Certain sequences seem lifted wholesale from specific games, like a near-recreation of Call
- 34:43of Duty 4’s famous “All Ghillied Up” mission and a noticeably similar finale to Mirror’s Edge.
- 34:50But unlike first-person shooters of the day, Hardcore Henry makes the camera a visible,
- 34:56noticeable part of its style. The lens, for instance, is quite obviously fisheyed,
- 35:02unlike most other first-person cinema or even its gaming inspirations. This is not just an
- 35:09incidental choice — VFX breakdowns even go into how CGI artists had to flatten out the image,
- 35:15add the effects, then re-warp it back to the fisheye look. Like Blair Witch, the film is making
- 35:22real efforts to emulate a non-filmic visual style. Blair Witch came out of cheap camcorders and home
- 35:29movies — Hardcore Henry was made in the era of the gopro, cameras strapped to mountain bikes,
- 35:35skydivers, and, yes, parkour freaks. Its warping of the image may highlight its artifice,
- 35:42but it also grants the film the aesthetic of extreme sports; stunts that may be pre-planned but
- 35:48are undeniably real. That camera, more than the characters, the narrative, or even the shooutouts,
- 35:55is what gives the film its power. This, too, is not subtext. In the denouement of the movie,
- 36:03Henry finally kills the antagonist by pulling out his own eye, wrapping his optical nerve — the
- 36:10camera itself — around the bad guy’s head and ripping it in half. The camera, transformed
- 36:17into a weapon, fulfills its final purpose. In World War 1, the first generation of military
- 36:26fighter pilots were preparing to shoot each other out of the sky. But, so unprecedented
- 36:32was the style of combat, they immediately ran into a problem — how could they possibly train?
- 36:39The Lewis gun, the standard armament on most military planes of the time, could fire 600 times
- 36:45a minute. But ammo was expensive, and furthermore, it was impossible to practice firing from a plane
- 36:51without damaging other friendly equipment. And so: the Hythe Mk III. A gun as camera,
- 36:59camera as gun. Mounted to planes just as the Lewis would be, gunners would point, shoot,
- 37:05and later develop the film the Hythe was loaded with, to find out just how deadly they would have
- 37:11been. As pointed out by Lily Alexandre in her spectacular essay, “The Psychic Burden of Being
- 37:17Watched,” these aircraft cameras mirror a prior invention by Étienne-Jules Marey. Arguably the
- 37:24first movie camera ever. A gun that fired photos in bursts. In the one hundred and forty four years
- 37:32after Marey’s chronophotographic gun, movie cameras grew apart from firearms, and then,
- 37:39sometimes, recombined into one horrible tool. Fifty two thousand days after Maray captured human
- 37:48movement on a single pane of glass, Jonathan Ross, a masked US Immigrations and Customs Enforcement
- 37:54officer, filmed himself killing Minneapolis civilian Renee Good. His perspective was not
- 38:01the first one we saw. Rather, it was an attempt at a correction. For two days after the shooting,
- 38:07bystander footage seemed to show a jaw-dropping sequence of events, a government agent shooting
- 38:13a nonviolent bystander as she attempted to drive away. Then, in what was broadly considered to be
- 38:20an attempt at swaying public sympathy back towards ICE, Ross’s own footage was released
- 38:25to the right-wing Minnesota outlet “Alpha News” and reposted by the Vice President, who said:
- 38:31“The reality is that [the ICE agent’s] life was endangered and he fired in self-defense.”
- 38:38Ross’s video, notably taken on his own phone and not a bodycam, was meant as a sort of second
- 38:44killing, a character assassination to follow the bullets. Yes, it sounds bad on paper that a
- 38:50government agent killed an unarmed 37-year-old mother. But this video would show the public
- 38:56Ross’s reality — explain, through incontrovertible video evidence, why he was justified in pulling
- 39:03out his gun and shooting Good three separate times. Explain why she deserved to die.
- 39:11The reality was not clarified by the video. Ross does not capture his own gun on camera,
- 39:16nor the moment he pulls the trigger. He does not capture the direction of the car’s wheels.
- 39:21He does not capture the fear for his life he reportedly felt. He does capture Good saying
- 39:26“That’s fine dude, I’m not mad at you,” He does capture the sound of gunshots,
- 39:31the car veering off the road, and himself or another nearby man saying “fucking bitch.”
- 39:38Later analysis by multiple news outlets would combine videos to illustrate that Good was
- 39:43issued multiple, contradictory instructions by agents, to stay in place and drive away.
- 39:49They would show that Ross was not in the path of the vehicle or struck by the car, that he fired
- 39:54multiple times through the passenger window, that officers blocked bystanders from offering medical
- 39:59aid. But reality would continue to fracture — different people watching exactly the same video
- 40:06and drawing exactly opposite conclusions. In the struggle to stop armed agents of the state
- 40:14from exercising indiscriminate power over the populace — or, in the blunter words of protestors,
- 40:21to “stop killing us,” — body cameras are frequently offered as a moderating position.
- 40:27It’s easy to see the appeal: bodycams don’t require a societal shakeup the way defunding or
- 40:33complete reorganization would. It is, instead, just a piece of tech that promises to solve
- 40:39everyone’s problems. If cops, ICE, whoever, wore bodycams that recorded their actions, we could get
- 40:47rid of this damn ambiguity that plagues charges of brutality. Unspoken in many of these moderate
- 40:54pitches is another bit of grim optimism: maybe if these dudes know they’re being recorded, they’ll
- 41:00be a little less trigger happy, a little better at their jobs. Bodycams also bring us full circle
- 41:07aesthetically — this is the view the games we first spoke about are imitating, the warped camera
- 41:13image, the digital patina over vérité footage. An image that feels like reality precisely because of
- 41:20its shaky, improvisational, imperfection. But reality is not so easily controlled by
- 41:28its capture. The first truth is that body cameras are not a shortcut to ethical cops.
- 41:35A 2016 meta-analysis found that bodycams had no overall effect on police’s use of force. In fact,
- 41:43if officers are given discretion over when to turn their own cameras on and off,
- 41:48use-of-force actually jumps over 70%. As spelled out in a 2017 report by Upturn,
- 41:56officers are able to use unrestricted review of their own footage to “create an illusion
- 42:01of accuracy,” by “produc[ing] a false impression of how much officers actually remember about an
- 42:07incident.” It is also not uncommon for departments to inconsistently release bodycam footage, widely
- 42:14publishing the tape if it benefits the officer’s case, or withholding it if it aids the victim.
- 42:21The second truth is our instinctual willingness to treat camera footage as a substitute for reality
- 42:27privileges the capturer — the “first person” — over the others in the scene. When we view
- 42:34videos recorded on a cop’s chest, we’re asked to scrutinize the potential criminality of everyone
- 42:40that passes in front of the camera’s view. We watch the shaky, disorienting world with
- 42:46a sense of anxiety: a threat could come from anywhere. We understand the footage within this
- 42:52century’s context of the first-person shooter, in which approaching figures are nearly always
- 42:58enemies to be neutralized. And the figure most invisible in bodycam footage is, like an FPS,
- 43:06the shooter themself. The cop disappears behind the camera, an invisibilized figure that is
- 43:12allowed power over life and death. We bestow tremendous authority onto
- 43:18images provided to us by the police. Think about how incriminating a mugshot seems,
- 43:24whether or not the subject was found guilty. Far from allowing us an unbiased view of proceedings,
- 43:31the bodycam can become another instrument in warping reality to the cop perspective. As McKay
- 43:38and Lee write: “the body-worn camera can assist in police-crafted image work while contributing to an
- 43:44overarching carceral visuality…That is, body-worn cameras not only constitute a certain police POV,
- 43:52they constitute criminality itself.” This is, relatedly, my deepest reservation
- 43:59about the bodycam aesthetic being used in games. Not that the digital “realism” will lead players
- 44:06to go out and recreate the game’s violence in real life, but that it will further cement the view of
- 44:12a bodycam as one in which violence is inevitable: building a view of the world in which the only
- 44:18reasonable attitude is fear for one’s safety, and the only reasonable reaction is with force.
- 44:26I would be remiss, here in the darkest corner of our conversation, to not also mention the
- 44:32nightmarish “trend” of shooters livestreaming their attacks via body-worn cameras. Though I
- 44:38hesitate to assign any overarching psychoanalysis to the people who do this, I can’t ignore that
- 44:45both the most infamous of these incidents, the Christchurch mosque shootings in New Zealand,
- 44:50and at time of writing the most recent, the attack on the Islamic Center of San Diego,
- 44:55were hate crimes perpetrated by white supremacists on Muslim populations. The livestreams are, maybe,
- 45:03a sickening attempt to show the world through the shooter's eyes; to broadcast their own
- 45:08warped reality as widely as possible. Maybe it’s this context that makes a single,
- 45:154-second shot in Ari Aster’s “Eddington” the most viscerally impactful version of
- 45:20the cinematic first-person perspective I’ve seen. A gun in one hand, a phone in the other,
- 45:26the character’s perspective totally obscured by these two ways of shooting. Reality filtered
- 45:32and perceived through a digital veil. It’s deeply sad to think of this as the
- 45:41finish line for depicting the first-person perspective. This aesthetic, more harsh,
- 45:46more digital, is antithetical to the humanist desire of point-of-view photography. What was
- 45:53the original goal here? The impossibly ambitious idea of sculpting a series of images into the
- 45:59subjective experience of human sight, to make art out of the very way we perceive
- 46:04the world. The idea was that sight itself is a cinematographically beautiful thing.
- 46:14Nickel Boys, RaMell Ross’s 2024 adaptation of the Colson Whitehead novel, is a film
- 46:20shot from the first-person perspective. It is unlike any film I have ever seen.
- 46:26What Ross achieves, alongside cinematographer Jomo Fray, is — as they put it — not a movie
- 46:32that captures what it looks like to see, but one that captures what it feels like to see.
- 46:39A movie about the beauty of perspective and the devastation of memory, a movie that manages to
- 46:44take the past century of struggle to depict the first-person perspective and make it seem
- 46:49like the most natural thing in the world. It is remarkable, in context of every example
- 46:56we’ve seen before, of all the ways Nickel Boys deviates. Most first-person cinematography pushes
- 47:03the frame wider, wider, so wide the edges warp and it starts to bend back in on themselves.
- 47:09Nickel Boys, in contrast, is shot in 4:3, almost a square. As we’ve moved into the digital era,
- 47:16the tiny cameras used to capture reality have a nearly infinite depth of field,
- 47:21resulting in POV images in which everything is in focus, everything equally detailed. Nickel Boys,
- 47:28though still shot digitally, has a tremendously soft focus, highlighting a single leaf, the
- 47:34bumps and ridges on a bracelet, the light playing across a piece of wood. Since Lady in the Lake,
- 47:41first-person camerawork has focused on capturing the thrilling, the bombastic: car chases,
- 47:46fistfights, gun battles, parkour. Nickel Boys’ most memorable moments are, in comparison,
- 47:52tiny. Avoiding eye contact. A trepidatious hug. A recognition of how oneself is perceived.
- 48:02The thing Nickel Boys is best at, though, is the way it captures others. We have seen voyeurism
- 48:10from first person, we have seen predation, lust, fear, criminality. But my god, five minutes into
- 48:16Nickel Boys and you remember what it looks like to see someone with love. This is, in part, because
- 48:24of that aspect ratio, which allows characters’ faces to fill the screen. It is, in part,
- 48:29due to that soft focus too, like everything else in the world fades away. But those are both tricks
- 48:36that any movie could pull. What really drives home the love is the perspective, our perspective,
- 48:43the way the stillness of this first-person camera can communicate attention and respect
- 48:48and admiration. These are the most important looks in our lives: the way we look at each other.
- 48:57Nickel Boys is not, exclusively, in first person. There are historical footage segues
- 49:04in between scenes, which function as an almost abstracted form of memory. The repeated shots
- 49:10of the Apollo program in particular, during many of the film’s most distressing scenes,
- 49:15defy easy categorization. Is it to highlight the progress and barbarism happening at the same time
- 49:22in American history? Is it a trauma-prompted attempt to remove oneself from suffering, to
- 49:28throw one’s perspective as far away as possible, to figuratively escape from planet Earth?
- 49:35The cinematography constantly asks us how we’re able to see the world. In flash-forwards,
- 49:41we see the protagonist twenty years removed from the events of his youth. These scenes are shot
- 49:47in third-person, literally by a camera affixed to the actor’s back. The implication is clear,
- 49:54made clearer in the climax — the trauma of his adolescence was an almost literally
- 50:00depersonalizing experience, the clarity of his earlier perspective obscured by his
- 50:05uneasy image of himself. We are shut out from his eyes, his face, access to his emotions.
- 50:13His silhouette occupies most of the frame. Reality can only exist on the margins.
- 50:20There is one, and only one scene in the film that seamlessly transitions from first to
- 50:26third person. It is when the protagonist is taken into a room to be tortured. As he steps inside,
- 50:33the camera freezes in place, becomes untethered from his body. We cannot follow him there.
- 50:43There is some irony in the effort that’s gone into capturing our human point-of-view. Because,
- 50:51(AI slop notwithstanding), every camera shot has a person behind it — every perspective
- 50:58we’re presented with, in film, in games, just as in painting and writing and architecture,
- 51:04is conceptualized and planned out by…someone. In a very real sense, whenever you look at a screen,
- 51:11whether a shot of a sunrise or a crowd of people, an animated movie or a puzzle game,
- 51:16you are seeing it through the intentionality of the person who made it: directors,
- 51:21cinematographers, technical artists, programmers, all of them at once.
- 51:27And in one interpretation, you could see the goal of perfect, immersive first-person visuals as
- 51:33making all those artists… disappear. A portal into someone else’s head, without the interference of
- 51:40all the hands that usually sculpt our viewed experiences. A perfectly natural, perfectly
- 51:45vérité way of communicating an image. But this would be an illusion — convincing a camera to
- 51:53give the impression of human sight is an immensely difficult feat. It is so challenging, it’s in fact
- 52:00easier to convince an audience to do the opposite, to forget that their sight isn’t always defined
- 52:06by the imperfections of a camera lens. But to replicate what it feels like to see, without
- 52:13digital patina or authoritarian surveillance — there is no shortcut. Because we are all so
- 52:20intimately familiar with it, because we tie our sight to our perception of what it means to be
- 52:25alive, reproducing our vision may be one of the hardest things you could ask an artist to do.
- 52:32And yet. In my months-long obsession with this, in my dive into what a camera’s sight does,
- 52:39and could, look like, I have found something else. On simple walks around my neighborhood,
- 52:46the wind through the summer leaves, the sun-dappled shadows, the gentle bob and
- 52:50turn of my own head, the — if I’m being honest, the Nickel Boys soundtrack playing in my ears — I
- 52:57am re-discovering the miracle of my own ability to perceive the world. The billions of years of
- 53:03evolution that put two impossible cameras in my head. The billions of neurons firing in my brain
- 53:09that give me the ability to perceptually sculpt my surroundings. To look out and not calculate,
- 53:15not adjust, not question, but simply see.
- 53:28Hello. Look, I bought a bodycam for this video,
- 53:32I’m going to get a little more use out of it. While writing this essay, I obviously found myself
- 53:37thinking way more about cameras than I usually do, how we interact with them and perceive them. While
- 53:43doing this, I kept thinking about my friend Lily Alexandre’s videos, the way she’s used cameras
- 53:49in her work and the way she’s talked about them — I borrowed several of her points explicitly.
- 53:55The essay also had way more writing about the history of film than I usually engage in,
- 54:00of which I am always taking inspiration from my OTHER friend and favorite movie video essayist,
- 54:05Patrick Willems. SO I thought, hey, why not get these two luminaries together? Better yet,
- 54:12why not ask them to watch a very normal double feature — Nickel Boys and Hardcore Henry?
- 54:19So that’s what I did. And we had a wonderful conversation on these two pieces of cinema,
- 54:25the nature of first-person filmmaking, that whole dance sequence with Sharlto Copley,
- 54:30remember that? And all manner of other things. And that conversation is,
- 54:34you guessed it, only on Nebula. What is Nebula? Why it’s a creator owned
- 54:40and operated streaming service of course. It has also been my nearly-exclusive sponsor for like,
- 54:465+ years now. And that’s because I think it’s good. Nebula has many of my favorite people on
- 54:53it - Patrick and Lily, obviously. F.D. Signifier, Tom Scott. Sarah Davis Baker, who I think is an
- 54:59emerging video essay superstar, has a new series on Nebula called “half-remembered,”
- 55:05where she tracks down lost childhood media. The first episode is very good. And all this
- 55:11can be yours for the aggressively good price of only $2.50 a month, if you use my code.
- 55:20So first go to Nebula to watch me, Lily, and Patrick discuss two of the most opposite movies
- 55:26ever made, then stick around, watch all my other exclusive videos, watch their exclusive videos,
- 55:33and then stay on Nebula. Because it’s helping to create a place where this kind of thoughtful,
- 55:38high-quality content can actually be sustainable. Use my code to get 40%
- 55:43off your subscription, just $2.50 a month. Okay I’m done with this camera. FOR NOW.
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