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Short stories labeled "Mirroshade," "Neuromanatic," "Cyberpunk," etc. by such authors as Greg Bear, Pat Cadigan, William Gibson, Rudy Rucker, Lewis Shiner, John Shirley and others.
Short stories labeled "Mirroshade," "Neuromanatic," "Cyberpunk," etc. by such authors as Greg Bear, Pat Cadigan, William Gibson, Rudy Rucker, Lewis Shiner, John Shirley and others.
This book traces developments in cyberpunk culture through a close engagement with the novels of the ‘godfather of cyberpunk’, William Gibson. Connecting his relational model of ‘gestalt’ psychology and imagery with that of the posthuman networked identities found in cyberpunk, the author draws out relations with key cultural moments of the last 40 years: postmodernism, posthumanism, 9/11, and the Anthropocene. By identifying cyberpunk ways of seeing with cyberpunk ways of being, the author shows how a visual style is crucial to cyberpunk on a philosophical level, as well as on an aesthetic level. Tracing a trajectory over Gibson’s work that brings him from an emphasis on the visual that elevates the human over posthuman entities to a perspective based on touch, a truly posthuman understanding of humans as networked with their environments, she argues for connections between the visual and the posthuman that have not been explored elsewhere, and that have implications for future work in posthumanism and the arts. Proposing an innovative model of reading through gestalt psychology, this book will be of key importance to scholars and students in the medical humanities, posthumanism, literary and cultural studies, dystopian and utopian studies, and psychology.
In this companion, an international range of contributors examine the cultural formation of cyberpunk from micro-level analyses of example texts to macro-level debates of movements, providing readers with snapshots of cyberpunk culture and also cyberpunk as culture. With technology seamlessly integrated into our lives and our selves, and social systems veering towards globalization and corporatization, cyberpunk has become a ubiquitous cultural formation that dominates our twenty-first century techno-digital landscapes. The Routledge Companion to Cyberpunk Culture traces cyberpunk through its historical developments as a literary science fiction form to its spread into other media such as comics, film, television, and video games. Moreover, seeing cyberpunk as a general cultural practice, the Companion provides insights into photography, music, fashion, and activism. Cyberpunk, as the chapters presented here argue, is integrated with other critical theoretical tenets of our times, such as posthumanism, the Anthropocene, animality, and empire. And lastly, cyberpunk is a vehicle that lends itself to the rise of new futurisms, occupying a variety of positions in our regionally diverse reality and thus linking, as much as differentiating, our perspectives on a globalized technoscientific world. With original entries that engage cyberpunk’s diverse ‘angles’ and its proliferation in our life worlds, this critical reference will be of significant interest to humanities students and scholars of media, cultural studies, literature, and beyond.
The New York Times bestselling author of Neuromancer and Agency presents a fast-paced sci-fi thriller that takes a terrifying look into the future. DON'T MISS THE SERIES—NOW STREAMING EXCLUSIVELY ON PRIME VIDEO! Flynne Fisher lives down a country road, in a rural America where jobs are scarce, unless you count illegal drug manufacture, which she’s trying to avoid. Her brother Burton lives on money from the Veterans Administration, for neurological damage suffered in the Marines’ elite Haptic Recon unit. Flynne earns what she can by assembling product at the local 3D printshop. She made more as a combat scout in an online game, playing for a rich man, but she’s had to let the shooter games go. Wilf Netherton lives in London, seventy-some years later, on the far side of decades of slow-motion apocalypse. Things are pretty good now, for the haves, and there aren’t many have-nots left. Wilf, a high-powered publicist and celebrity-minder, fancies himself a romantic misfit, in a society where reaching into the past is just another hobby. Burton’s been moonlighting online, secretly working security in some game prototype, a virtual world that looks vaguely like London, but a lot weirder. He’s got Flynne taking over shifts, promised her the game’s not a shooter. Still, the crime she witnesses there is plenty bad. Flynne and Wilf are about to meet one another. Her world will be altered utterly, irrevocably, and Wilf’s, for all its decadence and power, will learn that some of these third-world types from the past can be badass.
Selected by the two-time Arthur C. Clarke Award-winning author known as the "Queen of Cyberpunk," this collection features groundbreaking stories set in the cyberpunk world, in which reality and virtual reality intersect. Includes works by William Gibson, Greg Bear, and Philip K. Dick.
The term "cyberpunk" entered the literary landscape in 1984 to describe William Gibson's pathbreaking novel Neuromancer. Cyberpunks are now among the shock troops of postmodernism, Larry McCaffery argues in Storming the Reality Studio, marshalling the resources of a fragmentary culture to create a startling new form. Artificial intelligence, genetic engineering, multinational machinations, frenetic bursts of prose, collisions of style, celebrations of texture: although emerging largely from science fiction, these features of cyberpunk writing are, as this volume makes clear, integrally related to the aims and innovations of the literary avant-garde. By bringing together original fiction by well-known contemporary writers (William Burroughs, Thomas Pynchon, Don DeLillo, Kathy Acker, J. G. Ballard, Samuel R. Delany), critical commentary by some of the major theorists of postmodern art and culture (Jacques Derrida, Fredric Jameson, Timothy Leary, Jean-François Lyotard), and work by major practitioners of cyberpunk (William Gibson, Rudy Rucker, John Shirley, Pat Cadigan, Bruce Sterling), Storming the Reality Studio reveals a fascinating ongoing dialog in contemporary culture. What emerges most strikingly from the colloquy is a shared preoccupation with the force of technology in shaping modern life. It is precisely this concern, according to McCaffery, that has put science fiction, typically the province of technological art, at the forefront of creative explorations of our unique age. A rich opporunity for reading across genres, this anthology offers a new perspective on the evolution of postmodern culture and ultimately shows how deeply technological developments have influenced our vision and our art. Selected Fiction contributors: Kathy Acker, J. G. Ballard, William S. Burroughs, Pat Cadigan, Samuel R. Delany, Don DeLillo, William Gibson, Harold Jaffe, Richard Kadrey, Marc Laidlaw, Mark Leyner, Joseph McElroy, Misha, Ted Mooney, Thomas Pynchon, Rudy Rucker, Lucius Shepard, Lewis Shiner, John Shirley, Bruce Sterling, William Vollman Selected Non-Fiction contributors: Jean Baudrillard, Jacques Derrida, Joan Gordon, Veronica Hollinger, Fredric Jameson, Arthur Kroker and David Cook, Timothy Leary, Jean-François Lyotard, Larry McCaffery, Brian McHale, Dave Porush, Bruce Sterling, Darko Suvin, Takayuki Tatsumi
In a world where all pleasures are severely restricted, Melkin Womper is apprenticed to a master painter where he discovers the Mirrorscape, a world inside paintings, and becomes entangled in a war between the restrictive Fifth Mystery and the rebels fighting to stop them.
Cyberpunk is dead. The revolution has been co-opted by half-assed heroes, overclocked CGI, and tricked-out shades. Once radical, cyberpunk is now nothing more than a brand. Time to stop flipping the channel. These sixteen extreme stories reveal a government ninja routed by a bicycle repairman, the inventor of digitized paper hijacked by his college crush, a dead boy trapped in a warped storybook paradise, and the queen of England attacked with the deadliest of forbidden technology: a working modem. You’ll meet Manfred Macx, renegade meme-broker, Red Sonja, virtual reality sex-goddess, and Felix, humble sys-admin and post-apocalyptic hero. Editors James Patrick Kelly and John Kessel (Feeling Very Strange: The Slipstream Anthology) have united cyberpunk visionaries William Gibson, Bruce Sterling, and Pat Cadigan with the new post-cyberpunk vanguard, including Cory Doctorow, Charles Stross, and Jonathan Lethem. Including a canon-establishing introduction and excerpts from a hotly contested online debate, Rewired is the first anthology to define and capture the crackling excitement of the post-cyberpunks. From the grittiness of Mirrorshades to the Singularity and beyond, it’s time to revive the revolution.