the ramble dump
Friday, July 31, 2009
Rabbit-Hole Theory (Part 2: The Perils of Yellow)
[This is part of a convoluted series looking at the Matrix trilogy of films from the perspective of immersive storytelling--where they worked, where they didn't, and how this might have affected their success as films. Fair warning: I am making it my mission to be mind-numbingly specific. This is a complete rewrite of an older, now obliterated Part 2. Part 1 can be found here.]
The Matrix in fact consists of two 'rabbit holes', in the sense of worlds operating by a certain set of rules; one, the Matrix, that exists inside the other, the real world. It is the existence of this 'real world' that allows the Matrix to function in the way it does, namely as a virtual world created in, and accessible from, an actual physical space. The big premise that serves as the reasoning for all the weird and novel stuff we see in the Matrix is precisely this virtuality--the fact that it's
not real; but this platform for spectacle would have no justification, no grounding, were this virtuality to be
everything that there is, because it would lead to a potential breakdown of everything up to and including the characters themselves and the fact that there is a world presented by the
Matrix films at all.
The whole twin-rabbit-hole set-up, however, allows for a lot. To begin with, the virtual realm means that there are no necessary limitations in how different the laws of physics can be, though the Wachowskis choose to have the Matrix such that fairly normal physical rules have been put in place and a certain mentality is required to overcome them. Basically, though, anything that is supposedly defined by the Matrix itself is free to be different.
By this token, it follows that the Matrix and the real world can be very different
stylistically, as there's no reason why they have to be the same in this respect either, beyond perhaps requiring things like continuity in the personality of characters that exist in both worlds, so that a wildly disparate style of dialogue, say, would make no sense. In another context, such a difference between the style of two spaces in the same fictional universe might have the result of
literalising stylistic aspects, or making them seem like nonsensical changes in the behaviour of that universe, because they would no longer serve as part of its stylistic
texture (the interrelation of things that make up precise way that we get a feeling for a world on a stylistic level, and an interrelation that can't function effectively if these things don't remain constant). But the nature of virtuality is that to a great extent it allows for a whole different texture of reality in the Matrix, for as long as this change is applied only to things specific to that virtual world.
Nevertheless, a lot of problems arise in that various stylistic conventions falter for trying to function across the three films in what is arguably a shifting aesthetic context within each of these worlds, a shift that does interfere with stylistic elements.
The
Matrix films in general are highly stylised films, and something so stylised is naturally going to bring more attention to itself, above all when it goes wrong. Scenes that take place in the actual Matrix potentially face more difficulties than others by virtue of the fact that, as a stylistic decision in itself, the Matrix world is simply more sharply stylised than the naturalistically presented real world, though both have their problems. The very specific neo-
noir approach to the Matrix of the first film has already been mentioned: we are shown what is a very limited range of gritty, urban locales, specifically degenerate areas and bleak corporate spaces, with the ever-present sickly green filter enhancing this feeling of decay very effectively.
But though this is repeated to a large extent in the sequels, it does not carry over completely. Perhaps in part because of the expanded scale of the sequels, though also simply due to the decisions made to use particular locations, we are taken out of this very specific aesthetic and given something that is, in
Reloaded especially, somehow cleaner and shinier and comes in flavours more pronounced in their distinction: the modern-industrial look of the freeway and the nuclear power plant, the gothic dungeons, sewers and jarringly grand chateau, the teahouse, the hallway of backdoors, and so on. Some of these locations have their own problems and I'll talk about these later, but the main thing is that, whatever the reasons might be for why such places were used, it creates what can at least be
perceived as something of an aesthetic incongruity between the films.
However, something like this expansion of location types is logically surmountable, and something we can get used to, though it may
feel very different and to a certain extent replace an experience to which we had become attached, when we realise that we were only ever shown a very small part of a whole world in the first film. Unfortunately, it's not always the case that we can just teach our brains to accept that what we are shown in the first film simply isn't everything, as there are some stylistic factors that prevent this from quite working out because they would appear to contradict the stylistic rules already put in place.
* * *The first of these entails one of the more predominant stylistic decisions in the films, the use of colour biases: the blue, slightly more natural bias of the real world and the sickly green of the Matrix that has already been mentioned. These colour biases serve as the primary visual way of defining these worlds as different from each other, marking their separation by contributing to the distinctive style and texture of each. These aren't the only two colour biases employed in the first film: we are also shown a number of non-Matrix constructs that are either stark white (the loading program) or yellow-biased (the dojo), but they serve the same purpose of signifying that these are different 'worlds'.
In the sequels, however, the use of such colour gets a little more ambitious and complex, such that the dividing line between these different worlds, created by the distinctive styles of each, is no longer so clear. In fact, it chops things up in a way that prevents such an interpretation of an ontological shift (that is, the interpretation that each 'style' represents a different space of reality) from being possible. Stark white places like Zion Control, Mobil Ave, the Architect's room or the hallway of backdoors are all acceptable for being virtual realms operating outside of the Matrix and therefore free of that decaying environment, and at a push the same reasoning could be given for the yellow-biased chateau or teahouse, both of which might be said to exist as manipulations of the Merovingian and Seraph respectively and as constructs not wholly integrated into the Matrix proper. But the yellow colour is apparently still too busy fulfilling other
literal functions to make this work; namely in code-vision, in which Seraph, for example, appears gold, as do Smith-in-Bane and everything else in the real world after Neo goes blind.
Whatever the reasoning behind this is, it is no longer the case that such colour contributes so effectively to the stylistic texture of a specific 'world' because this function is interfered with by its role as something primarily
symbolic.
In the first film it could be said that the Matrix was green-biased because it was a decaying place; the real world was more natural because it was real; the loading constructs were white because they were empty (given some continuity with the Matrix through the use of wintery skies); the dojo was golden-yellow because it was just that kind of environment, and constructs that simulated the Matrix were also green-tinted for that reason. There is, obviously, stylistic exaggeration here--we don't have to think that the Matrix is really that green for the characters, and as something stylistic it does not ask us to--but there is nevertheless a natural logic to this exaggeration. Certain aspects of the Matrix environment which are already there are brought out by the use of the colour on a purely visual level, such that the green makes it seem
even more decrepit. It also hints at its status as a computer simulation, but, importantly, without this additional meaning overriding its other effects.
In the sequels, however, the decision to use specific colours for certain things is done less sensically when we try to view it in terms of this logic of natural enhancement, and this seems to be because, as mentioned, a primarily symbolic logic is being used instead.
This symbolism mostly takes place within the code-vision, in which different colours appear to represent different kinds of virtual presences inside the Matrix. In the context of code-vision alone, this might be considered perfectly natural. But even if we try to separate the significance of colour bias and colour in code-vision to make sense of what all these different colours mean (which we would seemingly have to do anyway, as they are not entirely consistent; for example, the teahouse appears in green code and non-code Seraph does not remain yellow-biased when he ventures outside of it), there are still times when colour is used blatantly in non-code vision such that it seems clear that some kind of symbolism is intended, overriding the function of stylistic texture. The yellow bias of the Zion rave and sex scenes certainly seem very deliberate in this way, if not inconceivable non-symbolically, and places like the hallway of backdoors and the chateau feature noticeable chunks of green to deliberately remind us that we're still sort of in the Matrix. (The green overlay in the freeway scene also brings attention to itself at times by not fulfilling its intended effect of stylistic exaggeration, but only because they obviously tried to do it over a very blue summer sky, resulting in a not-so-subtle turquoise.)
It also can't be ignored that these biases, being so particular, feel like they're
supposed to correlate with the same colours we are shown in code-vision.
The result is a kind of cluttered, confused visual onslaught where, in shifted purpose, such use of colour bias is not the same effective stylistic aid it had been previously. Instead of contributing to the distinctive 'texture' of a world, such use of colour bias as demonstrated in the sequels does precisely the opposite by breaking up and interfering with this distinction. Even if the Wachowskis had meant this process to be deliberate for whatever reason, it does the rabbit holes no good when overly abstract symbolism or literalisation comes to intrude upon something that had had an immersive function.
[to be continued...]
Labels: cyberpunk, i am the ramblemaster, rabbit-hole theory, the matrix
Wednesday, April 01, 2009
Peering Into Mirrors
Renowned academic, adventurer and alien Amelia Chesley
explores rabbit holes, via great literature. Or should that be the other way around?
(We plug each other because no one else will.)
Labels: cyberpunk, neuromancer, rabbit-hole theory, william gibson
Wednesday, July 30, 2008
Rabbit-Hole Theory (Part 1)
[Revised 30.06.09.]
MORPHEUS
I imagine, right now, you must be feeling a bit like Alice, tumbling down the rabbit hole?
NEO
You could say that.
MORPHEUS
I can see it in your eyes. You have the look of a man who accepts what he sees because he is expecting to wake up.
When we watch a good film, or read a good book, we are engaged so that we are drawn into the world in which the story is set and remain engrossed right up until the end. The best ones can even have a lingering effect, keeping our minds floating in the memory of its mood, aesthetic or atmosphere even after the experience has finished. Our minds never accept these as
actual reality, or as the world we are conscious of during most of our waking hours--not usually, anyway--but as
a reality, one that is possible according to the rules defined by the author. It becomes one with which the audience are willing to engage even if they know that it is ultimately just a work of fiction--probably
because they know that it's fiction, allowing the suspension of disbelief to play a more conscious role.
Unfortunately for the authors and filmmakers, it's not always an easy thing to get your reader or audience to accept the reality you give them. You have to create a consistent world, in which everything makes sense by its logic and characters don't contradict themselves as characters, and the narrative has to follow through in a logical sort of way. If it doesn't, it can throw off the reader or audience and bring attention to itself in all the wrong ways, and thus the author fails to tell a successful story or to achieve any deeper resonance beyond that, all because they have not been able to establish
believability. There are certain things that will trigger this unwanted kind of awareness--something will jar, seem inconsistent, seem fake, and will cause the audience to prematurely 'wake up'.
'Rabbit-hole theory' is the term I'm going to use, taking the analogy from the above quotation, which is from the film
The Matrix, to describe the rules that govern the process of immersing the reader or spectator in a believable fiction--making them feel as if they
are tumbling down a rabbit hole and into another world, metaphorically speaking--in order to fully engage them with that fictional 'world' as the chosen plane of expression. Like Neo, we will often only accept a fictional world on the basis that it is fiction, knowing that it is a kind of manufactured dream. And yet there are some things that we will simply not accept, that our lucid minds will reject, when such a world is being established. Rabbit-hole theory is about exploring how this works, under the view that there are the smallest of things that can damage a story because they go against certain implicit rules. The more I think about it, the more I've been realising that these rabbit holes can establish themselves, and fail, in an incredible number of different ways.
(Note: this applies to fiction and not meta-fiction, because in meta-fiction the plane of expression lies beyond that 'world', instead requiring that attention is brought to the fact of the fiction itself (the fact that something
is fiction) rather than depending on immersion in the world. And indeed, meta-fiction therefore often functions precisely to ruin the rabbit-hole effect.)
Incidentally, I think the
Matrix trilogy illustrates rabbit-hole theory perfectly. In my view, the first film works very successfully in drawing in the audience and taking them into a world that is a little topsy-turvy but, for all intents and purposes, utterly engrossing. The sequels,
Reloaded and
Revolutions, are more complex on just about every level and, in many ways, more interesting than the original, but they are also, I'd argue, not nearly as successful in terms of immersion. I still find much to appreciate about the films because I find a lot to like about what they offer of the
Matrix mythos, despite their flaws--but I've been debating with myself over and over again about whether these flaws might prevent the sequels in particular from being good
films. I've decided that the sequels are definitely
difficult, but I've realised that a lot of these difficulties, and many of my own gripes with the sequels, come just as much from simple rabbit-hole reasons as they do from any other reasons that might be given--including those by fans who attempt to explain away negative reaction with the idea that an intellectual effort is required to understand them (though I'll wager there
were a hell of a lot of viewers who just weren't willing to make a necessary effort).
Herein follow some suggestions for what exactly these reasons are.
* * *Firstly, for all I might talk about creating a believable reality, exhaustive
realism is rarely very useful, though a certain level is always required. That level, and the specific aspect of the story to which it must apply, will depend very much on context and genre. The
Matrix films are a case in point: in true cyberpunk fashion, many things seem to be the way they are for stylistic reasons. The first film has a distinctly neo-
noir feel, with grim, decaying urban locales and a rabbit-hole like
closeness to many of the scenes. The redpills all dress in leather and shades and speak with a certain fondness for earthy, four-letter words, and lightning always strikes at very specific moments in the dialogue. All of these stylistic touches may have underlying reasons, ones that might even amount to more than the simple need to conform to genre conventions, look cool or add a bit of drama. The timed lightning, for example, might additionally be a nod to the fact that they're not in the real world (though when it happens, or when characters come out with lines like 'our way or the highway', or when Neo and Agent Smith partake in some Old Western finger-twitching during the subway climax, it's difficult not to suspect that what is being referred to in these tongue-in-cheek homages is simply the Wachowskis' own sense of humour). Whatever these reasons are, however, the Wachowskis have managed to create a satisfying, believable world without requiring it to be completely realistic.
In fact, though the trilogy could be approached on a number of different levels--aesthetically, cinematically, technically, philosophically, allegorically, scientifically, and so on--I would argue that the nature of their world means that there are limits to certain approaches, and approaching it in terms of realism--attempting to go into too much scientific detail, for example--is likely to be a futile endeavour. This is not to say that the science isn't interesting, but complete scientific integrity is not necessary. I once read a comment in which someone said that they never thought much of
The Matrix because they couldn't get past the humans-as-batteries idea, having done some mental calculations and concluded that, mathematically, it just couldn't work. But considering this is a film in which the antagonists, the Agents, all dress like conspiracy stereotypes and wear shades even in the dark, I'd be tempted to say that this person may have missed the point--that they didn't 'get it'. It is, of course, their prerogative to have their own criteria for what a decent story requires--but I would argue that it makes no sense to judge a fictional world by such terms of realism alone, especially as this may not have been what the creator set out to achieve in the first place. A film can engage me without causing me to worry over extreme details, because the thing that is engaging me is the specific way that something is being expressed, and this expression does not require complete realism. In fact, too great a degree of realism may even undermine that expression: without the cold uniformity of their outward appearance, the Agents would not present themselves as quite the same recognisably menacing threat.
Consistency is important, however. If the directors have established some level of science, however loosely, they have to stick to it. The audience might allow themselves to accept the rules of a fictional world, but if the creators then stretch, break or abuse these rules, the audience will feel cheated and most likely reject it. The creators can't expect people to accept a world that exists by certain conditions and then keep on expecting them to believe in it after these conditions have been abandoned by the creators themselves. That is why, for example, any purely religious or allegorical explanation for Neo's abilities, such as his transcendence of the rules of the Matrix or, later, his connection to the Source, will be unsatisfying. Some loosely scientific, non-spiritual, non-allegorical explanation has to be provided as well. If a fictional world has already been established based on certain rules, refusal to stick to these rules will cause the whole thing to lose coherence and the world to fall apart.
Even if half the rules of the
Matrix world only exist to set the stage for those impressive, insane displays of kung fu, through myriad different methods, and sometimes in spite of realism, the Wachowskis are able to set up for themselves a consistent and incredibly immersive cinematic playground.
The Matrix, I think, is a shining example of a story that works brilliantly in this way, existing by its own quirky logic in a manner that is believable enough to be engaging in all the ways that it intends.
Part of it, it has to be said, is the feel of being in a Wonderland. There are a lot of ideas in
The Matrix that are, more than anything else, novel, and remain neat ideas even after repeated viewings--for example, walking on walls, having Agents take over bodies in the way that they do, and perceiving the world in bullet time. They're appealing because, aside from their dramatic functions or cinematic qualities, they display imaginative extensions of the concept of a virtual world. It's the small things, too, like Neo literally being 'bugged', or glitches manifesting themselves as
déja vu--little riffs on a theme that help to reinforce the nature of the Wonderland.
And it all works because the first film manages to integrate it all; however much philosophy, action, suspense or cyberpunk convention it packs in, it all works in a way that is complementary, with no single aspect wrestling for attention. Each stage of the story slides in seamlessly after the last, building from that initial mystery and suspense and layering on the elements--each scene giving us that little bit more of the
Matrix world. It culminates in an extensive, arguably self-indulgent action sequence, but it's a welcome, thrilling climax, bringing with it a resolution to the film's story that is satisfying on many levels.
* * *Rabbit holes, though, are very intimate things. When they work, the impression that they leave behind is very distinct and specific. The first film gave us a very particular
Matrix-feeling, garnered from the very specific way that we related to and engaged with it--so when the Wachowskis came to make the sequels, they were faced with the problem inherent to all sequels: that it wouldn't be the same film again.
For some, then, the Wachowskis may have been damned however they chose to go about the sequels, as even a minor shift in any single aspect that made the first film what it was could prompt disappointment and rejection from many fans. But for others, what may at first feel a little different to the audience is something they can get used to, especially after repeated viewings, if the world is expanded in such a way that any additions, changes in focus or perspective, or even mindbending twists make sense according to the inherent logic of the world as it has been presented so far. The problem with the
Matrix sequels was that they proved problematic in this respect in a large number of different ways, and many aspects of their execution served only to bring attention to themselves such that they interfered with this process of engagement.
[
Part 2.]
Labels: cyberpunk, dreams, i am the ramblemaster, rabbit-hole theory, science, the matrix
Friday, November 09, 2007
Amendment to Accusation
Headplugs!
So my biggest issue with the rather vague explanations provided in
The Matrix trilogy for all the stopping-the-Sentinels business at the end of the second film was that they didn't seem to stand (or, at least, stood shakily) on the logic of the world(s) presented. It was the whole Matrix/real world link: even supposing the Machines could reconfigure a human 'consciousness' -- so that Smith could take over Bane, or so that Neo could establish a connection with the Source -- how, in the case of the latter, could a human brain transmit (wirelessly or otherwise) to be able to shut the Sentinels down?
I completely forgot about the headplugs.
It's not a certain answer, and still an improbable feat for a human brain (and sort of stretches the functionality of the headplug), but it works a lot better than the idea of straightforward telepathy. I got it from
here. Headplugs might also help to explain the reason for the strange yellow blindcode.
All scientifics provided, I still maintain that all the things the Wachowski Brothers were trying to allude to at times got a bit too heavy at the expense of the narrative and characters -- and in some of the events of the third film especially, there's still the feeling that some characters have been reduced to fulfilling some symbolic function. But I'm going to have to retract, at least in part, the comments I levelled at the films in
this post.
Potentially, at least (because the films, in all their vaguery, still don't explicitly answer it, and it's not like the Brothers have any good reason for being so vague on a technical aspect), the issue can be addressed.
Wachowskis 1, Chris 0.
Labels: cyberpunk, i am the ramblemaster, rabbit-hole theory, the matrix
Saturday, October 13, 2007
The Reader's Journey
As a sort of a continuation of
this post, which was about the worth of stories beyond entertainment, and possibly linked to
this post, which discusses what might and might not count as 'art', I was thinking about the complexity of some stories, with all the metaphors, inferences and allusions that they can be filled with. My main question, as I was reading all about this kind of thing in the introduction to Virginia Woolf's
Mrs Dalloway for the lecture and seminar next week, was: to what end?
Returning to all the talk in that first linked post of stories being able to
suggest, the most obvious answer would probably be that all the figurative language and symbolic descriptions and motifs and so on can, obviously, be used beyond their simple function as poetic narrative to illustrate the kinds of things that a book or film or play is considering, using comparisons that may be effective enough to throw a new light or a different perspective on the subject matter.
Of course, there will always be some manipulation occurring here on the part of the author. This is why, for all the importance of receptivity and open-mindedness when it comes to art, the practice of literary criticism and the like can be a useful thing. The author is likely to be playing with the perceptions, preconceptions or ideas of the reader or audience to illicit a certain response -- this is one of the most powerful features of storytelling -- and it's up to the reader to be equally open-minded and rational enough to be able to identify where he or she might be the subject of this manipulation; and then to decide if the way in which the author is provoking this response might, as the author thinks it does, have something to it. As well as identifying manipulation, a critical approach can be used to mine the worth of a story. After consideration, you might feel that a certain comparison yields some truth; that the alternative perspective offered might just be of some value.
I've already
mentioned my wariness of allegory. Allegory is the use of an extended metaphor to get a point across. But if I don't object to the potential philosophical value of figurative language in general, how can I object to allegory? What's the difference beyond levels of subtlety? Well, the extension of metaphor in this way, after representing something in a certain way as all metaphors do, then has the clear intention of drawing a conclusion from it for you. As Tolkien said in a passage I've already quoted, allegory is all about the 'purposed domination of the author' -- it sets out to make your mind up for you. The more subtle use of figurative language and symbology, as I've already said, is not without its potential for manipulation, but there's more freedom for the reader, more room for interpretation. The further you try to extend a metaphor, the less suggestive and the more controlling of the interpretation you're being, and it's much more likely that the comparison is then distorted or oversimplified as a result.
There are other ways in which inference can be abused. When I was thinking about Wilde's opinion of art, I mentioned pretentiousness. That could be applied here in the cases of those who will infer and allude and present empty motifs just for the sake of seeming clever. Poetic pretentiousness can often be found in the use of 'purple prose', by those who attempt to use over-elaborate and extremely flowery language to add prestige or suchlike to their work, and this can then be taken a step further by those who use similar methods to portray themselves as
profound. When an author seems to think that the esotericism of a text is an indicator of how philosophically deep it is and rattles off some lengthy, convoluted metaphor supposedly, for example, penetrating the fundamental human condition (or something like that), we would have to question how someone could talk for so long out of their own arse.
Here's another form this pretence might take. For this next one, I'm going to use an example that could be argued either way. I seem to use these films as an example for a lot of things, but anyway: many have claimed that the
Matrix films are very 'philosophical' in nature. The story is undoubtedly packed with a thousand inferences, references and allusions to all kinds of philosophers and different schools of philosophical thought in varying degrees of subtlety; but maybe all these things were dropped in merely to give the
illusion that the films had philosophical depth (which would have been ironic, considering the subject of the films). Were the Wachowski Brothers trying too hard to make the films seem 'intelligent', or do the
Matrix films really give us something to think about?
As fun a game as it might be for us to successfully identify all the various references and incorporated symbology in the films, and as clever as it might make the audience and the filmmakers feel, it may be an ultimately pointless activity. An argument often given in defence of the films is something along the lines of, 'You didn't enjoy the films because you haven't attempted to appreciate all the philosophy behind it', to which the retort is usually, 'You need to get out more.' It's hard to say how much genuine philosophy is involved in the
Matrix films and how much is just there to give the impression of it (I'd say it seems a bit of both -- I think it illustrates a lot of philosophical ideas pretty well and gives us a lot to think about, but there are times when it feels like a bit of a symbological overload or philosophy for the look of it).
But in these films, and in many other films and books and so on, why require the audience or reader to have to look for these things? Why bury them so that they have to be dug out? This was already sort of answered by the allegory issue: this way, the 'answer' isn't being thrown at the audience. The fact that the readers of a book or the viewers of a film have to do more of the work invites them in and encourages them to think about it more for themselves. It encourages different interpretations and a more critical evaluation, meaning that, if it's there, the useful and relevant stuff can be properly discovered and appreciated. To use a
Matrix analogy (which is, aptly, in itself a reference to something else), tumbling down the rabbit hole and having a thorough look around is surely preferable to having the rabbit come up and give you his potentially biased account.
Labels: allegory, cyberpunk, i am the ramblemaster, language, oscar wilde, philosophy, rabbit-hole theory, the matrix, tolkien
Saturday, April 21, 2007
The Cyberpunk Aesthetic
Cyberpunk: high tech, low life. That seems to work as a good summary, although I don't know whose summary it is. People living in a society deeply affected by rapid technological development, usually on its underside.
As a political outlook--from what I can tell after having a little look around this thing we call cyberspace--it's a bit dubious. By nature of living in an increasingly technological world, upon which we are becoming ever more dependent, we must be wary of authority and hidden information. Fair enough. We're all digitally recorded in various ways about a gazillion times each day; my school, for example, has a CCTV network that means I'm caught on at least twenty different cameras moving from one end to the other. It's enough to make me paranoid. And whenever anyone says 'If you're doing nothing wrong, you've got nothing to worry about', I always think of
1984.
But then, those who call themselves cyberpunks push for anarchy over democracy as well as totalitarianism, and anarchy for people who have a penchant for shiny weapons is probably something to be wary of. They seem too willing to throw themselves into a technological future where technology and humanity will inevitably (and literally) merge, which as likely as it may be...well, that's got to conflict with any ideals of independence. While you're refusing to submit to the government, you're just submitting yourself, gratuitously, to something else. They shamelessly admit style over substance, and in fact seem to promote it. There's lots of emphasis on attitude and Fighting The Power. Indeedy, it seems more like a teenaged sort of attitude problem in the guise of a political conscience than anything else.
It's hard to tell if they're being serious. Maybe they aren't. Mostly it just seems like people having some obscure kind of fun. Whatever subcultures or so-called cyberpunk manifestos have formed on the internet, though, as a genre, cyberpunk still holds a lot of interest, independent of those trying to make a coherent political outlook out of the genre's features.
Cyberpunk as a genre has a lot of style. It's a grungey sort of style, written with noir elements and an edge that reflects a sense of aesthetics and cool and the fascination of possibilities of the world it writes about, while at the same time reflecting the whole 'low life' thing, the technological chaos, the danger and violence of the lives of characters living on the edge. Dependence on technology and existence of virtual worlds are major themes that have become ever more relevant in recent years, and many cyberpunk novels have already proven to be somewhat prophetic. So for all its distinct style, cyberpunk is also stirring because it's really not that far from being a reality.
While
The Matrix trilogy had a little bit of naff and a whole lot of
bloated allegory, I still liked it because it had that cyberpunk aesthetic, especially the first film. It had the virtual world; the characters' dependence on technology and machinery; the noir feel; the grungey, gloomy, decaying urban settings; and a sense that the characters were living on the edge, struggling for an existence and finding themselves in violent situations (not that Hollywood would have it any other way).
After taking a renewed interest in the genre, I recently bought William Gibson's
Neuromancer, one of the original cyberpunk novels. Its vision of the future is over twenty years old, but still feels very believable. And aside from that, it's just a lot of fun to read. Before long I'll be getting the others in the trilogy.
There's charm and intrigue to the urban decay and perverse technology of cyberpunk, as paradoxical as that sounds. There's a fascination to these worlds that draws you in, both thrilling and disturbing, and the way in which all the questions about what it is to be human are amplified.
Labels: cyberpunk, films, i am the ramblemaster, literature, neuromancer, science, the matrix, william gibson