The three are approached by a film company and offered a contract -- if they will allow their lives to be filmed, they will be given enough money to get them off the planet, now a wasteland. Cassandra quickly realizes that they are being set up, and that the film's lethal premise is all too real -- Dosh is killed during the filming as the directors look for more realism. Along with some mercenary friends, Cassandra avenges Dosh's death by going after the actress who murdered him. A sub-plot concerns Moke's success as an artist, as he eventually finds an audience, and money, at the end of the novel. He and Cassandra manage to escape earth life, but there is a suggestion that things are not all that optimistic at the end of the story.
Being Baird's first novel, the storyline is a bit rough, and her second novel is much improved as far as characterization, plot, and use of language are concerned. However, the novel does concern itself with the cyberpunk lifestyle and major themes (moral ambiguity, transcendence, etc.), and is not only highly recommended, but will be highly useful for my thesis.
In summary, the novel concerns two people, Cassandra and Moke, who try to discover if an old friend of theirs is alive or dead. It appears, and, in fact, turns out to be the case, that their friend, Dosh, is alive, although his memory has been wiped clean. The major action of the novel surrounds Cassandra's attempts to discover the truth, her street-deals with the thugs she must hire to help her, and, ultimately, her plot to destroy the film company responsible for Dosh's memory being erased. As a whole, the sequel is much better than the original, and is a very entertaining novel in its own right.
Specific themes in the novel which I found interesting included: the tendencies of the main characters to seek revenge rather than justice; many discussions of the death of the soul, and of conflicts between figurative "demons" and "gods"; discussion of the earth as a sort of "hell"; the question of the "heroic attitudes" of the characters. In the end, even the characters themselves question their own "heroic" qualities, and find that they are not, in fact, heroic. They are, rather, something beyond antihero but not quite godlike.
Bear's story opens after the fall of humanity has already taken place, the death of God (Mortdieu, as it is dubbed in the text) having finally arrived. The central figure of the story is a nameless gargoyle-like creature, the result of a mating between a real stone gargoyle and a human female. The story focuses on his discovery of the "truths" about Mortdieu, mostly via his discussions with the Stone Christ, the last remnants of God's power come to earth. The story's end suggests that humanity, or what it has become, must take over for God, since there is a void that must be filled.
Bear's story represents one view of what happens after technology has fallen, and the world is left without any dominating power. In the story, technology and religion are both gone, leaving nothing except remnants and a movement back towards mythology. Bear's characters are bizarre and twisted in their physical forms as well as in their morality and beliefs, and never arrive at any definitive answers. It is rather their quest for knowledge and their desire to rebuild a shattered myth which makes this story entertaining as well as relevant to my thesis.
Cadigan's story is about a woman named Gina who has cybernetic implants which enable her to be hooked up to musical instruments. Called a "synner"(short for synthesizer), Gina is able to produce music, and to make other musicians sound better, by running the electronic current through her brain. At the story's opening, Gina has rejected and left behind this lifestyle, as well as the band, Man-O-War, that she used to work for. However, she is forced to work for another band named Misbegotten, a short experience which ends with her being dragged back by the lead singer of Man-O-War into a literal life of rock and roll slavery.
The story is primarily concerned with the humanity of Gina, of her desire to achieve something important in her life, and of her rejection of a lifestyle she perceives as "selling out". Dealt with in the novel are several key moral issues, both immoral and amoral, as well as a notion of transcendence to a sort of godhood, whether real or actual. The story is very entertaining and highly useful and definitive.
The storyline itself is fairly simple -- Case, a "keyboard cowboy" who specializes in stealing data in cyberspace, is offered a deal which he cannot refuse. In return for removing the poison sacs implanted in his brain and giving him the ability to once more "run the matrix" (prior to the beginning of the novel, Case had double-crossed someone he was working for, and was caught and punished), he must help a man named Armitage commit a crime. As it turns out, he's actually working for an Artificial Intelligence called Wintermute, who wants to escape the limitations of the network, in a sense. Case succeeds in his "duties" through a long series of deceptions and alliances, typical of cyberpunk literature.
The novel's setting and themes are much more important than the storyline itself, which, when stripped down, is very simple and direct. The twisting and turning of the story, however, makes it very difficult at times to understand everything that's happening -- this is entirely the intent of the novel. Themes which rise above the "wall of noise" which Gibson's descriptions often become include morality, or lack thereof, and transcendence, both of which are carried throughout all of the cyberpunk literature to follow. The work is central to my research, and will certainly be the most useful work of fiction for my purposes.
The story concerns a girl named Mona, who is made up to look like a superstar, Angie Mitchell. Angie Mitchell is able to enter the net psychically, without any technological hookup or even a computer, unlike anyone else. An Artificial Intelligence has hatched a plot to kidnap Angie Mitchell, in order to use her for an interdimensional plot which is never truly clarified. Mona, who now looks like Angie, finds herself caught up in a network of espionage and intrigue, as the kidnappers are now after her instead of Angie. Through some twist of fate, Angie ends up projecting herself mentally into the Matrix, leaving nothing behind. While she escapes the kidnappers, Mona is left behind, and she is forced to assume the role of the now absent film star.
The novel is intriguing because it focuses mainly on the notion of the Matrix itself, cyberspace, and the people who "live" there. Angie, during her "trips" there, meets the fragmented images that the Matrix itself has become -- after attaining sentience, the Matrix split itself up into various personalities, named after voodoo gods and spirits and worshipped as such. These gods, like those of ancient mythology, can "ride" (possess) people like Angie, when they are in the "Net" (ie. the Matrix). Themes of immortality, Heaven, godliness, transcendence, and the possibility of eternal life in the Matrix are discussed at length, and it is these themes which will of no doubt be greatly useful to me in my research.
The novel concerns a bike messenger, Chevette, who steals a pair of sunglasses from a party. Unknowingly, the glasses are a special sort of computer monitor which stimulate the optic nerves, producing an image directly in the brain. The image in the glasses is that of a future Los Angeles, with building projects which would require the destruction of existing companies -- someone is planning the takeover of Los Angeles. Along the way, Chevette meets Berry Rydell, a former security guard now turned bounty hunter, who falls in with Chevette almost by accident. When the two of them are subject to an attempted assassination, they flee with the glasses and enlist the help of a network of computer hackers who've gained control of the entire country's communication lines. The end of the novel resembles something out of Hollywood -- the bad guys are captured, the hero and the girl get all the money, and they live happily ever after. This "perfect ending" is questionable, however.
Berry and Chevette are, first of all, not morally perfect people. Chevette is a vandal and a thief, Berry kills people for money. In order to defeat their enemies, they have to commit more crimes, including enlisting the aid of the most wanted criminals in America. The ending of the novel itself is ambiguous -- though there is a notion of a happy ending, it is in a divided, shattered world of fragmented states and religions. This setting makes us wonder if any of the characters can ever truly have a happy life, and this mark of pessimism, along with the morally questionable attitudes of the protagonists and their friends, marks the novel as part of the cyberpunk genre.
The novel will be useful in several ways, as it not only picks up on traditional notions discussed in cyberpunk literature, but also represents part of the current reshaping of the genre. Themes discussed within include the notion of cyberspace and transcendence, ideas of the future of religion in America, and many questions about morality and the end results of immoral and moral acts. Altogether, the novel will be quite beneficial.
The story, if it can be called such, has no real plot structure to speak of. Certainly, there is a story to tell -- a gang of youths prepare for, then fight in, a street fight. It is not the story which is important as much as it is the descriptions, which evoke much more feeling than I thought possible in a short story such as this. The novel is set, for instance, in a post apocalyptic urban setting in which the gangs now rule the streets. Their views of this apocalypse, however, are not typical -- instead of fearing it, they revel in the freedom the end of the world affords them. This freedom extends beyond lawlessnes into the realm of freedom from death, or at least, freedom from fear of death.
The key to the story is the sense that technology is revered by the characters as a sort of God, offering them freedom from the constraints of life. In a sense, the characters feel that they have transcended law and have achieved a sort of godhood themselves. By escaping the power of death, they become more deadly and more free -- free from fear, law, and even morality.
The novel concerns the search of a detective and former cop named Tanner for a mass murderer who calls himself the "Destroying Angel". Tanner meets a young girl named Sookie, representative of the cyberpunk "street-brat" or punk, who aids him on his quest through the streets of San Francisco. Tanner eventually tracks the murderer down, discovering that the "Angel" is a half-human, half machine psychotic who believes that he's God's chosen Angel of Death.
The plot structure of this novel is different from most cyberpunk fiction, in that it is very straightforward and one-dimensional. However, this is not a criticism of the novel, which moves along fairly well and is very well written. The simple style allows some of the key themes in Russo's work to rise to the surface, so to speak -- the idea of transcendence through a union with a machine, the moral ambiguity of a cyberpunk society, and the degradation of society in the near future are all evident. Like Gibson's Virtual Light, this novel portrays its characters as somewhat more moral than those which are typically to be found in cyberpunk fiction, but this in no way limits its importance or scope.
The main character, sarcastically named Hiro Protagonist, is a pizza deliverer in the real world who becomes a "warrior-prince" (two sides of the same coin, perhaps?) in cyberspace, the virtual world he can project himself into through his computer. He discovers a virus which is being transmitted through the computer and seeks to destroy it and its creator before a very real apocalypse can be brought about, and, in true cyberpunk fashion, turns the whole thing into a way to make money for himself.
What I find most useful about the novel is the way in which the characters are demonstrated -- the fact that they are often caricatures makes it easier to pick out tendencies and flaws which are applicable to all cyberpunk characters in general. Hiro Protagonist is no hero -- he lives in a rented storage locker and shamelessly promotes his own business while saving the world. YT, his sidekick, ends up working for the mob in order to save her mother from the clutches of the evil U.S. government. There is much discussion of characters, including Hiro, becoming "gargoyles," demonic-looking people who literally live inside the virtual network they've created in order to escape the hellish world around them -- notions of Milton's Satan speaking of the mind as it's "own place" come to mind here. All in all, the book is highly useful and interesting, and will provide much room for exploration and discussion of the major issues in cyberpunk literature.
The main characters, Cowboy and Sarah, discover a plot by a pharmaceuticals corporation to kill them, and so they hatch a bigger plot to retaliate against the company. Along the way, they discover that the company is on the verge of ultimate success, having developed a cure for a dreaded plague which kills millions. To bring down the company and achieve their own ends, Cowboy and Sarah destroy the cure, thus destroying the company. They achieve their goals, but at what cost?
Hardwired is a very entertaining novel in its own right, but it serves me better as a discussion of the "cyberpunk character". The main characters in the novel are meant to be perceived as some sort of heroes, but both are, in fact, criminals in the worst sense. Cowboy is a murderer and thief, Sarah is an assassin and prostitute; both are drug-addicts. To achieve their goal of revenge, they seemingly destroy hope for millions. This selfish, perhaps even evil, attitude, is found in many cyberpunk characters. Another notion discussed at length in the novel is the view of the world as a sort of hell. The characters repeatedly try to escape to a "heaven" of sorts, either by getting off the planet into a space station, or by entering the Interface, a virtual reality in which they can, in a sense, become one with "the Universe". These themes, and others, are prevalent through the book, and lend themselves well to my research.
Our interview covered a variety of topics, mostly concerned with Pat Cadigan's own particular brand of cyberpunk literature. Cadigan and I first discussed the notion of the cyberpunk protagonist, and her insistence that we must avoid labels when discussing these people in order to be sure that they remain "people," and not just stereotypes. She did mention that something that does bind her characters together is their striving for a sort of transcendence, a movement beyond the constraints of their forms and societies, whether this be done through music, television, or by entering cyberspace. Her characters, however, do not supersede all morality, but rather choose their own reasons for good and evil, not subscribing to any universal morality.
I asked Mrs. Cadigan about the point of these characters striving -- she insisted that "it matters how you live before you die," and that striving for godhood is probably impossible, since we cannot comprehend God, and if we were able to transcend our limits as humans, then our own definitions would change. Any opacity of description here is not the fault of Pat Cadigan, as we were both unable to clearly define terms such as godhood, morality, or transcendence, agreeing that such definitions were subjective, as well as probably beyond our limited perceptions. She did admit that achieving or touching "divinity" is possible, although probably very difficult, and was one form of transcendence that cyberpunk characters strive for.
Pat Cadigan is a very well-rounded, philosophically astute person who knows a great deal about the topic of cyberpunk. Our discussion covered many key points, including morality, transcendence, and godhood, and will no doubt be useful. It is not often that one gets to speak with an author directly as I did, and the invitation to do so again is one which I readily await.
Mr. Rucker admits that he does not think much of the topic of morality, preferring to "live it" rather than preach about it. He mentions that in his own cyberpunk books, his characters tend to reflect his own views -- that is, his cyberpunk characters do not think much of morality -- if they are moral, they simply act that way without preaching. Mr. Rucker also remarks in his letter that he "doesn't trust" the characters in William Gibson's Virtual Light for that very reason -- Gibson's protagonists in that novel are "kind of groovy goodygoody or something," according to Mr. Rucker. In other words, because the characters in Virtual Light are portrayed as "good" and "moral," Rucker doesn't trust them as cyberpunk characters. While Mr. Rucker's letter does not address any specific concerns, it does demonstrate the moral views of a typical cyberpunk author, and in that sense will be useful.
This letter concerns the morality of real life computer hackers and cyberpunks who find it amusing to lurk around and crash computer systems, emulating their "heroes" in cyberpunk fiction. Sterling strongly dissaproves of this activity, stating that while his own moral views are not explicit, neither does he support "anarchistic activities". Sterling suggests that "knowledge is power," and that this power is tempting -- knowing how to build a pipe bomb, and then actually building one, however, are two entirely different things. Sterling supports knowledge, but cautions people as to how they use that knowledge.
What interests me in Sterling's letter is his disregard for any overt moral system. His characters, and his own views, seem to support the belief that committing crimes is alright if they are necessary, but that there are limits. At the same time, Sterling asserts that he is a moral person, and admits having committed crimes in the recent past. What this indicates is a disregard for any dominant moral system, which I feel indicates a certain amorality, rather than immorality, in cyberpunk fiction as well as in today's society. This emphasis on power and knowledge, however wisely used, instead of morality seems to suggest a movement "beyond morality," one of the topics of my research in cyberpunk literature.
I am particularly interested in the latter portion of Campbell's book, as it deals with more modern incarnations of the hero, especially as they relate to divinity. Campbell explains, for instance, that in literature it is the heroes who carry out the desires of the gods, and only very rarely do the gods descend to act out their own wishes. It is from this notion of divinity that Campbell begins to stress the importance of mythology in all cultures and literature, which includes, by extension, cyberpunk literature. He explores the possibility that traditional myth has disappeared from modern culture and literature, replaced by science, and compares this to the earliest forms of myth, when people placed the emphasis on animal things -- for primitives, the half human/half animal was seen as divine, as a connection to the spiritual world.
Campbell's work suggests for me a lot more than it explicitly says, for I believe that cyberpunk literature represents a return to myth, in a sense. Campbell's discussion of the hero, and later of mythology, suggest several key themes which I see as present in cyberpunk novels and short stories, and although I do not believe that we can dub the cyberpunk protagonist a "hero," I nevertheless feel that Campbell's discussion of the hero will help to explain many of the themes I plan to discuss.
Both the beginning and closing chapters of this book deal with the notion of science as it tends to change myth, and with the tendency of myth to arise from the ashes, so to speak, as the human imagination generates new myths. Campbell holds that science, by emphasizing the ever-expanding search for knowledge, can represent one type of myth, which is normally based on faith and imagination rather than knowledge. In the end, however, myth regenerates itself and reappears, this time through science, albeit in a new form . Campbell ultimately holds that our "New Myth" will be one of "the waking of individuals to knowledge of themselves," now that we live in a world "without horizons," a sort of transcendence of the limits of human knowledge and being. This theme of transcendence is one of the focal points of cyberpunk literature, and represents, I believe, a movement towards this "New Myth" of which Campbell is speaking. In this sense, Campbell's book is infinitely useful.
Campbell deals early on with the notion of the machine as a sort of primitive God -- all-knowing, all-powerful, and distinctly amoral. Later on, he deals with the absence of myth in our culture as he perceives it, and talks about the "New Myth," which he perceives will be about one united belief for the entire planet, focusing on a full realization of the individual's place in time. He is quite clear about his beliefs that science and myth are not mutually exclusive, and that science has reached the point where it is on the verge of approaching a new myth. He deals with the notion of traditional mythological figures and heroes in modern culture, and suggests a return to an old mythology with a new twist -- science. It is this suggestion of a new myth through technology which will be helpful to my research.
Derbolav and Ikeda discuss both traditional and modern forms of humanism, focusing mainly on the individual's turn away from a remote, superhuman God to a more personal examination. They discuss the individual's need and ability to work out his own fate without supernatural aid. This idea is developed so as to point out that this turn towards humanity and away from God has caused Christianity and morality as a whole to degenerate, a sort of degeneration that we can see in cyberpunk literature. In the end, they predict, this movement away from traditional gods and the influence of computers could eventually lead to the annihilation of the human race as we know it.
While I believe that their proposed future is a bit unlikely, I can understand the fear, because the theme is often discussed in cyberpunk novels. In the absence of god, cyberpunk characters tend to try to create new ones, and coupled with the ability to augment one's own abilities, this leads, in cyberpunk literature, to a transcendence of the human body and a striving for divinity. In this sense, the themes discussed in this book will be useful to my research.
The most important theme brought up by Ellul, and most applicable to my study at hand, is his discussion of how technology and the human being eventually become one, inseparably linked. I feel that although Ellul's work is sociological in scope, it applies to cyberpunk fiction. If the fiction of a particular time reflects the society of that time, then Ellul's work is certainly relevant to cyberpunk fiction, which I feel reflects certain aspects of our modern culture. Although it is at times a bit thick and dense, Ellul's work is at other times remarkably clear and lucid, and should prove more than a bit useful.
Frye begins by dismissing the idea that fictions are classified morally, and asserts that they are, instead, classified according to the type of protagonist present in the story. He traces this protagonist through 5 stages: the hero or god of early mythical fiction, who is superior to other men and the environment; the romantic hero of folk tales, who is superior in degree to other men and the environment; the high mimetic hero, superior in degree or rank to men but not to the environment; the low mimetic or realistic hero, equal in degree to other men and the environment; and finally the anti-hero, or the ironic hero, who is inferior in power or intelligence to other men. Frye later recognizes the fact that this last stage of development begins a cycle which inevitably leads back to the first stage; that is, irony gradually leads back to myth; the anti-hero leads us back to the divine. I believe this may be a major part of what is ultimately my central thesis. These particular points made by Frye are what I find to be most useful , particularly as a jumping-off point for my own thoughts.
Terms to be defined using this handbook include, but are not necessarily limited to, "Anti-Hero", "Hero", "Humanism" (and, by extension, "Anti-Humanism"), "Naturalism", "Myth", and "Romanticism". Definition will most likely be the primary context in which I will to use this resource.
Discussions of morality, religious beliefs (or lack thereof), diminishing expectations, and of the language of modern youth (and, by extrapolation, of the modern protagonist in cyberpunk fiction) are especially useful, and lend themselves well to my topic.
Terms and ideas to be defined include, but are not limited to, "Anti-Hero", "Hero", "Humanism" (and, by extension, "Anti-Humanism"), "Naturalism", "Myth", and "Romanticism".
I personally feel that, of all my sources, this gaming system is the most useful for getting an idea of what the cyberpunk genre is all about. This gaming system caused an uproar in the RPG market, and actually took the lead away from the fantasy RPG genre -- cyberpunk games are now among the top three systems sold in the United States. This tendency not only shows the incredible allure of such a game, but lends more credence to the use of a gaming system as a viable source for this study. Essentially, the rulebook for this game is a compilation of ideas from the top cyberpunk authors of the eighties, including Gibson and Williams.
The most important aspect of this book for my own studies will be the discussions of the notions of good and evil, and the lack of any true morality, in the world of the cyberpunk. These ideas are clearly developed in the rulebook.
Of particular use to me is the section dealing with cyberpunk fiction, which covers the major writers in the field, including Gibson and Sterling, and cites their influences from, among others, Burroughs and H.P. Lovecraft. Themes discussed include transcendence, morality, the desire to become godlike, if not "God" itself, anarchy and chaos, and the general attitudes and beliefs of the cyberpunk "protagonist". I personally believe that this book forms the core of current study on the cyberpunk movement, and found it to be enlightening as well as informative.
Rushkoff does not intend to criticize any of the works or people discussed within for their moral decisions, which is a rather fresh view. Although discussions of morality are brought up, even those involved in illegal activities are viewed subjectively. That is, their own specific situations are taken into account when dealing with morality, an important notion dealt with in cyberpunk fiction, where the "heroes", if we can use such a term, are often criminals. All in all, Rushkoff writes a very useful book which lends itself well to a discussion of both moral and societal implications of and for the cyberpunk protagonist.
I feel that Sterling's acknowledgment that there is something "unholy" about the movement, as well as his ideas concerning anarchy, the rejection of borders and the fact that "technology is visceral" are key to any summary of the movement, and must be considered when one would attempt to define the genre. Several of the short stories found within the work well represent the genre, and are cited elsewhere. As a whole, Sterling's book represents a good cross-section of the cyberpunk movement, and it is appropriately considered the "definitive" cyberpunk anthology .
Asimov's article is, unfortunately, bereft of a discussion of moral issues (something I had hoped for), but it does offer a well-founded definition of what a cyborg is, a key to any discussion of cyberpunk fiction.
While the idea of men becoming associated with the machines they use is a useful one, especially as it concerns the cyberpunk character, there is little defined argument in this article, something I would have liked to see.
Bukatman's work is not always concerned with cyberpunk literature specifically -- rather, he adopts a more general view of modern society, our modern tendencies, and the themes of modern science fiction literature as a whole. However, the themes Bukatman addresses are applicable to my research, particularly the theme of moving "beyond the human body" and towards divinity. In that sense, this will be a useful resource for my research.
The essay begins by talking about the heights of postmodernism, the point at which cyberpunk literature enters the picture. Csicery-Ronay is often critical of cyberpunk literature, and at one point presents a one run-on-sentence summary of all cyberpunk plots (or so he says) -- he doubts that cyberpunk works can be called revolutionary when they hold so much in common with classic science-fiction. Csicery-Ronay does talk about some key themes in cyberpunk novels, including the need to "be hip"(185), transcendence, the paradox between man's desire for and fear of the machine, and themes of humanity, antihumanity, and romanticism. His final comments suggest a movement beyond typical romanticism into a new realm, but like the rest of the essay, these thoughts are unclear and not definitive. The essay is not altogether disappointing, and will be useful, but it is certainly lacking something.
Easterbrook moves beyond this theme of divinity, however, concentrating on a theme of reversals of roles and meanings. He speaks of a desire to find freedom through the machine, even as humankind is trapped by it, and speaks at length of a "natural/artificial opposition" -- that is, human morality and being becomes erased and consumed by advanced technology, and yet the technology itself becomes desirable, perhaps for this very reason, leaving behind a "virtual morality."
Easterbrook's thesis is clear and definite, and the only flaw I find in the essay is his occasional tendency to bring in ideas and then fail to connect them to the dominant theme. However, there are only one or two such unclear portions, and this article will undoubtedly be one of the most useful to my research. It clearly addresses the theme in cyberpunk literature of a desire to achieve divinity, and a suggestion that the attempt will fail.
Glazer's article is key to my research, for it shows the possibilities of romanticism when applied to cyberpunk fiction. She focuses on the "new" type of romanticism we find in Gibson's works rather than traditional romanticism, and I believe that it is this angle which will prove interesting and useful. This is a clear and well-written article.
Grant's thesis is that cyberpunk protagonists tend to seek transcendence of their limited human forms, reaching for something divine, and in order to achieve this transcendence, they use what Grant calls "detournement". According to Grant, detournement is "The appropriation of alien elements; perversion; mutation; making the old into something new." (49) Grant starts by demonstrating the idea that people are trapped in a closed system, and that memory serves as the first escape, the first means to transcend the self and "kill death," or achieve immortality. By extrapolation, the mind becomes a way to escape the limits of the body, and in a world without religion, technology becomes linked with the mind and provides an enhanced means for escape. Through technological means, such as "jacking into the net" (projecting oneself mentally into the Matrix), cyberpunk characters become able to transcend their human bodies and become somewhat divine. Grant recognizes that certain characters actually become "godlike" in cyberspace, and acknowledges that certain figures, such as Gibson's Wintermute (a character in Neuromancer) are actually worshipped as divine.
Grant's thesis suggests exactly what I am suggesting -- the fact that cyberpunk literature suggests a movement towards the divine, admittedly an often absurd movement. Grant, and others, seem to suggest that cyberpunk characters, in their desire to escape the "closed systems" of their lives, actually progress towards a sort of divinity. This article will, without a doubt, be highly useful.
Haraway's article takes the position that cybernetics, and the image of the half-man/half-machine cyborg, are a part of a new "ironic political mythology" (65) created by the notion that we are all in "a mythic time�we are all chimeras" (66). For Haraway, the cyborg represents a condensed image of imagination and reality combined, appearing at a time when not only the lines between man and animal are blurred, but the distinction between man and machine as well. Machinery for Haraway is representative of a god, and the cyborg, by becoming a part of that machine, trancends the human and becomes at least part divine. Haraway truly sees cyborgs, and cyberpunk literature, as something which will lead society to a new myth.
Haraway's thesis is clear and concise, and describes a myth based on cyberpunk writings and images of the cyborg. This work has been cited by critics so often because of its importance, and it will be just as, if not more, useful in my own research.
Hollinger's focus is on postmodernism, as she strives to demonstrate how the breakdown of a distinction between man and technology proves cyberpunk to "glorify" postmodernism. My own interest is on Hollinger's use of the term "anti-humanist," a term which seems to signify an attempt to label the cyberpunk literature, as well as its' characters. She seems to suggest that cyberpunk protagonists are "anti-human," in that they continually strive to reach beyond the human form for something approximating divinity, and I agree. For Hollinger, the cyberpunk world is anti-human before it is anything else, and this suggests the very literary progression I hope to address in my research.
Leary's central thesis is to present the cyberpunk character as a person who acts as an individual, seeking to transcend the system. It is his reminder of a connection between cyberpunk and its Classical origins in Greek mythology and philosophy which is most useful and interesting, however.
Of particular interest to me is a discussion of the speech of the cyberpunk character, which is a short, clipped equivalent of "rap-cum-speed metal". Although the cyberpunk character is often criticized for his inability to use rhetoric as effectively as, for instance, Satan in Paradise Lost, Shiner defends the cyberpunk's speech patterns, asserting that some of these street punks are remarkably clear and efficient, articulate in a non-traditional way. In the era of E-mail and instant messaging, one needs to be able to speak quickly, clearly, and efficiently, and it is that sort of speech which gives these new cyberpunks remarkable clarity. Whereas heroes in older fiction tend to speak in extended, flowery rhetoric, the new "heroes" speak in the short sentences and fragments found on the computer bulletin boards.
McHale's essay begins, for example, by comparing the castles and enchanted labyrinths of romantic fantasies with the towers and magical networks of cyberpunk literature. Into both of these worlds, McHale suggests, are injected the typical "wandering adventurer-hero" or the "knight-errant" (153), on a quest for knowledge and power. McHale adds that the addition of mythic elements, magical/voodoo ideas, and horrific elements into cyberpunk makes it even more romantic in nature, but with an added dimension and a "new intensity" (153).
McHale's essay is a bit rough and unclear at times, and I do not fully agree with his thesis. He leaves cyberpunk and romanticism at nearly the same level, whereas I tend to see the two views as oppossing, yet sharing some common elements. Beyond my own disagreements, however, McHale's essay is well-written, and it will prove useful.
Nixon asserts at several points that cyberpunk characters, particularly male ones, represent a "paradigmatic American heroism" (230) -- I disagree with this attempt to pass off cyberpunk protagonists as mere American heroes. Later, Nixon accuses cyberpunk writers of male performance anxiety (fear of impotence), and claims that cyberpunk literature proposes a sort of "upward mobility" which assures that the "hero will inevitably triumph" (230). Not only do I disagree with the labelling, again, of cyberpunk characters as heroes, but I disagree that they all inevitably triumph. I feel that cyberpunk literature represents a sort of failed attempt at success, at divinity, and that the characters are certainly not heroes. Nixon's article will be useful only insofar as I can use her statements to show that cyberpunk characters are certainly not heroes, though she asserts this.
While Rushing's article is mostly concerned with specific films, and never explicitly mentions cyberpunk, I feel her article will, nevertheless, be very useful, as it addresses most of the key issues I wish to deal with. It seems to suggest that some of the underlying themes in cyberpunk literature may be directly related, even without total authorial intent.
Sponsler's article is useful in that it suggests a "post-apocalyptic" world, a world beyond the "final judgement". This world, thus, is devoid of morality, taking the cyberpunk characters within it into the freedom of amorality, allowing them to make their own judgements, their own laws. In this sense, they seem to bridge the gap between the amoral anti-hero and the divine powers who are superior to the moralities they dictate. The article will be quite useful in assisting in my research on the morality of the cyberpunk character.
Sponsler has drawn from a number of sources, as represented in her bibliography. Covering many different fields, this article presents a very wide view of a topic which has gotten short shrift in the past. I found it very enjoyable, and despite the fact that I disagree with about half of what the author says, I feel it will be useful.
The article is written as a sort of "cyberpunk primer," and although there was less information available in late 1992 than there is currently, it lacks a great deal of detail. Although the article sets out to form a sort of thesis about society today as related to cyberpunk culture, it quickly falls into nothing more than an explanation of the genre and its key points. The second half of Cobb's article is little more than a "Gee-Whiz" view of all of the major features of cyberpunk fiction, and serves only to show how the media has jumped on the bandwagon in the past two years. I cannot help but look with derision on articles like this one, which seek to tell society at large all about this "new" genre of literature which has been around since the early 1980's.
Despite being poorly written, the article does contain a few points which are useful. Cobb speaks, for instance, of the virtual world of the hacker as a "netherworld," suggesting the sort of criminal activity that goes on there is somehow immoral and forbidden, akin to Dante's "Inferno". Cobb also does well to speak of the sense of apprehension and fear surrounding the genre, calling it "dark" and "morbid," but he doesn't carry that sense throughout the article. Overall, what Cobb does is show us a dark, dreary, morbid culture and then say "Isn't it neat that our culture will soon be like that?" His tone does not mix well with his subject.
The article itself draws on a wide range of topics, as it needs to, including the origins of cybernetics (Norbert Weiner), chaos theory, punk music, drugs, the Internet, and, as is essential, literature. These topics are discussed mostly in a sidebar next to the main article, which simply passes over them, leaving the specifics out. The major problem with this method of writing is that it does little to make a point -- that is, the article ends up being little more than a summary, and a summary is not what is needed. Aside from mere summarization, the article does make a few key points and descriptions, such as discussion of the cyberpunk culture as a sort of "movement," related to the beatniks or hippies of the 60's . Industrial music is directly linked with the cyberpunk genre, as it is in many other places, a type of music which has been called "the sound our culture makes as it comes unglued" -- this fact goes a long way towards showing the influence of cyberculture on the real world, to the point where the culture develops its own look and even its own theme music. Also discussed in the article are some of the "tenets and beliefs" of the cyberpunk, all related to a rejection of authority and a movement towards anarchy and chaos.
Widely accepted by the media as one of the definitive sources on the cyberpunk genre, the article actually falls a bit short when compared to other works which describe cyberpunk, and winds up reading more like a dictionary than an article describing a literary genre and cultural movement. However, it is a useful text, and does provide a good general overview of the genre.
Interestingly enough, several editorial comments related to this piece have appeared in The Buffalo News through October 11, each of them refuting the claims made in this article. None of them makes their point as clearly as Georgy's article, however, which is clear, to-the-point, and utterly frightening if it is true, just as the world of the cyberpunks is.
He takes McCaffery's thesis, that we are LIVING the cyberpunk lifestyle in our own world, and elucidates. Olsen addresses many of the key points in the book, effectively summarizing the work without making it seem insignificant: technology shapes our lives to the point where we are becoming machines, chaos and turbulence is exciting, criminals and anarchists are the new forces for change in our world, the cyberpunk lifestyle is very real, etc. Olsen's review article winds up formulating a thesis for itself, but this makes it no less valuable, since the thesis is the same as McCaffery -- the cyberpunk world IS the real world. All in all, the article is highly entertaining, informative, and valuable, considering it is only two pages long. Olsen goes a long way towards showing the value of the cyberpunk lifestyle, even if he does tend to brush away the literary beginnings of the genre as insignificant.
Although I disagree with Rucker in his labelling the main characters of Gibson's novel as moral, I do agree that cyberpunk characters are distinctly amoral, and that although they may form alliances, trust, and, yes, even fall in love, they do retain distinct amoralities, such as their tendencies to kill without question, a lack of belief in a real God, etc. Rucker's review is, all in all, a good summary, and quite useful.
More important than the information discussed is the nature of the medium itself, for it abandons traditional literary forms in the wake of chaos. Pictures, sounds, and words fly off the screen through the use of multimedia, something cyberpunks hail as the future of communication. Embracing chaos theory, an animated character, Kama Sutra, appears at random while you use the program, dropping bits of random knowledge and opinion at random across the screen. The emphasis on the program seems to be on change and mutability, an aspect of cyberpunk literature that a newspaper article cannot grasp.
The program itself does not lay out a definite thesis, rather serving to be a means for defining terms, understanding topics, and looking up more information. For what it is, it is definitely useful, and will serve well for further research on the topic.
The emphasis in the �zine appears to focus on two things. First, mutability and change is a major issue, as evidenced by the paradoxical presence of Gibson's poem, which was never supposed to appear in print. Second is Sterling's discussion of the control sought by the government agencies over internet communications, and the rejection of that belief by hackers, who seek freedom and chaos. The very real struggles between the ultimate power for law and order, the government, and those rebelling against the authority, the hackers, mirrors the battles seen in cyberpunk literature as well as the mythical battle between God and Satan. While the magazine itself contains little in the way of explanation or a thesis, the information inside, taken as a whole, is impressive. Not only is it valuable information, not found in many places elsewhere, but the themes discussed are key to a discussion of cyberpunk literature.
Idol has been accused of merely using the term "cyberpunk" as a marketing ploy, one which ultimately failed. Idol's CD and program were a commercial failure, mostly because the music Idol wrote was not seen as being "cyberpunkish" by those who listened to it. In his own defense, Idol has spoken about the program and CD, stating that they were based on several themes he picked up on while reading the novel Neuromancer. Taken from that perspective, Idol's program and CD are useful from a purely artistic standpoint, although they lack the information necessary to make them more than nominally useful in research on the topic, apart from Idol's "manifesto," included as part of the program.
The faq (frequently asked questions) list is useful in defining the term "cyberpunk," as well as in laying out some of the themes and beliefs dealt with in the genre. It relates connections between films and literature, deals with cyberpunk "music" and hackers, and provides discussion of several works specifically. It is a highly useful resource for defining the cyberpunk genre, as it represents what is probably the most current information on the topic. I feel that it represents the future of discussion on the topic, for it is totally interactive, fluid, and allows for an open interchange between authors and readers.