Cyberpunk and Visual Culture
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Cyberpunk and Visual Culture

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About This Book

Within the expansive mediascape of the 1980s and 1990s, cyberpunk's aesthetics took firm root, relying heavily on visual motifs for its near-future splendor saturated in media technologies, both real and fictitious. As today's realities look increasingly like the futures forecast in science fiction, cyberpunk speaks to our contemporary moment and as a cultural formation dominates our 21st century techno-digital landscapes.

The 15 essays gathered in this volume engage the social and cultural changes that define and address the visual language and aesthetic repertoire of cyberpunk ā€“ from cybernetic organisms to light, energy, and data flows, from video screens to cityscapes, from the vibrant energy of today's video games to the visual hues of comic book panels, and more. Cyberpunk and Visual Culture provides critical analysis, close readings, and aesthetic interpretations of exactly those visual elements that define cyberpunk today, moving beyond the limitations of merely printed text to also focus on the meaningfulness of images, forms, and compositions that are the heart and lifeblood of cyberpunk graphic novels, films, television shows, and video games.

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Yes, you can access Cyberpunk and Visual Culture by Graham Murphy, Lars Schmeink, Graham Murphy, Lars Schmeink in PDF and/or ePUB format, as well as other popular books in Social Sciences & Media Studies. We have over one million books available in our catalogue for you to explore.

Information

Publisher
Routledge
Year
2017
ISBN
9781351665155
Edition
1

Part I
"Image/Text Concatenations"; or, From Literary to Visual Cyberpunk (and Back Again)

Introduction

From the moment William Gibson opened his now-famous cyberpunk novel Neuromancer (1984) with the classic line, ā€œThe sky above the port was the color of television, tuned to a dead channelā€ (3), cyberpunk has reveled in a literary-visual hybridity, or what Scott Bukatman in the foreword to this volume has productively called ā€œimage/text concatenations.ā€ Gibson has remarked upon the importance of visual graphics in Neuromancerā€™s composition: The stories published in the French science-fantasy magazine MĆ©tal Hurlant were highly influential, notably Dan Oā€™Bannon and Jean ā€œMoebiusā€ Giraudā€™s two-part serial ā€œThe Long Tomorrowā€ (1976). In his introduction to the incomplete Neuromancer comic book adaptation, Gibson states that ā€œthe stuff by those French guys, looked far more like the contents of my own head when I tried to write than anything I was seeing on the covers of SF paperbacks or magazinesā€ (5). As a result, ā€œitā€™s entirely fair to say, and Iā€™ve said it before, that the way Neuromancer-the-novel ā€˜looksā€™ was influenced in large part by some of the artwork I saw in Heavy Metalā€ (5). Many of the papers in this collection will argue cyberpunkā€™s truest form is in its visual articulations, and the (ongoing) success of its print-based forms that are heavily indebted to visuality is testament to these assertions.
The ā€˜image/text concatenationsā€™ exemplified by comic books and graphic novels, the former referring to serialized publications often collected in trade or omnibus format as opposed to the latterā€™s standalone narratives, have embraced a cyberpunk aesthetic and helped maintain its ongoing popularity as well as its relevance as a cultural formation, evidenced by Warren Ellisā€™s Transmetro-politan (1997ā€“2002), Frank Miller and Geof Darrowā€™s Hard Boiled (1990ā€“92), Paul Popeā€™s Heavy Liquid (1999ā€“2000), Masamune Shirowā€™s Ghost in the Shell (1989ā€“90; translations and sequels soon followed), Katsuhiro Otomoā€™s Akira (1982ā€“90), Robert Venditti and Brett Weldeleā€™s The Surrogates (2005ā€“6), Warren Ellis and Steve Pughā€™s Hotwire: Requiem for the Dead (2009), Tony Parkerā€™s 24-issue comic book adaptation of Do Androids Dream of Electric Sheep? (2009ā€“11), Rick Remender, Sean Murphy, and Matt Hollingsworthā€™s Tokyo Ghost (2015ā€“16), and so forth.
The five essays in Part One: ā€œImage/Text Concatenationsā€; or, From Literary to Visual Cyberpunk (and Back Again) open this collection by focusing on the development of cyberpunk in print and print-based visual mediums in much the same way Gibsonā€™s print description of the sky above the port relied upon the visual image of a television tuned to a dead channel. Whereas Gibsonā€™s televi-sual vision evokes indecipherable static to describe the sky, the essays in this first section provide clarity into cyberpunkā€™s ongoing indebtedness to visual imagery, as expressed in text. Following W. J. T. Mitchell in that media are relaying images not language, that ā€œ[s]peech and writing . . . are themselves simply two kinds of media, the one embodied in acoustic images, the other in graphic imagesā€ (216), the essays in this section discuss the movements of images across media, from writing to drawing, from text to graphic.
The first essay focuses on a classic cyberpunk comic book: Warren Ellis and Darick Robertsonā€™s Transmetropolitan (1997ā€“2002). In ā€œBeyond the Heroics of Gonzo-Journalism in Transmetropolitan,ā€ Christian Hviid Mortensen demonstrates that this influential comic book series about gonzo-journalist Spider Jerusalem offers densely layered visuals within the panels to converge media-futurism and media-anachronism. This convergence helps create a McLuhanesque anti-environment that both critiques media forms but also, perhaps most importantly, invites, if not implores, the contemporary audience to resist the allure of a glittering culture predicated on pervasive media technology, celebrity culture, and a jaded passive audience.
Conversely, Timothy Wilcox examines a more-recent cyberpunk comic book series, Robert Venditti and Brett Weldeleā€™s The Surrogates (2005), in ā€œEmbodying Failures of the Imagination: Defending the Posthuman in The Surrogates. ā€ Wilcox delves into The Surrogatesā€™ handling of digital proxies and posthuman subjectivity to argue the series advocates not Spider Jerusalem-styled condemnations of monopolistic corporations or some Truth-inspired stance on the merits or pitfalls of surrogate technology, but instead the need for openness to the personal, everyday ways we encounter ourselves and others as posthuman subjects whose materiality is always already in flux thanks to ever-shifting technologies. This message is embodied, in part, in a consistently ā€˜smudgyā€™ visual style with a limited color palette that positions the world of The Surrogates as a liminal one where a posthumanist material presence is more valuable than a humanist real self.
Graham J. Murphyā€™s ā€œCyberpunk Urbanism and Subnatural Bugs in BOOM! Studiosā€™ Do Androids Dream of Electric Sheep? ā€ evokes cyberpunkā€™s formative period by turning to the recent 24-issue comic book adaptation of Dickā€™s classic novel. While Dickā€™s original novel may not have been considered cyberpunk upon its original publication (in part because it technically pre-dates cyberpunkā€™s 1980s-era rise to prominence), BOOM! Studiosā€™ comic book adaptation repositions the story as instrumental to a cyberpunk now given our current socio-political and cultural environs, particularly when it comes to a global climate crisis and our relationship to non-human animals. BOOM! Studiosā€™ adaptation, one that reproduces the entire text of Dickā€™s original novel, deploys a ā€˜cyberpunk urbanismā€™ that hearkens back to the classic visual iconography of both MĆ©tal Hurlant and Blade Runner (Scott 1984), but Tony Parkerā€™s artwork, particularly his panel work and shifting perspectives, resituate animals, real and synthetic, as a central focus in a manner generally obscured by Dickā€™s source text. What emerges in Tony Parkerā€™s cyberpunk-styled envisioning of Dickā€™s Do Androids Dream of Electric Sheep? is a visual focus on the tensions and cruelties visited upon the six- and eight-legged animals that crawl throughout the kipple-clustered corners of Dickā€™s original narrative and our own lives.
Stina Attebery and Josh Pearsonā€™s ā€œ ā€˜Todayā€™s Cyborg is Stylishā€™: The Humanity Cost of Posthuman Fashion in Cyberpunk 2020 ā€ shifts our focus from comic books into refreshing, if not surprising, territory by exploring the role-playing game Cyberpunk 2020 whose print-based game manual codifies many of the cyberpunk motifs weā€™ve seen elsewhere. As Attebery and Pearson demonstrate, however, interactive textual descriptions work in tandem with a rule system and a referee to create vividly imagined situations, which means aesthetics are always at the heart of the gaming experience. In Cyberpunk 2020, however, players are encouraged to enact an explicitly posthuman aesthetic, but in so doing there is the subversion of the model of clothing and fashion as frivolous reflections of commodity culture. Instead, Attebery and Pearson show how fashion in Cyberpunk 2020 can destabilize subject-object relationships and invite players to create new ethical identities and experience an embodied posthumanism that engages with finitude and physical-psychological risks.
Paweł Frelikā€™s ā€œā€˜Silhouettes of Strange Illuminated Mannequinsā€™: Cyberpunkā€™s Incarnations of Lightā€ returns to the scene of the crime by exploring the incarnations of light and electricity that flow seemingly unceasingly throughout cyberpunkā€™s earliest texts, beginning with the neon-saturated cityscapes of Gibsonā€™s Sprawl or Scottā€™s Los Angeles and extending into the luminescent sublime that is a chief characteristic of not only such films as The Lawnmower Man (Leonard 1992) and its sequel Lawnmower Man 2: Beyond Cyberspace (Mann 1996), Johnny Mnemonic (Longo 1995), and The Matrix trilogy (Wachowskis 1999ā€“2003), but also video games, including the Mass Effect franchise (Bioware 2007ā€“present), and contemporary digital art. The ease with which Frelik moves across cyberpunkā€™s multi-media formsā€”from print-based sources to film and video games, to digital artā€”is evident in varying degrees in the previous essays, but heralds the essays that dominate the next section as cyberpunkā€™s ā€˜image/text concatenationsā€™ give way to different media that extend cyberpunkā€™s visual iconography.

Works Cited

Gibson, William. Introduction. William Gibsonā€™s Neuromancer: Vol. 1. Tom De Haven and Bruce Jensen, 5. Print, Epic Comics, 1989.
ā€”. Neuromancer. Ace, 1984.
Mitchell, W. J. T. What Do Pictures Want? The Lives and Loves of Images. U of Chicago P, 2005.

1
Beyond the Heroics of Gonzo-Journalism in Transmetropolitan

Christian Hviid Mortensen
Iā€™m not changing a fucking thing. Iā€™m a writer. A journalist. I canā€™t change shit. What I do is give you the tools to understand the world so you can change things.
ā€”Spider Jerusalem in Transmetropolitan: I Hate It Here 137.
There are two moments in William Gibsonā€™s ur-cyberpunk novel Neuromancer (1984) that have proven to be quizzical for a 21st century reader first encountering Gibsonā€™s classic cyberpunk tale. The first involves the now-famous opening sentence of the novel: ā€œThe sky above the port was the color of television, tuned to a dead channelā€ (3). The image Gibson was trying to convey when the novel was written and published in the early 1980s was one of oppressive bleakness, the drab grey sky mirroring a ā€˜dead channelā€™ on the television; however, in an age of HD and smart TVs, a dead television channel is actually bright blue. Similarly, later in the novel, the protagonist Case is visibly disturbed to learn his deceased mentor, McCoy Pauley (a.k.a. the Dixie Flatline), has had his consciousness, his ā€˜self,ā€™ recorded onto a cassette deck: ā€œIt was disturbing to think of the Flatline as a construct, a hardwired ROM cassette replicating a dead manā€™s skills, obsessions, kneejerk responsesā€ (76ā€“77). As with the 21st-century reader who would be forgiven for thinking the opening lines of Neuromancer project a clear-blue sky, the 21st-century reader living in a world of digital downloads and live streaming would also be forgiven to raise a quizzical eyebrow at the notion of cassettes and cassette decks in addition to the sheer improbability of recording an entire personality onto such a storage device.
These moments, while unintentionally funny or strangely awkward, exhibit the problems every science fiction narrative set in the near-future faces: What happens when the so-called futuristic technology is dated? Or, more precisely, what happens when the future has become our past? These moments of anachronism can prematurely date a narrative, turning it into a relic of a future that never came to pass; but, at the same time, the confluence of past, present, and a future (that never was) can be useful to advance observations, even social critiques, that continue to resonate with contemporary readers. This is exactly the case with writer Warren Ellis and artist Darick Robertsonā€™s now-classic Transmetropolitan (1997ā€“2002), 1 a cyberpunk comic book whose social critique and pleas to the readership to open their eyes is founded upon creating an anti-environmentā€”i.e., a counter-situation that can provide the means of direct attention (McLuhan 1)ā€” as a prerequisite for critiquing aspects of the contemporary media environment that otherwise escape our attention. As this chapter will show, Transmetropolitan as an anti-environment to the millennial media environment emerges in the convergence of media-futurism and media-anachronism.

1. Media-Futurism and Media-Anachronism

Transmetropolitan is the well-known narrative of a renegade investigative reporter battling corruption and power by seeking out and publishing the Truth. The story is set in the near-future fictional metropolis known simply as the City. As the principal artist throughout the series, Robertson carries a significant amount of the worldbuilding burden in Transmetropolitan, and it is a visually dense setting as befits cyberpunk.2 The protagonist, Spider Jerusalem, initially describes the City as ā€œa loud bright stinking mess ā€ (1.18, emphasis in original) and with the density of ads, commercials, and graffiti on every available surface the streetscapes resemble what Jean Baudrillard has called an ā€œuninterrupted interfaceā€ (127). Electronic billboard ads as we know them from Times Square have spread throughout the rest of the City, constantly assaulting the charactersā€™ (and the readersā€™) visual senses as ā€œblazes of nasty semiotics from an Adwall decoding with scary easeā€ (11.108). Characters may try averting their eyes by looking at the ground, but this is fruitless: even the sidewalks have been outfitted with screens. Transmetropolitanā€™s City is the embodiment of
a sort of obscenity where the most intimate processes of our life become the feeding ground of the media . . . today there is a whole pornography of information and communication, that is to say, of circuits and networks, a pornography of all functions and objects in their readability, their fluidity, their availability, their regulation, in their forced signification, in their performativity, in their branching, in their polyvalence, in their free expression.
(Baudrillard 130ā€“1, my emphasis)
Baudrillardā€™s diagnosis of contemporary culture is fitting for the media environment of Transmetropolitan with the often sexually explicit billboard ads and reality
FIGURE 1.1 Transmetropolitan (1.15): The teeming metropolis of the City. Notice the rather bulky headsets on pedestrians, the naked women on the giant billboard atop the building in the middle and the musical notes indicating the noise/sound emanating from the ad for stereo implants at the building adjacent. Image Credit ā€“ TRANSMETROPOLITANĀ© Warren Ellis and Darick Robertson. All characters, the distinctive likenesses thereof and all related elements are trademarks of Warren Ellis and Darick Robertson.
FIGURE 1.1 Transmetropolitan (1.15): The teeming metropolis of the City. Notice the rather bulky headsets on pedestrians, the naked women on the giant billboard atop the building in the middle and the musical notes indicating the noise/sound emanating from the ad for stereo implants at the building adjacent. Image Credit ā€“ TRANSMETROPOLITANĀ© Warren Ellis and Darick Robertson. All characters,...

Table of contents

  1. Cover
  2. Title
  3. Copyright
  4. Dedication
  5. Contents
  6. Acknowledgments
  7. Contributor Biographies
  8. Foreword: Cyberpunk and its Visual Vicissitudes
  9. Introduction: The Visuality and Virtuality of Cyberpunk
  10. PART I "Image/Text Concatenations"; or, From Literary to Visual Cyberpunk (and Back Again)
  11. PART II "Tactics of Visualization"; or, From Visual to Virtual Cyberpunk (and Back Again)
  12. PART III "Emerging World Orders"; or, Cyberpunk as Science Fiction Realism
  13. Index