{"id":177828,"date":"2017-02-15T21:26:35","date_gmt":"2017-02-16T02:26:35","guid":{"rendered":"http:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/its-time-for-cyberpunk-games-to-remember-how-to-be-punk-pc-gamer\/"},"modified":"2017-02-15T21:26:35","modified_gmt":"2017-02-16T02:26:35","slug":"its-time-for-cyberpunk-games-to-remember-how-to-be-punk-pc-gamer","status":"publish","type":"post","link":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/cyberpunk\/its-time-for-cyberpunk-games-to-remember-how-to-be-punk-pc-gamer\/","title":{"rendered":"It&#8217;s time for cyberpunk games to remember how to be punk &#8211; PC Gamer"},"content":{"rendered":"<p><p>    At the start of the    1988 adventure game based on William Gibson's    genre-defining cyberpunk novel Neuromancer, you wake up face    down in a plate of spaghetti. Well, it's synth-spaghetti    because this is the future, but that doesn't make it any more    comfortable. Like the book's protagonist Case you're a    down-and-out former console cowboy who has lost the ability to    hack, though in your case it's not due to traumatic surgery but    simple poverty. You can't afford a new computer. Hell, you    can't even afford to pay for the spaghetti.  <\/p>\n<p>    Author Bruce Sterling summed up the cyberpunk genre as a    combination of low-life and high-tech, and that's a perfect    description of both versions of Neuromancer. Later in the game    you have the option to sell your internal organs for cash, and    hack a computer at Cheap Hotelits actual nameto pay the rent.    Your life is about as low as they get.  <\/p>\n<p>    In 1993 Syndicate went in the opposite direction, casting you    as the CEO in charge of a corporation bent on global    domination. In Syndicate you're the villain at the top of the    dystopian food chain.  <\/p>\n<p>    While most of the games in the genre that followed explored    spaces somewhere in between those two extremes, there's been a    tendency for them to focus on the high-tech and not the    low-life. They get the cyber, but not the punk.  <\/p>\n<\/p>\n<p>    Cyberpunk games are rarely about cool losers. They're usually    about cool cops.  <\/p>\n<p>    Take the heroes of the Deus Ex series. JC Denton is an    augmented agent who works for a UN anti-terrorist organization.    Alex D is an augmented agent-in-training at the Tarsus Academy    with a bright future in the WTO, and Adam Jensen is the    augmented chief of security for a biotech corporation. All of    these characters go through learning experiences that show    their employers are untrustworthy and their world is more    complex than they thought it was, but they all start on the    privileged side of the fence.  <\/p>\n<p>    When low-life characters do show up, they're pushed to the    periphery. Adam Jensen walks past some punks gathered around a    bin-fire in the streets of Detroit so he can overhear a    conversation about getting a dog cybernetically enhanced to    take part in a pitfight.  <\/p>\n<p>    In the Lower Seattle of Deus Ex: Invisible War, Alex D also    meets two people huddled around a burning bin, one of whom is    Lo-town Lucya pierced punk who provides some basic info on the    area while reprimanding you for being an Upper Seattle tourist.    She points out how out of your element you are in the poor part    of town, but in doing so makes it clear you're out of place in    the genre as well.  <\/p>\n<\/p>\n<p>    That's not to say that there are no cyborg badasses who learn    the law isn't always right in cyberpunk outside of games.    Robocop and Ghost in the Shell are both classic examples of    this kind of story, but in video games characters like Murphy    and Kusanagi aren't rarities. They're the norm.  <\/p>\n<p>    The heroes of Crusader: No Remorse, Hard Reset, Final Fantasy    VII, Binary Domainall are tough guys who learn the rebels and    terrorists have a point. They're Armitage from Neuromancer,    rather than that story's actual main characters: Case and    Molly, the misfits.  <\/p>\n<\/p>\n<p>        Binary Domain is an on-the-nose example        of a sidelined punk: a teen hacker with multicolored hair        named Yuki who lives in the slums of Tokyo and works as a        courier for the resistance. Because it's a video game the        hero of the story is a white American with a big gun        instead of her.      <\/p>\n<p>        A rare counter-example is Remember Me from Life is Strange        developer Dontnot, in which you do get to play the        terroristwell, Errorist because it's the future.      <\/p>\n<p>    Influential as it is, Neuromancer's not the only flavor of    cyberpunk. Blade Runner gave us the archetype of the futuristic    investigator forced to see a bigger, more troubling world    beyond the next case. Since then, whether detectives like in    Psycho-Pass or crusading journalists like in Max Headroom,    plenty of cyberpunk stories have been about characters who    attempt to solve crimes but stumble into more philosophical    questions. Games like the Tex Murphy series, Technobabylon,    Anachranox, Westwood's Blade Runner, and more recently Read Only Memories all fit into this    category.  <\/p>\n<p>    But even here, with shabby heroes who live in cramped    apartments the order of the day, the low-lifes often get a raw    deal. In Read Only Memories you see two punks named Starfucker    and Olli and immediately accuse them of an unrelated act of    vandalism and chase them down, after which you're given the    option to call the police like some kind of tool of The Man.  <\/p>\n<\/p>\n<p>    If you dont you get to know them better and learn theyre not    bad guys, but then they transition to comedy sidekicksthose    two wacky guys!instead. They feel like a token inclusion, cast    aside by the climax, when they deserve to be central.  <\/p>\n<p>      Over time these tropes have been distilled into the core of      the genre: all the imagery, with none of the messages.    <\/p>\n<p>    In the end it turns out Starfucker and Olli are guilty of the    vandalism you accuse them of. But still, it's rough to see the    characters with mohawks and shades treated so roughly in a game    that's all about evoking the classic retro cyberpunk feel. Like    so many games Read Only Memories borrows visuals from Akira,    but in Akira the biker gang are the heroes.  <\/p>\n<p>    Recycling is an essential part of cyberpunk fiction, its cities    full of repurposed junk given new life. The initial wave that    followed iconic works like Neuromancer, Blade Runner, and Akira    recycled too, using their conceits and visuals in new ways.    Over time these tropes have been distilled into the core of the    genre: all the imagery, with none of the messages.  <\/p>\n<p>    One game where the malcontents and outsiders get to star is        Shadowrun: Dragonfall. The Shadowrun series is an    unlikely mash-up of fantasy and cyberpunk that exaggerates the    cliches of each, where the dragon who demands tribute and the    TV personality admired by millions are one and the same, Smaug    cast as Max Headroom. Perhaps it's that exaggeration of the    basic tropes that makes Shadowrun feel true to cyberpunk    fiction, in spite of the elves.  <\/p>\n<p>    Shadowrunners are hackers and spies who can be hired online,    like Uber but for corporate espionage, and in Dragonfall your    band of runners have a secret base under a market in the    anarchist free state of Berlin. It's as much about protecting    the societal dregs who are your neighbours, drug addicts and    shifty coffee dealers, as it is about making money. Also, one    of the party members is an actual punk, the former lead singer    of a band with the wonderful name MESSERKAMPF!  <\/p>\n<\/p>\n<p>    Shadowrun: Dragonfall gets the heart of cyberpunk right.    Quality punks.  <\/p>\n<p>    Cyberpunk-adjacent games like this weirdly seem more likely to    feature the most cyberpunk protagonists. Sci-fi horror games        Bloodnet and Magrunner:    Dark Pulse are perfect examples, even though they add    vampires and the Cthulhu Mythos. The hacker heroes of Watch    Dogs 2, Quadrilateral Cowboy, and Else    Heart.Break() would all feel at home in glowing    near-future cities even though their games are set in the    modern day, the 1980s, and a fictional town in Sweden    respectively.  <\/p>\n<p>    As in movies like Sneakers, Hackers, and Inception, they're    telling cyberpunk stories about how information wants to be    free and unchecked power is real bad, just    without the chromed-up settings.  <\/p>\n<p>    Right now CD Projekt Red is working on     Cyberpunk 2077, a game that promises to be so    chromed-up we'll be able to see our reflections in it. Like    Shadowrun it's based on a tabletop RPG, but this time one with    a more purist visionMike Pondsmith's Cyberpunk 2020, in which    players are cast as anti-corporate Edgerunners and where    getting too many implants can cause cyberpsychosis.  <\/p>\n<p>    The trailer for Cyberpunk 2077 features a member of    MAX-TACcops who hunt those cyberpsychosarresting and    recruiting a cyborg killer. But while the tabletop game has    cops among its playable roles, it also features Netrunners,    biker Nomads, and Rockerboys and Rockergirls who use the power    of music to spread their political messages. It lets players    emulate the gang members of Marc    Laidlaw's '400 Boys' or the rockstars of Norman    Spinrad's Little Heroes as well as Judge Dredd.  <\/p>\n<\/p>\n<p>    There's reason to hope the video game adaptation will follow    suit and in doing so, get closer to the under-represented    elements of the genre. In a promotional video for    Cyberpunk 2077, Pondsmithwho is working with CD    Projekt Red on adapting his gametalks about what he considers    to be important in cyberpunk. It's not the technology, he    says, it's the feel. It's getting that dark, gritty, rain-wet    street feeling but at the same time getting that rock &    roll, lost, desperate-and-dangerous quality.  <\/p>\n<p>    Pondsmith goes on to quote one of Gibson's famous lines from    the short story Burning Chrome: the street finds its own    uses for things. Cyberpunk isn't just about the alienation    that comes with future shock, or the questions about humanity    raised by cybernetic enhancement and artificial intelligence.    It's also about the way powerless people find strength and    solace by repurposing the future for their own ends.  <\/p>\n<p>    Gibson wrote that the street finds its own uses for things, not    people who work for security agencies find their own uses for    things.  <\/p>\n<p>    The streets and their inhabitants are central to cyberpunk.    It's the powerless who suffer most in the kind of authoritarian    regimes cyberpunk fiction depicts, and games could do with    getting back to the idea that the rebels, misfits, vandals, and    people who can't afford a plate of spaghetti matter.  <\/p>\n<p><!-- Auto Generated --><\/p>\n<p>See the rest here:<\/p>\n<p><a target=\"_blank\" rel=\"nofollow\" href=\"http:\/\/www.pcgamer.com\/its-time-for-cyberpunk-games-to-remember-how-to-be-punk\/\" title=\"It's time for cyberpunk games to remember how to be punk - PC Gamer\">It's time for cyberpunk games to remember how to be punk - PC Gamer<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p> At the start of the 1988 adventure game based on William Gibson's genre-defining cyberpunk novel Neuromancer, you wake up face down in a plate of spaghetti. Well, it's synth-spaghetti because this is the future, but that doesn't make it any more comfortable <a href=\"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/cyberpunk\/its-time-for-cyberpunk-games-to-remember-how-to-be-punk-pc-gamer\/\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":8,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[187757],"tags":[],"class_list":["post-177828","post","type-post","status-publish","format-standard","hentry","category-cyberpunk"],"_links":{"self":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/177828"}],"collection":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/users\/8"}],"replies":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/comments?post=177828"}],"version-history":[{"count":0,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/177828\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/media?parent=177828"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/categories?post=177828"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/tags?post=177828"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}