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Call for Material!
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Cyber Punk 101

Right about now some of you are thinking “this is a waste of time, Cyberpunk is pretty self-explanatory.” And also right now, even more of you are thinking “I clicked on this page to find out what the heck Cyberpunk is, now get on with it.” And I will. But, first a bit of background.

Cyberpunk is a SF (science or speculative fiction) subgenre that evolved in the early 1980s. The term “cyberpunk” was coined by Bruce Bethke in “Cyberpunk” in the Fall 1983 edition of Amazing; later the term was grabbed to describe a literary movement and cultural phenomenon.1 Like most counterculture (hopefully, the “-punk” suffix tipped you off to this) movements, the Cyberpunks rose as a reaction to the predominant literary and artistic trends in SF of the 60s and 70s, the New Wave.

New Wave SF, essentially, was a transitionary period in which the definition of what could be considered “science fiction” was expanded. Many authors of this time period worked towards elevating SF from a genre merely fit for pulp magazines and two-reel cinema to a genre to be taken seriously. In addition to this, the New Wave authors focused less on Hard SF (referring to the hard sciences like math, physics, chemistry, biology) explanation and outer-space and more on the Soft SF ( referring to soft sciences like psychology, sociology, anthropology, and political science) exploration and inner-space. In the early 80s SF authors once again took to the drawing boards to reinvent themselves and the genre.

Bruce Sterling wrote in Cheap Truth that “SF has one critical advantage: it is still a pop industry that is close to its audience. It is not yet wheezing in the iron lung of English departments or begging for government Medicare through arts grants.”2 Sterling’s cleverly crafted call to action demanded that SF writers not forget their roots in pulp fiction, and remember that part of the greatness of SF and genre fiction like it is that it is audience driven entertainment, or, in other words, it’s meant to be exciting, fun, and enjoyed by the masses. Authors like William Gibson (Neuromancer) and Bruce Sterling (Schizmatrix), who are largely credited as the forefathers of Cyberpunk, made a return towards the explanatory Hard SF aspects of Golden Age SF, but retained the social undercurrents and stylistic complexity of the New Wave writers.3 The result was the cliché “high-tech, low-life” style of Cyberpunk.

So, What is Cyberpunk?


A question much easier asked than answered. It seems that before any scholar takes on the task of defining cyberpunk, they first acknowledge the difficulty of the task at hand, and I shall do the same. Brian McHale in “Towards a Poetics of Cyberpunk” writes that cyberpunk is not one thing or another--not an object that can be quantified. McCaffery in the Introduction to Storming the Reality Studio writes that the Cyberpunks excelled at “producing works that defy easy categorization.”4 Heck, even Bruce Sterling takes a moment to acknowledge the futility of the endeavor of categorization (but also somehow justifies it?) in the Preface to Mirrorshades stating “Critics, myself included, persist in label-mongering, despite all warnings; we must, because it's a valid source of insight - as well as great fun.”5 So, now that that’s been done, let’s try to move forward and assemble some semblance of an understanding as to what Cyberpunk is and how it works as a genre of written and visual art.


Just give it to me quick and dirty:


All superficial details set aside, Cyberpunk “represents a synthesis of SF with postmodern aesthetic tendencies and thematic impulses.”6


Alright, maybe not that dirty:


Let me break it down for you. What this guy up top is saying is that the Cyberpunk genre integrates stylistic and thematic elements common in post-modern novels, that is 20th century works that center on the breakdown of skepticism towards pre-established structures in art, culture, society, whatever. These post-modern tendencies in Cyberpunk are seen in the ways authors explore the possibilities for the advancement of technology and the human relationship with it, the potential breakdown or overhaul of our social order, and the repercussions of these changes and advancements on society at large.


Alright, maybe not that quick:


To get into the nitty-gritty a little bit more, in the Introduction to Cyberpunk Victoria Blake writes that “cyberpunk was never really about a specific technology or specific moment in time. It was, and it is, an aesthetic position as much as a collections of themes, an attitude toward mass culture and pop culture, an identity, a way of living, breathing, and grokking our weird and wired world.”7

Bruce Sterling breaks it down a little bit further in his Preface to Mirrorshades.  He described Cyberpunk as a true product of the 80s. It is a genre “steeped in the lore and tradition of the SF field.”8 The genre pulls from all of its precursors, yet also makes something uniquely its own. 

Sterling writes:

“And suddenly a new alliance is becoming evident: an integration of technology and the Eighties counterculture. An un-holy alliance of the technical world and the world of  organized dissent - the underground world of pop culture, visionary fluidity, and street-level  anarchy. The hacker and the rocker are this decade's pop-culture idols, and cyberpunk is very much a pop phenomenon: spontaneous, energetic, close to its roots. Cyberpunk comes from the realm where the computer hacker and the rocker overlap, a cultural Petri dish where writhing gene lines splice. Some find the results bizarre, even monstrous; for others  this integration is a powerful source of hope.”9

To bring it all back around to some semblance of an answer to our original question, Cyberpunk, at its core, has two main goals: 1) to present possible futures or alternative presents in which (any) technology has advanced to the benefit or detriment of humans and their societies, and 2) to draw from the Punk culture of the 80s to craft stories that disillusion the masses.10


How can I recognize something as Cyberpunk?


First, let’s reiterate the lesson we learned at the very beginning of this post: there are no hard and fast rules to what is and isn’t Cyberpunk. Genre is a tricky subject, and even the pros don’t know for sure where the boundaries lie (if there are any).

But for those of you really looking to categorize, here are a few common tropes for Cyberpunk:

1.) Technology is Awesome
It’s a common misperception that a certain type of technology is what makes a Cyberpunk work cyberpunk. Be honest, when you think Cyberpunk, you think Cyberspace—computers, virtual reality, hackers, etc. And while these things are in fact common tropes of the Cyberpunk genre (because who doesn’t love a good virtual reality), they are by no means restraints. The “love of tech” Victoria Blake describes as a tenet of Cyberpunk fiction is not restricted to life inside the Matrix.11 The “cyber” in “Cyberpunk” relates not to Cyberspace (the digital world inside a computer) but to Cybernetics.12 This means that the technology isn’t limited to computer tech, but can include any and every type of advancement brought on by technology (whether it’s new machines, drugs, or biological engineering). 


2.) Information is the New Pink

What I mean by this is that information isn’t just everywhere, it’s universally valued. Information is a commodity and people specialize in the buying and selling of it. The oversaturation of information is common in both forma and content in Cyberpunk texts. Artists often structure their texts to mimic the density of information in their Cyberpunk societies. 13This relates to the common motif of “media overloads” or “info-dumping.” A great example of this is the intercalary chapters in M.T. Anderson’s Feed which include snippets of the commercials and newscasts being pumped simultaneously into the protagonist’s brain.

3.) Corporate America Sucks

In the late 20th Century, Cyberpunk realized that "the old SF structure of "alter only one thing and see what happens" was hopelessly outdated...the future isn't "just one damn thing after another," it's every damn thing all at the same time.”14 Perhaps due to its tendency towards dystopia, or its relation to the punk attitude, Cyberpunk as a genre is often highly critical of society, specifically, that of corporate America. In Cyberpunk cities, governments are often left by the way-side in favor of Mega-corps that run the show. In many instances, protagonists are fighting the corporations in an attempt to create a change in the over-consumeristic masses. You’re either with the corps, or against them. Youth Revolt, Fight the Power, Stick it to the man, and all that good stuff.


4.) Even the Slums have Slums

Cyberpunk novels largely take place in a world that is plagued by overpopulation and urban decay. 15 This overpopulation and hyper-urbanization is often seen through descriptions of setting. The black-market, rebel base, or city underground are all places where the Cyberpunk characters flourish. Settings in overindustrialized, overcommercialized landscapes reinforce the gritty narrative tone as well as leave ample space for the appearance of anti-heroes (discussed below).

5.) People are Flawed

In “Notes toward a PostCyberpunk Manifesto” Lawrence Person writes that “classic cyberpunk characters were marginalized, alienated loners who lived on the edge of society in generally dystopic futures where daily life was impacted by rapid technological change, an ubiquitous datasphere of computerized information, and invasive modification of the human body.”16 Aside from these traits, Cyberpunk narratives also favor unsympathetic protagonists or antiheroes. Their characters, while street smart, are realistically human, which in this case, means flawed. Cyberpunk’s social commentary, which runs as an undercurrent throughout most texts, is ultimately dependent on the characters within the novel to be complex and interesting--not always likeable, but often relatable.

6.) Rebel Yells

You may have picked up on this already, but in case you haven’t Cyberpunk texts are topically about rebellion, but also, in a way, an act of rebellion in themselves. While the characters in Cyberpunk texts stand up against corporations or strive to break free from the constraints of their societies, the texts themselves were an attempt to both recognize and appreciate the historical achievements of the SF genre, but also to break free from it. While many Cyberpunk texts are also dystopias, Cyberpunk heroes never give up. Regardless of the impossibility of achieving an end goal, they keep fighting, and a glimmer of hope usually remains alive.17 While the battles may seem endless, they continue to be fought.



Notes 

1 “Cyberpunk,” SF Encyclopedia, 10 Apr. 2015. http://www.sf-encyclopedia.com/entry/cyberpunk.
2 Bruce Sterling Cheap Truth
3 Brian McHale, “Towards a Poetics of Cyberpunk,” Beyond Cyberpunk: New Critical Perspectives, Routledge (NY: 2010).
4 Larry McCaffery, “Introduction: The Desert of the Real,” Storming the Reality Studio: A Casebook of Cyberpunk and Postmodern Science Fiction,  Duke University Press (Durham & London: 1991).
5 Bruce Sterling. “Preface to Mirror Shades.” 30 Apr. 2016. http://project.cyberpunk.ru/idb/mirrorshades_preface.html.
6 Ibid, 4.
7 Victoria Blake, “Introduction,” Cyberpunk: Stories of Harware, software, wetware, evolution and revolution, Underland Press (2013).
8 Ibid, 5.
9 Ibid, 5.
10 Ibid, 1.
11 Ibid, 7.
12 Ibid, 1.
13 Ibid, 1.
14Lawrence Person, “Notes Toward a Postcyberpunk Manifesto,” Slashdot, 28 Apr. 2016. https://news.slashdot.org/story/99/10/08/2123255/notes-toward-a-postcyberpunk-manifesto.
15 Katie Hafner and John Markoff, “Introduction,” Cyberpunk: Outlaws and Hackers on the Computer Frontier, Revised, Touchstone (New York:1991).
16 Ibid, 14.
17 Paul Levinson, “Introduction,” Altered States: A Cyberpunk Sci-fi Anthology, Indie Authors Press (London: 2014).



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