Cyberpunk in the Modern Museum: Actuality, Future, and the Challenges of Exhibiting Movie Memorabilia


SFRA Review, vol. 50, no. 4

Symposium: The CyberPunk Culture Conference


Cyberpunk in the Modern Museum: Actuality, Future, and the Challenges of Exhibiting Movie Memorabilia *

Agnieszka Kiejziewicz


The young market of movie memorabilia is continuously growing, expanding on new thematic areas related to genre cinema and animation. A relatively short overview of this market highlights the lack of complete comparative price reports, as well as detailed academic analyses. The reports keep focusing on the most profitable auctions, such as the ones featuring the Delorean from Back to the Future (1985) or Robby the Robot from Forbidden Planet (1956) (Nevins, n.p.). Most of the accessible academic publications cover the initial wave of interest in movie memorabilia around the world, which was at the end of the 1980s and the beginning of the 1990s (Chaneles; Heide and Gilman). However, it is possible to assess the scale of the success of the market browsing through soft data, for example by juxtaposing the prices of movie memorabilia with fine art auctions over the years.

Together with increasing sales of memorabilia, the collectors organize exhibitions, aiming at reconsidering the notions of art and the possibility of introducing popular culture to the museums and galleries. Also, the exhibiting movie memorabilia raises the question of the aesthetic value of popular-art-related objects. An example of such an exhibition is the  DC Exhibition: Dawn of Superheroes, which was shown among others in Łódź, Poland, and London, UK. In this context, it is symptomatic that the objects connected to film and animation changed their functions. Once, they were parts of scenography and popular culture, but now, they are displayed in the museums, considered as legitimate art. I leave the question on the sources of interest in movie memorabilia open, as the answer needs thorough sociological research, which exceeds the subject range of this article.

This paper stems from the experience of designing a concept of cyberpunk movie memorabilia exhibition that I developed together with Marek Kasperski, the owner of the Art Komiks gallery located in Warsaw, Poland (Kasperski, n.p.). Art Komiks administers the collection of over 300 objects classified as cyberpunk art, gathered by Polish collectors from auctions around the world. The collection contains objects related to cult titles, such as Ghost in the Shell (1995-2017; both animation and live-action film), as well as less-known titles from world cyberpunk – among the plethora of titles – New Hurricane Polymar (animation, 1996), Magnus, Robot Fighter (comic books franchise; 1963-2014), or Eat-Man (1997).

In this article, I am going to present the substantive issues related to the process of designing a cyberpunk movie memorabilia exhibition, as well as comment on the intermedia relations between the objects in the context of the overall concept of the display. It is worth adding that some of the ideas related to the exhibition narrative path were based on the findings presented in my book Japanese Cyberpunk: From Avant-garde Transgressions to Popular Cinema.

NEW MUSEOLOGY AND CYBERPUNK MOVIE MEMORABILIA

Modern museums search for unusual objects to gain a contemporary audience’s attention and, at the same time, create an interactive experience with (potential) educational values. It creates a situation in which the exhibitions are planned under measurable factors, such as potential income from tickets sold, attendance, and media response (i.e., journalists’ or bloggers’ reviews, number of views of the photo galleries published on Facebook and Instagram). Barron and Leask observe that museums are significant elements of cultural tourism, designed to be effective in gaining recognition and publicity. Researchers underline that institutions often ensure their future by, among other factors, enhancing the viewer’s engagement (Baron and Leask, 1-2). The value of novelty and shock, as well as the visible and easily recognizable connections to popular culture, diversify the audience, inviting to the exhibition space those who are not usually engaged in fine art displays. This wave of interest in expanding the notions of traditional art opens up an opportunity for movie memorabilia, comic art, and popular culture-related objects, such as bootleg art.

In this context, cyberpunk movie memorabilia and other art (comic book sketches, animation frames, photos, bootleg art, etc.) once perceived only as parts of cyberpunk narratives, changed their function. Now, away from the film scenography, the objects can be recognized by the contemporary viewer as sources of prophetic memory about the future and simultaneously  gaining cult status because of their universal message. Movie memorabilia depicted in an art gallery can also be considered as a legitimate art, encouraging philosophical reflections about social development. It opens new research perspectives on the functions and objects exhibited in modern museums, expanding the definition of contemporary museology.

Fig. 1. Tetsuo: the Iron Man bootleg, Jaibantoys

COLLECTING CYBERPUNK OBJECTS

Situating cyberpunk objects in the broader context of popular culture art collections, it should be noticed that they can be classified as movie memorabilia, comic art, game art, video games, books, autographs (i.e., autographed objects) and bootleg art. The collectors can reach a variety of forms through obtaining the objects from several different sources, such as auctions, directly from the authors, or the other private collectors. The uniqueness of the collection administered by Art Komiks stems from the model of support of the project, which is based on the contributions of the Polish private collectors, willing to lend the objects for the exhibitions.

As Marek Kasperski pointed out in a podcast about popular culture recorded for Deloitte (Kotecki), the process of building a collection of cyberpunk objects is related to a broader trend of collecting movie memorabilia, which is connected to the dynamics of income distribution between fans of popular culture narratives. Popular culture artifacts associated with nostalgia and trending superheroes universes for younger generations are gradually replacing the need of collecting fine art. Also, in the case of popular culture art, the act of building one’s own collection is less associated with gathering valuable possessions and increasing one’s material status. Instead, obtaining such objects is related to the need for the embodiment of passion towards particular narratives, heroes, or themes. Accordingly, the interest in the specific kinds of memorabilia varies – from the higher interest of the foreign customers in transnational cyberpunk narratives to the lower interest in local cyberpunk (for example the comic art created by Polish artists brings most attention from Polish fans and collectors).

CYBERPUNK EXHIBITION DESIGN

While designing the exhibition on cyberpunk, we found it essential to group the objects according to themes they covered, to provide the viewer with a clear, understandable path. Consequently, we  divided the objects according to three main themes that reappear in cyberpunk narratives.

The first one revolves around the depictions of machines, androids, and cyber bodies, focusing on the protagonists under and after transgressive body metamorphosis. The impact of technology on human life, both in the context of the physical changes and the possibility of mental immersion in the virtual world, was the issue reappearing in the first literary cyberpunk narratives. The connection of the body to the machine, which became the basis of the intermedia genre, took various forms: from mechanical prostheses, replaceable organs, and under-skin hardware to interference in the brain. Cyborgizations were also a perfectly personalized, fancy arsenal of weapons attached to the user. In cyberpunk, the fusion of the body with the machine exceeds the limitations imposed by the imperfection and instability of biological tissue. The user strives for the ultimate defeat of death by improving physical capabilities or diving into cyberspace, thus leaving the imperfect body behind. Cyberpunk’s technology penetrates the biological tissue and leads to the disappearance of what the viewer recognizes under the concept of humanity.  The protagonist of cyberpunk narratives uses the benefits of technological development, knowing that by bonding with the machine at the same time, he moves away from society, alienates from reality, and becomes the Other. An integral element of the fusion of man and machine is the terror of metamorphosis, the pain that accompanies the act of attaching the technological extensions to the biological organism. The appearance of an android reflects the possibility of comparing the determinants of human and machine existence, i.e., recognizing the features that distinguish an organic being from a mechanical one. This comparison also arouses  the obsessive desire of conscious androids to confirm their existence by understanding what the soul is and whether an artificial creature can discover it.

According to the specter of works we (ArtKomiks gallery) have in the collection, we mostly focused on the terror of connecting biological tissue with mechanical cyber-improvements, at the same time discussing the new possibilities and powers gained by the characters. In this section, we also highlighted the place of the mechanical Other (android) in society. Here, among the objects we displayed, there is the head of the post-exploded android from Ghost in the Shell live-action film (2017) and animation art referring to this universe (i.e., the frames depicting the main character, Major Kusanagi’s mechanical body disintegration), Eric Canete’s covers from Cyborg comic books,  Genocyber (1994) animation art or Tetsuo the Iron Man bootleg art created by Jaibantoys.

Fig. 2. Cyborg, Eric Canete, comic art/cover, 2017, 23,5×35,5 cm

The second thematic area is focused on cyberspace and the world inside the computer. Here the narrative path followed such themes as the escapist nature of virtual surroundings or the moment of entering cyberspace and separating an imperfect biological body from an immaterial personality, thus introducing the dilemma of the existence of the soul and the Absolute. The division of the world into real and virtual has its roots in Jean Baudrillard’s reflections on a society immersed in simulations, wandering in hyper-reality, and manipulated by the media. The cyberpunk concept of cyberspace, inspired, among other things, by Baudrillard’s thoughts, was formulated and presented for the first time in the story True Names (1981) by Vernor Vinge. Since then, the vision of a cyber-world inside the Net has evolved, being successively developed with new plots showing the immaterial existence of a future man. The objects displayed in this section are, among others, photos from Johnny Mnemonic (1995) signed by Keanu Reeves, photos and the Atari game from TRON (1982) or comic art related to such titles as Magnus Robot Fighter (1963, reintroduced in 2010), Barb Wire (1994-1995), Godzilla: Cataclysm (2014) and Gall Force (1995).

Fig. .3. Magnus Robot Fighter, Jorge Fornes, comic art/ variant cover, 29,5×42 cm

Furthermore, the third section was dedicated to the depictions of a dystopian, futuristic city, including interior design. We underlined that a cyberpunk dystopia is a place of confrontation of corporations, subcultures, and residents of the criminal underworld. Despite technological development, a large proportion of the city’s future residents exist under challenging conditions, struggling with addictions and poverty. It turns out that advanced cyber implants only improve the lives of the privileged. Postindustrial dystopia, in which governments have fallen, and corporations have gained most of the decisive power, shows visible similarities to the reality behind the screen. As the plot of cyberpunk narratives takes place in the near future, the viewer recognizes fashion, architecture, and digital solutions, which they know perfectly well. The fall of order and social structures frightens, but also attracts with the mysterious beauty of the dark streets inhabited by the future man. The design of dystopia is a combination of space settlements, underground cities, and a vision of post-apocalyptic Earth after an atomic disaster, which is perfectly depicted by Severio Tenuta in his comic art from Heavy Metal, Dublin 2077 or by Syd Mead’s art.

Fig. 4. Blade Runner, Syd Mead, signed photo/ movie memorabilia, 15×10 cm

Those three themes can be found in most cyberpunk narratives, though they function as a core for further thematic developments in the context of more prominent exhibitions. For example, the section about future landscape can be accompanied by insight into a dystopian fashion, not only highlighting film costumes from Ghost in the Shell, which we have in the collection, or weapons (i.e., a machine gun from Aeon Flux), but also depicting the comic sketches of the inhabitants of future cities.

Fig. 5. Aeon Flux, 1991-1995, animation art (left) and film prop (right)

CYBERPUNK BRANDS AND EXHIBITION PATH

On the level of recognition, cyberpunk artworks can be divided into those classified as big names, such as Ghost in the Shell or RoboCop, and less-known cyberpunk TV series or local comic art. Having in the collection examples of both categories, it is crucial to successfully merge the interest that the viewer will express towards the recognizable names with the artistic value that less-known narratives often offer. However, the big names will bring the most media attention and can serve as an incentive for potential media partners.

The appearance of big cyberpunk names should be considered while designing the narrative path based on the relations between the chosen objects and highlighted themes. For the viewers with partial knowledge about the genre, the media narratives (or the plots) associated with particular objects seem less important than the overall aesthetics of cyberpunk and the balance between the recognition of big names and the act of discovering less-known objects. Analyzing the practical implementations of exhibition design in several new media museums (i.e., in Finland, Sweden, Norway, Germany, and Poland), we contend that it could be discouraging for the viewer to read and learn every narrative separately and with a detailed plot. In this case, we adopted the approach in which the objects themselves tell the stories according to their placement in relation to each other.

INTMEDIA RELATIONS

It is worth underlining that media franchise titles such as Ghost in the Shell are accompanied by various kinds of objects (costumes, photos, drafts and sketches, props), whose presence underlines the intermedia relations within cyberpunk productions. Accordingly, we suggest that a narrative path should be based on clear connections, revolving around the variety of forms. For example, a cyberpunk weapon (accessory) and a sketch depicting this weapon or a frame showing a scene of using it can be showcased together.

We listed two elements that can underline the intermedia character of cyberpunk narratives, at the same time fulfilling the need for a clear exhibition path and creating a unique ‘cyberpunkish’ atmosphere. The first one is the influence on the audience and recognizability of a particular object. Mostly, it is the costume or a prop that appeared in the well-known film, which can be associated with the viewer with cult status. Also, the presence of 3-D objects (together with sketches and photos) draws attention to the production process. Furthermore, the second element is the meaning of the prop and its actual value, often enriched by an author’s signature or a certificate of authentication. We for example have Blade Runner‘s script signed by Rutger Hauer in the collection.

Fig. 6. Blade Runner‘s script signed by Rutger Hauer

THE VIEWER

We are aware that the contemporary viewer, if they are not a fan of the cyberpunk genre, may not recognize all the authors, connections, and themes presented at the exhibition. Therefore, more than focusing on teaching people  about cyberpunk’s visions in different media, we count on building a unique mood.

In this case, the cyberpunk movie memorabilia exhibition becomes a physical implementation of the conception of media diffusion in cyberpunk discourse. The variety of the gathered objects encourages the meditation on the character of modern times and the futuristic visions that became a palpable reality. For the viewer, cyberpunk narratives will function as the points of reference to fulfilled prophecies about the future. Entering the exhibition space filled with the artifacts from the cyber-world, the observer experiences the embodied futuristic dreams, or, referring to Baudrillard’s terminology, a heterotopia – an area on the verge of reality and imagination. In the optics of cyberpunk narratives, the technological solutions and aesthetics familiar to the viewer through their daily experiences are distorted, monstrous, and derived from their original context.

Cyberpunk movie memorabilia exhibitions show the manifestation of various names and media in cyberpunk discourse. The diversity of the collected objects allows the viewer to reflect on the nature of our times when visions of the future became a tangible present. Entering the exhibition, the observer gets familiar with films, comics, and game narratives currently functioning not only as a record of the creators’ imagination but also as a reference point to the prophetic visions of the development of modern societies. Futuristic objects and mechanical creations appropriating the body and perception of the individual reflect the everyday experiences of the observer, creating comparisons between the contemporary world and cyberpunk narratives. The exhibition of film memorabilia allows the viewer to confront the designed shape of futuristic visions by comparing it with what is known and familiar to them. Emphasizing the terror of transformation into a mechanical being, or recalling the post-apocalyptic character of the future, the creators of cyberpunk narratives are forcing the observer to verify contemporary social changes. Approaching cyberpunk aesthetics, we are balancing between technophobia and technophilia, unable to free ourselves from the need for creating comparisons.

CONCLUSION

The objects gathered within the collection, once treated as integral elements of cyberpunk narratives, have become records of the memory of the futuristic visions, striking the viewer with their universal character. At present, the fact of viewing the cyberpunk set of objects in the art gallery allows us to perceive them as a legitimate part of contemporary culture.

The successful merge of the exhibiting patterns reserved for fine art with popular culture objects opens a new field for discussion about the archiving and preservation of memory about contemporary media products. Also, the actuality presented in cyberpunk narratives, together with the excessive interest in the genre, expanded by the upcoming premiere of the Cyberpunk 2077 digital game, creates a need for revising the exhibition concept. The fact of showing cyberpunk movie memorabilia on display is a proposal addressed to two generations of viewers: those who seek for a nostalgic journey into the narratives from the beginnings of cyberpunk and those who have already started discovering the genre, encouraged by the newest productions.


NOTES

*All pictures used in this article come from Art Komiks’ archive.


WORKS CITED

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Castro, Adam-Troy. “Blade Runner Gun Auctioned for $270,000.” SYFY Wire, 2012, https://www.syfy.com/syfywire/blade_runner_gun_auctione. Accessed 5 November 2020.

Chaneles, Sol. Collecting Movie Memorabilia, Arco 1979.

N.a. DC Exhibition: Dawn of Superheroes Website. 2020, http://www.switsuperbohaterow.pl/. Accessed 3 November 2020. [in Polish].

Extended Museum in Its Milieu, edited by Dorota Folga-Januszewska, Muzeologia, Vol. 18. Universitas, 2018.

Holmes, Mannie. “Empire Strikes Back Stormtrooper Helmet Fetches $120,000 at Auction.” Variety, 2015, https://variety.com/2015/artisans/news/stormtrooper-helmet-sells-for-120000-at-auction-1201611983/. Accessed 3 November 2020.

Kasperski, Marek. ArtKomiks Website, https://artkomiks.pl/en/.

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Kotecki, Wiesław. “Podcast: Człowiek Biznes Technologia by Wiesław Kotecki; #38 Marek Kasperski o sztuce [Podcast: Human, Business, Technology by Wiesław Kotecki; #38 Marek Kasperski about art.” Deloitte, 2020, https://www2.deloitte.com/pl/pl/pages/deloitte-digital/podcast-czlowiek-biznes-technologia/38-Marek-Kasperski-o-sztuce.html. Accessed 10 September 2020.

Lapin, Tamar. “Rare props from ‘Star Wars,’ ‘Batman’ and other classics up for auction.” New York Post, 2019, https://nypost.com/2019/08/20/rare-props-from-star-wars-batman-and-other-classics-up-for-auction/. Accessed 12 September 2020.

Lasiuta, Tim. Collecting Western Memorabilia, McFarland, 2004.

Oliver, Richard W., Lowry, Glenn D., and Terrence Rilely. Imagining the Future of the Museum of Modern Art, The Museum of Modern Art New York, 1998.

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The Fractal Subject and the Hologram Rose: On Baudrillard and Cyberpunk as Media Theory


SFRA Review, vol. 50, no. 4

Symposium: The CyberPunk Culture Conference


The Fractal Subject and the Hologram Rose: On Baudrillard and Cyberpunk as Media Theory

Jiré Emine Gözen


At the conference “Philosophy of new Technology,” which took place at Linz in 1988, Jean Baudrillard stated:

The whole of the human being, his biological, muscular, animal physicality has been transferred to mechanical prostheses. Not even our brain has remained within us, but is now floating in the countless Hertzian waves and networks that surround us. This is by no means science fiction but merely the generalization of McLuhan’s theory about the ‘extension of man.’

Baudrillard 1989, 114

In the mid 1970s, Jean Baudrillard started developing his theory of simulation, which began with the assumption that modern societies experienced a drastic disruption through the appearance of new media technologies. In this context, Baudrillard proclaimed the dissolution of the subject, of the political economy, of meaning, of truth, and of the social formations of current societies. In order to describe and analyze these processes, new theories, terms, and narrations were needed. Baudrillard’s own contribution to the theory of media thus started with the statement: “The real radical alternative is somewhere else.” (Baudrillard 1978, 83)

Indeed, this alternative approach, one which asks to reflect on the implications of new media and technology, is to be found somewhere else: in cyberpunk literature.

I argue that cyberpunk should be seen as an important companion to media theories, both in terms of artistic expression and in terms of a method of knowledge production by itself, including its theorization. When I speak about cyberpunk literature I refer to a specific body of work written by authors who gathered in the late 1970s in Austin, Texas (Gözen 2012). Thus cyberpunk literature implies a body of work that revolutionized science fiction writing. This revolution was spearheaded by authors such as Bruce Sterling, William Gibson, John Shirley, Lewis Shiner, Rudy Rucker, and Pat Cadigan. This group published their criticism of the science fiction of their time in the fanzine Cheap Truth and in the preface of the cyberpunk anthology Mirrorshades, which could be seen as the cyberpunk manifesto – the discursive foundation for a newly forming movement.

At the time, ‘technical culture’ began sprawling into everyday life due to advancements in computers, media, and bio- and medical technologies. This formed the basis for the movement. “Technology […] has slipped control and reached street level,” states Bruce Sterling. “For the cyberpunks […] technology is visceral. It is not the bottled genie of remote Big Science boffins,” he continues, but is rather “pervasive, utterly intimate. Not outside us, but next to us. Under our skin; often, inside our minds” (346).

The aim of cyberpunk was to reflect on these technological advancements in an artistic way, and to engage with the way they alter the human being and society at large.

These kinds of thoughts and observations are also the basis of many theoretical media approaches. Marshall McLuhan, one of the founders of media theory, claims in his writings that media and technology are interfering with our perception, senses, psyche, and identity. By doing so, they change our behavior, our culture, our societies, and our politics. The basic architecture of electronic media mimics our own central nervous system, and hence technically extends it. It is now very interesting to see that cyberpunk  incorporates this idea when drafting future worlds and, by doing so, pushes it further.

By designing fictional virtual worlds that are accessed through an interface with the human brain, the extension of the human nervous system through an electric central system becomes as much a reality as the McLuhan-postulated dissolution  of the subject-object-relation between man and machine. 

McLuhan’s category of implosion also plays a significant role  in the extrapolated worlds of cyberpunk. Virtual realities as a “medium for the meeting of our minds” (Cadigan 243) not only allow its users to take part in the dreams, memories, and fantasies of others; the connection between the human mind and the machine is also used to create entertainment devices, such as, for example, Gibson’s ASP, Cadigan’s madcap, or Effinger’s moddy, which make it possible to experience the neuroses and psychoses of others. This way, seasonal bestsellers allow societies to experience all kinds of collective madness. This inability to comprehend the difference between the inner world and the outer world, the sense of time and space and between you and me that comes with the madness of a collective psychosis is a manifestation of McLuhan’s implosion in the electronic age.

Furthermore, the main categories of Jean Baudrillard’s theory – hyperreality, simulation, and implosion – are omnipresent symbolizations in the worlds of cyberpunk. This is especially the case in the superimposition of reality by simulation. In cyberpunk, physical presence has lost its relevance. Instead, virtual worlds frame a new realm of hyperreality that offers a new home to humankind. In this context, Greg Bear’s Eon is a very impressive example. In the world of Eon, Bear describes an asteroid from a parallel universe that found its way to our world around the turn of the millennium. The hollowed out asteroid contains various artificial chambers that used to be the habitat of a future humankind. In each chamber, we find a future city from a different era of the future humankind. Interestingly, the change of the interiors and architectures of the cities of the different eras demonstrate the different states of the Baudrillardian simulation. The advanced media technologies in one of the older future cities enables the contemporary peoples of Eon to immerse themselves within a virtual world that creates a simulation of the abandoned city in its former state with its inhabitants that can’t possibly be distinguished from reality

“She called up a student’s basic guide to the second chamber city. In an instant, Alexandria surrounded her. She appeared to be standing on the portico of an apartment in the lower floors of one of the megas, looking down on the busy streets. The illusion was perfect – even providing her with a memory of what “her” apartment looked like. She could turn her head and look completely behind her if she wished – Indeed, she could walk around, even though she knew she was sitting down.” (Bear 1998, 339)

The sequence unfolding before the eyes of the user shows recordings from a future that did not take place in the user’s reality and which probably will also never take place in her future, but still insist in representing a history that has already passed by. Hence, we have here a model that is both true and an illusion – in both cases, truth dissolves into simulation. In this mediated reality, sensual experiences are perfectly superimposed by the virtual, as shown by the divergence between real and simulated experiences of space and body. Digital signs replace the tactility of reality with a field of tactile simulations.

In the final city of the future there is no longer a medial environment, but rather a humankind that has itself become a simulation: The whole of humankind is digitalized and lives in a computer called City Memory.

Death and natural birth are no longer present in this digitized world. A new person or subject is created by the merger of various parts of digital personalities – which means that every new being is a simulation based on the code of already existing models. While these models in the analog world used to be DNA codes, in the digitalized world of Eon, the models consist of bits and bytes. Nevertheless, it is still possible to live outside the City Memory. The ‘outside’ environment of the city memories’ virtual world is composed of a space without contours so that landscapes, apartments, objects, and even climate features can be projected onto it. If one wants to move in the outside parts of the city simulation, bodies could be created and used.

However, these bodies have nothing to do with “natural” human bodies. These bodies are equipped with an implant that records all experiences and memories, just in case something might happen to them. Hence, even death does not have a significant impact on the physical or the virtual existence of a person. In Baurillard’s words, this means that in the world of cyberpunk, even death, fails to serve as a distinction between the real and the imaginary.

The future shows that the difference between illusion and truth lost ground to the play with reality. The simulation is omnipresent; even if there is a body, it only contains digitalized and uploaded minds.   The Baudrillardian dictum of self-referential signs finds itself radicalized here:  A humankind based on digital bits and bytes that have merged into the endless circulation of signs referring to themselves becomes a model without an origin and eventually a sign in and of itself. In its final stage, the future society of Eon could be understood as the ultimate reign of the technical as humankind itself becomes the most radical form of simulation.

In his novel Halo, Tom Maddox not only processed aspects of Baudrillard’s idea of simulation, he even opens his book with a quote from America by Jean Baudrillard: “Everything is destined to reappear as simulation” (8).

Similar to Gibson in Neuromancer, Maddox describes an omnipresent and almost omnipotent artificial intelligence. This artificial intelligence, known as Aleph, has used its inherent potential to control all transmission systems to build a city in orbit, whose reality it will henceforth simulate. The initial reality of the dark orbital city without contours and atmosphere disappears through Aleph’s simulation behind a constantly repeating spring and a media-generated blue sky. In Halo City, therefore, the technically mediated experience of the world has quite obviously become a new reality, and the entire system created by Aleph represents a gigantic simulacrum in the Baudrilliardian sense.

In many cyberpunk worlds, the advanced merger of technology and nature also shows itself in the fact that natural phenomena can no longer be perceived and conceptualized separately from technology. Gibson opens his debut novel with a highly significant sentence: “The sky above the port was the colour of television, tuned to a dead channel” (Gibson 1984, 9).

With this description of a technical condition, used as a metaphor to describe nature, the reader is introduced to a world where a total implosion between nature and technology had taken place.  In the highly technical worlds of cyberpunk literature, nature is understood as part of the technologies surrounding man. The American literary scholar Lance Olsen describes the  frequent use of technological images as a metaphor for describing nature as follows: “If the romantic metaphor makes nature familiar and technology unfamiliar, these postmodern metaphors make nature unfamiliar and technology familiar.” (Gözen 293)

Now the question arises – is cyberpunk simply a literarization of the media theories of McLuhan and Baudrillard, or is there more to it? A close reading of Baudrillard’s lecture “Videoworld and Fractal Subject” and  William Gibson’s short story “Fragments of a Hologram Rose” – which can be seen as the prelude to cyberpunk as a genre – might reveal an answer to this question.

Baudrillard describes the subject in the simulation of hyperreality as having been fragmented and disintegrated into its component parts. Hence, difference does not mean the difference from one subject to another, but rather, the differentiation of the subject from itself – the subject becomes fractal and is held together by a network of body prostheses. In his own words:

transcendency disrupted into thousands of fragments, which are like pieces of a mirror, in which we fleetingly can grasp our reflection before it disappears completely. As in the fragments of a hologram each piece of the mirror contains the whole universe […] The others have practically disappeared as a sexual or social horizon […] Humankind itself became ex-orbiton, a satellite. There is nowhere to be local anymore, he is crowded out of his own body and his own functions.

Baudrillard 1978, 114

The similarity to the imagery drawn by Gibson in his short story “Fragments of a Hologram Rose” is striking. In this story, the protagonist reflects on the events of the day, during  which his relationship has failed after he shredded a postcard with a holographic rose that was sent to him by his ex-girlfriend: 

“Parker lies in darkness, recalling the thousand fragments of the hologram rose. A hologram has this quality: Recovered and illuminated, each fragment will reveal the whole image of the rose. Falling toward delta, he sees himself the rose, each of his scattered fragments revealing a whole he‘ll never know – stolen credit cards – a burned out suburb – planetary conjunctions of a stranger – a tank burning on a highway – a flat packet of drugs – a switchblade honed on concrete, thin as pain. Thinking: We‘re each other‘s fragments, and was it always this way? That instant of a European trip, deserted in the gray sea of wiped tape – is she closer now, or more real, for his having been there? She had helped him get his papers, found him his first job in ASP. Was that their history? No, history was the black face of the delta-inducer, the empty closet, and the unmade bed. History was his loathing for the perfect body he woke in if the juice dropped, his fury at the pedal-cab driver, and her refusal to look back through the contaminated rain. But each fragment reveals the rose from a different angle, he remembered, but delta swept over him before he could ask himself what that might mean.“ (Gibson 1977)

Not only is it remarkable that Gibson uses the hologram as a metaphor for a world steeped by hyperreality and its fragmented subjects, but also remarkable is that he did this in 1977 – eleven years before Baudrillard. Hence, we can see that cyberpunk writers such as Gibson not only made similar observations about their current world as theorists such as Baudrillard, but also that the terms, symbols, metaphors, and aesthetics they use are practically  superimposable. These writers use these concepts as a framework to illustrate their own understanding of the paradigm shift that took place at the end of the twentieth century. Although the concepts of McLuhan and Baudrillard appear in a mediated way, the future worlds described in Neuromancer, Mindplayers, or Schismatrix show understandable prognoses of futures based on these complex theoretical ideas. This goes to show that cyberpunk is capable of deciphering theoretical media concepts and  of shifting them from the realm of theory into a world imagined.

Cyberpunk offers more than a mere fictionalization of theoretical media concepts; rather it opens up new perspectives capable of enhancing and expanding theoretical ideas. The fictional worlds of cyberpunk are as much a speculation about the world to come as the theories themselves. But while Baudrillard was accused of having lost his focus as he began to draw a rather dystopian image of the technological future – an apocalyptic version of “Western civilization” – cyberpunk can be seen as more dynamic and differentiated. While Baudrillard’s postmodern world seems plain, rational, and without surprises, the worlds of cyberpunk seem alive, mysterious, adventurous, and full of risks but also opportunities. That said, cyberpunk is not naively technophile, but instead manages to show both sides of the age of media technology, the negative and the positive. The acceptance of postmodern environments as exposed in cyberpunk literature is hard to come by in academic circles. Cyberpunk created a platform wherein the potentialities of a society strongly influenced by new technologies can be reflected and thought through. In this sense, writers like Gibson, Sterling, Shirley, and Shiner not only fulfilled McLuhan’s demand for artists to elevate consciousness into life; rather, they went further than the theories as such. This is why cyberpunk should be seen as an important companion to media theories in the context of postmodern thinking – both as an artistic expression and as a method of knowledge production by itself, including its theorization.


WORKS CITED

Baudrillard, Jean. Kool Killer, Oder, Der Aufstand Der Zeichen. Merve Verlag, 1978. 

Baudrillard, Jean. “Videowelt Und Fraktales Subjekt.” Philosophien Der Neuen Technologie, by Ars Electronica, Merve Verlag, 1989, pp. 113–131. 

Cadigan, Pat. Mindplayers. Bantam, 1987. 

Gibson, William. Neuromancer. Penguin Group, 1984. 

Gibson, Willian. Fragments of A Hologram Rose, 1977, icem.folkwang-uni.de/~born/wrk/parker/gibson-hologram_rose.pdf. 

Greg, Bear. Eon. Vista, 1998. (First published in 1985)

Gözen, Jiré Emine. Cyberpunk Science Fiction: Literarische Fiktionen Und Medientheorie. Transcript, 2012. 

Maddox, Tom. Halo. Legend, 1991. 

Sterling, Bruce. “Preface from Mirrorshades.” Storming the Reality Studio: a Casebook of Cyberpunk and Postmodern Science Fiction, edited by Larry McCaffery, Duke University Press, 1991, pp. 343–348. 

Fabulation of Alternative Parallel Universes: Queertopia in Turkish Science Fiction


SFRA Review, vol. 50, no. 4

Symposium: The CyberPunk Culture Conference


Fabulation of Alternative Parallel Universes: Queertopia in Turkish Science Fiction

Sümeyra Buran


INTRODUCTION: FEMINIST CYBERPUNK

What if there are other universes just like ours where we can meet uncountable versions of our beloved ones who have passed away from this world? A mirror or a reverse version of our reality is not so far and may, in fact, be right here. In recent times, interdimensional travel and alternate reality have gained increasing prominence in science fiction film series like Stranger Things, Travellers, The OA, Black Mirror, and Fringe. However, the parallel universe or multiverse concept traces back to Margaret Cavendish’s 17th century The Blazing World. It reached its peak with the cyberpunk tradition in the 1980s. Cyberpunk’s white masculine and heterosexual forms are reimagined by a parallel universe of feminist cyberpunk writers like Pat Cadigan, Kathy Acker, Melissa Scott, and Marge Piercy, all of whom focus on diverse forms of feminist and queer perspectives. Feminist cyberpunk writing focuses on queer communities, reproduction, motherhood, mythology, and religion. Feminism’s political notions meet with science fiction’s narrative concepts such that feminist sf authors explore non-binary gender-fluid identities. Queer theory “converge[s] with science fiction’s imaginative production of ‘sometimes-utopian futurities’” (Lothian, 17), and we can regard such feminist utopian novels as queer utopias (queertopia) with their non-binary single-sex female relations and asexual reproduction by women like in Charlotte Perkin Gilman’s Herland or Nicola Griffith’s Ammonite.

Şeyda Aydın (Sheida Aiden) is the first Turkish feminist and queer science fiction author who speculates neo-futuristic utopia and cyberpunk anti-utopias/dystopias. Her novels cannot be considered in the category of lesbian separatist utopian fiction but, rather, fall under the umbrella of utopian queer fiction. Aydın’s The Woman in the Other Universe (2019) initially begins in a green queertopian techno-universe called Netta (meaning “worth”), a peaceful utopic world, but eventually shifts to a retro cyberpunk dys(queer)topian parallel universe called Antero (meaning “male”), which is a dangerous reversal of Netta. As Wendy Pearson claims, “sf and queer theory frequently share both a dystopian view of the present and a utopian hope for the future” (59), so Aydın portrays both dystopian and utopian views of queer sf in her novel.

Departing from Donna Haraway’s note that “the boundary between science fiction and social reality is an optical illusion” (148), I argue that science fiction explores “queer worlding” by offering alternate sexuality in the utopian portrayal of gender-friendly universes. As Lisa Yazsek claims, “feminist cyberpunk reject[s] the alienation, isolation, and nihilism typically associated with masculinist cyberpunk and replace it with an emphasis on creative self-expression, community, and sociopolitical change” (32). In this respect, Aydın’s novel depicts tgenderless eternal love by queer women who travel between parallel universes through opening a gate portal with a triangle machine as a social norm.

My aim is to discuss the intersections between feminist cyberpunk and queer theory to explore how queer Turkish science fiction speculatively represents alternate constructions of gender identity in cyberpunk future by breaking sexist walls in a culture constructed around gender. Aydın focuses on the impact of gender on the lives of women by rethinking the problematics of Turkish science fiction’s straight heteronormative discourse. Thus, I examine how queer sexualities and homonormativity in a genderless utopian universe challenge racial and discriminative orders constructed by the homophobic and transphobic society represented in a dystopian cyberpunk universe. Aydın’s novel demonstrates how non-Western alternative feminist futures offer new forms for bothfamily and gender by questioning the importance of what it means to be a genderqueer human being in a utopian universe, as well as its reversal in a reflected dystopian parallel universe.

GATEWAY TO A PARALLEL CYBERPUNK UNIVERSE

The novel starts with film writer Veera Virtanen’s mourning for her partner of 13 years, Eeva Van Rooyen, who died due to cancer in Netta, where non-sexist, queer, transgendered individuals and all other sexes live together in peace. Vera searches for the reflection of Eeva, who continues to exist under another identity in a place called Antero. So, to find her lover, Veera travels to Antero, where people are accustomed to living in a capitalist and imperialist world filled with viruses, contagious illnesses, homophobia, femicide, child sexual abuse, animal torture, hunger, anger, hatred, wars, environmental and economic collapse, and gender inequalities. In this other dimension, a different reflection of Eeva continues to exist as a famous actress and a movie star dedicated to saving children from AIDS.

Şeyda Aydın explores what would happen if we could open a portal to a parallel universe that is completely opposite to our reality. The novel echoes Joanna Russ’s The Female Man, which offers four different parallel universes centered on the same woman (professor Joanna and Jeannie are the closest to our world, with Janet hailing from an alternate future all-female world of no men and Jael from a world in between ours and Janet’s in which men are killed as a result of a war between men and women). Aydın’s novel, in fact, makes a harsh criticism of our own world, portraying it as a dystopian parallel universe in which queer people fight to survive. So, we can say that by creating a dystopian cyberpunk parallel universe in tandem with a utopian one, she depicts how pure and genderless love can overcome all struggle and rage.

A group of scientists in the novel tries to open a Stranger Things-style gateway to a parallel universe. Physicists open “a triangular door hung in the air on the front of the three-meter machine; it was floating like a sea of mercury, it was like a mirror when it appeared completely, and when Veera looked at the door, she could see multiple fluctuating reflections of her” (Aydın 132). The novel depicts the fact that “[f]or some reason, the person who will pass through the door must be women; the door only allows if a woman is standing in front of it, and it works like that and the door only opens to a single world dimension” where the person does not exist (105). This shows that, like in science fiction movies, we are not likely to sit and chat with our reflection in another universe (108).

The gate resembles a pyramid that allows the transition to the alternative dimension, which is dark and dangerous. Veera deeply feels sad when she meets her lover, Eeva, who is oppressed, repressed, and changed by the patriarchal society. Eeva is able to upload her previous memories and identity from the Netta universe through a consciousness transfer when she falls in love and remembers Veera again. However, in homophobic Antero, the media and news start a defamation campaign against Eeva for her lesbian affair. Eeva is on the verge of losing her career and even suffers from harassment and violence perpetuated by the public. Veera can’t stand seeing her successful Eeva like this and decides to return to Netta in order to save her life from society’s lynching attempts. Then, thanks to Veera, who provides a curative vaccine that she brought from Netta, Eeva devotes her life to protecting children from AIDS. The couple lives in separate universes until they reunite in Antero on Eeva’s 60th birthday with their daughter, EB.

CYBERQUEERTOPIAN AND DIS(QUEER)TOPIAN PARALLEL UNIVERSES

Following Haraway’s Cyborg Manifesto and the cyborg world it describes, Aydın’s queertopian universe is itself a kind of cyborg world “about lived social and bodily realities in which people are not afraid of the joint kinship with animals and machines, not afraid of permanently partial identities and contradictory standpoints” (Haraway 154). So, as Hollinger comments, “queer marks a utopian space, which is, perhaps, also an ironic space, inhabited by subjects-in-process who are not bound by reifying definitions and expectations, and in which bodies, desires, and sex/gender behaviors are free-floating and in constant play” (33) Thus, Haraway’s cyborg figure offers queertopian potential. Aydın, by creating such two opposite parallel universes, a cyberqueertopia and a dis(queer)topia, criticizes the homophobic attitudes of our world by creating a beacon of hope with her queertopian Netta, which resembles Haraway’s own cyborg world in which “gender might not be global identity at all” (180). So, Aydın depicts a queertopian future in which we become “fluid, being both material and opaque” (Haraway 153).

Also similar to Marge Piercy’s Woman on the Edge of Time, Aydın’s queer utopian Netta welcomes gender equality where there is no sexism, racism, homophobia, or transphobia. Like in Le Guin’s The Dispossed: An Ambigious Utopia, Aydın contrasts two universes: Antero—an oppressive and exploitative dystopian universe ruled by the worst of capitalism and patriarchy—and its parallel universe, Netta—a perfect genderqueer utopia ruled by peace and equality. The inhabitants of Netta call each other by non-gendered words such as “Dear” or “Beloved.” Aydın also anticipates a counter-alternative future in Netta in that the most culturally and economically developed country is “the State of African Continental Integrity” which, with its best doctors, finds treatments and cures for all diseases and viruses (Aydın 73). She also locates futuristic alternatives in the fact that this universe ends world wars by closing the last “arms factory” in the world (73). That is, Aydın’s queer future is no longer “curtailed, whether through death from AIDS or via the policing and delegitimization of deviant desires” (Lothian 5). However, the depictian of Africa in the Antero universe depicts Africa much worse than now, surrounded by AIDS (which is identified with homosexuality and other diseases) and having been witness to four great world wars, ecological collapse, and economic collapse.

As Lee Edelman says, “queer is a zone of possibilities” (114), and as a third-wave feminist and cyberpunk writer, Aydın offers “another discursive horizon, another way of thinking the sexual” (de Lauretis, iv) with her lesbian, gay, bisexual, and transgender characters. Aydın creates genderqueer families without a nuclear family bond: Veera and Eeva neither have a heterosexual family unit nor live under the same roof, and in fact inhabit totally different universes. Eeva’s egg transportation allows Veera to have a daughter in a more beautiful, modern world, where transgender, gay, lesbian, and other kinds of queer people can have children by technologies that free women “from the tyranny of their sexual reproductive roles” (Firestone 31) and also free men from their boundaries of reproduction within the nuclear family unit. That is, Aydın’s queertopian alternative world offers a beacon of reproductive hope for queer and transgender people. Meanwhile, however, in the homophobic and transphobic Antero, where sex-change surgeries were banned years ago and homosexuals and transgender people are excluded, beaten, and even killed if they do not hide their sexual orientation, Veera’s manager, Siiri, a black transgender woman, is reflected in an unhappy male body (98). The novel depicts the fact that, in a dystopian cyberpunk universe, gender equality cannot be achieved until the “one-sided domain of power ends in all spheres of life” (Buran 2020).

CONCLUSION: FROM MYTH TOWARDS A GODDESS-LIKE POSTHUMAN

Feminist cyberpunk writing focuses on queer communities, reproduction, motherhood, mythology, and religion. As Carlen Lavigne claims, women’s cyberpunk novels reflect “the problematic positioning of mythology and folklore with feminist thought— feminists, in general, do not seem happy with either mythology or religion, but no alternative language has yet been produced; the cyborg has not yet truly risen as an iconic image, and within cyberpunk there is little room for the goddess” (130). Aydın criticizes patriarchal mythologies by creating her own mythological figure, a giant raven that represents a goddess of nature, the universe, and memory who watches over the two mourning queer lovers, Eeva and Veera, and changes the rules of physics in the universe to reunite them at the end of the novel.1

The novel concludes when the couple reunites and begins to live in Netta with their posthuman daughter, EB who, like a mythological goddess Lofn, a Norse goddess of forbidden love, reunites the couple. Born from the two eggs of two mothers from different universes, EB becomes a time- and dimensional traveler and, like a goddess-like posthuman, changes the ugly consciousness of human beings. In Aydın’s third novel, Fragmented Reflections (2019), she even ends the gender bias in Antero forever.

Aydın shows that, until the divisions between different sexes end,  women, lesbians, gays, queer and transgender people cannot escape from the constructed binary conflicts of gender even in alternative universes in the future. Thus, I conclude that in order to live in a borderless, gender-free future, we should recognize new kinds of gender and identities outside the binary gender markers of women/men.

1 The genus Corvus represented by the raven preserves all its mystery throughout the story. The raven was inspired by the raven goddess Muninn⸻the memory in Norse-Scandinavian mythology, and it protects the love of queer women throughout the novel. According to the old religion of Turkish Shamanism which includes the 500 years of journey from Central Asia to today’s Turkey, the past, present and future are related to the stars in the universe. After converted to Islam, some Turks continued to believe in extraterrestrial life and highly intelligent creatures from the other stars in different multiple layers of the universe. One of the mythological creatures in Turkic-Shamanic Myth is raven which symbolizes healing and protection.


WORKS CITED

Aydın, Şeyda. Woman in the Other Universe (Diğer Evrendeki Kadın). İstanbul: İkinci Adam, 2019.

Aydın, Şeyda. Fragmented Reflections (Parçalanmış Yansımalar). Istanbul: İkinci Adam, 2019.

Buran, Sumeyra. “Violence against Women in Science: The Future of Gender and Science in Gwyneth Jones’s Life.” Critique: Studies in Contemporary Fiction, 18 August 2020. https://doi.org/10.1080/00111619.2020.1803195.

De Lauretis, Teresa. “Queer Theory: Lesbian and Gay Sexualities.” Differences: A Journal of Feminist Cultural Studies, vol. 3, no. 3, 1991, pp. iii–xviii.

Edelman, Lee. Homographesis: Essays in Gay Literary and Cultural Theory. Routledge, 1994.

Firestone, Shulamith. The Dialectic of Sex: A Case for Feminist Revolution. William Marrow and Company, 1970. 

Haraway, Donna. “A Cyborg Manifesto: Science, Technology and Socialist-Feminism in the Late Twentieth Century.” Simians, Cyborgs and Women: The Reinvention of Nature. Routledge, 1991, pp. 149-181.

Hollinger, Veronica. “(Re)reading Queerly: Science Fiction, Feminism, and the Defamiliarization of Gender Author(s).” Science Fiction Studies, vol. 26, no. 1, 1999, pp. 23-40.

Lavigne, Carlen. Cyberpunk Women, Feminism and Science Fiction: A Critical Study. Jefferson, NC: McFarland Publishing, 2013.

Pearson, Wendy. “Science Fiction and Queer Theory.” The Cambridge Companion to Science Fiction, edited by Edward James and Farah Mendlesohn. Cambridge University Press, 2003, pp. 149-160.

Yaszek, Lisa. “Feminist Cyberpunk.” Routledge Companion to Cyberpunk Culture, edited by Anna McFarlane et al., NY: Routledge, 2020, 32-40. 

The Horror of Direct Experience: Cyberpunk Bodies and “The Machine Stops”


SFRA Review, vol. 50, no. 4

Symposium: The CyberPunk Culture Conference


The Horror of Direct Experience: Cyberpunk Bodies and “The Machine Stops”

Rachel Berger


1. MACHINE

“The Machine Stops,” E. M. Forster’s masterful science fiction novella from 1909, has long been lauded for its prescient descriptions of electronic communications technology. With its early vision of the allure and danger of global, networked communication, the story is in direct conversation with classic cyberpunk literature. 

Cyberpunk culture and the critical discourse that surrounds it tends to be concerned with the interface between technologies and bodies. The following paper largely leaves technology to the side to meditate on the cyberpunk body itself. When a person pursues “the bodiless exultation of cyberspace,” who or what is left behind (Gibson 6)? How is their relationship with the empirical world changed? Today, as coronavirus sweeps the globe and citizens everywhere struggle in and out of pandemic-imposed lockdowns, such questions take on fresh urgency.

2. MILK

“The Machine Stops” is Forster’s only overtly science fictional story, sandwiched in time between A Room with a View (1908) and Howards End (1910), two better-known masterpieces. Though “The Machine Stops” is undoubtedly a work of science fiction—set in a distant future and brimming with descriptions of hypothetical technologies—it is redolent of Forster’s favorite themes: the struggle for human connection and the tension between freedom and restriction. It also represents Forster’s rebuttal of the euphoric view of science and progress espoused by contemporaries like H. G. Wells, as well as his critique of aestheticism, a late-nineteenth century art movement that promoted experiencing the world through the mediation of art (Seegert 34–35).

Forster’s narrative hinges on a future humanity’s radically changed relationship to the body. He imagines a world where technological advancement and environmental necessity have caused people to isolate themselves in underground cells, communicate via videotelephony, and rely on a giant machine for all their needs. 

The story focuses on a woman named Vashti and her wayward son Kuno. The Machine provides Vashti with everything she needs, so she rarely leaves her chair, much less her room. She lives a life of “pure mentality” (Seegert 37), using the Machine to study obscure subjects and keep up with thousands of friends. Forster’s descriptions of Vashti’s body dehumanize her and emphasize her sunless, stationary existence. In the story’s opening paragraph, the narrator describes Vashti as a “swaddled lump of flesh” (133), before identifying her as a woman. Scholars have variously interpreted Vashti’s swaddling to suggest infantilization and straightjacketing (Seegert 40) and cocooning and mummification (Caporaletti 35 and 41), but such analyses don’t go far enough. She’s not a baby, she’s a lump. Her Machine-worshiping body has transformed into a doughy, boneless bundle of cells. 

Whether one considers Vashti’s transformed body to represent evolution or devolution depends on where one situates the boundaries of her body. In her foundational “Cyborg Manifesto,” Donna Haraway asks, “Why should our bodies end at the skin” (61)? N. Katherine Hayles answers, “The boundaries of the autonomous subject are up for grabs” (2). Anne Balsamo connects this line of inquiry to cyberpunk’s “vision of posthuman existence where ‘technology’ and the ‘human’ are understood in contiguous rather than oppositional terms” (136). Alf Seegert applies it directly to Vashti: “Vashti’s mechanically-mediated body is… extended through such external prosthetics and becomes thereby enhanced, not diminished” (43). Vashti never claims the Machine as an extension of her body, but she does view herself as highly evolved. She is “civilized and refined” (Forster 139) and an “advanced thinker” (148). She has no use for the “clumsy system[s]” of previous civilizations (136).

It seems, however, that Forster aims to cast Vashti’s body as devolved, particularly in contrast with her son Kuno. Forster describes Vashti’s physical ugliness: she is toothless and hairless, with “a face as white as a fungus” (133). He emphasizes her frailty—she “tottered” rather than walked (138)—and her primitivism—she “fed” rather than eating (136). In the age of the Machine, Vashti’s physical weakness is not disadvantageous. Instead, “it was a demerit to be muscular,” and infants “who promised undue strength were destroyed” (142). 

Vashti’s son Kuno, cursed with physical strength, is his mother’s opposite. If she is pure mentality, he is pure physicality. He repudiates the Machine. He exercises until his flesh aches, until he can run and jump and climb. Kuno dreams of a humanity free of the swaddling garments of the Machine. He believes the “body is the measure for all that is lovable and desirable and strong” (142). Vashti’s son disgusts and saddens her. When she notes the hair growing above his lip and fears it signifies his descent into savagery, Forster’s text suggests she considers her own hairlessness a sign of evolutionary advancement.

In the story’s closing scene, the Machine breaks down, wiping out humanity. Vashti’s spirit reunites with Kuno’s, and together they mourn their society’s dependence on the Machine at the expense of the body. Their fate is a warning: in the pursuit of evolution, humans “sin[ned] against the body,” allowing their muscles, nerves, and sense organs to atrophy (153). In a final, damning image, Forster equates humanity’s abandoned body with “white pap” (153). Pap is a soft food, fed to infants and invalids. Forster couldn’t have chosen a more offensively inoffensive and emasculating substance. That pale lump from early in the story has transformed still further into a bland, milky mush. In Forster’s dystopian view, the cyberpunk body isn’t just a baby, it’s baby food.

3. MEAT

Vashti’s body is a forward echo of the cyberpunk body. Like Vashti, cyberpunk heroes find freedom and fulfillment in the virtual realm. Like Vashti, their physical bodies pay a price. Due to the affordances of the Machine, Vashti seems largely unaware of her physical body. This sets her apart from cyberpunk heroes. Because they move between the real and the virtual, they are more conscious of the limitations of the flesh. They view their bodies as prisons tethering them to the physical world. 

In Neuromancer (1984), cyberpunk’s urtext, William Gibson famously refers to Case’s cyberpunk body as “meat” (6). This has become an enduring and indelible metaphor in cyberpunk culture, perhaps reaching its fullest expression in Pat Cadigan’s Synners (1991). In Synners, the character Visual Mark gets brain implants that enable him to achieve total immersion in cyberspace. After Visual Mark’s consciousness abandons his body, “He lost all awareness of the meat that had been his prison for close to fifty years, and the relief he felt at having laid his burden down was as great as himself” (232).

Meat and pap are both foods, but their resemblance ends there. Pap is feminine. Meat is masculine. Meat is heavy, dark, bloody, animal. It is a dead, inert thing. Meat is carne, carnage, carnal. To call the body meat is to reify the crude appetites of the flesh. In Neuromancer, Case’s sexual desire “belonged…to the meat;” his lust is an “infinite intricacy that only the body, in its strong blind way, could ever read” (Gibson 239). Forster would agree. In A Room with a View, published the year before “The Machine Stops,” he opines, “Love is of the body; not the body, but of the body” (189). Case’s bodily urges are so strong that they supersede vision, the sense that predominates in the virtual realm (Lanier 127). Meanwhile, in “The Machine Stops,” Vashti is sexless. Her sense organs are blunted, not by her corporeality, but by her reliance on the Machine.

In Technologies of the Gendered Body, Anne Balsamo uses four characters from Pat Cadigan’s Synners to map “four different versions of cyberpunk embodiment: the marked body, the disappearing body, the laboring body, and the repressed body” (140). Visual Mark represents the disappearing body. The repressed body is Gabe, a character who is addicted to the safety of cyberspace simulations and fearful of the consequences of embodied experience. Gina represents the marked body. She is marked by her Blackness, her doomed love for Mark, and her wrath. The laboring body is Gabe’s daughter Sam, a hacker who builds a chip reader that runs on her own bodily energy. Balsamo argues that the four types of cyberpunk embodiment are gendered. The male body is repressed or disappearing. The female body is marked or laboring. She then invokes Donna Haraway’s “cyborgian figuration of gender differences, whereby the female body is coded as a body-in-connection and the male body as a body-in-isolation” (144).

Vashti and Kuno invert the gender roles Balsamo identifies in her analysis of Synners. Vashti displays both Mark and Gabe’s versions of cyberpunk embodiment. Materially, she is the disappearing body, disregarding her physical form in favor of complete immersion in the Machine. Behaviorally, she is the repressed body, disgusted by her son’s physicality and terrified of direct experience. Conversely, Kuno has more in common with Gina and Sam. He is marked by his physical strength and his hair. He labors to escape the bonds of the Machine. 

Whether Vashti and Kuno confirm or confound Haraway’s own cyborgian coding of gender is another matter. Which of them is more connected? Which is more isolated? According to Seegert, “The Machine Stops” is fundamentally about the battle between rival modes of connection: “that of machinery and tele-technology” and that of “gross bodily connection through the flesh (34). By virtue of her connection with the Machine, Vashti is in constant contact with thousands, yet lives alone in a featureless cell. Kuno seeks and finds physical connection outside the world of the Machine, yet he is a social pariah.

The gender subversion of “The Machine Stops” does not end there. As a woman, Vashti is an unlikely cyberpunk progenitor. Andrew Ross describes classic cyberpunk as a “baroque edifice of adolescent male fantasies” (145). Fred Pfeil argues that most cyberpunk literature is “stuck in a masculinist frame” (89). According to Veronica Hollinger, cyberpunk fantasies primarily speak to “young white males with access to computer hardware” (126). Classic cyberpunk heroes are marginalized, alienated loners who live on the edge of society. In that sense, Kuno is more cyberpunk than his mother, who is achingly mainstream. Yet Kuno spurns all things cyber. Silvana Caporaletti notes that the character of Kuno has been credited with inspiring a different science fiction archetype, that of the alienated hero who rebels against a totally mechanized or automated society, as in Logan’s Run, THX 1138, and Metropolis (44).

4. MIRROR

Forster’s descriptions of Vashti’s body and physical environment are much more vivid than the images conveyed by the Machine. When Vashti speaks to Kuno through the Machine, his image is not clear enough for her to discern his emotions. The Machine mediates everything Vashti sees, hears, smells, tastes, and touches. It provides a “good enough” but unnuanced facsimile of the real. Her cell is “flooded with radiance and studded with electric buttons”—buttons for food, medicine, clothing, music, and calling friends. She has a “hot-bath button, by pressure of which a basin of (imitation) marble rose out of the floor, filled to the brim with a warm deodorized liquid” (135). Vashti can access everything she wants without leaving the comfort of her room. Living this way, she develops a “horror of direct experience” (138). She finds the prospect of actually seeing, hearing, or touching another person unbearable. In a pivotal scene, she loses her balance, then angrily scolds a woman for “barbarically” putting out a hand to keep her from falling (140).

Classic cyberpunk stories like Neuromancer and Synners brim with drugs, sex, and danger. Their real worlds are comparably hypersensory and hallucinatory to their virtual worlds—if less consensual (Gibson 51). In Ernest Cline’s post-cyberpunk book Ready Player One (2011), the veracity gap between the virtual and the real in “The Machine Stops” is inverted. Cline’s protagonist Wade finds the real world “washed out and blurry” compared to the virtual (299). Wade is more self conscious than a true cyberpunk hero. Anxious that spending so much time in virtual reality is negatively impacting his physique, Wade avoids mirrors and adopts a punishing fitness regimen. He reflects:

Standing there, under the bleak fluorescents of my tiny one-room apartment, there was no escaping the truth. In real life, I was nothing but an antisocial hermit. A recluse. A pale-skinned pop culture-obsessed geek. An agoraphobic shut-in, with no real friends, family, or genuine human contact. I was just another sad, lost, lonely soul, wasting his life on a glorified videogame.

309

Pale and alone, jacked into a virtual reality from a small, brightly lit room, Wade is a neurotic after-image of Vashti.

5. ME

When I first read “The Machine Stops,” I found Forster’s notion of a future humanity’s radically changed relationship to the body to be less credible than his visions of videotelephony and the internet. I could not relate to Vashti’s horror of direct experience. Of course this was before the coronavirus pandemic. 

Today, reeling through the endless autumn of 2020, I identify with Vashti all too well. As I absorb and enact shelter in place orders and epidemiological guidance, I find my relationship to my body and the bodies around me changed, perhaps forever. A stranger’s proximity, let alone touch, has become intolerable. I can’t bear the thought of resuming my packed commute. When I go grocery shopping, I shy away from anyone who comes near. If someone were to touch me, even by mistake, even to help, I might scream. To protect my body and those of others, I have blunted my senses, by wearing a mask and gloves, by maintaining social distance, and of course by machines. 

Writing about “The Machine Stops” in 1997, Silvana Caporaletti describes the fluidity of utopian literature’s connection to reality: “The relation of the utopian text to reality can vary, indeed, with time, because human history and science may develop in directions that narrow the gap between imagination and reality” (32). She then asserts that “The Machine Stops” has become more relevant and significant with time. Writing in the same year, Marcia Bundy Seabury observes that totalitarian dystopias like 1984 now seem “less imminent than Forster’s of satisfied individuals sitting before their personal computers” (61). Of course, this was before the coronavirus pandemic. 

Cyberpunk and virtual reality arose a generation ago, during a period of extreme anxiety about our bodies’ vulnerability to the “unprecedented threats of AIDS, cancer, nuclear annihilation, overpopulation, and environmental disasters” (Springer 27). In the 1980s, techno-utopian “beliefs about the technological future ‘life’ of the body [were] complemented by a palpable fear of death and annihilation from uncontrollable and spectacular body threats” (Balsamo 1–2). In such a moment, the opportunity to escape into Vashti’s world, with its absence of discrimination, crime, hunger, illness, labor, and injustice, might have seemed tempting.

In the real world of 2020, the gap between Forster’s imagination and the reality of those with privilege has narrowed considerably. In small, wired-up rooms all over the world, the fortunate have donned cyberpunk bodies. They have abandoned the hazards of meatspace in favor of cyberspace. At the touch of a button, they can summon a delivery service to bring anything they want without leaving the comfort of their room. They continue their work and life by virtual means, attending virtual meetings and happy hours and lectures and birthday parties. They have learned the profound unsexiness of a day spent jacked into endless video conferences. They are increasingly pale and physically weak. They have the illusion of control. And they would do well to remember that their minds belong to the meat, not the Machine.


WORKS CITED

Balsamo, Anne. Technologies of the Gendered Body: Reading Cyborg Women. Duke University Press, 1996.

Cadigan, Pat. Synners. 1991. Four Walls Eight Windows, 2001.

Caporaletti, Silvana. “Science as Nightmare: ‘The Machine Stops’ by E. M. Forster.” Utopian Studies, vol. 8, no. 2, 1997, pp. 32–47.

Cline, Ernest. Ready Player One. Broadway Books, 2011.

Forster, E. M. A Room with a View. 1908. Penguin, 2000.

Forster, E. M. “The Machine Stops.” 1909. The Science Fiction Century, Volume One, edited by David Hartwell, Tom Doherty Associates, 1997, pp. 133–154.

Gibson, William. Neuromancer. Ace Science Fiction Books, 1984.

Haraway, Donna. “A Cyborg Manifesto.” 1985. Manifestly Haraway, University of Minnesota Press, 2016, pp. 3–90.

Hayles, N. Katherine. How We Became Posthuman. University of Chicago Press, 1999.

Hollinger, Veronica. “The Technobody and its Discontents.” Science Fiction Studies, vol. 24, no. 1, 1997, pp. 124–132.

Lanier, Jaron. Dawn of the New Everything: Encounters with Reality and Virtual Reality. Henry Holt, 2017.

Pfeil, Fred. Another Tale to Tell: Politics and Narrative in Postmodern Culture. Verso, 1990.

Ross, Andrew. Strange Weather: Culture, Science, and Technology in the Age of Limits. Verso, 1991.

Seabury, Marcia Bundy. “Images of a Networked Society: E. M. Forster’s ‘The Machine Stops.’” Studies in Short Fiction, vol. 34, no. 1, 1997, pp. 61–71. 

Seegert, Alf. “Technology and the Fleshly Interface in Forster’s ‘The Machine Stops’: An Ecocritical Appraisal of a One-Hundred Year Old Future.” The Journal of Ecocriticism, vol. 2, no. 1, 2010, pp. 33–54.

Springer, Claudia. Electronic Eros: Bodies and Desire in the Postindustrial Age. University of Texas Press, 1996.

The CyberPunk Culture Conference


SFRA Review, vol. 50, no. 4

Symposium: The CyberPunk Culture Conference


The CyberPunk Culture Conference

Lars Schmeink


With COVID-19  taking center stage in our lives in 2020, we are all faced with new perspectives on our jobs and the resurgence of old inequalities. On the one hand, the coronavirus jumpstarted a digital transformation in our work and research that no one really anticipated. Prejudices against the digital and lacking technical infrastructure be damned, this virus dragged us all into the virtual realms of cyberspace whether we wanted to or not. While some cling to the minimum translations of analog to digital and hold fast to the ideal of face to face human interaction (hello, to all those administrators who thought  Fall 2020 was going to be just another day in HE), others opted to become more creative. We have seen orchestras play virtual concerts from hundreds of different living rooms, world leaders convene in digital meetings, people take digital vacations, and we got Captain Picard (yes, I know) reading Shakespearean sonnets so that we would be inspired. The possibilities of virtual worlds seem as endless as Vernor Vinge, William Gibson, and Neil Stephenson predicted in the 1980s and 90s.

And yet, on the other hand, we also saw that our world had become more entrenched in its inequalities, that some were disproportionately more effected by the virus, as we experienced “the divide between a managerial class that can be shifted to work from home and a worker class, low-paid, without significant savings, and (in the United States) even lacking health care benefits that must nonetheless put itself at daily risk of infection,“ as Gerry Canavan noted on Facebook. Technology is a dividing factor between those who have access to it and those who control it. This is a claim that Karen Cadora had noted 25 years ago, when writing about cyberpunk, which imagines a world where technology is a tool of both oppression and liberation. Poverty is pervasive in cyberpunk, and technological resources are expensive luxuries. Those without access to […them] are effectively kept in the underclass” (359). Well, in corona-times it works both ways and then some. Not having a job that allows you to self-isolate and work remotely, not having access to stable internet, to high-end computers, to technological systems that replace physical interactions with the world comes at a high price in a pandemic, a price that black and brown communities pay doubly. Intersectional discrimination is enhanced through technological inequality.

So, when Veronica Hollinger wrote in a testimonial for the first CyberPunk Culture Conference that she believed the CPCC was “an opportunity to test-drive our critical posthumanism, to be aware of the intriguing complexities of our material participation“ I understood this to speak to both of these described effects of the coronavirus on our academic realities. We are becoming-with the machine, scarily so in E. M. Forster’s sense but also as Donna Haraway means it. Our technologies become surrogates for our interactions with each other. A digital-only conference on cyberculture, then, seems ‘meta’ in that it addresses issues that influence its own materiality. And, not to forget, our material participation is dependent on our social and political circumstances. While many would have loved to come to the SFRA conference (or any other physical meeting), not only the virus but also financial, social, or political obstacles stood in the way of this. And this is true even without the virus at work.

When all plans were cancelled this summer, I wanted to organize an event that takes a different approach, not just out of necessity of a raging pandemic, but as a chance to critically reflect our material participation and our posthuman existence. The CyberPunk Culture Conference was that event, morphed from a planned roundtable discussion and book launch of The Routledge Companion to Cyberpunk Culture that I co-edited with Anna McFarlane and Graham J. Murphy. Building from the idea that cyberpunk is not only an important genre of sf literature, but a cultural formation that speaks immensely to our moment in time and is ideally situated to map our realities, I started to think about what would make the CPCC.

In terms of theme, the conference was open to all interested in cyberculture and the 32 papers presented show an amazing breadth of scholarship, from fashion to music, from holograms to social media, from classics to brand new works of culture, from Turkey to Japan. In addition to the 32 individual papers, we also had a keynote by the fantastic Pawel Frelik, whose musings on the political myopia of cyberpunk are worth a longer discussion, and the above-mentioned roundtable with the editors of the Routledge Companion and two contributors, Sherryl Vint and Hugh O’Connell. We had a lively discussion of how “Living in Cyberpunk Times” and all the utopian and dystopian moments that go with it. If you have not had a chance to look into it, read up here in this symposium issue of SFRA Review, or head on over to www.cyberpunkculture.com where all of the papers are still available to watch and read.


WORKS CITED

Cadora, Karen. “Feminist Cyberpunk.” Science Fiction Studies, vol. 22, no. 3, 1995, pp. 357-372.

Canavan, Gerry. “feeling cute, might delete later” Personal Facebook post. Jun 30, 2020. https://www.facebook.com/photo?fbid=10105425657515891&set=pcb.10105425658224471

Hollinger, Veronica. “Testimonial”. CyberPunk Culture Conference. Jul 09, 2020. http://cyberpunkculture.com/cpcc20/

Introducing the 2020-2021 Support a Scholar Grant Recipient: Ida Yoshinaga


SFRA Review, vol. 50, no. 4

Features / Support a Scholar 2020-2021


Introducing the 2020-2021 Support a Scholar Grant Recipient: Ida Yoshinaga

Ida Yoshinaga


Hi everyone, I was asked to introduce myself and my work.  I guess you could say I am a narrative analyst, content producer, and labor scholar working at the odd intersection between science-fictional praxes, genre theory, and postcolonial folklore studies. I want to help diverse community people tell meaningful stories in mass media and thus try to contribute to the field of transmedial creative writing and the cultural politics of storyworld construction.

I have a couple of projects during this pandemic.  First, I study the complex dynamics between labor and leisure within the political economy of corporate-transmedial (i.e., “franchise” or “IP”) speculative and fantastic storytelling (this is the stream of research I refer to as my Disney scholarship). I deploy cross-platform narratological analyses to evaluate the productive value of gender, class, racial, and colonial content across narrative and non-narrative media. Then, working with this sense of value, I focus on the digital-age technologies of creative-labor extraction from cultural communities used by Disney and the relationship of these media-tech extractive practices to diverse female consumer subjectivities produced to create Disney’s worldwide sf/f lifestyle empire. I analyze data from my passive and participatory observation conducted at Disney Parks and Universal Studios Parks (and resorts) alongside those from fieldwork done at alternative fantasy franchise and non-franchise leisure sites within the community, framing those findings against the scripted production of fantasy narrative by Disney writers (i.e., the company’s ideological representations).

Second, I am developing ideas on the ways that non-Native allies of global Indigenous peoples can aid pragmatically in the production of Indigenous sf/f mass-media narratives reflecting community storyworlds and survivance. As a settler ally of Indigenous creative artists, I look specifically at the workplace dynamics of commercial, academic, nonprofit, and artistic institutions where the enervating navigation of liberal institutional racism/settler colonialism, often gets in the way of Native media expression of cultural histories, ethics, and values. (This is an extension of my dissertation on the politics of sf/f genre blending as a means of expressing minority-community spiritual worldviews, via teleplay writing and TV producing.) Today, I am learning to produce Indigenous sf/f films, the daily, difficult, sometimes high-stakes making of which I am reflecting upon so as to figure out a sort of playbook for media allies.  I am interested in problem solving the intimate and dysfunctional institutional relationships born of settler colonialism and imperial racism, in light of the immediate workplace stakes of decisions over textual representation but also of how to optimize (in practical ways) creative autonomy for Indigenous mediamakers and storytellers working in contemporary mass-expressive forms which might be co-created or co-produced by non-Native creative workers or bosses.  Specific interpersonal practices of patience and empathy especially become affective technologies with which to bridge sometimes seemingly non-reconcilable gaps in historical difference, functioning both as decolonial education and harm reduction.

Hoping everyone is healthy and well these days, as we head into the holiday season!

The SF in Translation Universe #9


SFRA Review, vol. 50, no. 4

Features / SFT Universe


The SF in Translation Universe #9

Rachel Cordasco


Welcome back to the SF in Translation Universe! It’s certainly been a hell of a year, but if you’re reading this, that means that you’ve made it through and you can start dreaming about how much better 2021 will be.

Of course, 2020 wasn’t bad at all if you think about it in terms of books and stories, since I’m going to tell you about some fantastic SF in translation that came out between September and the end of the year. It’s certainly been a good fall/winter for collections, including Clelia Farris’s Creative Surgery (tr from the Italian by Rachel Cordasco and Jennifer Delare), Christiane Vadnais’s Fauna (tr from the French by Pablo Straus), The Beast and Other Tales by Jóusè d’Arbaud (tr from the Provençal by Joyce Zonana), Cixin Liu’s To Hold Up the Sky (various translators), Aleksandar Žiljak’s As the Distant Bells Toll (tr from the Croatian by the author), Okamoto Kidō: Master of the Uncanny (tr from the Japanese by Nancy H. Ross), and Jean Ray’s Circles of Dread (tr from the French by Scott Nicolay). That’s right—seven collections, translated from six different source languages, from seven distinct publishers. Ranging from the fantastic and surreal (Fauna, The Beast, and As the Distant Bells Toll), to horror and the uncanny (Okamoto Kidō and Circles of Dread), and finally to intriguing blends of science fiction and surrealism (Creative Surgery, Fauna, and To Hold Up the Sky), these collections will whet any reader’s appetite for more stories by these authors who should be much better known.

The one anthology that came out this season was The Valancourt Book of World Horror Stories, which includes tales from Spain, Norway, Hungary, Italy, Quebec, Mexico, and everywhere in between. Many of these authors have never appeared in English before, and will greatly enrich our understanding of the modern horror genre, which has been and always will be an international one.

We got two Japanese novels and one Polish novel in October, along with a standalone novella by the great Polish surreal fantasist Bruno Schulz. His story, Undula (originally published in Polish in 1922, tr in 2020 by Frank Garrett) is one of dreams and nostalgia, cockroaches and masochism. Similarly, Hiroko Oyamada’s The Hole (tr David Boyd) takes us into a region between reality and dream, where a woman who has recently moved to the countryside falls into a hole that seems to have been made for her (makes me think of Murakami’s The Wind-Up Bird Chronicle). What follows is a series of strange characters and creatures that destabilize her understanding of her world. Sayaka Murata’s Earthlings (tr Ginny Tapley Takemori) also begins with a character’s shift from the city to the country and her growing belief that she is an alien (with all that that word might mean). Finally, Andrzej Sapkowski’s The Tower of Fools (tr David French) introduces us to a new fantasy world (not connected to the Witcher), in which a magician and healer is caught up in a war and thrown into an asylum filled with people who are either insane or iconoclastic.

Rounding out the year is a short novel that seems to capture the dislocation from reality that many of us have felt in 2020. Guido Morselli’s Dissipatio H. G. (tr from the Italian by Frederika Randall) takes as its starting point one man’s realization (after abandoning a suicide attempt) that every single person, except for him, has vanished off the face of the Earth. What follows is a series of philosophical speculations about the place humans had held in the world, what their absence means for animals and the natural landscape, if time and history have any meaning when almost everyone is gone, and what a lone man should do when he has only his memories and human detritus for company. This is a strange, melancholic, yet strikingly touching story, and one I highly recommend.

In terms of short fiction, September and October have brought us a richly diverse group of stories from Bulgaria, Germany, Russia, Korea, Mexico, China, El Salvador, and elsewhere. We have magazines like Clarkesworld, World Literature Today, Samovar, Future Science Fiction Digest, Asimov’s and others to thank for this treasure trove (most of which is freely available online- check the “SFT on the Web” tab on sfintranslation.com).

Thanks for reading, and I’d love to hear what you’re reading now and/or looking forward to: rachel@sfintranslation.com.

Until next time in the SFT Universe!

Meet the Future: An Interview with Nichole Nomura


SFRA Review, vol. 50, no. 4

Features / Meet the Future


Meet the Future: An Interview with Nichole Nomura

Nichole Nomura
PhD Candidate, Stanford University


SFRA Review: Hi, Nichole, could you tell us a bit about yourself? As much (or as little) as you’d like!

Hello! I’m currently a PhD candidate at Stanford English, and I’ve just wrapped up my M.A. in Education from Stanford’s Graduate School of Education. I grew up in and did all my schooling in California, and somewhat stereotypically love the beach, the desert, swimming, and any form of being on the water (in all seasons). I collect (not hoard) books, tools, and blazers.

Review: How do you describe yourself professionally?

N: I work and teach in the digital humanities, education, and literary studies in order to study the way science fiction teaches and is taught. I’m a researcher in Stanford’s Literary Lab, a digital humanities (DH) research collective. Being a part of the Lab is such an incredible experience—I love the collaborative structure of project-based inquiry, the chance to explore questions outside my area of expertise, and the way DH methods estrange me from my own work and assumptions—it’s a science-fictional way to work on SF, but that’s not the only reason I use DH methods. DH’s ability to move to different scales is really useful when working on something as massive as science fiction or something as small as syntagmatic spaces between words. My research and teaching in the school of Education gives me the critical tools to see the lesson plans and curricula embedded in SF, and to analyze SF as embedded in lesson plans and curricula. The sociological methods I use, such as qualitative coding, come from my training in the Ed school, and help me approach questions that deal with real readers in ways that I choose for their respect and rigor. And literary studies, perhaps the most traditional home of the SF scholar, provides the theories that are at the core of my research and are the foundation of my personal reading habits and inclinations.

Review: Why does sf matter to you?

N: SF matters to me because people read it. People watch it. People write it and dress up in it and live in it. A lot of people. We would be fools not to study it.

That’s the short version of the manifesto. The longer version is built on a collection of anecdotes—students who have told me my class was the first one where they read books they liked; an engineering student who made his career decision as a kid watching Iron Man suit up for the first time; the way either Picard, Janeway, or Sisko seems to have a quote for any difficult occasion; or the time I watched a 6th -grader carefully hide a copy of The Hunger Games under his desk while we were watching a documentary. SF matters to me not only because people read it, but because people love it. These stories shape our lives because we choose to let them.

Review: What brought you to sf studies?

N: I got my first dose of SF theory in a creative writing class (specifically, for all you teachers out there, Langer’s “Case Studies in Reading 2: Key Theoretical and Critical Texts in Science Fiction Studies” from The Science Fiction Handbook), and while I had been exposed to some theory elsewhere in my undergraduate program, it had never clicked. For the first time, I understood what other people saw in theory. Somebody had tools for thinking about texts I cared about, in ways that changed how I thought about them—and I could use them as tools, choosing between them, refining them, setting them aside when they didn’t serve me anymore. The clichéd lightbulb turned on, and I don’t think it was a coincidence that it was the science fiction theory that excited me—there’s something special about it. I probably bored all my friends and professors with endless papers and discussion posts on cognitive estrangement, but they were supportive, excellent educators and collaborators who pushed me to read more, deeper, and better.

Review: What project(s) are you working on now, and how did you get there?What question(s) really drive your work?

N: I’m fascinated by the explicitly didactic—by the attempt to convey theoretical information directly in the context of a largely experiential narrative. Much of my work is driven by a desire to account for the giant lecture, the book within a book, or the equations that we commonly dismiss as sloppy worldbuilding or too heavy-handed. This interest in the explicitly didactic comes from a deeper pedagogical interest in what “theory” is and how we distribute it.

My dissertation examines the relationship between didacticism and science fiction. I argue that science fiction has an outsized pedagogical potential compared to that of traditional realist fiction, as a result of its more frequent movement between model and simulation and its investment in models as such. The model, in fiction, is a claim about how a system works—a theory of capitalism, family, physics, politics, biology, school, class, etc.—that the simulation then enacts over narrative time. Taking an interdisciplinary approach—combining traditional literary criticism, digital humanities methods, and qualitative social-science methods—the project seeks to understand how and what science fiction can and does teach.

In the Literary Lab, I’ve been working on a project called “Novel Worldbuilding” with Mark Algee-Hewitt that investigates science-fictional worldbuilding using computational methods. We’re able to detect passages that grammatically resemble scientific writing, using methods developed for the Microgenres project, as well as compare the probabilities of syntagmatic word combinations in SF novels against “real-world” scientific discourses, like that found in Scientific American and medical journals. These two methods proxy very different kinds of worldbuilding—and so the project’s next steps are to explore the relationships between them, as well as their relationship to the relative prestige, award-status, and scientific domain of novels that use them.  

Review: What do you envision for the future of sf studies and sf scholars? What do you want to see us accomplish?

N: We’ve spent the last however-many years fighting for the legitimacy of our field—now that a moment has come where SF is no longer relegated to the corners of “nerdy” and “unacademic,” I hope we do not squander it. I hope we guard against gatekeeping of all kinds, both directed at us and facilitated by us.

The line between scholastic and artistic work has always been blurry in SF studies—I hope we can not only keep it blurry, but develop better protocols for working within and across that blurry space. This is a question our field has to come to terms with at a variety of scales, from the citational practices of our own work and teaching to the CFPs we produce and the people we choose to fund. Is “critical” a stance or form? Are you introducing works as “primary” or “secondary” sources? “Theory” or “fiction”? How can we strengthen the critical praxis of SF, across and within this boundary space? How can we train future practitioners that feel equally at ease in critical and creative spaces, and how do we institutionalize and support those interdisciplinary spaces? We’ve already started—I think it’s imperative that we continue, and then share our theories of how to work in the blurry space with our respective home disciplines.

Review: If you could write a dream book, or teach a dream course, what would it/they be?

N: I’m itching to spend time thinking and writing about the way we learn to craft and be crafty through fiction. Dystopian worlds with instructions for survival, Engineering debates in Star Trek, prepper novels with lists of supplies, fantasy swordsmiths and healers, and Little House on the Prairie. Too broad for a dissertation, but I’ve been working on it for fun whenever I find a wonderful example of it.

Although it doesn’t look like a traditional book project or course, I’ve been building a database of SF award winners that allows for digital humanities methods like text-mining to be analyzed alongside qualitative coding methods and metadata like award-status or the pronouns used on an author’s Wikipedia page. The database has been an ongoing project of its own—it definitely started as a part of my dissertation (I just wanted to answer one small question about “hard SF”!) but then quickly became, with the support of undergraduate research assistants in the Literary Lab and the Center for Spatial and Textual Analysis, a project that far exceeds the scope of my dissertation. I’m excited to get to dig into it once the dissertation is done—whether that’s in a (somewhat untraditional) classroom space, a lab space, or as part of a book project remains to be seen. Most likely—all three!

Review: Thank you, Nichole! Your labor and thoughts are valued and appreciated.

The Modern High Fantasy Novel was Born in France: An Essay on Reverse Literary History



The Modern High Fantasy Novel was Born in France: An Essay on Reverse Literary History 

Mariano Martín Rodríguez
Independent scholar and co-editor of journal Hélice


Bibliographies, encyclopaedias and literary research by both fans and scholars are increasingly revealing the international wealth of science fiction’s past and present. In contrast, the other great branch of speculative fiction, fantasy, has still a long way to go in this respect. Andrzej Sapkowski’s “Witcher” series is virtually, and exceptionally, the only international fantasy works well known in English. This contention could seem far-fetched if we consider that Gabriel García Márquez’s magical realist works, as well Italo Calvino’s post-modern fancies are widely read and praised world-wide, and that Michael Ende’s The Neverending Story (Die unendliche Geschichte, 1983) has previously taken the world by storm. The European “fantastique,” from E. T. A. Hoffmann to the French “Décadents,” not to mention Franz Kafka’s symbolic parables, enjoys high critical consideration. My contention stands, however, if we consider how fantasy, and high fantasy in particular, can be defined. This task of defining is not an idle one even from the historical perspective here adopted. Without exactly knowing what we are talking about, namely the high fantasy novel and its origin in French literature, any contention about this matter would probably lack a solid scientific foundation. A prior specific theoretical description of high fantasy seems, therefore, necessary to escape the vagueness that affects all too often academic approaches to this kind of fiction. 

Whereas science fiction is, despite its range of definitions, a clear literary entity, the English word ‘fantasy’ is so all-encompassing that it has virtually lost any taxonomic value. Putting Edgar Allan Poe and J.R.R. Tolkien under the same heading because both use the supernatural amounts to a complete disregard of the specific nature of fantasy, and namely of high fantasy. Faster than light travel is as supernatural as ghosts appearing to the living. Narrative omniscience in the realistic novel looks like a godlike, supernatural power as well. On the other hand, fantasy, especially high fantasy, is a literary species with distinctive fictional features that can be inferred from even a superficial reading of its classics. High fantasy is about the realistically consistent building of a fictional secondary world fully independent from the mundane one (past, present, or rationally anticipated). Whether it is specifically named or not, high fantasy hardly stands intrusions from our world without losing its ontologically autonomous status, if we are to follow the definition of ‘secondary world,’ as it appears in this genre, proposed by Waggoner: “A fantasy world is a secondary reality whose metaphysical premises are different from those of the real world” (4). Using a more precise narratological language, Trębicki contends that fantasy follows:

a strategy aimed at the creation of a secondary world model with its own precisely described spatial and temporal parameters, its own social and ontological order, and its own causality, unusual from the point of view of mimetic reality but perfectly coherent and logical within the fictional universe. 

2014: 488

Therefore, I would exclude from high fantasy those works in which modern characters intervene in the secondary world, thus depriving it of the illusion of completeness in its own legendary, far-away setting in place and time, as well as distracting readers from a fully immersive experience. C. S. Lewis’ Narnia is a wide and sophisticated secondary world but the children’s access through a cupboard during World War II implies that it coexists with modernity, instead of remaining impervious to it as it would be the case in the true exercises of sub-creation in the Tolkienian sense. Portal fantasies (Conkan, 2017) such as Lewis’ (and Ende’s), to which one could add the weird awakening of alien gods in modernity in H. P. Lovecraft’s horror stories, are enjoyable in their own right but they cannot be considered genuine high fantasy. 

High fantasy eschews implausible contacts between ontologically different kinds of fictional worlds (the mundane and the fantastic) in order to offer the complete result of a speculative process of world building akin to that of science fiction (since it is rationally created on the basis of a particular set of premises). These appear to be scientific in science fiction, as its name implies. They are rather mythical in high fantasy, thus warranting the presence of supernatural beings, magical powers and extraordinary occurrences in the framework of a plausible pagan and pre-technological society.1 In this kind of imaginary society godlike forces intervene, or are believed to intervene, in human affairs in the same way as they do in the true mythological lore that modern archaeological, philological, and ethnological research have revealed to us using rational methods from the Enlightenment Age onwards. However, unlike mythological and legendary fiction based on existing matter (Greek mythology, Arthurian legends, Arabian Nights, etc.), as well as fairy tales, where narratives follow traditional and stereotyped settings and motives usually borrowed from folklore, high fantasy is ‘created.’ Its worlds are essentially personal artistic inventions by a particular author, although fantasy writers often find inspiration in existing mythologies as well as in ancient history for their creations. As Braga notes, “la littérature fantasy actuelle … est une pseudo-morphose, modelée par l’esprit positiviste et réaliste, par la sensibilité et le goût contemporain, de la littérature magique et féerique traditionnelle” [current fantasy literature … is a pseudo-morphosis, shaped by the positivist and realist spirit, by contemporary sensibility and taste, of the traditional magical and fairy-tale literature (my translation)] (2018: 44).

High fantasy writers, however, treat features borrowed from the ancient lore yet revealed by the modern human sciences as mere elements in their free world building, the consistency of which is internal, and which need not to be externally consistent with previous mythological, ethnographical or historical knowledge. For example, while Robert H. Howard uses names and peoples from the true ancient history of our planet, his work does not constitute archaeological fiction, because his history is invented, as his fictional historiographical account of the Hyborian age shows. Lord Dunsany was probably inspired by Japanese mythology but his mythology of Pegāna was his own. 

These features are common to all high fantasy worlds now considered canonical in the Anglosphere, such as Lord Dunsany’s Pegāna, Robert H. Howard’s Hyboria, Clark Ashton Smith’s Zothique, Tolkien’s Middle-earth, Fritz Leiber’s Nehwon, Fletcher Pratt’s Dalarna, L. Sprague de Camp’s Novaria, Ursula K. Le Guin’s Earthsea, Samuel Delany’s Nevèrÿon, Terry Pratchett’s Discworld and George R. R. Martin’s Westeros. A similar mythopoetic imagination already appears active in William Blake’s narrative poems where his personal mythology is, rather confusedly, presented to the world as an alternative to Christianity. Regarding prose narratives, John Sterling’s short story “The Sons of Iron” (included as an independent narrative in the novel Arthur Coningsby, 1833) explores the customs and history of an ancient race of men made of iron with a sober speculative tone similar to that adopted by later fantasists such as Giovanni Papini and Jorge Luis Borges in their imaginary ethnographies. 

Actually, the first high fantasy novels are believed to have appeared relatively late in the 19th century. If we do not consider the portal fantasies and fairy tale novels by Lewis Carroll and George MacDonald, as we should not do if the above descriptive definition of high fantasy stands, the high fantasy novel is to be found fully in Laurence Housman’s “Gods and Their Makers,” published in a collection of the same title in 1897. This appears as the first significant landmark2 in a long tradition of high fantasy novel that blossomed in Britain in the interwar period alongside with works such as Lord Dunsany’s The King of Elfland’s Daughter (1924), Margaret Irwin’s These Mortals (1925), Norman Douglas’ In the Beginning (1927) and Tolkien’s The Hobbit (1937). Together with the high fantasy stories written by Clark Ashton Smith and Robert H. Howard, and published during the same period in the US pulps, these narratives helped to elevate high fantasy to an inescapable feature of the contemporary literary landscape. It is easy to see that high fantasy novels not written in English are conspicuously absent from this list of early acknowledged classics, in the same way as they are hardly to be found in most surveys of fantasy, either in English (for example, Barron, 1990; Mendlesohn and James, 2009; Wolfe, 2011; Moran, 2019) or in other languages (Pech, 1990; Pato, 2019). Why is this so? Do other literatures lack writers who have created their proper speculative fantasy worlds long before Tolkien’s success and his countless global imitators? How is it possible that French, Italian, Spanish, German and Russian scientific romances have already been translated into English and taken into account in histories of world science fiction at this time, but no early continental high fantasy novels seem to exist according to present knowledge on the matter? 

In literary history, as in archaeology, one can hardly find anything without looking for it where others have not, for instance in French Literature. Since high fantasy scholars are rarer than science fiction ones even in the Anglosphere, let alone in other cultural areas of the world, it is a small wonder that some of the few hints of the existence of early, pre-Tolkienian high fantasy novel in French has been revealed at all by Brian Stableford, a writer, researcher and translator whose main field of work is science fiction. However, he has also translated other kinds of speculative works. For instance, two novels translated by him, André Lichtenberger’s The Centaurs (Les Centaures, 1904) and Han Ryner’s The Superhumans (Les Surhommes, 1929), are perhaps better understood as high fantasies. The latter is a rhetorically sophisticated work3 of its prospective brand, consisting of fantasies set in a future that looks like a mythic past, including the presence of supernatural entities and the absence of modern technology and science. Following its rediscovery in France thanks to Stableford’s English translation, the former has tentatively been considered there as the first French high fantasy novel.4 

Stableford has also translated shorter narratives by Remy de Gourmont, Gabriel de Lautrec, Bernard Lazare, Camille Mauclair, Victor-Émile Michelet, Éphraïm Mikhaël and other French Belle Époque authors. Most of these authors wrote in the so-called purple prose typical of Symbolism. French purple prose was widely imitated by British and American high fantasists from the Aesthetic Movement such as Lord Dunsany, Kenneth Morris and Clark Ashton Smith, and its influence can still be seen in Tolkien’s style. Rhetorically at least, modern(ist) high fantasy owes much to French Décadence. This style encompasses the high fantasy tales by those writers, as well as by Marcel Schwob and Remy de Gourmont, just to mention the ones whose work has acquired some canonical status in French literature. Now their contribution to the high fantasy short story should certainly be re-appraised, but it is also to be acknowledged that no high fantasy French novels written in this period or earlier other than Lichtenberger’s The Centaurs seemed to exist, except maybe for a short one by Mauclair entitled Le Poison des pierreries (1903), later collected in his collection L’Amour tragique (Tragic Love, 1908). This is indeed a beautifully decadent and weird high fantasy that was translated by Stableford in 2016 as The Poison of Precious Stones.

French high fantasy novel would seem then to have appeared later than, for example, Housman’s “Gods and Their Makers” (1897) if it were not for a famous mother and her less renowned son. They were Aurore Dupin (1804-1876) and Jean-François Maurice Arnauld (1823-1899), better known as George Sand and Maurice Sand, respectively. The latter inaugurated modern fantasy novels about Atlantis with Le Coq aux cheveux d’or (The Golden-Haired Rooster, 1867 in book form). Although it is set in the mythical ancient city-empire described by Plato, complete with its end by the gods’ wrath, Maurice Sand’s novel reads as a Howardian sword and sorcery story, with its barbarian protagonist, the blond ‘rooster,’ endowed with virtually supernatural strength and panache negotiating his way among the intrigues and decadence of ancient sedentary kingdoms. This hero rescues his romantic interest from her scheming father the king, as well as from her religious and marital duties as high priestess and wife of the volcano god worshipped in Atlantis. He even saves her from the eruption and the deluge that destroy the mythical world of Atlanteans, Scythians and other ancient peoples. These coexist in that legendary place and time without regard for archaeological findings, but according to the artistically controlled freedom of high fantasy. Maurice Sand’s style, with his short sentences and narrative conciseness and dynamism combined with colourful descriptions capable of generating the desired atmosphere of decadence, looks exactly like that of Howard’s Hyborian stories. Having arrived a century too early, Maurice Sand’s novel unfortunately went virtually unnoticed.5 Its existence is thus rather an anecdote in the history of (high) fantasy.

By contrast, George Sand’s Évenor et Leucippe (Évenor and Leucippe, 1856), afterwards re-titled Les amours de l’âge d’or: Évenor et Leucippe (Loves of the Golden Age: Évenor and Leucippe, 1861), is arguably the first high fantasy novel, at least the first subject to some academic attention6 and re-issued. Its author achieved fame as a writer throughout the Western world. Although this particular work did not enjoy the popularity of her novels of manners, and it was not translated into English, it was known in Anglophone intellectual circles, where French was widely read. This “Légende antédiluvienne” (‘antediluvian legend’) was anonymously commented upon, for example, in April 1862 in The North American Review. The unknown reviewer mentions its models, namely the Biblical account of the fall and the Platonic Atlantis myth, but only as the basis for a fully new mythology created by Sand about the origins of humanity, love and civilization. Both the Hebrew single god and the panoply of Greek deities are absent from the narrative, which tells the life as well as the emotional and philosophical growth of Évenor, a human child living in a balanced primitive society. The seeds of selfishness and evil already exist among humans, however, and the little protagonist is happy to find, after getting lost in the forest, a secluded, paradisiacal valley where he decides to stay. He meets there another child, Leucippe, who is being raised by Téleïa, the last of the ‘dives,’ a species of beings “half humane, half divine, – rather at once divine and human, having the heavenly soul and knowledge, with an earthly body and needs,” according to the American reviewer of the novel (558). The ‘dive’ (name adapted from ‘diva,’ the Latin and Italian word for ‘goddess’) teaches them morality and true love as the main inheritance from her race to this couple of children, then teenagers and married couple, so that they can deliver it to the successor sentient race, the humans. They fail, however, in their mission. Evil has already grown deep roots in human society. Évenor, Leucippe and their followers are forced to escape from their tribe. Only the dive’s supernatural intervention finally saves them from their pursuers, allowing them to return to their paradise in the valley, called Éden. This parts them from their fellow humans and therefore from the course of human history. Their fate is lost in the mist of myth and legend. Despite the echoes of their names and place in later traditions, namely the aforementioned Biblical and Platonic ones, their internally consistent world is a closed one, having nothing to do either with sacred or secular history. 

Évenor et Leucippe is not a fictional reconstruction of prehistory as it could have been but rather a symbolic narrative intended to convey, for a grown-up readership, an ethical and philosophical meaning through mythopoesis. The fictional world created there by George Sand fulfils all the requirements of high fantasy. It has “its own precisely described spatial and temporal parameters, its own social and ontological order” (Trębicki, 2014: 488) with its own beliefs and customs, which are all realistically shown. Its characters are individualised, and are radically different from those typified in fairy tales,7 as it is its plot, where the folktale motifs inherited by the literary fairy tale are also absent or, at least, they do not define the structure of the novel. Moreover, it has further features usual in later high fantasy literature, such as the presence, as well as the agency, of a supernatural category of beings independent from any previous lore and mythology, the ‘dives.’ Even Sand’s use of expressive invented anthroponyms (Le Guillou, 2013), similar to the ones typical of high fantasy is witness to her pioneering high fantastical approach. Nothing of this sort existed in the European and American novel at that time, at least as far as we know given the current state of research and translations, and there would be virtually nothing similar until the Symbolist/Decadent experiments in creative mythography and ethnography a few decades later. Therefore, unless further comparative research proves it wrong, there are solid grounds to maintain that the modern high fantasy novel to have been born, indeed, in France. It would can be claimed that two women, Mary Shelley and George Sand, invented in the Romantic age, most likely without knowing it, the science fiction and the high fantasy novel, respectively. Shelley has been given her due credit for it. Sand awaits hers.


NOTES

1 Trębicki has proposed a further definition of high fantasy that takes into account the pre-modern technological level of its secondary worlds. Actual supernatural agency is taken for granted in them following a posited pre-modern and pre-scientific world-view: “The basic structure of SWF [secondary world fantasy] is … placing the plot in a world whose technological level is rather low and spatial parameters closed, and which is presented as a reality not connected with the mimetic universe either spatially of temporally” (2011: 45).

2 Histories dealing with high fantasy usually mention the late romances by William Morris published in the 1890s as pioneering works. Christian institutions and real place names (for example, Rome) appear in these romances, which have a quest structures borrowed from medieval chivalric narratives. These features trouble their high fantasy status, since Morris’ fictional worlds would not be then full-fledged secondary subcreations in the Tolkienian sense here adopted (Tolkien, 2001). Moreover, they often lack an easily recognizable usual landmark of high fantasy, namely what Lin Carter called ‘neocognomica:’ “In creating an imaginary world with words, the author is thrust into the role of Adam. Everything must be named” (1973: 192-193). What kind of secondary worlds can be the ones in Morris’ chivalric romances when their characters are named Ralph or Arthur?

3 In my essay on this work which accompanies its contemporary edition, I describe it as follows: “Les Surhommes semble être un « monstre narratif », où le roman doit cohabiter avec d’autres genres, comme la poésie (en prose) dans ses manifestations tant sapientielles qu’épiques, ou l’historiographie, faisant fi de l’illusoire psychologie des personnages, collectifs par ailleurs, et des exigences d’une action conventionnelle” (2016: 125). My translation: “The Superhumans appears to be a ‘narrative monster,’ where the novel must cohabit with other genres, such as (prose) poetry in its sapiential as well as epic variants, or historiography, ignoring the illusory psychology of the characters, which are collective for that matter, as well as the demands of conventional action.”

4 In the preface to its contemporary edition, Fraysse contends that it could be considered to be the “« premier roman de fantasy français »” (‘first French high fantasy novel’) but with a possible caveat: “mais rêvons plutôt qu’il existe de nombreux textes antérieurs dignes d’endosser ce rôle” (2017: xiii). My translation: “but let us rather dream that there are many earlier texts deserving this consideration.” These earlier French high fantasy novels are precisely the matter of the present essay.

5 The most detailed review of this novel was written by his mother (Sand, 1867). In contemporary times, only a book devoted to Maurice Sand briefly comments on it (Bissonnette, 2017: 228-235, 331, 380-381). There is no contemporary edition of this significant work.

6 It is to be noted that none of the recent academic studies on this novel that I have been able to read (Gillet, 1977; Le Guillou, 2012, 2013, 2016; Mathias, 2018) clearly mentions its high fantasy features. French academic study of this kind fiction is still in its early infancy, though (Bougon, 2019).

7 Matthew David Surridge argued in a blog entry from 2010 (https://www.blackgate.com/2010/09/19/worlds-within-worlds-the-first-heroic-fantasy-part-iv/) that Sara Coleridge created in her novel Phantasmion (1837) the first fantasy secondary world. However, this novel’s subtitle, “A Fairy Tale,” is very clear regarding the particular kind of fiction it belongs to. Although the fairy tale is an important predecessor of high fantasy, their secondary worlds are different, even in the many instances, before and after Coleridge, where fairy tale worlds are fully independent from our mundane one. In high fantasy characters are individuals whereas those of the fairy tale are “occupational labels” (Waggoner, 23). Moreover, in the fairy tale magic and supernatural occurrences are taken for granted; in high fantasy they “must be realistically established” (22) following the posited rules of the (sub)created world. Following Tolkien, Nikolaya states that “genuine and skilful fantasy creates Secondary Belief (unlike the Primary Belief of myth or religion), putting the reader in a temporary state of enchantment. As soon as suspension of disbelief is disturbed, the spell is broken” (153) whereas “the addressee of a fairy tale knows that the story is not true” (153). Furthermore, the intrusion in fairy tales of elements from the phenomenological world also disturbs the suspension of disbelief or secondary belief. On the other hand, high fantasy stories “take place in a closed, self-contained Secondary World without any connection with reality. However, unlike fairy tales, they are definitely based on Secondary Belief” (154). Last but not least, ‘fairy-land’ “is a space where things happen, not a place of itself” (Hunt, 12) as Sand’s Éden is.


BIO

Dr. Mariano Martín Rodríguez is a translator and independent scholar based in Brussels (Belgium). He obtained his Ph.D in Philology at the Universidad Complutense (Madrid) in 1994. Since then, he has published numerous studies in different languages related to modern drama, scientific romance, and utopian, speculative (including high fantasy and theological fiction) and science fiction, in Spain and in Europe, as well as several critical editions of translations from different Romance languages and English into Spanish. He has also published several critical editions of Spanish works of utopian, fantastic, speculative and science fiction. He is currently co-editor of the online journal on speculative fiction Hélice (www.revistahelice.com).


WORKS CITED

Anon. “Évenor et Leucippe. Les Amours de l’Âge d’Or. Légende Antédiluvienne. Par George Sand. Paris: N. Lévy Frères. 1861.” The North American Review 94.195 (1862): 557-559.

Barron, Neil (ed.). Fantasy Literature: A Reader’s Guide. New York (NY) and London: Garland Publishing, 1990.

Bissonnette, Lise. Maurice Sand : Une œuvre et son brisant au xixe siècle. Rennes: Presses Universitaires de Rennes, 2017.

Bougon, Marie Lucie. “Cosmogonie de la fantasy française : Genèse et émancipation.” Revue de la BNF 59.2 (2019): 38-47.

Braga, Corin. “La littérature « fantasy ».” Pour une morphologie du genre utopique. Paris: Classiques Garnier, 2018. 39-44.

Carter, Lin. “A Local Habitation and a Name: Some Observations on Neocognomica.” Imaginary Worlds: The Art of Fantasy. New York (NY): Ballantine Books, 1973. 192-212.

Conkan, Marius. Portalul şi lumile secundare: Tipologii ale spaţiului în literatura fantasy. Bucureşti: Tracus Arte, 2017.

Fraysse, Thierry. “Le conteur homérique.” André Lichtenberger. Les Centaures. Paris: Callidor, 2017. vi-xiv.

Gillet, Jean. “Les Amours de l’âge d’or : l’Éden tourmenté de George Sand.” Romantisme 16 (1977): 46-55.

Hunt, Peter. “Fantasy and Alternative Worlds.” Eds. Peter Hunt and Millicent Lenz. Alternative Worlds in Fantasy Fiction. London and New York (NY): Continuum, 2003. 1-41.

Le Guillou, Claire. “Les Amours de l’âge d’or, une œuvre de la marginalité.” Eds. Pascale Auraix-Jonchière, Simone Bertrand-Grifftiths and Marie Cécile Levet. La Marginalité dans l’œuvre de Goerge Sand. Clermont-Ferrand: Presses Universitaires Blaise Pascal, 2012. 434-355.

Le Guillou, Claire. “De l’usage des anthroponymes dans Évenor et Leucippe, Les Amours de l’âge d’or; Légende antédiluvienne de George Sand.” Nouvelle Revue d’Onomastique 55 (2013): 259-268.

Le Guillou, Claire. “Présentation.” George Sand, Œuvres complètes. 1856. Évenor et Leucippe. Paris: Honoré Campion, 2016. 7-24.

Lichtenberger, André. “The Centaurs.” The Centaurs, adaptation and translation by Brian Stableford. Encino (CA): Black Coat Press, 2013. 13-187.

Martín Rodríguez, Mariano. “Foissonnement fictionnel et richesse de discours: Les Surhommes de Han Ryner.” Han Ryner, Les Surhommes. Saint-Martin de Bonfossé: Théolib, 2016. 119-135.

Mathias, Manon. “Pre-Darwinian Species Change: Reincarnation and Transformism in George Sand’s Évenor et Leucippe.” Journal of Literature and Science 11.1 (2018): 33-49. http://eprints.gla.ac.uk/148958/1/148958.pdf 

Mauclair, Camille. “The Poison of Precious Stones.” The Virgin Orient, adaptation and translation by Brian Stableford. Encino (CA): Black Coat Press, 2016. 349-389.

Mendlesohn, Farah, and Edward James. A Short Story of Fantasy. London: Middlesex University Press, 2009.

Moran, Patrick. The Canons of Fantasy Lands of High Adventure. Cambridge: Cambridge University Press, 2019.

Nikolayeva, Maria. “Fantasy Literature and Fairy Tales.” The Oxford Companion to Fairy Tales: The Western Fairy Tale Tradition from Medieval to Modern, edited by Jack Zipes. Oxford: Oxford University Press, 2002. 150-154.

Pato, Silvia. Breve historia de la fantasía. Madrid: Nowtilus, 2019.

Pesch, Helmut W. Fantasy: Theorie und Geschichte einer literarischen Gattung. Passau: Erster Deutsche Fantasy Club, 1990.

Ryner, Han. “The Superhumans.” The Superhumans, adaptation and translation by Brian Stableford. Encino (CA): Black Coat Press, 2011. 181-288.

Sand, George. Évenor et Leucippe. Paris: Garnier Frères, 1856.

Sand, George. “Essais et notices: Le coq aux cheveux d’or, récit des temps fabuleux, par Maurice Sand.” Revue des Deux Mondes 67.4 (1867): 1010-1022.

Sand, Maurice. Le Coq aux cheveux d’or : Récit des temps fabuleux. Paris: A. Lacroix, Verboeckhoven et Cie, 1867.

Tolkien, J. R. R. “On Fairy Stories.” Tree and Leaf. London: HarperCollins, 2001. 1-81.

Trębicki, Grzegorz. “Mythic Elements in Secondary World Fantasy and Exomimetic Literature.” Mityczne scenariusze. Od mitu do fikcji, od fikcji do mitu, edited by Tomasz Ratajczak and Bogdan Trocha. Zielona Góra: Oficyna Wydawnicza Uniwersytetu Zielonogórskiego, 2011. 41-52.

Trębicki, Grzegorz. “Supragenological Types of Fiction versus Contemporary Non-Mimetic Literature.” Science Fiction Studies 41.3 (2014): 481-501.

Waggoner, Diana. “Theory of Fantasy.” The Hills of Faraway: A Guide to Fantasy. New York (NY): Atheneum, 1978. 3-27. 

Wolfe, Gary K. “Fantasy from Dryden to Dunsany.” Eds. Edward James and Farah Mendlesohn. The Cambridge Companion to Fantasy Literature. Cambridge: Cambridge University Press, 2011. 7-20.

Sinofuturism and Chinese Science Fiction: An Introduction to the Alternative Sinofuturisms (中华未来主义) Special Issue


SFRA Review, vol. 50, no. 2-3

Special Issue: Alternative Sinofuturisms (中华未来主义)


Sinofuturism and Chinese Science Fiction: An Introduction to the Alternative Sinofuturisms (中华未来主义) Special Issue

Virginia L. Conn
Rutgers University / USA


As a mode of global and temporal situatedness, Sinofuturism has largely emerged as a concept applied externally to China by Western observers. By compartmentalizing sociocultural development as a form uniquely tied to the nation-state while also seeking to maintain both distance and otherness, Sinofuturism differs from theorizations such as Afrofuturism (to which it is often compared) through its application to, not development from, the subjects it takes as object. As a result, the very label of “Sinofuturism” developed out of the same Orientalizing impulses that previously relegated China to a space of backwardness and barbarism (Niu, Huang, Roh 2015) and which now attribute to it a projected futurity. Yet this Western label is one that Chinese authors and artists have appropriated and weaponized for their own creative ends, without necessarily sharing unified goals.

Authors of science fiction in China have uniquely grappled with this impulse, especially insofar as digital technologies—such as the growing e-publishing industry and networked media platforms—allow for the proliferation of new voices historically barred from traditional publishing venues. (Xu 2015) Too, contemporary science fiction in China functions as a transnational form that centers a technoscientific process or material object as a means of introducing social change, rendering the aim of science fiction inherently future-oriented even when relying on the past or focused on the present. Because potential future ontologies are expected to be relevant to present extrapolations, they fundamentally rely, to some degree, not only on realistic depictions of possible technologies and circumstantial realism, but also the familiar perceptions of the extant material and digital worlds—a central tenet of Sinofuturism’s omnivorous inclusion of technology, labor, art, and the visions it makes possible. (Lek 2016)

The globalizing effect of the internet and the subsequent rise in wide-scale digital exchange, in particular, has created a space for production in which Chinese authors are writing for an increasingly global audience and shifting their goals correspondingly. As early as the beginning of the 20th century, authors and public reformers in China (such as Liang Qichao, who, in his 1902 unfinished novel The Future of New China, described a utopian 1962 in which China was the dominant global power) were envisioning Sinofutures in which China was preeminent on the world stage. The idea of China as a dominant force in the world yet-to-come continues through much Chinese science fiction today, from standout international sensations such as The Three-Body Problem to anonymously published digital short stories like “Olympic Dream.” For science fiction authors describing the Chinese future (or the future as Chinese), an awareness of the fact that American and Western media largely paints China as a place of repression and censorship is an integral part of the worlds they depict.

To the extent that this is true, publishing regulations in China mean that the internet and other digital forms of publications, such as video games and online message boards, have become increasingly important outlets for science fiction. The Three-Body Problem, for example, was serialized first in the online-only Science Fiction World before being published as a book, and Western publication outlets like Clarkesworld have partnered with China-based Storycom to publish more Chinese science fiction in translation online. Because of the expectation of a global audience that online publication ensures, science fiction is changing as readership expands, yet the balance of global power remains uneven. Noted science fiction authors such as Xia Jia still describe science fiction coming out of China as having the mission of educating Western readers (Xia 2016), while English translators are increasingly burdened with the necessity of explaining historiocultural specificities through lengthy footnotes. (Liu 2014) That is, just as the West applies the term “Sinofuturism” to an entire national development project, Chinese authors are put in the position of responding and catering to Western assumptions in order to be legible on a global scale.

Here is where the specificity of China as a technologicized imaginary, located outside of both space and time, results in a an Orientalizing impulse fundamentally different from the fetishization of a high-tech Japan seen prominently in cyberpunk and the gleamingly sexualized noir adoration of the 80s. Shaped by and reliant on Western projections of Asia as the techne through which to shape a future defined by and created for the West, Sinofuturism not only projects China as a temporal locus for the project of modernity (Niu 2008), but also posits Chinese individuals themselves as resources, not originary producers of cultural or technological capital. Reduced by the West to faceless algorithmic data points, Chinese laborers and producers are commodified in an ideologically reproductive system informed by the racial panic of outsourcing common in the early nineties with the rise of overseas data centers. (Atanasoki and Vora 2015) Chinese science fiction writers are well aware of this and increasingly find themselves in a position to either push back against it or grapple with those fears in order to appear legible to an international readership.

Some authors do this by writing directly to the negative visions of a Chinese future most commonly held by the West: Chen Qiufan’s The Waste Tide, for example, deals with the physical detritus left behind by the dreams of digital development and the environmental devastation created when those developments are made obsolete and discarded, while Ma Boyong’s “City of Silence” shows both digital message boards and spoken language as subject to the same censorship as physical media, giving lie to the aspirations of online communications as a state of expressive exceptionalism. Other Chinese content producers actively embody the digitizing impulse that seeks to turn human beings into images for consumption: Naomi Wu (Shenzhen’s “sexy cyborg”), for example, has created a 3D scan of her body and uploaded it for the purpose of 3D printing models. These models are marketed alongside 3D models of Major Motoko Kusanagi from the Japanese anime Ghost in the Shell—an explicit juxtaposition of two stylized bodies (one real, one fictional) that, in their respective worlds, represent the future through a conscientious abandonment of the biological for the constructed.

So what, then, does it mean for Chinese science fiction to attempt to depict a Sinofuturist vision in the increasingly globalized space made possible by digital technologies? And what does it mean to produce content within a framework that imagines a techno-utopic future founded on artistic labor while simultaneously reproducing racialized tropes of dehumanization? How is material production changed by an increasing reliance on the digital? In the following essays, various researchers and theorists attempt to grapple with digital imaginaries, production, labor, and futurity across a wide range of topics multiply bound in Sinofuturist space.

The idea for this special issue developed out of a workshop organized by Dino Ge Zhang as part of the WuDaoKou Futurists collective, a collective aimed at decentering Sinofuturism from its Western articulations. The workshop, “Alternative Sinofuturisms,” already presupposes Sinofuturism as a venue for alterity and retains a space for various approaches and understandings of who and what is being foregrounded. Centralized in Beijing but held online with invited speakers from four different continents, the workshop was organized around a series of provocations, most of which are included in this issue. Amy Ireland articulated a view of darkside empathy that positioned Sinofuturist visions as methods of inculcating weaponized empathy, while Gabriele de Seta argued that Sinofuturism functions as a framework for denying the possibility of coevalness to China on the part of the West. I discussed Sinofuturism as an aestheticized projection that fixed images of the country in a perpetual futur antérieur; Vincent Garton, not included here, argued for a reappropriation of the term by Chinese theorists and politicians in order to reconstruct a new world system inclusive of heterogenous futures. The organizer, Dino Ge Zhang (without whom neither the original symposium nor this special issue would be possible), expanded on his concept of Sino-no-futurism to describe a world post-pandemic, which in many ways now reads as a science fictional dream for an American and British audience trapped in the perpetual now of our own countries’ ongoing pandemic-based immiserations.

The papers contained in this special issue respond to these various provocations and the overall concept of Sinofuturism from various angles. While some are supportive, seeing in Sinofuturism an opportunity for alternative epistemologies, others criticize its foreclosure of heterogenous elements and re-centering of global development vis-à-vis the West. What’s more, while Sinofuturism is an explicitly temporal projection, it is not necessarily a science fictional one except insofar as any futurist projection is a work of imagination—as a result, some of the essays contained here do not consider science fiction at all, while still engaging with the concept of how to situate the future on a global scale. By questioning who gets to imagine the future alongside who and what contributes to bringing those visions about, these essays incisively demonstrate that the material is never separate from the conceptual and the real-world consequences of imagining such alternatives.


WORKS CITED

Atanasoski, Neda and Kalindi Vora. “Surrogate Humanity: Posthuman Networks and the Racialized Obsolescence of Labor.” Catalyst: Feminism, Theory, Technoscience, vol. 1, no. 1, 2015, https://doi.org/10.28968/cftt.v1i1.28809.

Lek, Lawrence. “Sinofuturism (1839–2046 AD).” Center for Art and Media Karlsruhe, 2016, https://zkm.de/en/sinofuturism-1839-2046-ad.

Liu, Cixin. The Three-Body Problem. Translated by Ken Liu, Tor Books, 2014.

Niu, Greta Aiyu. “Techno-Orientalism, Nanotechnology, Posthumans, and Post-Posthumans in Neal Stephenson’s and Linda Nagata’s Science Fiction.” Melus: Multi-Ethnic Literature of the United States, vol. 33, no. 4, 2008, pp. 73-96.

Roh, David S., Betsy Huang, and Greta A. Niu, eds. Techno-Orientalism: Imagining Asia in Speculative Fiction, History, and Media. Rutgers University Press, 2015.

Xia Jia. “What Makes Chinese Science Fiction Chinese?” Invisible Planets: Contemporary Chinese Science Fiction in Translation, edited by Ken Liu, Tor, 2016.

Xu Jing. “’Golden Age’ Dawns for Chinese Web-Writers.” China Daily, 6 September 2015, http://www.chinadaily.com.cn/culture/2015-06/09/content_20951494_4.htm.