Saturday Matinee: Embrace of the Serpent

From Wikipedia:

Embrace of the Serpent (Spanish: El abrazo de la serpiente) is a 2015 internationally co-produced adventure drama film directed by Ciro Guerra, and written by Guerra and Jacques Toulemonde Vidal. Shot almost entirely in black and white, the film follows two journeys made thirty years apart by the indigenous shaman Karamakate in the Colombian Amazonian jungle, one with Theo, a German ethnographer, and the other with Evan, an American botanist, both of whom are searching for the rare plant yakruna. It was inspired by the travel diaries of Theodor Koch-Grunberg and Richard Evans Schultes, and dedicated to lost Amazonian cultures.

Embrace of the Serpent was premiered on 15 May 2015 during the Directors’ Fortnight section at the 2015 Cannes Film Festival, where it won the Art Cinema Award. The film was released in Colombia on 21 May 2015, and worldwide over the course of the following twelve months. It has received universal acclaim from critics, who praised the cinematography and the story’s impact of the destruction of the Amazon rainforest and way of life by white colonialism. It has won numerous awards, including the Alfred P. Sloan Prize at the 2016 Sundance Film Festival, the Grand Jury Prize for Best Picture at the 2017 Riviera International Film Festival, and seven awards at the 3rd Platino Awards to recognise the best Ibero-American films of 2015, including the Platino Award for Best Ibero-American Film. In 2016 the film was submitted as Colombia’s entry for the category of Best Foreign Language Film at the 88th Academy Awards and was included among the final five nominees, becoming the first Colombian film ever to receive a nomination for an Academy Award.

The film tells two stories thirty years apart, both featuring Karamakate, an Amazonian shaman and last survivor of his tribe. He travels with two scientists, firstly with the German Theo von Martius in 1909 and then with an American named Evan in 1940, to look for the rare yakruna, a sacred plant.[4]

Theo, an ethnographer from Tübingen who has already been residing in the Amazon for several years, is very sick and is travelling by canoe with his field notes and a westernised local named Manduca who he saved from enslavement on a rubber plantation. Karamakate prolongs his life, blasting white powder called “the sun’s semen” (possibly a hallucinogenic made from virola[5]) up his nose, but is reluctant to become involved with a westerner and refuses his money. Theo is searching for yakruna as the only cure for his disease and the three set off in the canoe to search for it.

Many years later an American botanist, Evan (Brionne Davis), paddles up to a much older Karamakate (Antonio Bolívar) who has apparently forgotten the customs of his own people. Evan says he is hoping to complete Theo’s quest and Karamakate does assist, again reluctantly, saying his knowledge is spent. Evan has a book of Theo’s final trek, which his aide had sent back to Europe, as he did not survive the jungle. The book includes an image of Karamakate, which he refers to as his chullachaqui, a native term for hollow spirit. Karamakate agrees to help him only when Evan describes himself as someone who has devoted himself to plants, although Evan’s real purpose is actually to secure disease-free rubber trees, since the United States’s supplies of rubber from South East Asia had dwindled due to the Japanese wartime advance.

Both expeditions feature a Spanish Catholic Mission by the side of an Amazon tributary, run in 1909 by a sadistic, lone Spanish priest who beats orphan boys for any “pagan” behaviour, and in 1940 by a delusional Brazilian figure who believes he is the Messiah. He only trusts the visitors when he believes they are the Biblical Magi, but Karamakate wins his respect when he heals his wife. By now the children of 1909 have grown into disturbed and violent acolytes.

In 1909, we are left with Theo, sick and having fled the Mission, arriving at a frontier post just about to be invaded by Colombian soldiers during the Amazon rubber boom, where the sacred yakruna is being abused by drunken men, and cultivated, against local traditions. Karamakate is furious and destroys it. In 1940, Karamakate does show Evan the origin of the plant in striking denuded dome-shaped mountains (Cerros de Mavecure), allegedly the home of yakruna. He reveals one yakruna flower that is on the last plant – he has destroyed all the others – and prepares it for Evan. The preparation being hallucinogenic, aids Evan in undergoing a superconscious experience. While most of the film is in black-and-white, a part of this experience is shown in colour to signify its intensity. The film ends with a transformed Evan remaining enamoured by a group of butterflies.

Watch the full film on Kanopy.

Saturday Matinee: Rakka

From Oats Studios

Rakka is the story of broken humanity following the invasion of a technologically superior alien species. Bleak, harrowing and unrelenting, the humans we meet must find enough courage to go on fighting.

Directed by Neill Blomkamp and starring Sigourney Weaver.

They Live, We Sleep: Beware the Growing Evil in Our Midst

By John W. Whitehead

Source: The Rutherford Institute

“You see them on the street. You watch them on TV. You might even vote for one this fall. You think they’re people just like you. You’re wrong. Dead wrong.” — They Live

We’re living in two worlds, you and I.

There’s the world we see (or are made to see) and then there’s the one we sense (and occasionally catch a glimpse of), the latter of which is a far cry from the propaganda-driven reality manufactured by the government and its corporate sponsors, including the media.

Indeed, what most Americans perceive as life in America—privileged, progressive and free—is a far cry from reality, where economic inequality is growing, real agendas and real power are buried beneath layers of Orwellian doublespeak and corporate obfuscation, and “freedom,” such that it is, is meted out in small, legalistic doses by militarized police armed to the teeth.

All is not as it seems.

This is the premise of John Carpenter’s film They Live, which was released more than 30 years ago, and remains unnervingly, chillingly appropriate for our modern age.

Best known for his horror film Halloween, which assumes that there is a form of evil so dark that it can’t be killed, Carpenter’s larger body of work is infused with a strong anti-authoritarian, anti-establishment, laconic bent that speaks to the filmmaker’s concerns about the unraveling of our society, particularly our government.

Time and again, Carpenter portrays the government working against its own citizens, a populace out of touch with reality, technology run amok, and a future more horrific than any horror film.

In Escape from New York, Carpenter presents fascism as the future of America.

In The Thing, a remake of the 1951 sci-fi classic of the same name, Carpenter presupposes that increasingly we are all becoming dehumanized.

In Christine, the film adaptation of Stephen King’s novel about a demon-possessed car, technology exhibits a will and consciousness of its own and goes on a murderous rampage.

In In the Mouth of Madness, Carpenter notes that evil grows when people lose “the ability to know the difference between reality and fantasy.”

And then there is Carpenter’s They Live, in which two migrant workers discover that the world is not as it seems. In fact, the population is actually being controlled and exploited by aliens working in partnership with an oligarchic elite. All the while, the populace—blissfully unaware of the real agenda at work in their lives—has been lulled into complacency, indoctrinated into compliance, bombarded with media distractions, and hypnotized by subliminal messages beamed out of television and various electronic devices, billboards and the like.

It is only when homeless drifter John Nada (played to the hilt by the late Roddy Piper) discovers a pair of doctored sunglasses—Hoffman lenses—that Nada sees what lies beneath the elite’s fabricated reality: control and bondage.

When viewed through the lens of truth, the elite, who appear human until stripped of their disguises, are shown to be monsters who have enslaved the citizenry in order to prey on them.

Likewise, billboards blare out hidden, authoritative messages: a bikini-clad woman in one ad is actually ordering viewers to “MARRY AND REPRODUCE.” Magazine racks scream “CONSUME” and “OBEY.” A wad of dollar bills in a vendor’s hand proclaims, “THIS IS YOUR GOD.”

When viewed through Nada’s Hoffman lenses, some of the other hidden messages being drummed into the people’s subconscious include: NO INDEPENDENT THOUGHT, CONFORM, SUBMIT, STAY ASLEEP, BUY, WATCH TV, NO IMAGINATION, and DO NOT QUESTION AUTHORITY.

This indoctrination campaign engineered by the elite in They Live is painfully familiar to anyone who has studied the decline of American culture.

A citizenry that does not think for themselves, obeys without question, is submissive, does not challenge authority, does not think outside the box, and is content to sit back and be entertained is a citizenry that can be easily controlled.

In this way, the subtle message of They Live provides an apt analogy of our own distorted vision of life in the American police state, what philosopher Slavoj Žižek refers to as dictatorship in democracy, “the invisible order which sustains your apparent freedom.”

We’re being fed a series of carefully contrived fictions that bear no resemblance to reality.

The powers-that-be want us to feel threatened by forces beyond our control (terrorists, shootersbombers).

They want us afraid and dependent on the government and its militarized armies for our safety and well-being.

They want us distrustful of each other, divided by our prejudices, and at each other’s throats.

Most of all, they want us to continue to march in lockstep with their dictates.

Tune out the government’s attempts to distract, divert and befuddle us and tune into what’s really going on in this country, and you’ll run headlong into an unmistakable, unpalatable truth: the moneyed elite who rule us view us as expendable resources to be used, abused and discarded.

In fact, a study conducted by Princeton and Northwestern University concluded that the U.S. government does not represent the majority of American citizens. Instead, the study found that the government is ruled by the rich and powerful, or the so-called “economic elite.” Moreover, the researchers concluded that policies enacted by this governmental elite nearly always favor special interests and lobbying groups.

In other words, we are being ruled by an oligarchy disguised as a democracy, and arguably on our way towards fascism—a form of government where private corporate interests rule, money calls the shots, and the people are seen as mere subjects to be controlled.

Not only do you have to be rich—or beholden to the rich—to get elected these days, but getting elected is also a surefire way to get rich. As CBS News reports, “Once in office, members of Congress enjoy access to connections and information they can use to increase their wealth, in ways that are unparalleled in the private sector. And once politicians leave office, their connections allow them to profit even further.”

In denouncing this blatant corruption of America’s political system, former president Jimmy Carter blasted the process of getting elected—to the White House, governor’s mansion, Congress or state legislatures—as “unlimited political bribery… a subversion of our political system as a payoff to major contributors, who want and expect, and sometimes get, favors for themselves after the election is over.”

Rest assured that when and if fascism finally takes hold in America, the basic forms of government will remain: Fascism will appear to be friendly. The legislators will be in session. There will be elections, and the news media will continue to cover the entertainment and political trivia. Consent of the governed, however, will no longer apply. Actual control will have finally passed to the oligarchic elite controlling the government behind the scenes.

Sound familiar?

Clearly, we are now ruled by an oligarchic elite of governmental and corporate interests.

We have moved into “corporatism” (favored by Benito Mussolini), which is a halfway point on the road to full-blown fascism.

Corporatism is where the few moneyed interests—not elected by the citizenry—rule over the many. In this way, it is not a democracy or a republican form of government, which is what the American government was established to be. It is a top-down form of government and one which has a terrifying history typified by the developments that occurred in totalitarian regimes of the past: police states where everyone is watched and spied on, rounded up for minor infractions by government agents, placed under police control, and placed in detention (a.k.a. concentration) camps.

For the final hammer of fascism to fall, it will require the most crucial ingredient: the majority of the people will have to agree that it’s not only expedient but necessary.

But why would a people agree to such an oppressive regime?

The answer is the same in every age: fear.

Fear makes people stupid.

Fear is the method most often used by politicians to increase the power of government. And, as most social commentators recognize, an atmosphere of fear permeates modern America: fear of terrorism, fear of the police, fear of our neighbors and so on.

The propaganda of fear has been used quite effectively by those who want to gain control, and it is working on the American populace.

Despite the fact that we are 17,600 times more likely to die from heart disease than from a terrorist attack; 11,000 times more likely to die from an airplane accident than from a terrorist plot involving an airplane; 1,048 times more likely to die from a car accident than a terrorist attack, and 8 times more likely to be killed by a police officer than by a terrorist , we have handed over control of our lives to government officials who treat us as a means to an end—the source of money and power.

As the Bearded Man in They Live warns, “They are dismantling the sleeping middle class. More and more people are becoming poor. We are their cattle. We are being bred for slavery.”

In this regard, we’re not so different from the oppressed citizens in They Live.

From the moment we are born until we die, we are indoctrinated into believing that those who rule us do it for our own good. The truth is far different.

Despite the truth staring us in the face, we have allowed ourselves to become fearful, controlled, pacified zombies.

We live in a perpetual state of denial, insulated from the painful reality of the American police state by wall-to-wall entertainment news and screen devices.

Most everyone keeps their heads down these days while staring zombie-like into an electronic screen, even when they’re crossing the street. Families sit in restaurants with their heads down, separated by their screen devices and unaware of what’s going on around them. Young people especially seem dominated by the devices they hold in their hands, oblivious to the fact that they can simply push a button, turn the thing off and walk away.

Indeed, there is no larger group activity than that connected with those who watch screens—that is, television, lap tops, personal computers, cell phones and so on. In fact, a Nielsen study reports that American screen viewing is at an all-time high. For example, the average American watches approximately 151 hours of television per month.

The question, of course, is what effect does such screen consumption have on one’s mind?

Psychologically it is similar to drug addiction. Researchers found that “almost immediately after turning on the TV, subjects reported feeling more relaxed, and because this occurs so quickly and the tension returns so rapidly after the TV is turned off, people are conditioned to associate TV viewing with a lack of tension.” Research also shows that regardless of the programming, viewers’ brain waves slow down, thus transforming them into a more passive, nonresistant state.

Historically, television has been used by those in authority to quiet discontent and pacify disruptive people. “Faced with severe overcrowding and limited budgets for rehabilitation and counseling, more and more prison officials are using TV to keep inmates quiet,” according to Newsweek.

Given that the majority of what Americans watch on television is provided through channels controlled by six mega corporations, what we watch is now controlled by a corporate elite and, if that elite needs to foster a particular viewpoint or pacify its viewers, it can do so on a large scale.

If we’re watching, we’re not doing.

The powers-that-be understand this. As television journalist Edward R. Murrow warned in a 1958 speech:

We are currently wealthy, fat, comfortable and complacent. We have currently a built-in allergy to unpleasant or disturbing information. Our mass media reflect this. But unless we get up off our fat surpluses and recognize that television in the main is being used to distract, delude, amuse, and insulate us, then television and those who finance it, those who look at it, and those who work at it, may see a totally different picture too late.

This brings me back to They Live, in which the real zombies are not the aliens calling the shots but the populace who are content to remain controlled.

When all is said and done, the world of They Live is not so different from our own. As one of the characters points out, “The poor and the underclass are growing. Racial justice and human rights are nonexistent. They have created a repressive society and we are their unwitting accomplices. Their intention to rule rests with the annihilation of consciousness. We have been lulled into a trance. They have made us indifferent to ourselves, to others. We are focused only on our own gain.”

We, too, are focused only on our own pleasures, prejudices and gains. Our poor and underclasses are also growing. Racial injustice is growing. Human rights is nearly nonexistent. We too have been lulled into a trance, indifferent to others.

Oblivious to what lies ahead, we’ve been manipulated into believing that if we continue to consume, obey, and have faith, things will work out. But that’s never been true of emerging regimes. And by the time we feel the hammer coming down upon us, it will be too late.

So where does that leave us?

The characters who populate Carpenter’s films provide some insight.

Underneath their machismo, they still believe in the ideals of liberty and equal opportunity. Their beliefs place them in constant opposition with the law and the establishment, but they are nonetheless freedom fighters.

When, for example, John Nada destroys the alien hyno-transmitter in They Live, he restores hope by delivering America a wake-up call for freedom.

That’s the key right there: we need to wake up.

Stop allowing yourselves to be easily distracted by pointless political spectacles and pay attention to what’s really going on in the country.

The real battle for control of this nation is not being waged between Republicans and Democrats in the ballot box.

As I make clear in my book Battlefield America: The War on the American People, the real battle for control of this nation is taking place on roadsides, in police cars, on witness stands, over phone lines, in government offices, in corporate offices, in public school hallways and classrooms, in parks and city council meetings, and in towns and cities across this country.

The real battle between freedom and tyranny is taking place right in front of our eyes, if we would only open them.

All the trappings of the American police state are now in plain sight.

Wake up, America.

If they live (the tyrants, the oppressors, the invaders, the overlords), it is only because “we the people” sleep.

Cyberpunk is Dead

By John Semley

Source: The Baffler

“It was an embarrasser; what did I want? I hadn’t thought that far ahead. Me, caught without a program!”
—Bruce Bethke, “Cyberpunk” (1983)

Held annually in a downtown L.A. convention center so massive and glassy that it served as a futurist backdrop for the 1993 sci-fi action film Demolition Man and as an intergalactic “Federal Transport Hub” in Paul Verhoeven’s 1997 space-fascism satire Starship Troopers, the Electronic Entertainment Expo, a.k.a. “E3,” is the trade show of the future. Sort of.

With “electronic entertainment” now surpassing both music and movies (and, indeed the total earnings of music and movies combined), the future of entertainment, or at least entertainment revenue, is the future of video games. Yet it’s a future that’s backward-looking, its gaze locked in the rearview as the medium propels forward.

Highlights of E3’s 2019 installment included more details around a long-gestating remake of the popular PlayStation 1-era role-playing game Final Fantasy VII, a fifth entry in the demon-shooting franchise Doom, a mobile remake of jokey kids side-scroller Commander Keen, and playable adaptations of monster-budget movie franchises like Star Wars and The Avengers. But no title at E3 2019 garnered as much attention as Cyberpunk 2077, the unveiling of which was met with a level of slavish mania one might reserve for a stadium rock concert, or the ceremonial reveal of an efficacious new antibiotic.

An extended trailer premiere worked to whet appetites. Skyscrapers stretched upward, slashed horizontally with long windows of light and decked out with corporate branding for companies called “DATA INC.” and “softsys.” There were rotating wreaths of bright neon billboards advertising near-futuristic gizmos and gee-gaws, and, at the street level, sketchy no-tell motels and cars of the flying, non-flying, and self-piloting variety. In a grimy, high-security bunker, a man with a buzzcut, his face embedded with microchips, traded blows with another, slightly larger man with a buzzcut, whose fists were robotically augmented like the cyborg Special Forces brawler Jax from Mortal Kombat. The trailer smashed to its title, and to wild applause from congregated gamers and industry types.

Then, to a chug-a-lug riff provided by Swedish straight-edge punkers Refused (recording under the nom de guerre SAMURAI) that sounded like the sonic equivalent of a can of Monster energy drink, an enormous freight-style door lifted, revealing, through a haze of pumped-out fog, a vaguely familiar silhouette: a tall, lean-muscular stalk, scraggly hair cut just above the shoulders. Over the PA system, in smoothly undulating, bass-heavy movie trailer tones, a canned voice announced: “Please welcome . . . Keanu Reeves.” Applause. Pitchy screams. Hysterics in the front row prostrating themselves in Wayne’s World “we’re not worthy!” fashion. “I gotta talk to ya about something!” Reeves roared through the din. Dutifully reading from a teleprompter, he plugged Cyberpunk 2077’s customizable characters and its “vast open world with a branching storyline,” set in “a metropolis of the future where body modification has become an obsession.”

More than just stumping for Cyberpunk 2077, Reeves lent his voice and likeness to the game as a non-playable character (NPC) named “Johnny Silverhand,” who is described in the accompanying press materials as a “legendary rockerboy.” A relative newbie to the world of blockbuster Xbox One games, Reeves told the audience at E3 that Cyberpunk piqued his interest because he’s “always drawn to fascinating stories.” The comment is a bit rich—OK, yes, this is a trade show pitch, but still—considering that such near-futuristic, bodily augmented, neon-bathed dystopias are hardly new ground for Reeves. His appearance in Cyberpunk 2077 serves more to lend the game some genre cred, given Reeves’s starring roles in canonical sci-fi films such as Johnny Mnemonic (1995) and the considerably more fantastic Matrix trilogy (1999-2003)—now quadrilogy; with an anticipated fourth installment announced just recently. Like many of E3 2019’s other top-shelf titles, Cyberpunk 2077 looked forward by reflecting back, conjuring its tech-noir scenario from the nostalgic ephemera of cyberpunk futures past.

This was hardly lost among all the uproar and excitement. Author William Gibson, a doyenne of sci-fi’s so-called “cyberpunk” subgenre, offered his own withering appraisal of Cyberpunk 2077, tweeting that the game was little more than a cloned Grand Theft Auto, “skinned-over with generic 80s retro-future” upholstery. “[B]ut hey,” Gibson added, a bit glibly, “that’s just me.” One would imagine that, at least in the burrows of cyberpunk fandom, Gibson’s criticism carries considerable weight.

After all, the author’s 1984 novel Neuromancer is a core text in cyberpunk literature. Gibson also wrote the screenplay for Johnny Mnemonic, adapted from one of his own short stories, which likewise developed the aesthetic and thematic template for the cyberpunk genre: future dystopias in which corporations rule, computer implants (often called “wetware”) permit access to expansive virtual spaces that unfold before the user like a walk-in World Wide Web, scrappy gangs of social misfits unite to hack the bad guys’ mainframes, and samurai swords proliferate, along with Yakuza heavies, neon signs advertising noodle bars in Kanji, and other fetish objects imported from Japanese pop culture. Gibson dissing Cyberpunk 2077 is a bit like Elvis Presley clawing out of his grave to disparage the likeness of an aspiring Elvis impersonator.

Gibson’s snark speaks to a deeper malaise that has beset cyberpunk. A formerly lively genre that once offered a clear, if goofy, vision of the future, its structures of control, and the oppositional forces undermining those authoritarian edifices, it has now been clouded by a kind of self-mythologizing nostalgia. This problem was diagnosed as early as 1991 by novelist Lewis Shiner, himself an early cyberpunk-lit affiliate.

“What cyberpunk had going for it,” Shiner wrote in a New York Times op-ed titled “Confessions of an Ex-Cyberpunk, “was the idea that technology did not have to be intimidating. Readers in their teens and 20’s responded powerfully to it. They were tired of hearing how their home computers were tempting them into crime, how a few hackers would undermine Western civilization. They wanted fiction that could speak to the sense of joy and power that computers gave them.”

That sense of joy had been replaced, in Shiner’s estimation, by “power fantasies” (think only of The Matrix, in which Reeves’s moonlighting hacker becomes a reality-bending god), which offer “the same dead-end thrills we get from video games and blockbuster movies” (enter, in due time, the video games and blockbuster movies). Where early cyberpunk offerings rooted through the scrap heap of genre, history, and futurist prognostication to cobble together a genre that felt vital and original, its modern iterations have recourse only to the canon of cyberpunk itself, smashing together tropes, clichés, and old-hat ideas that, echoing Gibson’s complaint, feel pathetically unoriginal.

As Refused (in their pre-computer game rock band iteration) put it on the intro to their 1998 record The Shape of Punk to Come: “They told me that the classics never go out of style, but . . . they do, they do.”

Blade Ran

The word was minted by author Bruce Bethke, who titled a 1980 short story about teenage hackers “Cyberpunk.” But cyberpunk’s origins can be fruitfully traced back to 1968, when Philip K. Dick published Do Androids Dream of Electric Sheep?, a novel that updated the speculative fiction of Isaac Asimov’s Robot series for the psychedelic era. It’s ostensibly a tale about a bounty hunter named Rick Deckard chasing rogue androids in a post-apocalyptic San Francisco circa 1992. But like Dick’s better stories, it used its ready-made pulp sci-fi premise to flick at bigger questions about the nature of sentience and empathy, playing to a readership whose conceptions of consciousness were expanding.

Ridley Scott brought Dick’s story to the big screen with a loose 1982 film adaptation, Blade Runner, which cast Harrison Ford as Deckard and pushed its drizzly setting ahead to 2019. With its higher order questions about what it means to think, to feel, and to be free—and about who, or what, is entitled to such conditions—Blade Runner effectively set a cyberpunk template: the billboards, the neon, the high-collared jackets, the implants, the distinctly Japanese-influenced mise-en-scène extrapolated from Japan’s 1980s-era economic dominance. It is said that William Gibson saw Blade Runner in theaters while writing Neuromancer and suffered something of a crisis of conscience. “I was afraid to watch Blade Runner,” Gibson told The Paris Review in 2011. “I was right to be afraid, because even the first few minutes were better.” Yet Gibson deepened the framework established by Blade Runner with a crucial invention that would come to define cyberpunk as much as drizzle and dumpsters and sky-high billboards. He added another dimension—literally.

Henry Case, Gibson establishes early on, “lived for the bodiless exultation of cyberspace.” As delineated in Neuromancer, cyberspace is an immersive, virtual dimension. It’s a fully realized realm of data—“bright lattices of logic unfolding across that colorless void”—which hackers can “jack into” using strapped-on electrodes. That the matrix is “bodiless” is a key concept, both of Neuromancer and of cyberpunk generally. It casts the Gibsonian idea of cyberspace against another of the genre’s hallmarks: the high-tech body mods flogged by Keanu Reeves during the Cyberpunk 2077 E3 demo.

Early in Neuromancer, Gibson describes these sorts of robotic, cyborg-like implants and augmentations. A bartender called Ratz has a “prosthetic arm jerking monotonously” that is “cased in grubby pink plastic.” The same bartender has implanted teeth: “a webwork of East European steel and brown decay.” Gibson’s intense, earthy descriptions of these body modifications cue the reader into the fundamental appeal of Neuromancer’s matrix, in which the body itself becomes utterly immaterial. Authors from Neal Stephenson (Snow Crash) to Ernest Cline (Ready Player One, which is like a dorkier Snow Crash, if such a thing is conceivable), further developed this idea of what theorist Fredric Jameson called “a whole parallel universe of the nonmaterial.”

As envisioned in Stephenson’s Snow Crash, circa 1992, this parallel universe takes shape less as some complex architecture of unfathomable data, and more as an immersive, massively multiplayer online role-playing game (MMORPG). Stephenson’s “Metaverse”—a “moving illustration drawn by [a] computer according to specifications coming down the fiber-optic cable”—is not a supplement to our real, three-dimensional world of physical bodies, but a substitute for it. Visitors navigate the Metaverse using virtual avatars, which are infinitely customizable. As Snow Crash’s hero-protagonist, Hiro Protagonist (the book, it should be noted, is something of a satire), describes it: “Your avatar can look any way you want it to . . . If you’re ugly, you can make your avatar beautiful. If you’ve just gotten out of bed, your avatar can still be wearing beautiful clothes and professionally applied makeup. You can look like a gorilla or a dragon or a giant talking penis in the Metaverse.”

Beyond Meatspatial Reasoning

The Metaverse seems to predict the wide-open, utopian optimism of the internet: that “sense of joy and power” Lewis Shiner was talking about. It echoes early 1990s blather about the promise of a World Wide Web free from corporate or government interests, where users could communicate with others across the globe, forge new identities in chat rooms, and sample from a smorgasbord of lo-res pornographic images. Key to this promise was, to some extent, forming new identities and relationships by leaving one’s physical form behind (or jacked into a computer terminal in a storage locker somewhere).

Liberated from such bulky earthly trappings, we’d be free to pursue grander, more consequential adventures inside what Gibson, in Neuromancer, calls “the nonspace of the mind.” Elsewhere in cyberpunk-lit, bodies are seen as impediments to the purer experience of virtuality. After a character in Cory Doctorow’s Down and Out in the Magic Kingdom unplugs from a bracingly real simulation immersing him in the life of Abraham Lincoln, he curses the limitations of “the stupid, blind eyes; the thick, deaf ears.” Or, as Case puts it in Neuromancer, the body is little more than “meat.”

In Stephenson’s Metaverse, virtual bodies don’t even obey the tedious laws of physics that govern our non-virtual world. In order to manage the high amount of pedestrian traffic within the Metaverse and prevent users from bumping around endlessly, the complicated computer programming permits avatars simply to pass through one another. “When things get this jammed together,” Hiro explains, “the computer simplifies things by drawing all of the avatars ghostly and translucent so you can see where you’re going.” Bodies—or their virtual representations—waft through one another, as if existing in the realm of pure spirit. There is an almost Romantic bent here (Neuromancer = “new romancer”). If the imagination, to the Romantics, opened up a gateway to deep spiritual truth, here technology serves much the same purpose. Philip K. Dick may have copped something of the 1960s psychedelic era’s ethos of expanding the mind to explore the radiant depths of the individual soul, spirit, or whatever, but cyberpunk pushed that ethos outside, creating a shared mental non-space accessible by anyone with the means—a kind of Virtual Commons, or what Gibson calls a “consensual hallucination.”

Yet outside this hallucination, bodies still persist. And in cyberpunk, the physical configurations of these bodies tend to express their own utopian dimension. Bruce Bethke claimed that “cyberpunk” resulted from a deliberate effort to “invent a new term that grokked the juxtaposition of punk attitudes and high technology.” Subsequent cyberpunk did something a bit different, not juxtaposing but dovetailing those “punk attitudes” with high-tech. (“Low-life, high-tech” is a kind of a cyberpunk mantra.) Neuromancer’s central heist narrative gathers a cast of characters—hacker Henry Case, a cybernetically augmented “Razorgirl” named Molly Millions, a drug-addled thief, a Rastafari pilot—that can be described as “ragtag.” The major cyberpunk blockbusters configure their anti-authoritarian blocs along similar lines.

In Paul Verhoeven’s cyberpunk-y action satire Total Recall, a mighty construction worker-cum-intergalactic-spy (Arnold Schwarzenegger) joins a Martian resistance led by sex workers, physically deformed “mutants,” little people, and others whose physical identities mirror their economic alienation and opposition to a menacing corporate-colonial overlord named Cohaagen.

In Johnny Mnemonic, Keanu Reeves’s businesslike “mnemonic courier” (someone who ferries information using computer implants embedded in the brain) is joined by a vixenish bodyguard (Dina Meyer’s Jane, herself a version of Neuromancer’s Molly Millions), a burly doctor (Henry Rollins), and a group of street urchin-like “Lo-Teks” engaged in an ongoing counterinsurgency against the mega-corporation Pharmakom. Both Mnemonic and Recall rely on cheap twists, in which a figure integral to the central intrigue turns out to be something ostensibly less- or other-than-human. Total Recall has Kuato, a half-formed clairvoyant mutant who appears as a tumorous growth wriggling in the abdomen of his brother. Even more ludicrously, Mnemonic’s climax reveals that the Lo-Teks’ leader is not the resourceful J-Bone (Ice-T), but rather Jones, a computer-augmented dolphin. In cyberpunk, the body’s status as “dead meat” to be transcended through computer hardware and neurological implantation offers a corollary sense of freedom.

The idea of the cybernetic body as a metaphor for the politicized human body was theorized in 1985, cyberpunk’s early days, by philosopher and biologist Donna Haraway. Dense and wildly eclectic, by turns exciting and exasperating, Haraway’s “Cyborg Manifesto” is situated as an ironic myth, designed to smash existing oppositions between science and nature, mind and body. Haraway was particularly interested in developing an imagistic alternative to the idea of the “Goddess,” so common to the feminism of the time. Where the Goddess was backward-looking in orientation, attempting to connect women to some prelapsarian, pre-patriarchal state of nature, the cyborg was a myth of the future, or at least of the present. “Cyborg imagery,” she writes, “can suggest a way out of the maze of dualisms in which we have explained our bodies and our tools to ourselves.” Part machine and part flesh, Haraway visualizes the cyborg as a being that threatens existing borders and assumes responsibility for building new ones.

Though they are not quite identical concepts, Haraway’s figure of the cyborg and the thematics of cyberpunk share much in common. A character like Gibson’s Molly Millions, for example, could be described as a cyborg, even if she is still essentially gendered as female (the gender binary was one of the many “dualisms” Haraway believed the cyborg could collapse). Cyborgs and cyberpunk are connected in their resistance to an old order, be it political and economic (as in Neuromancer, Johnny Mnemonic, etc.) or metaphysical (as in Haraway). The cyborg and the cyberpunk both dream of new futures, new social relationships, new bodies, and whole new categories of conceptions and ways of being.

The historical problem is that, for the most part, these new categories and these new relationships failed to materialize, as cyberpunk’s futures were usurped and commodified by the powers they had hoped to oppose.

Not Turning Japanese

In an introduction to the Penguin Galaxy hardcover reissue of Neuromancer, sci-fi-fantasy writer Neil Gaiman ponders precisely how the 1980s cyberpunk visions came to shape the future. “I wonder,” he writes, “to what extent William Gibson described a future, and how much he enabled it—how much the people who read and loved Neuromancer made the future crystallize around his vision.”

It’s a paradox that dogs most great sci-fi writers, whose powers for Kuato-style clairvoyance have always struck me as exaggerated. After all, it’s not as if, say, Gene Roddenberry literally saw into the future, observed voice-automated assistants of the Siri and Alexa variety, and then invented his starship’s speaking computers. It’s more that other people saw the Star Trek technology and went along inventing it. The same is true of Gibson’s matrix or Stephenson’s Metaverse, or the androids of Asimov and Dick. And the realization of many technologies envisioned by cyberpunk—including the whole concept of the internet, which now operates not as an escapist complement to reality, but an essential part of its fabric, like water or heat—has occurred not because of scrappy misfits and high-tech lowlifes tinkering in dingy basements, but because of gargantuan corporate entities. Or rather, the cyberpunks have become the corporate overlords, making the transition from the Lo-Teks to Pharmakom, from Kuato to Cohaagen. In the process, the genre and all its aspirations have been reduced to so much dead meat. This is what Shiner was reacting to when, in 1991, he renounced his cyberpunk affiliations, or when Bruce Bethke, who coined the term, began referring to “cyberpunk” as “the c-word.”

The commodification of the cool is a classic trick of capitalism, which has the frustrating ability to mutate faster than the forces that oppose it. Yet even this move toward commodification and corporatization is anticipated in much cyberpunk. “Power,” for Neuromancer’s Henry Case, “meant corporate power.” Gibson goes on: “Case had always taken it for granted that the real bosses, the kingpins in a given industry, would be both more and less than people.” For Case (and, it follows, Gibson, at least at the time of his writing), this power had “attained a kind of immortality” by evolving into an organism. Taking out one-or-another malicious CEO hardly matters when lines of substitutes are waiting in the wings to assume the role.

It’s here that cyberpunk critiques another kind of body. Not the ruddy human form that can be augmented and perfected by prosthetics and implants, but the economic body. Regarding the economy as a holistic organism—or a constituent part of one—is an idea that dates back at least as far as Adam Smith’s “invisible hand.” The rhetoric of contemporary economics is similarly biological. An edifying 2011 argument in Al Jazeera by Paul Rosenberg looked at the power of such symbolic conceptions of the economy. “The organic metaphor,” Rosenberg writes, “tells people to accept the economy as it is, to be passive, not to disturb it, to take a laissez faire attitude—leave it alone.”

This idea calls back to another of cyberpunk’s key aesthetic influences: the “body economic” of Japan in the 1980s. From the 2019 setting of 1982’s Blade Runner, to the conspicuous appearance of yakuza goons in Gibson’s stories, to Stephenson’s oddly anachronistic use of “Nipponese” in Snow Crash, cyberpunk’s speculative futures proceed from the economic ascendency of 1980s Japan, and the attendant anxiety that Japan would eventually eclipse America as an economic powerhouse. This idea, that Japan somehow is (or was) the future, has persisted all the way up to Cyberpunk 2077’s aesthetic template, and its foregrounding of villains like the shadowy Arasaka Corporation. It suggests that, even as it unfolds nearly sixty years from our future, the blockbuster video game is still obsessed with a vision of the future past.

Indeed, it’s telling that as the robust Japanese economy receded in the 1990s, its burly body giving up the proverbial ghost, that Japanese cinema became obsessed with avenging spirits channeled into the present by various technologies (a haunted video cassette in Hideo Nakata’s Ringu, the internet itself in Kiyoshi Kurosawa’s Kairo, etc.). But in the 1980s, Japan’s economic and technologic dominance seemed like a foregone conclusion. In a 2001 Time article, Gibson called Japan cyberpunk’s “de facto spiritual home.” He goes on:

I remember my first glimpse of Shibuya, when one of the young Tokyo journalists who had taken me there, his face drenched with the light of a thousand media-suns—all that towering, animated crawl of commercial information—said, “You see? You see? It is Blade Runner town.” And it was. It so evidently was.

Gibson’s analysis features one glaring mistake. His insistence that “modern Japan simply was cyberpunk” is tethered to its actual history as an economic and technological powerhouse circa the 1980s, and not from its own science-fictional preoccupations. “It was not that there was a cyberpunk movement in Japan or a native literature akin to cyberpunk,” he writes. Except there so evidently was.

The Rusting World

Even beyond the limp, Orwellian connotations, 1984 was an auspicious year for science-fiction. There was Neuromancer, yes. But 1984 also saw the first collected volume of Akira, a manga written and illustrated by Katsuhiro Otomo. Originally set, like Blade Runner, in 2019, Akira imagines a cyberpunk-y Neo-Tokyo, in which motorcycle-riding gangs do battle with oppressive government forces. Its 1988 anime adaptation was even more popular, in both Japan and the West. (The film’s trademark cherry red motorcycle has been repeatedly referenced in the grander cyberpunk canon, appearing in Steven Spielberg’s film adaptation of Ready Player One and, if pre-release hype is to believed, in Cyberpunk 2077 itself.) In 2018, the British Film Institute hailed Akira, accurately, as “a vital cornerstone of the cyberpunk genre.”

Japan has plenty of other, non-Akira cyberpunk touchstones. As a cinematic subgenre, Japanese cyberpunk feels less connected to the “cyber” and more to the spirit of “punk,” whether in the showcasing of actual Japanese punk rock bands (as in 1982’s Burst City) or the films’ own commitment to a rough-hewn, low-budget, underground aesthetic. Chief among the latter category of films is Shinya Tsukamoto’s Tetsuo: The Iron Man, which was shot on 16mm over a grueling year-and-a-half, mostly in and around Tetsuo actress and cinematographer Kei Fujiwara’s apartment, which also housed most of the film’s cast and crew.

Unlike the Western cyberpunk classics, Tsukamoto’s vision of human-machine hybridization is demonstrably more nightmarish. The film follows two characters, credited as the Salaryman (Tomorowo Taguchi) and the Guy (a.k.a. “The Metal Fetishist,” played by writer/director/producer/editor Tsukamoto himself), bound by horrifying mutations, which see their flesh and internal organs sprouting mechanical hardware.

In its own way, Tetsuo works as a cyberpunk-horror allegory for the Japanese economy. As the Salaryman and the Fetishist learn to accept the condition of their mechanization, they merge together, absorbing all the inorganic matter around them, growing enormously like a real-world computer virus or some terrifying industrial Katamari. Their mission resonates like a perverse inversion of Japan’s post-industrial promise. As Tsukamoto’s Fetishist puts it: “We can rust the whole world and scatter it into the dust of the universe.”

Like Haraway’s development of the cyborg as a metaphoric alternative to the New Age “goddess,” Tetsuo’s titular Iron Man can offer a similar corrective. If cyberpunk has become hopelessly obsessed with its own nostalgia, recycling all its 1980s bric-a-brac endlessly, then we need a new model. Far from the visions of Gibson, in which technology provides an outlet for a scrappy utopian impulse that jeopardizes larger corporate-political dystopias, Tetsuo is more pessimistic. It sees the body—both the individual physical body and the grander corpus of political economy—as being machine-like. Yet, as Rosenberg notes in his Al Jazeera analysis of economic rhetoric, it may be more useful to conceive of the economy not as a “body” or an organism but as a machine. The body metaphor is conservative, “with implications that tend toward passivity and acceptance of whatever ills there may be.” Machines, by contrast, can be fixed, greased, re-oriented. They are, unlike bodies, a thing separate from us, and so subject to our designs.

Cybernetic implants and cyborg technology are not some antidote to corporate hegemony. The human does not meld with technology to transcend the limitations of humanity. Rather, technology and machinery pose direct threats to precisely that condition. We cannot, in Tsukamoto’s film, hack our way to a better future, or technologically augment our way out of collective despair. Technology—and the mindless rush to reproduce it—are, to Tsukamoto, the very conditions of that despair. Even at thirty years old, Tetsuo offers a chilling vision not of the future, or of 1980s Japan, but of right now: a present where the liberating possibilities of technology have been turned inside-out; where hackers become CEOs whose platforms bespoil democracy; where automation offers not the promise of increased wealth and leisure time, but joblessness, desperation, and the wholesale redundancy of the human species; where the shared hallucination of the virtual feels less than consensual.

There’s nothing utopian about the model of cyberpunk developed in Tetsuo: The Iron Man. It is purely dystopian. But this defeatism offers clarity. And in denying the collaborative, collectivist, positive vision of a technological future in favor of a vision of identity-destroying, soul-obliterating horror, Tsukamoto’s stone-cold classic of Japanese cyberpunk invites us to imagine our own anti-authoritarian, anti-corporate arrangements. The enduring canon of American-style cyberpunk may have grown rusty. It has been caught, as Bethke put it in his genre-naming story, “without a program.” But the genre’s gnarlier, Japanese iterations have plenty to offer, embodying sci-fi’s dream of imagining a far-off future as a deep, salient critique of the present. It is only when we accept this cruel machinery of the present that we can freely contemplate how best to tinker with its future.

Left to peddle such a despairing vision in a packed-out L.A. convention center, even cyberpunk’s postmortem poster boy Keanu Reeves would be left with little to say but a resigned, bewildered, “Woah . . .”

Saturday Matinee: Whoops Apocalypse

“Whoops Apocalypse” (1982) is a six-part television sitcom by Andrew Marshall and David Renwick, made by London Weekend Television for ITV. The series details the chaotic and increasingly unstable geopolitical situation leading up to the Apocalypse. The chain of events are precipitated by naive and highly unpopular Republican U.S. President Johnny Cyclops (Barry Morse) who is unwisely advised by an insane right-wing fundamentalist security advisor, called The Deacon, who claims to have a direct hotline to God (the writers claimed not to know at the time that Alexander Haig, Reagan’s first Secretary of State, was known among White House staff as The Vicar).