Saturday Matinee: River’s Edge

By Roger Ebert

Source: RogerEbert.com

I remember reading about the case at the time. A high school kid killed his girlfriend and left her body lying on the ground. Over the next few days, he brought some of his friends out to look at her body, and gradually word of the crime spread through his circle of friends. But for a long time, nobody called the cops.

A lot of op-ed articles were written to analyze this event, which was seen as symptomatic of a wider moral breakdown in our society. “River’s Edge,” which is a horrifying fiction inspired by the case, offers no explanation and no message; it regards the crime in much the same way the kid’s friends stood around looking at the body. The difference is that the film feels a horror that the teenagers apparently did not.

This is the best analytical film about a crime since “The Onion Field” and “In Cold Blood.” Like those films, it poses these questions: Why do we need to be told this story? How is it useful to see limited and brutish people doing cruel and stupid things? I suppose there are two answers. One, because such things exist in the world and some of us are curious about them as we are curious in general about human nature. Two, because an artist is never merely a reporter and by seeing the tragedy through his eyes, he helps us to see it through ours.

“River’s Edge” was directed by Tim Hunter, who made “Tex,” about ordinary teenagers who found themselves faced with the choice of dealing drugs. In “River’s Edge,” that choice has long since been made. These teenagers are alcoholics and drug abusers, including one whose mother is afraid he is stealing her marijuana and a 12-year-old who blackmails the older kids for six-packs.

The central figure in the film is not the murderer, Sampson (Daniel Roebuck), a large, stolid youth who seems perpetually puzzled about why he does anything. It is Layne (Crispin Glover), a strung-out, mercurial rebel who always seems to be on speed and who takes it upon himself to help conceal the crime. When his girlfriend asks him, like, well, gee, she was our friend and all, so shouldn’t we feel bad, or something, his answer is that the murderer “had his reasons.” What were they? The victim was talking back.

Glover’s performance is electric. He’s like a young Eric Roberts, and he carries around a constant sense of danger. Eventually, we realize the danger is born of paranoia; he is reflecting it at us with his fear.

These kids form a clique that exists outside the mainstream in their high school. They hang around outside, smoking and sneering. In town, they have a friend named Feck (Dennis Hopper), a drug dealer who lives inside a locked house and once killed a woman himself, so he has something in common with the kid, you see? It is another of Hopper’s possessed performances, done with sweat and the whites of his eyes.

“River’s Edge” is not a film I will forget very soon. Its portrait of these adolescents is an exercise in despair. Not even old enough to legally order a beer, they already are destroyed by alcohol and drugs, abandoned by parents who also have lost hope. When the story of the dead girl first appeared in the papers, it seemed like a freak show, an aberration. “River’s Edge” sets it in an ordinary town and makes it seem like just what the op-ed philosophers said: an emblem of breakdown. The girl’s body eventually was discovered and buried. If you seek her monument, look around you.

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Watch River’s Edge on Hoopla here: https://www.hoopladigital.com/title/12027310

Déjà Vu All Over Again

The Matrix, resurrected

By John Semley

Source: The Baffler

MIDWAY THROUGH 1999’S THE MATRIX, Keanu Reeves’s hacker-cum-cyberpunk-messiah Neo sees a black cat shivering in a doorway. Then, he sees it again. “Woah,” he utters, in that trademark, flat Keanu Reeves way. “Déjà vu . . . ” The phenomenon, Trinity (Carrie-Anne Moss) tells him, means big trouble. In the titular world-scale digital simulation in which the bulk of the film unfolds, déjà vu signals a computer glitch: a case of the simulation tweaking its code in real time.

One can’t help but be reminded of this idea watching The Matrix Resurrections, a long-gap sequel to the original sci-fi trilogy, which ended with Reeves’s Neo striking a détente between the machine overlords that enslaved mankind within a counterfeit reality and the fleshy human resistors who opposed them. The new film opens as the original does, following a heavily-armed SWAT team as they swarm a seedy motel room where a leather-clad hacker is plonking away at a computer terminal. The scene expands to introduce a new character, Bugs (Jessica Henwick), who notes to her compatriot that this familiar scene is a training module, designed to hone the skills of the digital heavies who patrol the parameters of the matrix. Or rather, a version of it that exists within the original matrix. It’s sixty years after the events of the last film, and nearly twenty years after its release. Things have gotten deeper—if only slightly.

The simulation now includes a popular video game trilogy—called, of course, The Matrix—that re-stages the events of the original films. Neo, too, is back, in his guise as Thomas Anderson. This time he’s not a computer programmer but a video game designer, whose “great ambition was to make a game indistinguishable from reality.” He’s the chief architect of the Matrix game trilogy, which has just seen a sequel green-lit within the fiction of both the matrix and The Matrix. (Matrix Resurrections was itself promoted with a tie-in video game demo, The Matrix Awakens.) Like William James’s image of our world resting on an infinite regress of rocks, it seems like it’s matrixes all the way down.

The planned game sequel prompts much hand-wringing. Characters bat ideas back and forth in an open-concept office, trying to get to the heart of what made the original Matrix work. Resurrections abounds with this sort of dorky meta-humor. There are jokes about the game design firm’s parent company being Warner Bros. (the actual film’s producer) and jokes about déjà vu. A fourth-wave coffee shop is called “Simulatte.” That kind of thing. It’s the sort of stuff that elicits barking, staccato guffaws from in-the-know audience members that quickly fade into barely bemused titters. It’s meant to be cute, but it’s mostly annoying.

Still, the film is not without its charms. Some of the early action scenes crack along reliably, playing with inversions of gravity and time, like a fleeter Christopher Nolan flick. And the notion of revisiting the world of the matrix is not without appeal. After all, the original film forecasted a world of digital disenfranchisement that is now, under the auspices of our current Silicon Valley overlords, regarded as aspirational. (In a telling touch, Resurrections moves the action from an implied Chicago to the Bay Area, explicitly marked by familiar landmarks and San Francisco PD cruisers.) And with its image of two pills representing diverging ideological bents, The Matrix provided a ready-made vocabulary that has been embraced in our real world, where everyone is redpilledblackpilledDanpilled, or Tedpilled. But Resurrections never manages to meaningfully intervene in the very conditions it seems to be diagnosing—and which the series had already diagnosed, decades ago. Like postmodernity itself, the state of digital dependency dramatized by The Matrix cannot be alleviated. It can only be mediated, with increasing levels of irony and winking self-awareness.

To wit: Resurrections is not about digitization, or the metaphysics of reality, or the broken promise of the cyberpunk genre. It is about movie reboots. Here, Neo must be liberated again, literally remaking his quest from the original film, with the obstacles re-skinned and old foes appearing in new guises (Jonathan Groff, playing the meddling computer program Smith, is a hunkier, paler imitation of the menacing Hugo Weaving). Characters snipe about how humanity is merely reframing the same handful of archetypal themes and ideas. “We’re still telling the same stories we’ve always told,” says one game designer, sounding like he’s been watching too many Jordan Peterson YouTubes. “Just with different names, different faces.” This may well be true. But it also feels like a cop-out. Especially because the original Matrix, as imagined by sororal duo Lilly and Lana Wachowski, felt genuinely inventive. It blended Terminator-styled dystopian sci-fi with Hong Kong wire-fu action and state-of-the-art special effects, all draped in the industrial liveries of a turn-of-the-millennium goth club. It may not have been wholly new. But it was thrilling remix. It spoke to the ennui of America at the “end of history.” It captured the soul-deadening, Dilbert-esque daily doldrums explored in films like Fight Club and Office Space. It also played straight to the anxiety around “Y2K” and the mounting cultural panic that home computers and toaster ovens might break down or turn against their owners. The Matrix felt like it was speaking to its time. Now, movies seem to chatter only among themselves.

There’s plenty of precedent here, of course: Ready Player Onethe recent Space Jam sequel; and the new Spider-Man movie, which draws together two decades worth of sticky narrative threads spun across three distinct franchises. Corporate wheeling-and-dealing is increasingly allegorized onscreen, to the point that many blockbusters are now about their own production. Within ten years, we’ll see Aaron Sorkin hoisting an Oscar overhead, rewarded by his peers for helming a chatty drama about the backroom legal finagling that saw a Star Wars-branded lightsaber licensed to the movie Free Guy. Hollywood is already lodged in the post-postmodern rabbit hole, with little to show for it. The culture is glitching, looping, stuck in some long, static interregnum, like a radio drifting between channels. If a new Matrix movie felt grimly inevitable in such a climate, it also had great potential.

And I suppose it’s nice that director Lana Wachowski (going solo this time) returned to wield some control over a story that would otherwise be expropriated however-which-way by the studio. But she has only a passing interest in the new convolutions of the simulation itself. Wachowski is more invested in revisiting Neo and Trinity’s wrenching, realities-spanning romance. Rather than the heady ideas at play in the premise—which have been by-and-large replaced by geeky in-jokes—she wants to explore (again) the profound power of love as some supernatural force. At its worst, the Wachowski worldview recalls that classic Simpsons joke: the secret ingredient is always capital-l Love.

This strain of touchy-feely sci-fi certainly has its admirers, and I sometimes count myself among them. But I find the Wachowskis’ sappiness (however earnest) more tolerable when enlivened by their stylistic and technical inventiveness. The rote, underdog rhythms of Speed Racer (2008) only work because they unfold within an aesthetic landscape that splits the difference between La Chinoise and Paper MarioThe Matrix’s heavy hooey about fate and choice and freeing one’s mind is leavened because, well, the movie is entertaining as hell. But now, the ideas are stale (2003’s The Matrix Reloaded already introduced the concept of its story being a remake), and the action settles into tedium: graceful bullet-time ballets are replaced by crunchy, John Wick-style fights and repetitive CGI set pieces that see Neo stopping hails of bullets with his hands, over and over and over again.

Perhaps there’s something modestly clever in the major meta-gesture of this newest Matrix—in its idea of the matrix reproducing its own destruction in the form of an interactive video game. After all, the notion that the very systems that delude us offer self-contained safe spaces for relieving those delusions is apt. Like capital, the matrix survives by evolving quicker than the forces that oppose it. If we take this message seriously, then the goodly thing to do is to ignore The Matrix Resurrections and all corporatized entertainments. To put down Twitter and TikTok and smooch our spouses; build a snowman with the kiddies; clink some beers with a gaggle of good buddies.

That we should all invest not in our virtual existences, but the fleshy, loving, contingent relationships of real life, is a perfectly decent message. That the Wachowskis have been repeating this tired line for two decades speaks despairingly to the conditions of our own, present-day dystopia. Resurrections is suspended between cyberpunk trappings that were already shopworn circa 1999 and the intellectual prison of high-concept meta-mongering. It is a movie of the interregnum, one that could have been auto-generated by it. In this way, The Matrix does manage to speak to the times. Again.

Saturday Matinee: Man of Tai Chi

By Sheila O’Malley

Source: RogerEbert.com

Keanu Reeves has a mixture of stilted awkwardness and gangly grace that is uniquely his own, and that makes him an often strange, disaffected presence. This can either work or not work. His line readings are sometimes baffling. But his simple sense of truth and touching trust in the material (whatever it may be) is one of the reasons his career has lasted so long. There isn’t a ton of ego in his work. It’s refreshing.

“Man of Tai Chi”, Reeves’ feature film directorial debut, has the same sometimes-awkward blend that Reeves brings to the table as an actor. The film is super serious (as befitting the martial arts genre, where everything is a matter of life or death), with moments of strange stilted dialogue (also par for the course) and scene after scene of thrilling physical combat, filmed with grace and certainty and no small amount of awe for the athletes involved.

Tiger Chen, a stuntman in the two “Matrix” sequels, plays the eponymous character, also named “Tiger Chen”. He is a devoted practitioner of the ancient art of tai chi, working with a master named Yang (Yu Hai) in a beautiful temple. For his day job, Tiger works as a delivery boy, driving packages around the city, and flirting with a receptionist at one of his regular stop-offs. He lives with his parents. He does not have ambition to “do anything” with tai chi, because the rules underlying his apprenticeship with Master Yang say that those who practice tai chi do not do so for money, glory, or even to win. But during a public competition, his undeniable skill brings him to the attention of a mysterious individual named Donaka Mark (Reeves). Donaka lives in a cold man-cave of a penthouse, furnished in black leather and chrome. He strolls around barefoot on shiny black marble floors, he speaks only in terse commands. He has a security detail working for him that would rival the NSA’s. He reaches out to Tiger, offering him a security job, when in reality it is a recruitment for a deadly underground fighting ring.Tiger is flown to an undisclosed location, put into an empty grey room with a mirror on one wall, as he waits to see what will happen. A female voice commands: “Fight”, and from out of nowhere an opponent grabs Tiger from behind. Tiger is then engaged in a fight for his life in that grey room with the big mirror, and it is an Alice-through-the-looking-glass moment which will bear fruit through the rest of the film: Like Alice, Tiger is catapulted from one strange experience to the next. The normal rules of regular life no longer apply.

Donaka, of course, is watching through that mirror. That first fight is a test. Tiger passes, but it is only the first of many. Donaka’s fight club is run like a cult, where essential information about the nature of the organization is withheld from the participants until they are too deeply embroiled to get out. Tiger finds himself back in that grey room again and again, fighting increasingly vicious and skilled opponents. To what purpose? What is it all for?

The money Donaka offers is substantial. When Master Yang’s temple is slated for demolition unless money can be raised for necessary repairs, Tiger caves. And so the sacred temple is now being financed by someone who has betrayed the underlying principles taught there, a terrible irony. Tiger Chen, a superb athlete (to watch him is to go slack-jawed in wonder and appreciation), is also a terrific actor, going believably from sweet open kid to cold lean killer with a haunted aspect. “Man of Tai Chi” takes place in a deeply moral universe where our choices have spiritual implications.

Tiger Chen, a stuntman in the two “Matrix” sequels, plays the eponymous character, also named “Tiger Chen”. He is a devoted practitioner of the ancient art of tai chi, working with a master named Yang (Yu Hai) in a beautiful temple. For his day job, Tiger works as a delivery boy, driving packages around the city, and flirting with a receptionist at one of his regular stop-offs. He lives with his parents. He does not have ambition to “do anything” with tai chi, because the rules underlying his apprenticeship with Master Yang say that those who practice tai chi do not do so for money, glory, or even to win. But during a public competition, his undeniable skill brings him to the attention of a mysterious individual named Donaka Mark (Reeves). Donaka lives in a cold man-cave of a penthouse, furnished in black leather and chrome. He strolls around barefoot on shiny black marble floors, he speaks only in terse commands. He has a security detail working for him that would rival the NSA’s. He reaches out to Tiger, offering him a security job, when in reality it is a recruitment for a deadly underground fighting ring.Tiger is flown to an undisclosed location, put into an empty grey room with a mirror on one wall, as he waits to see what will happen. A female voice commands: “Fight”, and from out of nowhere an opponent grabs Tiger from behind. Tiger is then engaged in a fight for his life in that grey room with the big mirror, and it is an Alice-through-the-looking-glass moment which will bear fruit through the rest of the film: Like Alice, Tiger is catapulted from one strange experience to the next. The normal rules of regular life no longer apply.Donaka, of course, is watching through that mirror. That first fight is a test. Tiger passes, but it is only the first of many. Donaka’s fight club is run like a cult, where essential information about the nature of the organization is withheld from the participants until they are too deeply embroiled to get out. Tiger finds himself back in that grey room again and again, fighting increasingly vicious and skilled opponents. To what purpose? What is it all for?

The money Donaka offers is substantial. When Master Yang’s temple is slated for demolition unless money can be raised for necessary repairs, Tiger caves. And so the sacred temple is now being financed by someone who has betrayed the underlying principles taught there, a terrible irony. Tiger Chen, a superb athlete (to watch him is to go slack-jawed in wonder and appreciation), is also a terrific actor, going believably from sweet open kid to cold lean killer with a haunted aspect. “Man of Tai Chi” takes place in a deeply moral universe where our choices have spiritual implications.

The fighting ring is illegal. The cops (one in particular) close in on Donaka, who remains elusive and omniscient. Donaka understands that tai chi is not the usual fare in the martial arts underground, and he gets off on the fact that Tiger has sold out. That’s the turn-on, the power trip. Reeves isn’t in the film all that much, and there are a couple of extremely stiff scenes of dialogue, but he does get a very impressive fight scene with Tiger near the end. This is Tiger Chen’s picture all the way. You watch him transform, and you watch his soul go dark.

CinematographercElliot Davis films the fight scenes with thrilling immediacy: lots of long takes, so you realize you are actually seeing these guys actually do this, as opposed to watching something pieced together later in the editing room. The camera circles and rises and pulls back, moving horizontally and vertically with the movements of each fight. The filming is intuitive and visceral. There’s one masterpiece of a scene that takes place in a hidden night club floating in the bowels of a cargo ship in Hong Kong harbor. The setting is surreal: the circular stage painted with psychedelic dizzying swirls and the circular tables surrounding said stage, not to mention the bored elegant silent crowd, is reminiscent of the midnight theatre scene in David Lynch’s “Mulholland Drive” or the freaky tiered nightclub in Josef von Sternberg’s “Shanghai Gesture”. Each fight gets more dangerous. The stakes rise. Death is the only possible outcome. Reeves approaches the genre with respect and passion. “Man of Tai Chi” is hugely entertaining.

 

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 . . .”