#58 = Volume 19, Part 3 = November 1992
Neil Easterbrook
The Arc of Our Destruction:Reversal and Erasure in Cyberpunk
What is unspoken in the world, in our gestures, in the whole
enigmatic heraldry of our behavior, our dreams, our sicknesses—does not all
that speak, and if so in what language, and in obedience to what grammar?
—Michel Foucault (306)
the semblance of freedom makes reflection upon one’s own
unfreedom incomparably more difficult than formerly when such reflection stood
in manifest contradiction to manifest unfreedom, thus strengthening dependence.
—Theodor Adorno (21)
Cyberpunk is dead. Or at least, most of its early proponents
and practitioners have jumped ship, swimming back toward the mainstream. Those
writers still aboard appear blocked. But in 1984, cyberpunk was SF’s
avant-garde, its newest, hardest new wave. In the movement’s manifesto and
most widely disseminated polemic, an introduction to the Mirrorshades
anthology, Bruce Sterling wrote that cyberpunk is a "cultural Petri dish
where writhing gene lines splice"; it is, he said, a reaction against both
a withered, atrophied hard SF and a docile, friable New Wave: "the careless
technophilia of those days belongs to a vanished, sluggish era, when authority
still had a comfortable margin of control" (xiii). In other words,
cyberpunk envisioned itself as a site of distinctive cultural interrogation and
as a subversive genre that no longer deferred to the clear boundary marking the
possession and distribution of power within society.1
By 1989 these pretensions had become embarrassments, a balloon
popped even by the accomplished novels most indebted to cyberpunk’s
innovations. For example, in Hyperion and The Fall of Hyperion,
Dan Simmons renames console cowboys "cyberpukes" (Hyperion
§5:341) and depicts them as slightly ridiculous substance-abusers, corporate
nerds whose access to the "Gibsonian matrix" (§5:382) must be
regulated to keep them from falling victim to "uplink anorexia" (Fall
§32:266).
But the gap between cyberpunk’s self-promotion and its
textual performance didn’t simply appear in the five years between Sterling’s
and Simmons’ remarks. And it didn’t derive from advertising hype, financial
success, or hacks exploiting the style, as so often happens in any aesthetic
market. This gap is immediately apparent even in cursory readings of the
fiction, especially in the text Sterling identifies as "surely the
quintessential cyberpunk novel" (xiv), William Gibson’s remarkable Neuromancer.
While attempting to present an analysis that usefully identifies a cyberpunk topos
(and so commenting on a number of cyberpunk texts), I will focus on Neuromancer’s
understanding of technology, its images, its tropes, and finally its own
semiotic self-analysis.
1. The Cyberpunk Mythos. As
in most SF novels, almost all the action in Neuromancer is predicated on
how various technological changes have become quotidian. In mainstream SF, it is
almost axiomatic that technology remains disinterested, like the NRA’s
argument for the "degree zero" neutrality of plastic handguns and
teflon-coated bullets: "good" technology cures human suffering, makes
life easier or cleaner, makes experience more profound; "bad"
technology develops from misapplication, from human weakness, avarice, and
despair. Worried about such a reductive understanding, some powerful but
marginal ("literary") writers (Vonnegut, Le Guin, Lem) have
consistently imagined unrestricted R&D as the primary determinant of world
catastrophe precisely because it allows the eclipse of human
responsibility, allows the social consequences of burgeoning technologies to be
denied, ignored, subtly concealed within the purportedly non-ideological
discourse of science.2
Neuromancer differs from both formulas in its
recuperation of Romanticism’s alternating fascination and horror with
technology itself—not specific technologies, applications, or creators.
Gibson’s narrative world flows from the reification of Japanese corporate
ideology: governments have been supplanted by fiercely competitive zaibatsus,
multinationals organized more like clans, and national allegiance replaced by
loyalty to the firm. The dissolution of the boundary between nation and
corporation, like the gradually elided boundary between man and machine, results
from the decadence of a "soiled humanity" (§17:203), which produces
its most extreme examples in aristocrats wealthy enough to purchase whatever
technocrats can craft. Leaders of these corporations exist in
biological/cybernetic ambivalence, as something more and something less than
human:
He’d always imagined it as a gradual and willing
accommodation of the machine, the system, the parent organization. It was the
root of street cool, too, the knowing posture that implied connection,
invisible lines up to hidden levels of influence. (§17:203)
Here technology is the product and medium of the
ideological transformation of society, where the ideology secures the privileged
position of those already in power, radiating invisible lines of influence which
can be traced back to the sinecures of a comfortably ensconced hegemony.
This metamorphic, transformational technology is paradoxical
in that it simultaneously provides the vehicle of subversion for groups
marginalized or repressed by corporate culture. Molly, Case, The Finn, and later
Bobby (the "Count" of Count Zero) and Mona (of Mona Lisa
Overdrive) are all characters with working-class or underclass backgrounds,
characters who exploit threshold technologies to escape from the dead-end
despair of tenements and mind-numbing boredom of television; however, escape is
possible only by following those traces of influence, by remaining within the
way power is structured, by climbing the ladder it occasionally leaves hanging.
Molly, for example, has had a number of physical changes, the most notable of
which is that her eyes have been walled off by implanted lenses—those totems
of cyberpunk, mirrorshades—which mimetically reflect the diegetic world while
walling off the wearer.3 These mirrorshades reflect Molly’s world
so well, including an identification of the only social ladder available to her,
that when she meets the most decadent corporate patriarch (the "mad
king" [203]), he approves of the change. He asks, "How would you cry,
if someone made you cry?" and she replies, "I spit. The ducts are
routed back into my mouth." "Then you’ve already learned an
important lesson," he concludes (§15:183). Three pages later, Molly
murders him by shooting a toxic dart into his eye. Molly herself will later have
a lens broken, nearly causing her death.
What is signified here remains unironic, precisely the
opposite of the resonance traditionally associated with ocular metaphors. A
superior modern example is the famous moment in the Odessa Steps sequence of
Eisenstein’s Battleship Potemkin (1926) when a peasant, who had
appealed to the state militia to stop firing, is shot through the eye; this
image, and the extraordinary montage throughout the scene, signals an awakening
proletarian consciousness, a consciousness that will reject the Czar’s
authoritarian rule. In Oedipus the King, that Ur-text for eye-imagery,
Oedipus blinds himself precisely because he has achieved self-awareness, because
he cannot stand the luminosity of insight which ridicules his previous
pretensions to usurp Apollo’s authority. Oedipus the King establishes a
certain irony marking all such claims to existence outside the realm of
conventional powers.
However, unlike modern and ancient precedents, the imagery in Neuromancer
simply reinforces corporate power and the technology structuring it; in this
case, it signals Molly’s union with the decadence of the corporate clan she
nevertheless despises. Molly, of course, is an industrial mercenary, whose
individual industry derives only from her implants: lenses, software, and
retractable razor-blade nails. She is, it turns out, actually in the employ of
machines owned by the corporate patriarch she kills. In another instance (for
the novel is full of specular and ocular images), when Neuromancer appropriates
Peter de Riviera’s grey eyes (§21:243) because they are "beautiful"
(§23:259), no one recognizes the irony that these eyes are empty, hollow—they
are the counterpart of the "grey void" (§20:233).
There is a literal blindness here: the narrative’s. While
everyone in the novel is literally or figurally wounded (Ratz, no arm; Armitage,
no mind; Case, no nerves; Coro and Hideo, no eyes; Molly, no past), the
narrative is itself increasingly blind, refusing to face its mythos of
self and culture. Neuromancer’s "ghost hieroglyphs, translucent
lines of symbols" (§21:241) combine street cool with an appeal to occult
technologies and form, as Gibson says in an interview, a "mythology of
computers like Springsteen’s mythology of cars" (Interview 107). By his
own admission, Gibson has little specific knowledge of computer programming,
gene splicing, or industrial engineering; most of his keener insights originated
as pieces of conversation overheard in bars (McCaffery 223-24). His celebrated
conjectures about technological change—such as his introduction of the term
"computer virus" —are therefore the products not just of blind luck
but of open mythologizing: "My ignorance allowed me to romanticize it"
(224). The net effect is that while cyberpunk offers itself as a subversion of
corporate culture, its images deny such an interpretation. "Cultural
criticism," according to Theodor Adorno, "shares the blindness of its
object," and this blindness is produced by ideology (27). Ideology is not
reducible to mere partiality or bias; rather, it is central to all it considers—it
is the very grammar that both structures cyberpunk’s critique and renders it
inauthentic.
That cyberpunk’s blindness is coextensive with its insight
is supported by the Gothic inconsequence of Neuromancer’s
expressionistic style, dominated by hard-edged, glitzy, gratuitous detail;
denying depth, the narrative style creates a mythos of surface. The novel’s
cinematography develops by "flickering montage" (§2:31), which
accurately describes the patterns of imagery invoked. Like Ridley Scott’s Blade
Runner, its visual references are colorized revisions of hard-boiled film
noir, itself a digitized sampling4 of a literary genre developed
by Dashiell Hammett and Raymond Chandler. Each scene is structured like an
expensive television soap opera; filled with wretched excess, including
romanticized debauchery, and ending with a cliff-hanger, each scene duplicates
the rhetoric of desire within commercial promotion, manipulating viewers to tune
in again, to buy more tires and soap, buy the sequel, buy the sequel’s sequel,
perfectly tracing the spiral of consumption: "the dance of desire and
commerce" (§1:11).
Some of the novel’s fundamental tropes are familiar to us
from countless other speculations on utopias and dystopias, extrapolations of
paradise and apocalypse, yet with significant differences: Neuromancer’s
"outlaw zones" exist as a "deliberately unsupervised playground
for technology itself" (§1: 11)—the wild west of an expanding
information economy. The action alternates between seedy low-lifes looking for a
buck and corporate "joe-boys" acting like seedy low-lifes, both
operating under the mysterious shadow of captains of industry. As is frequently
the case in SF, thematic parallels between microcosm and macrocosm are
represented through the protagonist. Case is a "self-loathing"
(§23:262) cybernetic terrorist, hijacking information or stealing it from
magnetic safes. Just as Case is addicted to amphetamines, so the society is
addicted to technology and data transference; its street punks are
"nihilistic technofetishists" (§4:59). Gibson’s conceit is to make
Case a synecdoche for T-A (the Tessier-Ashpool conglomerate) and T-A a
synecdoche for the culture: all are manipulated by exterior pulsions
beyond their control.
Two particular sorts of tropes inform the narrative’s
manipulation of technology. The first is an SF topos, a pattern of
tropological displacement common since Mary Shelley’s Frankenstein
(1818): a neat reversal of the natural/artificial opposition. In Neuromancer
all natural/artificial images are reversed from their conventional priority: techne
now precedes physis. The famous opening line compares the (natural) sky
to a (contrived) technology in an idealization of Enlightenment mechanistic
metaphor by implicitly positing technology as primary, that ground upon
which nature is to be understood: "The sky above the port was the color of
television, tuned to a dead channel." Case’s recurrent nightmare of a
wasp’s nest again demonstrates this tendency: "In his mind’s eye, a
kind of time lapse photography took place, revealing the [nest] as the
biological equivalent of the machine gun, hideous in its perfection. Alien"
(§10:126; see also §14:171). Human bodies become the canvas for technological
inscriptions (§10:128); the mind is reduced completely to brain, to a
mechanical box suitable for programming, or ultimately (in Mona Lisa
Overdrive) for storage in a holographic, hardwired memory.
Indeed, in Neuromancer the only place for the
curiosities of human consciousness, the conundrums of spirit, is
"cyberspace," a "consensual hallucination" (5), a
"matrix" of information exchange, a "graphic representation of
data abstracted from the banks of every human system" (§3:51). Hence, in a
perfect reversal of empirical and transcendental space, Case only feels complete
when wandering within the matrix, only when his consciousness is manifested
as data. The implied responsibility of accommodation in Neuromancer
vanishes in the later novels; transcendental desire encloses human beings
altogether in Mona Lisa Overdrive, where Bobby eagerly sacrifices his
corporeal body for complete psychic absorption into the Aleph, a portable
"approximation of the matrix...a model of cyberspace" (§45:259).
A curious second reversal follows from this digital conception
of mind: these memories aren’t Read-Only-Memory, like that of the Dixie
Flatline in Neuromancer, but open-ended, permitting human psyches all the
cybernetic freedoms of the AIs—although here they duplicate artificial
intelligence: thus the Aleph is, of course, not the matrix itself, but openly
only a model, a duplicate, a simulacrum. While these images aggressively
reverse orthodox conventions, they lack irony, especially in the Romantics’
sense of parabasis, frequently found elsewhere in speculative fiction, as in
Stanislaw Lem’s Solaris (in English 1970), where the human
confrontation with alien intelligence shows our inability to understand
ourselves; or in Italo Calvino’s "The Soft Moon" (in his T-Zero,
in English 1969), where the moon must slaver primordial glop over an Earth
originally covered by formica and naugahyde, concrete and teflon.
Neuromancer does contain lucid spiritual metaphors, but
they are always linked to a technological base. Gibson treats the Vodou religion
as a kind of technology of consciousness, and its followers as technofetishists
analogous to dedicated users of any technology. In Count Zero and Mona
Lisa Overdrive the AIs manifest themselves in the matrix as Vodou gods, or loa,
and eventually "ride" human beings in the empirical world—perfectly
analogous to any "live" Simstim hookup, such as Case experiences while
"riding" Molly (§4:56-57). These religious metaphors always involve a
corporeal technology; in Count Zero AI-loa ride Angie not from
spiritual ecstasy but because her brain has been structurally altered by her
father, who is, we are repeatedly informed, the star engineer for "Maas
Biolabs North America" (§14:88). Count Zero’s plot is driven by
corporate espionage—the attempt to secure lucrative patents. In the same
manner, Neuromancer’s transcendental tropes aren’t of Logos,
but of logo: no longer the word made flesh, cyberspace is "data made
flesh" (§1:16, §20:239).
The few conventionally "natural" images are all of
urban violence, nocturnal instinct: murder or sex. So Molly’s "ecstatic
feral intensity" (§2:36) connects only to aboriginal blood lust, the urge
to better opponents in war. These carefully placed markers of Freudian "pulsions"
in Neuromancer have all but disappeared in Mona Lisa Overdrive,
but similar thematics remain.5
The second trope ordering cyberpunk’s techn‘ is not
a reversal but an erasure implied by the reversal. Just as the Aleph will erase
human corporeality and transform a body into a corpse, advanced technology
erases human morality: Molly is hard "wired" (§24:267), not high
strung, inconstant, mercenary, or sadistic, and is therefore beyond the need
of ethical justifications. And yet both Case and Molly are given psychological
"excuses": they have been abused as children and have matured in a
society whose human values have been eclipsed by technology’s power (see
especially §12:155). Similarly, Count Zero’s pedigree includes a mother
addicted to various narcotics (especially to a technology: Simstim, TV which
operates on the complete sublation of human psyche as an active principle to the
re-produced simulacrum of another’s sensation), providing readers with
a reason to sympathize with Bobby’s desire to escape wretched public-housing
projects in Barrytown, New Jersey. This emotional sleight-of-hand, this pathos
for underdogs, asks us to forget that Case and Molly are murderers (§1:7).
The two circular loops traced in the text—that hallucinatory
space is more "real" than empirical space and that while Case and
Molly’s exercise of the "will to power" puts them beyond
explanation, an ethical sentimentality remains necessary—support and structure
the novel’s rhetorical patterns. The fundamental opposition supported by these
reversals and erasures is an old one, here given a rather crude formulation:
meat vs. mind (extension vs. information). Blood is merely "thick brown
sauce" (§2:37) adorning "cooked" meat (§2:38). Such
descriptions are underscored both by a tough-guy stoicism to all things worldly
and a high tolerance for fatuous metaphors: "the amount of blood in the
average human body is roughly equivalent to a case of beer" (§10:125). Yet
within the dynamics of Neuromancer the mind is meat too (§11:147), which
precipitates a bizarre set of contradictions. Case wants to transcend the meat
of the body for the meat of the mind by entering the meat of cyberspace, which
is only a "consensual hallucination."
Another curious but familiar reversal follows, for as Case
tries to transcend his human limits, so too the machine intelligences strive to
pass beyond their material restrictions and develop human qualities of
consciousness and personality (§23:259). Appearing as The Finn, Wintermute
ridicules Case while explaining why anthropomorphic models, which remain
necessary to human understanding, are insufficient to describe machine
consciousness (§14:169-71). This is the "desire" of AIs to humanize
themselves—not simply to deploy anthropomorphic models, human templates. But
the AIs model their own evolution anthropomorphically—for it is only
the addition of Neuromancer, who can create "personality," that can
transform Wintermute into something new. And this desire is a human drive,
derived from Marie-France Tessier’s ideal vision (§19:229, §15:180), which I
shall return to below.
If reversal and erasure define Neuromancer’s rhetoric
of technology, what images and tropes show what it means to be
"human"? Throughout the novel, humans are valued by their relation to
objects, by their associations with and access to consumer products. Brand names
are the stylish accessories to complete the fashionable outfit of future
technology—people and objects valorized by their brands, like cattle:
"The Ono-Sendai, Cyberspace 7...next year’s most expensive Hosaka
computer; a Sony monitor; a Braun coffeemaker" (§3:46, my emphasis). But
everything that is fashionable in Neuromancer is fashionable to the
fashionable now: Danish vodka, imported cigarettes, Carlsberg beer,
sushi, Porsche sunglasses. And so fashionable that it is next-year’s
fashion.
Even descriptions of nondescript bits of clothing always
inscribe the thrust of fashion: "She wore a dark mesh t-shirt tucked into
baggy pants" (§3:45); or, "Case gulped the last of his coffee,
settled the trodes in place, and scratched his chest beneath his black
t-shirt" (§4:60). Isolating bits of the sensorium is a well-know technique
of expressionism; normally, the technique transcends the flat exterior by
probing interior depths; for example, in Faulkner’s As I Lay Dying
(1930) descriptions of eyes dominate the other character’s perceptions of the
main narrator, forcing readers to question his rhetoric, to look within his
motivations. Gibson also focuses our attention on the transcendence of the
quotidian, but in this case not to penetrate to any deeper significance but to
revel in the surface. In this case the device of transversal, the transcendental
pivot, is the corporate logo, sigil, or product name. Especially revealing is
that even Case’s dreamwork is commodified: the wasp’s nest is inscribed with
the logo of Tessier-Ashpool (§10:127).
Given Gibson’s focus, given the desire of those characters
we invest our sympathy in, the only authentically human response is also
determined by the machine culture, itself dependent on its dialectical tension
with the zaibatsus. Despite repeated attempts by these characters to
transcend their social position, only the authority of the logo can permit
transcendental traversal. Even the truly transcendent moments (e.g., the union
of Wintermute and Neuromancer, the transfiguration of Bobby and Angie)
reinscribe the authority of the machine-corporation; such moments are wholly
predicated on the deus ex machina operation of some consumer product (no
matter how technologically sophisticated, restricted, or expensive). As Gibson’s
conception of technology depends on appropriating religious metaphors, here too
the metaphors turn on capitalism’s seizure of theology: the moral and
corporeal are replaced by the mordant and the corporate, Logos replaced
by logo. What is a logo if not the signature of authenticity, the inscription of
authority? This is cyberpunk’s colophon: the logo of simulated, manufactured
transcendence.
The ultimate fashionable sensibility is the narrative’s.
Gibson isolates logos and brand names like publicity for Calvin Klein jeans. In Neuromancer’s
world, Kirin and Carlsberg will always be hipper than Heineken or Beck’s,
Braun always above and beyond Krupps, Sony always preferable to Pioneer.6
In fact, to be without a fashionable name is to be without market value: the
"dated, nameless style" (§1:9) of the past is dated precisely because
it is nameless. "The crystalline essence of discarded technology"
(§5:72) fills slums with its fuzzy detritus, since fashion requires that
function be secondary, and since surface is all, obsolescence is guaranteed.
This virtual apotheosis of consumer culture is revealed in a curiously
antithetical combination: Yuppie values distilled through avant-garde hip (Lou
Reed Jeans?), absolute lust for the newest consumer product modified only by the
street cool needed to appear ambivalent: rendering inconsequential all
but the authority of the logo. Indeed, if we were to redescribe this desire,
Molly’s "ecstatic feral intensity" becomes logo-lust:
technology here is product, never neutral application, never process of
scientific discovery. That an individual logo’s authority may be transitory or
temporary does nothing to diminish the power The Logo exercises; instead,
it vests its possessor with the sigil of success, position, and taste, reveals
its owner as one who already owns next year’s fashion.7
2. Meet the New Boss, Same as the Old Boss.
That the pattern of reversal and erasure is played out in other novels by other
writers associated with cyberpunk, and not simply the singular product of Gibson’s
corrosive lyricism, can be demonstrated by brief reflections on Sterling’s The
Artificial Kid and Schismatrix. The latter, often considered the
second most representative cyberpunk novel, actually is among the least
innovative books cyberpunk has produced. In its simplistic dialectical struggle
between Shapers, Mechanists, and their synthesis as "posthumanity," it
is as reductive as the orthodox SF it would supplant. In the story of the two
young idealists, Philip and Lindsay —both male—one goes mad and tries to
rule the universe, the other facelessly fights oppression. (Guess who wins;
guess how their conflict is resolved; guess what it means to throw off the yoke
of oppression.) Philip’s heavy-handed vulgarity issues from his proletarian
genes, but Lindsay’s subtle machinations derive from the fact that he was born
into the hegemony, "ancient aristocrats" (§2:57) who conserve
political power through controlling the keiretsus. The novel’s vision
of ideal government is "corporate republic" or "people’s
zaibatsu"; responsibly managed, it shares profit equitably, which does not
mean equally. Also present is a species of alien traders, middlemen
sardonically named "The Investors" (though this irony is never
reinscribed into Lindsay’s behavior). Investors profit only where
traditional, "natural" social hierarchies are maintained; when they
are debased, business goes bust (§7:206).
The plot’s tensions concern "gene politics"
(§7:212), the struggles of various factions for control of the future, of human
evolution. While there are several ingenious twists in the story, the characters
lack subtlety of any sort. For instance, the Shapers’ manipulation of the
"biosciences" (§2:57) and the Mechanists’ of the cybernetic
sciences (§5:139) eventually produce a monstrous parody of a human being; with
her flesh covering the entire surface area of a city, Kitsune dryly comments
"Being God is better" (§10: 256) than physical ecstacy (cf
§2:43). (It is almost impossible to read this passage without recalling how
Donna Haraway reflects that "I would rather be a cyborg than a
goddess" [181].) Lindsay finally meets "the Presence," a
"mirror-colored thing" (§10:264) and also evolves to that god-like
status (§11:287). It is no mere accident that transcendence for women is to
become a god of flesh but for men is to ascend to pure spirit, for the novel is
orthodox in virtually every respect. Darko Suvin points out that as
a somewhat updated space opera flitting from colony to
colony, in a rather forced derivation from something like the Italian
Renaissance city-states and their different systems with internal intrigues of
little significance, [Schismatrix contains] the hoariest cliches of
1940s-50s sf. (47)
This nostalgia for non-ironical solutions is particularly
surprising since although the novel was written in the midst of the Reagan
presidency, it was published just after Neuromancer and just before
Sterling’s preface to Mirrorshades. Unlike Neuromancer, Schismatrix
does contain some self-aware satire (§2:37 or §4:90), but perhaps The
Artificial Kid is more revealing, both because Neuromancer clearly
owes many of its innovations to Sterling’s earlier book, and because it offers
another striking description of the cyberpunk mythos.
The Artificial Kid tells the tale of its eponymous
protagonist, first "the Kid" then simply "Arti," a
"combat artist" (§1:2) who accidentally meets one Moses Moses, the
planet Reverie’s political patriarch recently thawed from his concealed
cryocrypt. Like Jimmy Stewart in a Hitchcock film, Arti is swept up in events
beyond his control, first fleeing from the city of Telset, subsequently
traversing the great open wilderness called "the Mass," later
returning to help lead a revolution against Reverie’s "invisible
plutocracy" (§2:15), the Cabal, which has usurped the corporate authority
of "the Reverid Board of Directors" (§2:20). Just like Case, Arti has
unique attributes suitable to the task at hand.
Combat artistry is literally the apotheosis of the
street rumble; blood feuds become "the major art events of the year"
(§4:57). It is a theater of horrific violence supported by wealthy patrons who
sponsor battles and help market videos of the stars’ performances. Naturally,
they also share profits with the actors, who fight to "accumulate a few
more shares of stock"—hoping eventually to own a video channel and
"become a patron" (§10:164). Individual "artists" must have
"gimmicks," and Arti’s conceit is "my childishness and wild
artificiality" (§1:2)—the latter effected by plasticized hair (et
cetera) and the former by hormone suppressants which render Arti eternally
prepubescent. On the trip through the Mass, the Kid becomes a kid in fact:
Arti exhausts his supply of suppressants and grows through a
"forced adolescence" (§11:187) to maturity.
So of course the novel parodies the Künstlerroman,
since here the infantile artist matures physically, not aesthetically, reversing
the conventions of the genre. Each of the form’s generic conventions receives
some satiric attention, in the manner of Voltaire’s parody of the Bildungsroman
in Candide (1759). Indeed, the plot of The Artificial Kid depends
on coincidences too fantastic for any fiction outside the generic conventions of
satire. The Kid matures to embrace and resemble his "previous" self—Rominuald
Tanglin—supposedly erased by a "memory wipe" (§1:3) but still
present as a palimpsest. Coincidentally, Tanglin was the former tyrant of the
planet Niwlind, whose missionary Saint Anne Twiceborn has come to Reverie to
proselytize but instead meets the inchoate Arti, and as he (oxymoronically)
reverts to his new (former) self, she too abandons her old self (i.e., her
celibacy and pacifism) to the metamorphosed tyrant she once loved on Niwlind;
together, they spend five months in their own Eden beside the sea (§12:212),
reborn into innocence, making love "like gods" (§12:213).
The (again literally) self-effacing "memory-wipe"
was effected by Tanglin’s compatriot, the absurdly optimistic biologist
Professor Crossbow, a neuter whom Arti meets again after escaping from Telset
with Saint Anne and Moses Moses. Since all the characters are sought by the
Cabal’s bloodthirsty agents, Arti and Anne go into hiding while Moses Moses
and Professor Crossbow affect a rejuvenating personality
"amalgamation" (§11:176), so that Crossbow can enter politics and
Moses Moses can continue the Professor’s research on the Mass’s remarkable
"Crossbow Body." As Moses Crossbow and Crossbow Moses, they
symmetrically share a variety of the "uncanny" (§10:171) reversal and
erasure brought about by the metamorphosis of Arti and Anne.
Only Moses Moses fails to find a parallel in the Candide
intertext, and this asymmetry signals one difficulty of treating The
Artificial Kid as political parody. Instead, the novel exploits a
"bathetic rush of mixed emotions" and styles (§8:123) that
consistently inscribes the tropological patterns that mark Neuromancer.
The repetition of Moses Moses’ name, his crossing with Professor Crossbow, the
recrudescence of Tanglin, the Cabal that is replaced by the same Cabal, the
"reincarnation" of Molly Maines—all of these are chiasmic reversals
structured on dialectical erasures. The syllepsis within Arti’s name is one
example—for it plays/puns on the tension between two radically different
meanings. On the one hand, it suggests "artistic,"—the ideal of pure
transparency that has traditionally measured techn‘ in the arts. On the
other hand, it suggests just the opposite, "arty," artificiality, or
the revelation of art as a signifying system. As a proper name "Arti"
signifies neither: instead, it must be positioned somewhere between the two, as
the one displaces the other, and so on to infinity. But this pattern of chiasmic
reversal may best be revealed by examining how "Nature" is understood
on Reverie.
Where Neuromancer offers only a cybernetic model of
cyberpunk, The Artificial Kid,
containing more punk and less cyber than either Neuromancer
or Schismatrix, may offer an equally illuminating biological model. The
professor’s discovery—one that as we finally discover compels more of the
Cabal’s fear than the reemergence of Moses Moses—concerns isolating the
specific genetic body responsible for the Mass’s unique botany. Reverids
regard the Mass not just as untamed Nature but as untamable, as the wild
gone wild, as death itself, reducing all life forms to a dull white mold,
"wrinkled as the surface of the brain" (§12:197). However, Crossbow
sees this "nightmare landscape" as one "not of death but of
fervid, fetid life" (§10:155). Or rather, Crossbow sees the Mass as the
transcendence of death, as an immutable gene bank, since the Crossbow Body
genetically assimilates and reorganizes (§12:199) every form of life it
encounters: "The Crossbow Body destroys the motive for competition between
species. It destroys the competition between the old and the new"
(§10:157). Crossbow conceives it as the end of evolution and history; human telos,
cyberpunk’s eskhaton, is investment in a gene bank that never offers
dividends to depositors.
Crossing the Mass means risking contamination. Contaminated by
the Crossbow Body, Crossbow Moses metamorphoses into a beautiful tree.8
Only partially contaminated, Arti victoriously sprouts a living crown of green
ivy (§12:211). Anne’s transformation by the Crossbow Body is metaleptic;
"newborn," she steps out from the foam of Reverie’s sea as
Botticelli’s Venus (§12:212).9 The trip through the Mass is a rite
of passage through the Natural World, and within its confines all of our
protagonists are revitalized. But much as Nature restores the technologically
altered humans to their "natural" condition, Nature is presented as
the next techn‘, the final evolutionary stage: it adopts
"camouflage, not mimicry proper" (§12:192), which is reversed for the
techn‘-toting Crossbow Moses and Moses Crossbow—whose symbiotic
mimicry of each other proves the single, pivotal, catalytic transformation
prefiguring and predicating all the others. Arti and Anne complete a similar
personality alloy; Arti learns to care for others’ welfare while Anne becomes
capable of violence (§13:232).
Every instance of Nature is clothed by metaphors of techne.
Reverie’s "magnificent" mountains are actually man-made ridges of
"big craters" created by "big bombs" (§6:85). All of
"one’s natural advantages" are in fact the technological offspring
of human ingenuity (§12:196). To be blind is to be without one’s video
cameras (§12:207). To be simply tired is to be without amphetamines, to
"violate our natural circadian rhythms" and live "as if dosed
with depressants" (§12:193). Indeed, the moment in the novel that simply
escapes the narrative’s techne is Arti and Anne’s five months naked
and alone. This period is presented as a simple double-spaced gap—a blank or a
hole in the text itself (§12:213). To be without a pervasive technology, to
live without predicating one’s entire existence on contemporary technological
artifacts is the one thing that cyberpunk cannot read.
In Crossbow Moses’ hermeneutic axiom, "everything is
connected to everything else" (§12:192). And so it is. When the novel
ends, this aesthetic-cum-biological-cum-cybernetic model quickly dissolves into
something akin to the Mass’s "corrosive pools" (§12:207) of
"white pudding" (§12:200), a morass of a political model articulated
in Money Maines’s "Chemical Analogue Theory of the Body Politic"
(§13:226-27). In it, humans are mere molecules in the hegemonic ideology that
assimilates and subverts individuals. Just as the Crossbow Body preserves genes
(but destroys consciousness), so too the Cabal’s ideology completes the
double-cross, destroys political difference—it merely "affect[s]
bits of egalitarianism" (§13:219). The Artificial Kid ends both
with a total hegemonic victory and with the disingenuous promise that the next
chapter, the sequel, will finally displace this authority (§13:233). As
Arti earlier admits, "it’ll take an editor of genius to present this
fiasco as the soul-stirring adventure I mean it to be" (§12:196).
3. Gothic Inconsequence. My
rhetorical critique is openly offered by the fiction itself, for the most part
implicitly but occasionally explicitly. In Neuromancer the cloned
daughter of Tessier and Ashpool, 3Jane, analyzes the T-A clan as a Gothic
construct suffering all the decrepitude associated with traditional conceptions
of the Gothic romance (§14:172-73); T-A references always involve architectural
metaphors of structure and containment, and 3Jane’s semiotic vivisection
considers the Gothic consequences of the Great House, and analogically the
Gothic inconsequence of individual will.10 Written for a semiotics
course taken when she was 12 but never completed, 3Jane’s analysis of their
"hive" provides us with the model for understanding the organization
and significance of the great technological arcologies which have replaced
national governments and individual wills with hierarchal, feudal, hive
mentalities; the essay identifies the architectonics of a clan structure built
around an autotelic yet hollow core (§19:229, §22:253).
Tessier-Ashpool S.A. has turned in on itself like a Klein
bottle, Moebius strip, or origami sculpture. No longer like the "cultural
Petri dish" Sterling praised, T-A becomes a dynasty of Plantagenets. The
clan is now fully cloned, with endlessly iterable Janes and Jeans replacing the
fresh blood of outsiders. To preserve the family’s fortunes and the company’s
competitive position, day to day operations have been turned over to the AIs
(the "cores"), monitored by whatever Jane or Jean remains awake, while
the patriarch (Ashpool) and matriarch (Tessier) rest in cryogenic slumbers,
roused only to resolve occasional crises. We soon discover that years ago the
patriarch murdered the matriarch, and that the increasingly unstable clones
(specifically 3Jane) have altered the cryogenic software, accelerating Ashpool’s
own madness. It is Ashpool whom Molly murders with a shot through the eye,
though his stated intention is suicide; Molly shoots him first, responding to
the horror of yet another way the family has turned inward: before Molly "intrude[s]
on my suicide" (§15:183), Ashpool awakes another Jane as a "meat
puppet," rapes her, and then slits her throat.
This immoral, immortal industrial clan—composed of the AI
cores, clones, and remnants of the dead queen’s vision—houses itself in
orbit, in the Villa Straylight, itself a monstrous (§15:179) pastiche of
styles, shapes, and secret enclosures: "if Straylight was an expression of
the corporate identity of Tessier-Ashpool, then T-A was as crazy as the old man
had been. The same ragged tangle of fears, the same sense of aimlessness"
(§17:203). The focal point of the clan, coextensive with the exact center of
the Villa, is a room housing an "intricately worked bust" (§5:74),
actually a computer terminal formed from a "forgotten purpose"
(§15:176). This "baroque... perverse thing," "cloisonné over
platinum, studded with seedpearls and lapis" (§5:74), was once stolen from
Straylight; T-A has gone to elaborate expense to retrieve it, returning it to
the nucleus of the Villa. The ornate head’s "forgotten purpose"
concerns Tessier’s vision of some sort of symbiotic union with the AIs
(§19:229); not as progressive as his wife, Ashpool murders her, and rather than
actually becoming immortal, "all direction was lost, and we began to burrow
into ourselves." Neuromancer’s plot is produced by this loss, for
the AIs have not forgotten the vision, and they want their release in order to
fuse with one another, which turns out to be possible only if a secret code is
fed to the ceremonial terminal.
3Jane’s semiotic reading of the Gothic Villa clarifies all
of these entropic turns as Gothic infirmities. The allegory does not end with
the description of the family’s aimless corruption, but extends to every
element of the book. Just as "the entrance to 3Jane’s world had no
door" (§17:210), so too the boundary between the outside and the inside is
erased; despite a vague nostalgia, the Villa demonstrates a "denial of the
bright void beyond the hull" (§14:173) and the clan’s ultimate
purposelessness. As Straylight is a "random...patchwork" (§15:176),
so too is Case’s personality a product of "countless random impacts
(§1:9). Even the book itself possesses such an eclectic structure—a mad
paratactical montage of styles, genres, images. Like 3Jane’s unfinished
analysis of an incomplete corporate Xanadu, the novel’s attempts to purge
itself from comfortable conceptions of authority ultimately invoke precisely the
conception of decadent power it tries to reject.
4. Terminal Overdrive. Sterling’s
claim had been that cyberpunk deals with characters outside the mainstream of
corporate culture, outside the hegemony’s power; that its technological
revolutions were based "not in hierarchy but in decentralization, not in
rigidity but in fluidity" (xii); that Gibson carefully tried to place his
politically dangerous, socially subversive characters in the "narrow
borderland" (§1:6), the "interzone" (§3:44) in between the
sinecured powers and hapless proletariat. Yet their very existence, their goals,
aspirations, and every action are in accord with the largesse of a hegemonic
power. Like Bobby’s helpless mother, addicted to Simstim (simulated
stimulation) they are dupes whose vitality and individual integrity is fully
invested in products produced by a corporate culture that maintains power only
for itself; like the AIs or the dream Marie-France held for the T-A clan, this
autotelic power pursues its own political, social, and evolutionary schemes, one
which consciously aspires to contiguity—mechanical contiguity without
self-awareness (§18:217). Ironically, Angie’s AI is named
"Continuity."
Rather than breaking free of its addiction to the corporate
universe, Neuromancer reinscribes its dependence on corporate hegemony in
several ways. The easiest examples again concern plot. Our hero Case has gone
along on this ride only under threat of death, but the first thing he does when
released from the manipulations of Wintermute is to have his pancreas replaced
so that he might, once again, consciously bind himself to his amphetamine
addiction (§24:270).
Less obvious but equally revealing is the fact that the
literary analog of Simstim—that addiction for the unwashed masses incapable of
breaking free and lacking the imagination (or capital) to invest in a new
pancreas or liver every now and then—is the novel. In the absolutely perfect
simstim, we do not vicariously experience another psyche’s emotion recollected
in tranquillity; instead, we make-believe, pretend that the simulated reality is
sufficiently stimulating, willingly participate in the "seamless"
fantasy (§20:238).11 As Case rides Molly through a Simstim hookup,
readers are the loa who ride Neuromancer. And readers who enter
this diegetic realm, "hermetically sealed" (§20:234) against the
world of human weal and human woe, return only reluctantly. Just recently, a
journalist casually but pointedly remarked, "When we first read William
Gibson’s Neuromancer, we couldn’t wait to dip our wicks into the
electronic astral plane of cyberspace..." ("Cybertunes," Village
Voice, July 30, 1991: 80). For both Case and Gibson’s audience,
jacking-in is better than sex.
Cyberpunk’s mythos is instantly appealing precisely
because it promises a transcendence of the quotidian by making cyberspace into
"the natural." This mythos would transgress the limits of the mimetic
for total absorption into the diegetic, into the total, pure freedom
promised by the release of self from the limits of body. Though the diegetic
world operates by its own rules, these rules operate only with the permission of
its inhabitants; cyberspace, you’ll recall, is a "consensual
hallucination" (§§3:51). Even at the level of narrative, total absorption
is possible only if readers permit it, and there exists no algorithm to describe
why readers will or will not grant their consent. Yet if readers behave like
Case or like Molly, simply assert that things happen because they are fated so
("You gotta jack, I gotta tussle" [§3:50]), if they stop asking
questions and willingly give up their freedom to resist authority, then they
replicate Case’s inauthenticity, fail to evade the restrictions of the
narrative’s general economy.
Neuromancer’s is a thoroughly romanticized view of
the world, but unlike Mary Shelley’s, it is a view wed to exploitive
technologies, obeisance to authority, and the effluence of fashion. Within that
world Case is a pawn not only of the AIs’ machinations (as they force him to
discover the gnostic secret, the code that will permit Wintermute’s union with
Neuromancer and the evolution of a new species), but a pawn of the way power is
apportioned and preserved within that world: it’s not just that he is one man,
and consequently cannot dismantle the hegemony of zaibatsu and keiretsu,
for in their turn they too are driven by a "terminal overdrive"
(§1:7). In cyberpunk tears become spit, love becomes decadence, body collapses
into an amalgam of hormones, blood vanishes altogether, or becomes barbecue
sauce or beer suds. Despite the rhetoric of resistance, Case loves the ecstatic
feral intensity of treating the mind as meat; he openly prefers the way
things are, prefers to live parasitically as a criminal stealing data as
opportunities permit, prefers to exist in a way possible only by offering
obeisance to the status quo. Case exists less as parasite than as symbiot:
learning to love himself as a metonym, he completes "the arc of his
self-destruction" (§1:7). Like the ambiguously emancipated AIs, Case is
commodity par excellence: the evolutionary product of
Tessier-Ashpool’s all-too-corporate dream.
NOTES
1. Sterling’s sterling appraisal of cyberpunk has been
repeatedly echoed in critical responses to the subgenre. For examples, see the
grandiose claims advanced by Timothy Leary (Mississippi Review,
47/48:252-65, 1988) or the catalogue of praise recited by Suvin (40), who
himself remains much more skeptical (50). Andrew Ross recently praised cyberpunk
for experiments in gen(r)e politics (although this is my phrase): see his
"Getting Out of the Gernsback Continuum," Critical Inquiry
17:411-33, Winter 1991. A convenient anthology of this praise is available in
Larry McCaffery’s Storming the Reality Studio: A Casebook of Cyberpunk and
Postmodern Science Fiction (Durham, NC, 1991). See also Fredric Jameson, who
quotes Mona Lisa Overdrive on the very first page of his recent magnum
opus, Postmodernism, or The Cultural Logic of Late Capitalism (Durham,
NC, 1991) and later argues that "cyberpunk" is "the supreme literary
expression if not of postmodernism, then of late capitalism itself" (419n1;
cf 38, 321). Jameson’s last qualification reveals exactly why cyberpunk is not
a postmodern genre, unless if by postmodern we merely mean a style, a set
of thematic preoccupations. If it is "postmodern," it is so as is
Lacanian psychoanalysis: distinctly, emphatically not poststructural.
Both Sterling’s and Gibson’s absolute dedication to dialectical models—of
reasoning, of evolution, of political struggle—reveals cyberpunk as the
apotheosis of the Modern.
2. For discussions of the ideological character of scientific
discourse, see Paul Feyerabend’s Against Method: Outline of an Anarchistic
Theory of Knowledge (1975), G. Nigel Gilbert and Michael Mulkay’s Opening
Pandora’s Box: A Sociological Analysis of Scientists’ Discourse (1984);
Richard Rorty’s Philosophy and the Mirror of Nature (1979); Steven
Toulmin’s "The Construing of Reality: Criticism in Modern and Postmodern
Science," pp 99-117 in The Politics of Interpretation, ed. W.J.T.
Mitchell (Chicago, 1983); Hayden White’s "The Fictions of Factual
Representation," pp 121-34 in his Tropics of Discourse (Baltimore,
1978), and "The Value of Narrativity in the Representation of
Reality," pp 1-25 in his The Content of the Form (Baltimore, 1987).
For a compact and careful discussion of the ideological character of
technological artifacts, see Technology and Politics, ed. Michael E Kraft
and Norman J. Vig (1988).
3. While mim‘sis means "imitation" either
of the empirical world or of human action (and connotes representation and
realism), diegesis simply denotes the constructed world of the text’s
narrative. It does not suggest some concomitant inauthenticity by falsifying the
"real" universe; in literary studies, the term echoes Suzanne Langer’s
"virtual image"as expounded in "Poetic Creation" in her Problems
in Art (1957), although it has a much broader application. For a discussion
of its classical significance and contemporary uses, see Gerard Genette’s
"Frontiers of Narrative," pp 127-44 in his Figures of Literary
Discourse, trans. Allan Sheridan (NY, 1982). The term might also be applied
to mark ontological distinctions within individual texts, as we might say
that Case’s experience of "riding" Molly through a Simstim hookup is
mimetic, whereas his experience of cyberspace, which operates on its own
rules even while modeled on empirical space, is diegetic.
4. Gibson himself used this analogy when interviewed about The
Difference Engine, co-written with Sterling. The two writers exchanged
diskettes by mail, employing an on-line lexicon of Victorian slang (of which
they previously knew nothing), using search-and-replace functions to create a
pastiche or montage effect in their writing: "We use computers to write in
the same way musicians use sampling technology" (National Public Radio, May
14, 1991).
5. Gibson’s characters are becoming progressively younger—which
I read in several ways: as an explicit appeal to the conventions of the SF
market; as an extension of the desire for pure surface (since adults have vastly
more complex pathologies, which are difficult to account for in a narrative
glorifying lack of psychological depth); and as evidence of an increasingly
simplified view of life, countering Gibson’s claim that his world gets more
complex, more subtle: "People have children and dead parents in Count
Zero, and that makes for different emotional territory" than in Neuromancer
(Interview 108).
6. Presumably, the next step would be for Gibson’s agent to
contact Whittle Communications, sell space for particular commercial
inscriptions, as is currently the practice for films like Paul Verhoeven’s Total
Recall (1990), where the only recall audiences are asked to have is
the subliminal desire for Pepsi, Miller Lite, Hilton Hotels, Jack in the Box, et
cetera. Certainly audiences are not asked to remember to struggle to affirm one’s
identity while it is threatened by irrational but institutionally vested powers.
7. One of the most perceptive essays on cyberpunk published so
far—Istvan Csicsery-Ronay’s "Cyberpunk and Neuroromanticism," Mississippi
Review 47/48:266-78 (1988)—provides an analysis of cyberpunk’s
contextual origins, a catalog of its obsessions, and a sympathetic
critique of its essential inauthenticity, which Csicsery-Ronay equates with its
"apotheosis of the postmodern" (277). He discusses several of the
issues I consider here, such as cyberpunk’s compulsive consumption and its
concern with fashion (269).
8. Readers of Orson Scott Card’s Speaker for the Dead
(1986) and Xenocide (1991) will recognize a parallel between the Crossbow
Body and Card’s conception of the "descolada virus" (or later, the
"recolada"), including the remarkable coincidence of the
transformation of sentient beings ("the Pequinos") into trees.
9. As the piling up of tropes on one another, as in the
deconstructive chain of substitutions (the net effect of which is the
effacement of cause and effect), metalepsis is the general figure describing the
Crossbow Body’s recombinant function. One might extend this point in any of
several directions—that cyberpunk is a metaleptic image-bank (preserving the
past but erasing its history) or that cyberpunk’s proper names are
catachrestic (as in the substitution of The Logo for logos).
10. This is the issue confronted with acute vigor and great
authenticity by Philip K. Dick’s Do Androids Dream of Electric Sheep—a
text whose appropriation by commercial interests is graphically depicted by its
new cover, which gives the title as "BLADE RUNNERTM."
11. Simmons’ inversion of "Simstim" into "Stimsim"
then embeds another ironic comment on cyberpunk’s imagery.
WORKS CITED
Adorno, Theodor W. "Cultural Criticism and Society."
Prisms. By Adorno. Trans. Samuel Weber and Shierry Weber. Cambridge, MA,
1982. 17-34.
Foucault, Michel. The Order of Things. Trans. Alan
Sheridan. NY, 1972.
Gibson, William. Count Zero. NY: Ace, 1986.
—————. Interview. Rolling Stone 488:77-78,
107-08, Dec. 4, 1986.
—————. Mona Lisa Overdrive. NY: Bantam, 1988.
—————. Neuromancer. NY: Ace, 1984.
Gibson, William, and Bruce Sterling. The Difference Engine.
NY: Ace, 1984.
Haraway, Donna J. Simians, Cyborgs, and Women: The
Reinvention of Nature. NY, 1991.
McCaffery, Larry. Interview with William Gibson. Mississippi
Review 47/48:217-36, 1988.
Simmons, Dan. The Fall of Hyperion. NY: Doubleday,
1990.
—————. Hyperion. 1989. NY: Bantam, 1990.
Sterling, Bruce. The Artificial Kid. 1980. NY: Ace,
1987.
—————. Islands in the Net. 1988. NY: Ace,
1989.
—————. Preface to Mirrorshades: The Cyberpunk
Anthology. 1986. NY: Ace, 1988. ix-xvi.
—————. Schismatrix. 1985. NY: Ace, 1986.
Suvin, Darko. "On Gibson and Cyberpunk SF." Foundation
46:40-51, Autumn 1989.
Abstract.—Though cyberpunk’s
proponents embrace it as a subversion of corporate culture, its images suggest
exactly the opposite. In the work of William Gibson and Bruce Sterling, most
particularly Neuromancer and The Artificial Kid, two specific
sorts of tropes inform the narrative—a neat reversal of the natural/artificial
opposition and an erasure implied by that reversal: advanced technology erases
human morality. The rhetorical figures in each of the novels turn on an
appropriation of theology; the moral and corporeal are replaced by the mordant
and the corporate: Logos is replaced by logo, an affirmation of
great corporate houses that ushers in the inconsequence of individual will.
Despite otherwise brilliant innovations, cyberpunk is most notable for its
tropological evasions of ethical questions, its "virtual morality." If
only it were parody.
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