fil@me.UUCP (10/12/87)
[...to line-eat or not to line-eat. That is the quest---MUNCH!] NOTE: Our mailer died while I was posting this article, so I'm posting it again. I had to retype it, and I like this version better. But feel free to ignore it if you like. Sorry about the confusion. And now I'm posting it yet again. Flame me if you like, but it's the damned software. REALLY! I've noticed alot of talk in this group dealing with whether cyberpunk depicts "low life and high tech" or not, so I thought I'd contribute to the game. It seems that most of the discussion is centering around the "low life" part, so that's what I'll deal with here. Certainly, no one doubts that cyberpunk is "high tech". If somebody were to ask you to describe cyberpunk, you'd probably use words like "gritty" or "street-wise". And these are good words. I myself prefer the phrase "a damp, drug-hazed stare through the grime-streaked window of some poor slobs eyes". Sounds like something Chandler might have written. But it is *really* low life? In Count Zero, Gibson's pseudo-sequel to Neuromancer, Andrea (was that her name?) was an art dealer who'd been shafted by a wormy boyfriend, and yet most of her adventures occurred in very high-class, very high *life* surroundings. And in Neuromancer, there was evidence of opulence and extravagance. Certainly, then, there must have been a plesant middle road, unexplored by Gibson, but present nontheless by necessity to his fictional world. Both Case and Andrea (and the other adult protagonist of Count Zero whose name I've also forgotten) seemed to have had been reasonably successful at one time and had only recently run out of luck. But by the end of Count Zero, Andrea was back on track again, and in Neuromancer, though it's left hanging, I think Case's life had picked up again: with the adventures he'd had, I'm sure he could have made a name for himself. Whether any of these personages went on to fame or not is not the point. The point is that this terrible life was not so terrible as to not *give them a chance*. The concept here is of the individual beating the odds and coming out with the chance to *hope*. And that is about as much a true victory as anyone can achieve in the real world. With hope, you can face anything and do your best. And if you're worth something, you'll get what you want. Without hope, you're finished. Another thought: ever notice how the antagonists seem "evil" only in the sense that they've been made that way by the society they're a part of? Case's boss was like that. Andrea's employer was like that. A theme in cyberpunk, I think, is the plight, and the fight, of the individual against a somehow warped society, as represented by the primary antagonist of the piece. There is evidence of this theme in other cyberpunk work: HardWired, by Walter Jon Williams, The Glass Hammer by K.W. Jeter and even Blade Runner. In each of these works, the protagonist has had something beat out of him before the story starts, and during the course of the story, he regains it, whatever it was. Rick Dekard (sp?) found faith in himself via Rachel. Case regained the most essential part of his being---the ability to jack in. Andrea won back her self-esteem and lost her despair. I loved all the works I've mentioned because they showed people at their worst and at their best, because they reaffirmed themselves as capable (in whatever manner mattered to them), potent human beings. Low life? Nah. If anything, cyberpunk is about the High Life. Fil Salustri fil@me.toronto.edu.......