Nothing Ever Dies: Vietnam and the Memory of War (15 page)

BOOK: Nothing Ever Dies: Vietnam and the Memory of War
11.87Mb size Format: txt, pdf, ePub
ads

While the memories of the weak matter to them, as the individual’s memory matters to the individual, they only matter for the world when an industry of memory amplifies them. This industry is more than a set of technologies or cultural forms through which memories are fashioned, like the novels, movies, photographs, museums, memorials, or archives populating this book.
11
This industry is more than the network of professionals who curate, design, and study memories, or the artists, writers, and creators of cultural works of memory. The industry of memory includes these and more, incorporating the processes of individual memory, the collective nature of memory’s making, the social contexts of memory’s meanings, and, ultimately, memory’s means of production. All these determine how—and whose—memories are made and the reach and impact of their distribution. The blast radius of memory, like the blast radius of weaponry, is determined by industrial power, even if individual will shapes the act of memory itself. So while Thich Quang Duc showed indomitable belief and discipline while fire and smoke consumed his body, the global fallout of his act occurred because Western media seized on it. People have immolated themselves since then, during the war and after, in the country and outside of it, even in America, but those self-sacrifices did not achieve the visibility of the burning monk. Sacrificing one’s self in order to be heard is not enough. Until those whose memories are left out not only speak up for themselves but also seize control of the means of memory making, there will be no transformation in memory. Without such control, those who speak up for themselves and others will realize they do not determine the volume of their voice. Those who control the industry of memory, who allow them to speak, set that volume.

Struggles for memory are thus inextricable from other struggles for voice, control, power, self-determination, and the meanings of the dead. Countries with massive war machines not only inflict more damage on weaker countries, they also justify that damage to the world. How America remembers this war and memory is to some extent how the world remembers it. Even if the United States is a reduced industrial base in an age of increasing competition from rising Asia, it is still a superpower in the globalization of its own memories, symbolized in Hollywood and its movies, which feature American memories as well as American armaments. By far the most powerful of its kind, the American industry of memory is on par with the American arms industry, just as Hollywood is the equal of the American armed forces. The global domination of weapons and memories by the United States leads other countries, regardless of their own memories of the war, to confront Hollywood goods and those instantly infamous snapshots that struck viewers between the eyes. As the essayist Pico Iyer noted, by 1985, “Rambo had conquered Asia … every cinema that I visited for ten straight weeks featured a Stallone extravaganza.”
12
The technology that makes possible this global distribution and world-class quality of American memories is embedded throughout American society, including at my own University of Southern California. The campus is home to the most advanced cinema school in the world, as well as an army-funded research center that develops high-tech virtual reality simulators for the military. In the same institution where Hollywood’s future directors learn their craft and where buildings carry the names of George Lucas and Steven Spielberg, these virtual reality simulators allow soldiers to practice war via cinema or to be treated for trauma from war.
13
The philosopher Henri Bergson implied that memory is a kind of virtual reality, and this simulator demonstrates that virtual reality is also the staging ground for battle and its recuperation.
14
Weaponized memory becomes part of the war machine’s arsenal, deployed in the struggle to control reality.

Elsewhere on campus, students learn how to develop software for video games, a genre of weaponized memory not to be ignored when one thinks of the human mind as the most strategic of all battlefields. The mind must be won virtually before a real war can ever be fought. War has long been a subject for video game storytelling, and this war is no exception, as realized in the
Call of Duty
series. More successful than many Hollywood franchises, this $11 billion revenue product belongs to the subgenre of the first person shooter, a name that makes obvious how weapon and narration go hand in hand.
15
In this subgenre’s iteration on the Vietnamese landscape,
Black Ops
, the gamer views the chiaroscuro world of heroes and villains through the eyes of an American warrior. The game’s trailer evoked movies, the most important one being Michael Cimino’s 1978 film
The Deer Hunter
, where Viet Cong torturers force American prisoners of war to play Russian roulette. Although no historical basis existed for this scene, there might have been an historical inspiration. When actor Christopher Walken presses the barrel of a .38 against his head, it evokes the iconic bullet to the head on the streets of Saigon during the Tet Offensive. Evokes and yet erases, for instead of Vietnamese shooting Vietnamese, the movie centers on an American about to shoot himself. Americans love to imagine the war as a conflict not between Americans and Vietnamese, but between Americans fighting a war for their nation’s soul. Russian roulette makes the solipsistic revision of the war a literal one, substituting American pain for Vietnamese pain.
Black Ops
goes further, for while the torturers in
The Deer Hunter
are Vietnamese, the chief villain in the video game trailer is Russian. If the Vietnamese are to be villainous, could they not at least be the chief villains?

But the importance of
Black Ops
is not only the power of its individual fantasy. More than this,
Black Ops
is the entertaining face of the war machine. Young people play games like this the way British lads played in the Boy Scouts, girding themselves to become the guardians of the empire on which the sun never set, except that one day it did. While not all American boys (or girls) will sign up to be tank gunners, drone pilots, or helicopter weapons officers, the ones who do will already know the principles of seeing the enemy through the eyes of a first person shooter. As for the overwhelming majority of Americans who do not join the military, many will enjoy the action and watch it on the screens of their personal devices, where the explosions and the deaths will not seem real but instead be a visual reverberation of the video games they already know. This is how the industry of memory trains people to be part of a war machine, turning war into a game and a game into war through the narration of the first person shooter.

While the novel and the movie are also parts of the industry of memory, the first person shooter outclasses them when it comes to seducing readers or viewers. The first person shooter exploits cinematic technology and changes it from a passive technology to an active one. A first person shooter combines the duration of
A Remembrance of Things Past
with the intensity of a movie, each minute more engrossing than reading a novel or watching a movie. The game is not about identifying with the other and feeling for another person, those moments of sympathy and empathy so vital for finding pleasure in the novel and the movie.
16
Instead, the first person shooter is built on the aesthetics of sweat and viscera and is about identifying one’s self with the shooter and feeling the joy and excitement of participating in slaughter. The slaughter does not depend on enjoying the pain of the other because the other is so distant that one cannot even conceive of the other as capable of any feelings. The other is simply nonhuman, while the pleasure of the gamer is inhuman, as he or she takes pleasure in destruction.

It is not that we
will
destroy the nonhuman, just as feeling deep empathy for the characters in a novel may not inspire us to save actual human beings. But the novel and the first person shooter lure us, in different ways, to accept their underlying principles of salvation or destruction. A great novel about distant others persuades us of the need to save them, which, in our laziness, apathy, or fear, many of us will likely leave to someone else to do. A great first person shooter heats the blood to the proper temperature for killing others, which, in our attachment to our humanity and instinct for self-preservation, many of us will likely leave to our army to do.
17
We become accustomed to seeing through the rifle scope, then through the crosshairs of a missile with a seeing eye, now through the unblinking gaze of a drone. The first person shooter is the autobiographical point of view of the war machine, a finite view of a society which accepts the necessity of armaments and of killing others as part of daily life, whether it is on the streets and in the schools of one’s own city or on the landscapes of others. As novelist Gina Apostol puts it: “The military-industrial complex … does it not suggest not only an economic order but also a psychiatric disorder?”
18

If so, it is a common and pervasive disorder, this complex that refuses to recognize or analyze itself. It is hardly surprising that Americans are then disturbed when they see how others depict them. This is not unique to Americans. All war machines program their passengers to identify with the machinery. They take comfort and pride in their machinery via its ideological software while being fearful of the war machines of others. When they encounter the memories of their others, they, too, are likely to be shocked, suspecting a viral infection from a foreign bug. One can call this either the shock of misrecognition or recognition. One of these two shocks will most likely happen to the tourist when visiting the War Remnants Museum, touted in guidebooks as one of Saigon’s top tourist destinations. Of the museum’s wide range of exhibits, the one American tourists remember most is the one that greets them on the first floor lobby, titled “Aggression War Crimes” (
tội
ác chiến tranh xâm lược
). The average American tourist is turned off by this title. Americans do not appreciate muddled English, even if that English is better than their own grasp of the local language. Even less do Americans like being accused of war crimes, because most Americans believe that it is categorically impossible for an American to commit a war crime. But the museum does primarily feature the war crimes of Americans—massacres, torture, desecration of corpses, the human effects of Agent Orange—captured in black-and-white photos by Western photographers during the war. Suddenly the American tourist becomes a semiotician, aware of how photographs do not simply capture the truth but are framed by their framers. When forced to look at these atrocities, a fairly typical American response is say
we did not do this
or
they did this too.
19
This is the shock of misrecognition, seeing one’s reflection in a cracked mirror and confronting one’s disordered self.

Recognition is more likely for American tourists who visit Son My, remembered by Americans as My Lai. The village is located many hundreds of miles north from Saigon and is distant from the easiest tourist route on Highway 1A, and only the particularly knowledgeable and curious American tourists will visit. A museum is built on the remnants of the village, where trails of footprints in the cement pathways evoke the ghosts of absent villagers. American troops killed more than five hundred of these villagers. An outdoor mosaic shows the villagers under assault from the sky by a science fictional war machine, black and bristling with engines and bombs, an open maw of a furnace in place of its nose. Giant drops of red blood drip from the bottom of the mosaic. In the museum, a diorama shows life-size black and white American soldiers, grimacing in fury as they shoot villagers who look surprisingly peaceful in the moment of death. Americans who make this pilgrimage to Son My already know of the massacre, and rather than being average tourists are more likely mourners come to pay respect.
20
They anticipate the shock of seeing this diorama.
We did this
, they think.
We know we did this
.
21

In these and other postwar American encounters with Vietnamese memories in Vietnam, Americans find themselves shown in ways that bruise them. They no longer have the comfort of sitting inside their war machine, protected from the recoil of its weaponry by a suspension system of ideology and fantasy. In the Vietnamese landscape, as tourists rather than soldiers protected by armor, artillery, and airpower, they are the disremembered others—murderers, invaders, villains, and air pirates, in the punchy language of the museums and exhibits. Mary McCarthy, visiting Vietnam during the war, calls these names lobbed at Americans “Homeric epithets.”
22
Not used to epic poetry in everyday spaces, and not used to being disremembered, many Americans feel that the entire war and their identities cannot be reduced to the atrocities commemorated all over the Vietnamese landscape. These Americans regard the War Remnants Museum and the Son My diorama as propaganda, which they certainly are. Official and unofficial versions of Vietnamese memory show little interest in commemorating others in any way (note the absence of any outraged dioramas anywhere in the country depicting what the victorious Vietnamese inflicted on the defeated Vietnamese). But these Americans are wrong in denying the truths found in propaganda, specifically that American soldiers committed atrocities in Vietnam and that the rest of America never fully grappled with its complicity in them. The war was not one where “the destruction was mutual,” as President Jimmy Carter claimed and as many Americans of all political backgrounds want to believe.
23
In fact—and not as a matter of interpretation—this war’s destruction was not mutual in terms of costs and deaths. It is ethical and just to confront those numbers, and the following realities: no massacres committed on American soil, no bombs dropped on American cities, no Americans forced to become sex workers, no Americans turned into refugees, and so on.

BOOK: Nothing Ever Dies: Vietnam and the Memory of War
11.87Mb size Format: txt, pdf, ePub
ads

Other books

The Forgotten by Marly Mathews
Healing Grace by Courtright, Elizabeth
Rita Moreno: A Memoir by Rita Moreno
A Matter of Honesty by Stephanie Morris
Blood Canticle by Anne Rice
Girl on a Plane by Miriam Moss
Girl in the Arena by Lise Haines
Recipe for Love by Ruth Cardello
The Hostage Bride by Jane Feather
Staying at Daisy's by Jill Mansell


readsbookonline.com Copyright 2016 - 2024