Showing posts with label Cyberpunk. Show all posts
Showing posts with label Cyberpunk. Show all posts

22 June 2025

THE BLAST THAT TEARS THE SKIES [501]


Before today, I have only seen Katsuhiro Otomo’s 2004 anime “Steamboy” once, just after its English dub had been released. I remember it wasn’t in ideal circumstances: it is one of only two films I have seen while on a plane, the other being “The Matrix”, but while I had seen that film many times - I hoped the gun fire would keep me awake during the long-haul flight - I was also able to fill in the detail lost by the reduced resolution of the smaller screen and the drone of the jet engines. Therefore, while I have watched “Steamboy”, I have only seen as much of it as watching it on your phone would allow today.

This would not do considering the level of detail in Otomo’s production, rivalled in animation perhaps only by his own masterpiece, “Akira” (1988), effectively the cyberpunk counterpart to “Steamboy’s” steampunk portrayal of industrial Manchester and London. I can now properly see the application of computer-generated imagery in whirling cogs and machinery, and into the moving of our view within spaces, or around objects. Over four hundred shots in “Steamboy” use CGI, and these can only be noticed closely through how these elements move ever so slightly differently from hand-drawn elements, none of which you can see on a smaller screen.

The science fiction author K.W. Jeter coined the term “steampunk” in 1987 to group together “gonzo-historical” works by the likes of himself, Michael Moorcock and Faren Miller, while a tradition of Japanese fascination with Victorian industrial Europe was evident in Hayao Miyazaki’s “Castle in the Sky”, released in 1986.

What I remembered of “Steamboy” was its having been set in the UK, and an “Akira”-like build-up and explosion. Watching it for the second time confirmed Manchester as the base where which the Industrial Revolution continuously pushed steam power as far as it could go - the Steam family is at the centre of these developments, in rivalry with Robert Stephenson, the real-life son of George Stephenson, around which a web of military and corporate espionage rages. The MacGuffin of the story is the “steam ball”, a pressurised power source with near-unlimited energy that defies explanation, Working much like a battery, three “steam balls” power a “Steam Castle”, built as a private pavilion at Great Exhibition taking place in London, which sheds its conventional armour to become a fortress that flies uncontrollably into the centre of London, destroying buildings as it goes.

I loved the film, with its sense of family humanising the machinery. I watched the full-length English dub of the film, with Sir Patrick Stewart as grandfather Lloyd Steam, Alfred Molina as father Edward Steam, and Anna Paquin as James Ray Steam, all highly inventive and intuitive about steam power to make science seem like magic, the metaphor of man becoming machine rendered literally in Edward to his detriment. The emotional pressure to succeed in their ambitions and to save the day helps to explain and mask the literal pressure of the machinery, which I only understood as far as the story needed me to understand it. However, having the corporate element of the military industrial complex being represented by a conglomerate head’s daughter, an analogue and namesake of Scarlett O’Hara from “Gone with the Wind” was a strange choice, but with there being no other female character for much of the film, you let that flourish slide.

The voices of Stewart and Molina, using their own accents, was perfect casting, but the Victorian industrial and imperial British setting was a lot to take in. I am very aware of my country’s history, but I know not to choke on the nostalgia of it: I visited post-industrial Manchester in 2019, stayed in a hotel that formerly housed a bonded warehouse and a hat factory; saw a still-working loom in the Museum of Science of Industry, with George Stephenson’s Rocket in the foyer; followed the disused train tracks alongside the new tram lines; and saw the rejuvenated media centre of Salford Quays, alongside the gallery of works by L.S. Lowry. Meanwhile, the might of the Royal Navy pored over in the London scenes highlighted both how much of its income the UK spent on defence at the time, and how many wars it expected to fight simultaneously at the drop of a hat.

I will be watching “Steamboy” again, but not until I see “Akira” once more. Ultimately, I spent much of my time watching the film thinking there will come a time when someone discovers electricity, and everything I have seen so lovingly depicted here will be wiped away, but I am more cyberpunk-minded than steampunk. Watch “Steamboy” for the family, but not for the nostalgia.

24 February 2024

JOHNNY, REMEMBER ME [437]


There is no point in listing how the 1995 film “Johnny Mnemonic” incorrectly predicts the world of 2021 – CRT television screens, Concorde remaining in flight, 320 GB storage capacity being a large number – as not all science fiction is speculative fiction, although I was amused by Johnny (Keanu Reeves) explaining that the encryption code for the information downloaded to his mind should be sent by fax to its destination. My focus should be on it story, which is good, but I don’t think it is told well:

“Second decade of the 21st century. Corporations rule. The world is threatened by a new plague... its cause and cure unknown. The corporations are opposed by LoTeks, a resistance movement risen from the streets...The corporations defend themselves. They hire the Yakuza... But the LoTeks wait in their strongholds, in the old city cores, like rats in the walls of the world. The most valuable information must sometimes be entrusted to mnemonic couriers, elite agents who smuggle data in wet-wired brain implants.”

A sure-way to turn my attention off from a film is by starting with a text crawl setting the scene. The most egregious example I personally came across was “Broken Blossoms” a 1919 film written and directed by D.W. Griffith that, while a silent film, betrays the visual talent of someone known as the progenitor of much of the language of film we use to this day, the copious inter-title cards reading like chapters from a book, chapters I am required to read.

With “Blade Runner” having influenced the cyberpunk genre over a decade before the release of “Johnny Mnemonic” (1995), adapted by “Neuromancer” author William Gibson from his own short story, audiences would be familiar enough with this dystopian, corporation-run, neon-drenched world of rainy nights for it to be taken as written, but without needing to write it – everything else can be given its portrayal when we reach that stage in the plot.

There are more characters in this film than Gibson’s story, but it feels like this is to move Johnny, the central character but also the MacGuffin whose brain holds what everyone needs, around the film – more than once is it made clear that only his head is needed, and the intentionally robotic acting of Reeves doesn’t make him endearing, like his mention that he had to delete his childhood memories to have more, well, drive space, is to make him a tragic figure.

The film was originally to have been a lower-budgeted production in the vein of Jean-Luc Godard’s “Alphaville”, a science-fiction film noir story set amongst contemporary Paris that I have talked about previously. The casting of Keanu Reeves, hot from the success of “Speed”, as Johnny gave it a higher profile, production budget and expectation, making it the blockbuster film it was never intended to be. Director Robert Longo since re-edited and released a version in black and white, bringing closer to his original intention, but the story could still be adapted again.

“Johnny Mnemonic” today seems to exist as the bridge between “Blade Runner” and “The Matrix” – indeed, the Wachowski sisters told the “New Yorker” magazine in 2012 that they used the film to sell their story, perhaps as shorthand for the cyberpunk genre that Sony, releasing the film through TriStar, hoped to capitalise on. For one thing, “The Matrix” had daylight at times...

28 January 2024

LIKE A SHOCK TO THE SYSTEM [433]

AI image generated via Dall-E 3: "cybernetics, but without using human form"

I have built a long enough list of words I have needed to look up to clarify their meaning, I could start my own dictionary – “proscribe”, “sententious”, “speechify”, “extant” and “disdain” have been my most recent additions. I like to be sure, and I want to be clear, so I need to use the right word if I can.

“Cybernetics” is one of those words for which I felt I should know the meaning, but the breadth of the subject made it hard to grasp in one go, when what I would like is a working definition that may form the basis of further discussion. Therefore, the grasping has become the discussion.

When I previously defined cybernetics here as “the science of control systems, communications and technology”, I was still under the impression that the term was mostly to do with technology, the prefix “cyber-” having been popularised in the 1980s by the cyberpunk movement of culture and literature. The use of “cyberspace” to describe online space also dates from then, but the word dates from the 1960s, “Atelier Cyberspace” having been the name of a husband-and-wife artistic group from Denmark producing installations about the management of physical space.

“Cybernetics”, both the word and the discipline, dates to 1948 and the publication of the book “Cybernetics: Or Control and Communication in the Animal and the Machine” by Norbert Weiner, following a Greek word meaning “steersman”, but more usually translated as “governor”. This title is similar to definitions I found for “cybernetics” used by the Oxford English Dictionary at OED.com, and via the macOS Dictionary app, which used the Oxford Dictionary of English. Merriam-Webster is more detailed: “the science of communication and control theory that is concerned especially with the comparative study of automatic control systems (such as the nervous system and brain and mechanical-electrical communication systems).” This definition reads like it was written before technology captured the meaning of the first two syllables, examinations into artificial intelligence as part of cybernetics having begun further into the 1950s.

The most straightforward and useful definition of cybernetics I have found is in the book “Anti-Oculus: A Philosophy of Escape” by the artistic and philosophical collective Acid Horizon, published in 2023 by Repeater Books: “Cybernetics is the interdisciplinary science of control and communication. One can use cybernetics as a science to build social machines of control, and one can use cybernetics to analyse the machinations of production that attempt to direct and govern social reality.”

After positing that we have arrived at the “vision of ecstasy and anxiety all at once” promised by cyberpunk, the book explores how we can escape the management and control inherent in this “Cybercene”, by way of a manual produced by a fictional institute concerned with studying how systems organise, recognise and compartmentalise ourselves. The idea of this book is exciting, and it is my reason for making cybernetics that will come up here in future: it is “having a moment”. Deciding what kind of world you want to have starts with how the world acts with you, or on you.