Of Machines and Meat: Cyberpunk, the Postmodern Condition and a Posthuman
Reality
By Jennifer Wilson from Edmonton
Try this experiment: walk down the street of any typical, modern
city on any typical day and see how many cyborgs you encounter.
No, this is not a joke: there is no chuckle to be had, there is
no punch line. This experiment is very serious, but perhaps a short
explanations of terms is necessary to carry out this seemingly impossible
task...
For many, the term "cyborg" will conjure up images gleaned
from modern science fiction: the emotionless logic possessed by
the character of Data from Star Trek: The Next Generation,
the unrelenting justice doled out by Robocop or the emotional
anguish experienced by Gabriel in Lawnmower Man. Such modern
tales abound with references to beings that seem to posses the best
(and sometimes the worst) of the characteristics of both humans
and machines. But, let us examine the three examples cited and perhaps
we may shed some light on the true definition of a cyborg. The character
of Data, a likeable character, and certainly an indispensable member
of the crew of The Enterprise, cannot be said to be a cyborg. Though
he possesses a humanoid form, his physical body is entirely mechanical.
He possesses nothing in his body that can be said to be living:
no hormones, no genes, his hair does not grow, his skin cells never
mature and slough away. Yes, it can be said that he has self-awareness,
but it is made very clear to the viewer that this awareness is the
result of a computer program that he possesses in his "brain".
As for Robocop, his name says it all. Yes, once again here we see
the recognisable humanoid form, but also, once again, this dispensary
of law and order is fully a machine, one designed and built with
no biological processes. Finally we come to The Lawnmower Man and
a completely different subject from that of the previous two examples.
At the beginning of the narrative, we see a man like any other.
Granted, Gabriel's emotional and mental maturity lags behind his
physical maturity at the beginning of the narrative, but the viewer
is made aware that Gabriel is human through and through. Through
a meeting with a weapons researcher who utilises virtual reality,
Gabriel begins to use his unrestricted access to VR software and
hardware to extend the limits of his world. As the story progresses,
Gabriel's body becomes merely an access point for his further explorations
in the realm of computer "simulation". "Simulation"
is a word that begins to hold less and less meaning for this once
simple lawnmower maintenance man, however. The worlds represented
to him through patterns of information begin to hold the possibility
for disembodied immortality. The VR machines, like the lawnmowers
he once handled with expertise, become an extension of his biological
body, allowing him to experience a new reality, a simulacra of the
world that he had known previously. Of these three examples, Gabriel
is the only character can be said to be a true mix of biology and
technology, of man and machine, thus a true "cyborg".
The lawnmower man, with his seamless incorporation of his biological
body with technology is what is meant by the term "cyborg".
Now what can be said of our experiment? Who among us is truly
a "cyborg"? In this new light, we encounter cyborgs every
day: the student who is nearly blind without contact lenses, the
elderly heart patient who must wear a pacemaker, the young child
who wears a hearing aide, and the accident victim who has had titanium
screws implanted in a damaged limb are all examples of a cyborg.
It is even possible that you yourself are a cyborg and have not
realized it until now.
What About Humans and Machines?
The following discussion seeks to outline and understand the relationship
between the human body and technology. From the very first time
that a Homo habilis used a pointed stick to dig for food
to the introduction Virtual Reality games in video arcades, technology
has been enhancing the ability of the human body. What has changed,
however, is the perceived boundaries of human. No longer is technology
used to simply extend the reach of the human body, it inhabits it.
The pacemaker sits inside the chest of the heart patient, and yet
we do not perceive its owner to be the stuff of fantasy, nor is
he perceived as inhuman- he is a human whose continued survival
is enabled by technology.
So, what does a pair of contact lenses have to do with ontology
and semiotics? The answer is "everything". By examining
the new semiotic configurations that surround the notion of humanity
in relationship to the human body, and locating these configurations
in works of modern fiction, this discussion hopes to see this new
understanding of "human" reflected in the products of
our human bodies and minds. To do this, three examples from late
post-modern science fiction, from sub-genre loosely known as "cyberpunk",
as well as the theories of two prominent postmodern thinkers whose
work falls into the field of what can be called "cyber-semantics"
will be examined in relation to one another. This discussion will
be ordered with the view to making clear the relationships between
the sub-genre of cyberpunk fiction, the critical works of Donna
J. Haraway and N. Katherine Hayles, and the work of William Gibson
in his novel Neuromancer, the work of Pat
Cadigan in her novel Synners, and that of film director/writer
David Cronenberg in ExisTenZ.
The theories of Donna J. Haraway and those of N. Katherine Hayles,
despite their differences, are remarkably alike. Both theorists
see the technological advances (especially in communications) of
the late twentieth century as being one of the major catalysts to
the breakdown of previously ridged boundaries that we have known
since the time of Plato: the boundaries between man and machine,
between nature and culture as well as between reality and non-reality.
These breakdowns, they argue, have irreversibly changed our entire
ontology. Both also see the articulation of man and machine (what
Haraway describes as the "cyborg" Hayles prefers to call
the "posthuman") as a perfectly understandable and natural
step in our evolution. Finally, both see this new condition as being
the end of the liberal humanist subject in Western thought: no longer
are we held to a rigid definition of what man is or ought to be-
no longer is the free, autonomous man a reality only for the privileged,
wealthy few. Hayles and Haraway envision a free for all, a literal
orgy of data occurring within the human body and mind. What this
discussion will attempt to prove then, in light of the theories
of Hayles and Haraway is that cyberpunk writing is thoroughly imbued
in the literary tradition of postmoderninsm but that it articulates
a human condition which cannot properly be called that. Cyberpunk
has taken postmodernism and brought it to bear on what these writers
seem to see as a new human condition. According to this, then, it
is clear that postmodernism and posthumanism are two sides of the
same coin. To think of it most simply, postmodernism, with its attendant
semantics and ontology of forced signification, its glory in the
breakdown of boundaries and playful creation of new meanings from
old forms enables the realisation of a posthuman condition: for
if posthuman is what we are, then postmodernism is the way we think
about that condition. This discussion will make the argument that
the three examples of cyberpunk writing present a posthuman reality
through the use of postmodern modes of cultural production.
A Short History of Cyberpunk: Influences and Themes
The path of historical events tend to resemble the roots of a
giant redwood- tangled, layered, doubling back on themselves, and
many seem to branch off in unlikely directions in search of sustenance.
So too are the roots of cyberpunk. This section will attempt to
bring about some understanding of the events that led up to the
emergence of that sub-genre of postmodern science fiction that has
been called (both in praise as well as in disgust) "cyberpunk".
While it may be ultimately possible to trace the roots of this literary
movement as far back as Mary Shelly's Frankenstien (as Larry
Mc Caffery suggests in Storming the Reality Studio: A
Casebook of Cyberpunk and Postmodern Science Fiction), this
particular survey will begin at a slightly more current point in
time for sake of brevity and in the interest of being concise. That
point in time is the end of W.W.II.
The end of W.W.II is not an arbitrarily chosen point in history.
Rather, this era has been chosen because it has been seen by many
as the beginning of the economic/societal and cultural conditions
which exist today. The culture of the 1950's underwent a radical
change in terms of the way people felt about the world around them.
From out of the smoke and dust of the second major war in less than
fifty years, huge shifts in both political and economic realms were
being realized.
Part I: The Rise of Postmodern Culture
The postmodern would be that which, in the modern, puts
forward the unpresentable in presentation itself, that which denies
itself the solace of good forms, the consensus of a taste which
would make it possible to share collectively the nostalgia for the
unattainable; that which searches for new presentations, not in
order to enjoy them but in order to impart a stronger sense of the
unpresentable.
Jean-Francois Lyotard
The Postmodern
For the purposes of this discussion, there are three main areas
that need to be discussed in order to understand the new culture
that began to take shape in the late 1940's and early 1950's and
which, some would argue, continues to this day. It is through understanding
the elements of this new "post-modern" culture, that we
may begin to understand the reasons for the rise of cyberpunk fiction
in the 1980's. The three areas that must be discussed are: the rise
of science and consumerism; the rise of multinationalism; and the
major semantic shift that was precipitated by the commodification
of information.
With the "success" of the hydrogen bomb in subduing the
Axis forces, a new focus began to take shape in the collective mind
of the Western World. No longer seen as something that was incidental
to everyday life, science began to take prominence in many aspects
of daily living. Mathematics and the physical sciences began to
enjoy greater emphasis in schools, many jobs began to move towards
a more scientific bent, and, coupled with the good economy enjoyed
by North Americans and the resulting culture of consumerism, more
technological products of luxury and convenience began to make their
way into the average household. All this was further emphasised
by the announcement that, due to the wonders of science, man would
someday very soon set foot on the surface of the moon. Science was
seen as the great liberator: the hope for future prosperity and
peace lay in the ability to master scientific principles to not
only bring the benefits of science into the lives of citizens, but
also to lift those citizens to new heights in achievement.
This point about the rise of science leads to the second aspect
of postmodern culture that arose out of the end of W.W.II: the rise
of post-industrial capitalism. While there are undoubtedly many
other threads that tie in with this new phase of capitalism, the
one that is of most interest to this discussion is the fact that
the rise of science created a new way of thinking about one's role
in the world. Larry McCaffery puts this idea rather succinctly in
the introduction to his anthology of cyberpunk literature, Storming
the Reality Studio. He writes:
This new stage, emerging roughly in the years immediately following
WWII, has produced our own postmodern world by expanding capitalism's
operations...this unprecedented expansion, made possible specifically
by the exponential growth of technology, has profoundly altered
not only the daily textures of the world(s) we inhabit but the way
we think about the world and ourselves in it (p. 3-4).
McCaffery then goes on to make the next point that has been mentioned-
that the rise of technology and science and the corresponding rise
of post-industrial capitalism created a new era of the commodification
of information on a scale not previously known in human history.
No longer were businesses simply in the business of creating goods
for other corperations or private citizens. Now they were also in
business of buying and selling information (p.4). This information
boom was not simply limited to multinational companies engaged directly
in the capitalist market, however. With the growing importance of
information came an explosion in the advertising and media industries
in which a great importance was placed on selling copies of original
experiences and simulacra of original consumer products.
It was not only simulations of experiences and products
that were emerging in the marketplace for the consumer, but there
also began another profound shift in that simulacra of new
experiences and products began to appear on the market. The idea
of simulacra has been theorised by many critical writers about the
postmodern condition, and for good reason: it is a thing uniquely
belonging to the late twentieth century and one that has been made
possible only through the explosion of technology. Jean Baudrillard
summarises this situation well. He writes that this new brand of
experience, that is, experience that does not imitate or copy experiences
or products that already exist .
Larry McCaffery adds to Baudrillard's theory by saying that this
substitution of the real for the equally real constitutes
[a] postmodern desert inhabited by people who are, in effect, consuming
themselves in the form of images and abstractions through
which their desires, sense of identity, and memories are replicated
and then sold back to them as products (1991, p.6) .
In the era that followed W.W.II, economics, politics, semiotics
and culture were all undergoing radical readjustments, not the least
of which was the way that people in the Western World thought about
things that had been taken more or less for granted since the time
of thinkers such as Plato and Socrates. This created major boundary
instabilities between heretofore oppositional aspects of human thought
and experience. Long held, ridged ontological and semantic boundaries
between such ideas as life/death, human/machine, real/simulated
began to bleed together. No longer was there a definite relationship
between the thing being signified and the picture-word used to signify
it, and this slippery slope of semiotics has led to what Frederic
Jameson describes as a state of schizophrenia. He writes that this
new situation is a result of
...the proposition that meaning is not a one-to-one relationship
between signifier and signified, between the materiality of the
language, between a word or a name, and its referent or concept
.
Jameson goes on to say that this "linguistic malfunction"
can be connected to the psyche of the schizophrenic in that there
are two realisations which emerge, both of which are essential to
understanding the postmodern condition .
The point to this discussion of the postmodern condition is that
modern science fiction (including cyberpunk fiction) embraced this
epistemological, semantic and ontological breakdown as easily as
it embraced the technology that was used to produce it, the technology
that it spoke of, and the technology that was used to distribute
it. With this understanding of the cultural background which spawned
modern science fiction, it would now be useful to turn to a discussion
of the rise of cyberpunk fiction itself.
Part III: The Emergence of Cyberpunk Writers
"Live fast, die young, and leave a highly augmented corpse"
<-qtd. by Thomas Foster (1993)
By the early Eighties, SF writing had evolved. Being, on average,
about 10-15 years younger than the New Wave, the new writers were
thoroughly steeped in early technoculture: MTV, video games, and
media-fuelled pop culture was part of their every day milieu. In
his anthology Mirrorshades: The Cyberpunk Anthology,
Bruce Sterling (himself an accomplished writer in the genre) makes
the point that cyberpunks were as much a part of the Eighties techno-ethic
as were their writings. He writes:
The cyberpunks are perhaps the first SF generation to grow up not
only within the literary tradition of science fiction but in a truly
science-fictional world. For them, the techniques of classical "hard
SF"-extrapolation, technological literacy- are not just literary
tools but an aid to daily life. They are a means to understanding,
and highly valued (p.ix).
With this idea in mind, then, it is possible to construct a working
definition of cyberpunk. It must be recognized, however, that for
as much cyberpunk produced, there are an equal number of literary
critics that have their own specific definitions of what cyberpunk
is. The following is intended to be a generalised definition of
the main themes found.
Basically, there can be said to be four major aspects to cyberpunk
literature, and while these four aspects may vary in the degree
to which they are found in specific examples of cyberpunk, there
is a general consensus among critics as to their presence.
First, the idea that cyberpunk was a movement grown out of what
several critics identify as "punk sensibilities" (McCaffery,
1991: 205) or the culture of the street. Sterling makes the point
that these writers were engaged in defining the aesthetic of their
decade as a whole, "...a new kind of integration. The overlapping
of worlds that were formerly separate: the realm of high tech, and
the modern pop underground" (p. ix). He also stresses that
cyberpunk writers were most interested in the implications of visceral
technology, the interzones where the technology normally found in
government and corporate labs is appropriated for street use. Sterling
brings up a useful quote from William Gibson: in Neuromancer,
the character of Case, a matrix cowboy, declares that "the
street finds its own uses for things" (1986: xi).
Larry McCaffery adds to this idea as he compares the cyberpunk
movement in literature to what was happening at the same time in
the world of music. He compares punk music to cyberpunk writings:
The overall effect of cyberpunk within SF is analogous to what
occurred within rock music in the mid-1970's when punk music rudely
and crudely deconstructed nearly everyone's relationship to popular
music...In the case of both punk and cyberpunk...[there was no]
constricting attitude of conformity among ambitious writers and
musicians...Truly imaginative artists hardly felt that they were
now required to narrowly imitate, say, punk and cyberpunk's emphasis
on sensationalised, S&M surface textures, its Benzedrine-rush pacings,
or its paradoxically nonconformist stance (1991: 13).
Second, there is an overarching awareness of the persuasiveness
of technology in cyberpunk fiction. No longer relegated to what
Sterling calls the "ivory tower", these new writers were
ultimately concerned with he integration/invasion of technology
into every day life and into the human body itself. Thomas Foster
agrees. He writes:
The cyberpunk understanding of technology as "pervasive"
and "utterly intimate," as "under our skin"
if not "inside our minds," informs its representation
of media technologies and computer interfaces just as much as its
representations of mechanical prostheses, surgical alterations,
and genetic engineering (1993, p.2).
This view is also supported by Sterling, who lists what he sees
as the central themes found in most, if not all, cyberpunk writings:
"...body invasion, prosthetic limbs, implanted circuitry, cosmetic
surgery, genetic alteration...mind invasion: brain-computer interfaces,
artificial intelligence, neurochemistry-techniques radically redefining
the nature of humanity, the nature of the self" (1986 p.xi).
Third, along with the actual literary themes of integration of
technology into the human body comes the question of how the human
body is viewed in light of this integration. This new view of the
human condition must somehow change how we view the body itself.
As was mentioned above, the writers of classical SF tended to see
the human body as essentially untouched by science, while the cyberpunks
see a "social situation...in which all subjects signify for
others, in which all bodies function as signifying surfaces"
(Foster, 1993 p. 2) and
...technology no longer plays a dialectical role as the Other of
humanity; instead, that otherness exists within the "human",
thereby denaturalising assumptions about the relation between the
body and cultural identity, especially gender and racial identities.
Cyberpunk science fiction would therefore represent a cultural site
were the construction of such identities and the whole apparatus
of subject-constitution could be interrogated (Foster, 1993, p.
14).
It should be emphasised that this collapse of the barriers between
human and machine is not treated with horror, as it would be in
the realm of hard, or mainstream SF, however, but with a sort of
curious pleasure in the creation of a wholly new set of situations
and opportunities for interaction. On this point Tom Maddox agrees.
He writes that cyberpunk treats technology neither as technophobic,
nor as technophiliac and points out that "...cyberpunk did
not so much embrace [an understanding of] technology as go along
for the ride" (Maddox, 1982: 43).
Finally, with its tendency to embrace the new cultural implications
inherent in the fusion of human bodies and technology, there arose
new implications for signification. Thomas Foster suggests that
cyberpunk "...presumes and offers a concrete representation
of Beuadrillard's postmodern 'pornography of information and communication...of
functions and objects in their legibility, availability, regulation,
forced signification, capacity to perform [and] connection'"
(1993, p. 2). What Foster and Beaudrillard are suggesting is that
this collapse of reliable signifiers leads to a social situation
in which there is no single, reliable method of viewing anything.
All signifiers lose meaning and are therefore recuperated by various
social groups that give them meaning all their own. This, Foster
suggests, inevitably leads to a social situation in which "all
subjects signify for others" resulting in "social fragmentation
or balkanisation" (1993, p.2).
Part IV: Criticisms of Cyberpunk
Not everyone agrees with this definition of cyberpunk, however.
In order to give the reader a well-rounded view of the issues surrounding
this much critiqued sub-genre, the following section will bring
to light four main problems with the term that have been identified
by various critics.
The first criticism of the term and definition of cyberpunk comes,
oddly enough, from the cyberpunks themselves. The writers of the
early- to mid-Eighties that have been come to be identified as members
of the cyberpunk movement: Cadigan, Gibson, Sterling, John Shirley
and Rudy Rucker to name a few, had no intention of giving their
writings a label. Unlike writers of the "Beat" generation,
for example, they did not see themselves as a group of artists united
through some shared sense of purpose. Rather, these writers were
writing the science fiction that they were simply because that is
how they experienced technology-because it was the only way that
they knew how . Tom Maddox makes the point that the term cyberpunk
was exploited to the fullest of its marketing potential in the months
that followed the release of William Gibson's Neuromancer
and the announcement that it had won the triple crown of SF literary
awards: the Hugo, the Nebula and the Philip K. Dick. Maddox goes
on to point out that the actual term cyberpunk was coined
not by a writer that existed in that literary circle, but rather
by a critic by the name of Gardener Dozois. From the appearance
of the word, a media circus ensued:
Cyberpunk became talismanic: within the SF ghetto, some applauded,
some booed, some cashed in, some even denied that the word referred
to anything; and some applauded or booed or denied that cyberpunk
existed and cashed in at the same time-the quintessentially
postmodern response, some might say...Literary cyberpunk had become
more than Gibson, and cyberpunk itself had become more than literature
and film. In fact, the label has been applied variously, promiscuously,
often cheaply and stupidly. Kids with modems and the urge to commit
computer crime became known as "cyberpunks"...so did urban
hipsters who wore black, read Mondo 2000, listened to "industrial"
pop, and generally subscribed to techno-fetishism (p.44).
This point brings up a second, and more sombre criticism about
cyberpunk literature. Randy Schroeder finds a problem with referring
to the symbiosis of human and machine, known as cybernetics (a major
theme in cyberpunk writing), and the literary theory behind postmoderninsm.
He writes that the reality of cybernetics and the distinct duality
of man and machine cannot be found in postmodernist thought as the
two ideas are mutually exclusive. He writes:
[T]he interzone of postmodernism and cybernetics is a problematic
one...[c]ybernetics is reductionist; postmodernisms are not. Cybernetics
affirms some kind of objectionist reality; postmodernism questions
it. Cybernetics is fundamentally about binaries; postmoderninsms
are fundamentally about the collapse of binaries. Cybernetics is
about construction; postmodernisms are about deconstruction (1994,
p. 330).
The third criticism raised about cyberpunk lies in that of narrative
technique. Novels such as Gibson's Cyberspace Trilogy (Neuromancer,
Count Zero and Mona Lisa Overdrive), and movies such
as Riddley Scott's Blade Runner recuperate the dark, "hard-boiled"
style of writers such as Mickey Spillane and Raymond Chandler. Critics
argued that such techniques could not rightly be considered to be
revolutionary, but rather that they were reactionary, and that this
was a negative label to have attached to one's work. Of this situation
McCaffery notes that many critics saw this use of narrative technique
as "...exhibiting [cyberpunk's] superficiality and collective
failure of imagination" (1991), but then goes on to make the
point that this sort of criticism ignored the true beauty of cyberpunk
fiction: its ability to refresh old narratives my juxtaposing their
style with new situations and semiotic configurations. He applauds
"cyberpunk's postmodernist spirit of free play (jouissance)
and collaboration, its delight in creating cut-ups and collages
(a la Burroughs) in which familiar objects and motifs are placed
in startling, unfamiliar contexts" (1991 p.15).
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