Cyberpunk derivatives


Cyberpunk derivatives, variously also called literary punk genres, science fiction punk, punk fiction, or punk-punk, are a collection of genres and subgenres in speculative fiction, science fiction, retrofuturism, aesthetics, and thereof, with the suffix -punk, collectively derived from the science fiction subgenre cyberpunk. In correspondence with cyberpunk, they are centered around visual worldbuilding, but, rather than necessarily sharing the digitally and mechanically focused setting of cyberpunk, these derivatives can display other qualities that are drawn from or analogous to cyberpunk. The basic idea is a focus on technology, usually a world built on one particular technology, where punk genres are really defined by taking the technology of a given time period, and stretching it to highly sophisticated, fantastical, or even anachronistic levels.
Akin to cyberpunk, transreal urbanism, or a particular approach to social stigma, have also been common, including elements of dystopia, rebellion, social alienation, societal collapse, and apocalypse, etc, with the main characters often being marginalized members of society, which ties into the original meaning of the word punk, but more recently, however, utopian themes have also become common.
Steampunk, one of the most well-known of these subgenres, has been defined as a "kind of technological fantasy;" others in this category sometimes also incorporate aspects of science fantasy and historical fantasy. Scholars have written of the stylistic place of these subgenres in postmodern literature, as well as their ambiguous interaction with the historical perspective of postcolonialism.

Background

American author Bruce Bethke coined the term cyberpunk in his 1983 short story of that name, using it as a label for a generation of "punk" teenagers inspired by the perceptions inherent to the Information Age. The term was quickly appropriated as a label applied to the works of William Gibson, Bruce Sterling, John Shirley, Rudy Rucker, Michael Swanwick, Pat Cadigan, Lewis Shiner, Richard Kadrey, and others. Science fiction author Lawrence Person, in defining postcyberpunk, summarized the characteristics of cyberpunk:
Classic cyberpunk characters were marginalized, alienated loners who lived on the edge of society in generally dystopic futures where daily life was impacted by rapid technological change, an ubiquitous datasphere of computerized information, and invasive modification of the human body.

The cyberpunk style describes the nihilistic and underground side of the digital society that developed from the last two decades of the 20th century. The cyberpunk world is dystopian, that is, it is the antithesis of utopian visions, very frequent in science fiction produced in the mid-twentieth century, typified by the world of Star Trek, although incorporating some of these utopias. It is sometimes generically defined as "cyberpunk-fantasy" or "cyberfantasy" a work of a fantasy genre that concerns the internet or cyberspace. Among the best known exponents are commonly indicated William Gibson, for his highly innovative and distinctive stories and novels from a stylistic and thematic point of view, and Bruce Sterling, for theoretical elaboration. Sterling later defined cyberpunk as "a new type of integration. The overlapping of worlds that were formally separated: the realm of high tech and modern underground culture.
The relevance of cyberpunk as a genre to punk subculture is debatable and further hampered by the lack of a defined 'cyberpunk' subculture. Where the small 'cyber' movement shares themes with cyberpunk fiction, as well as drawing inspiration from punk and goth alike, cyberculture is considerably more popular though much less defined, encompassing virtual communities and cyberspace in general and typically embracing optimistic anticipations about the future. Cyberpunk is nonetheless regarded as a successful genre, as it ensnared many new readers and provided the sort of movement that postmodern literary critics found alluring. Furthermore, author David Brin argues, cyberpunk made science fiction more attractive and profitable for mainstream media and the visual arts in general.

Futuristic derivatives

Biopunk

Biopunk builds on synthetic biology and biotechnology, typically focusing on the potential dangers to genetic engineering and enhancement. As such, this genre generally depicts near-future unintended consequences of the biotechnology revolution following the discovery of recombinant DNA.
Emerging during the 1990s, [|biopunk] fiction usually describes the struggles of individuals or groups, often the product of human experimentation, against a backdrop of totalitarian governments or megacorporations that misuse biotechnologies as means of social control or profiteering.
As in postcyberpunk, individuals are most commonly modified and enhanced by genetic manipulation of their chromosomes rather than with prosthetic cyberware or dry nanotechnologies, and sometimes with other biotechnologies, such as nanobiotechnology, wetware, special bioengineered organs, and neural and tissue grafts.
Film examples include Naked Lunch, Gattaca, and Vesper.

Cyber noir

Cyber noir is a noir genre story placed in a cyberpunk setting.

Nanopunk

Nanopunk focuses on worlds in which the theoretical possibilities of nanotechnology are a reality, including the use of Drexlerian 'dry' nano-assemblers and nanites.
It is an emerging subgenre that is still less common in comparison to other derivatives of cyberpunk. The genre is similar to biopunk, which focuses on the use of biotechnology, such as bionanotechnology and biorobotics, rather than on nanotechnology.
One of the earliest works of [|nanopunk], Tech Heaven by Linda Nagata, looked into the healing potential of nanotechnology. The genre is often concerned with the artistic and physiological impact of nanotechnology, than of aspects of the technology itself. For instance, Prey by Michael Crichton explores a potential doomsday scenario caused by nanotechnology. One of the most prominent examples of nanopunk is the Crysis video game series; less famous examples include the television series Generator Rex and film Transcendence.

Postcyberpunk

Postcyberpunk includes newer cyberpunk works that experiment with different approaches to the genre. Often, such works will keep to central futuristic elements of cyberpunk—such as human augmentation, ubiquitous infospheres, and other advanced technology—but will forgo the assumption of a dystopia. However, like all categories discerned within science fiction, the boundaries of postcyberpunk are likely to be fluid or ill-defined.
It can be argued that the rise of cyberpunk fiction took place at a time when "cyber" was still considered new, foreign, and more-or-less strange to the average person. In this sense, postcyberpunk essentially emerged in acknowledgement of the idea that humanity has since adapted to the concept of cyberspace and no longer sees some elements of cyberpunk as from a distant world.
In addition to themes of its ancestral genre, according to Rafael Miranda Huereca, postcyberpunk might also combine elements of nanopunk and biopunk. Some postcyberpunk settings can have diverse types of augmentations instead of focusing on one kind, while others, similar to classic cyberpunk, can revolve around a single type of technology like prosthetics, such as in Ghost in the Shell.
In television, Lawrence Person has called Ghost in the Shell: Stand Alone Complex "the most interesting, sustained postcyberpunk media work in existence".
In 2007, San Francisco writers James Patrick Kelly and John Kessel published Rewired: The Post-Cyberpunk Anthology.

Cyberprep

Cyberprep is a term with a similar meaning to postcyberpunk. A cyberprep world assumes that all the technological advancements of cyberpunk speculation have taken place, but life is utopian rather than gritty and dangerous. Since society is largely leisure-driven, advanced body enhancements are used for sports, pleasure, and self-improvement.
The word is an amalgam of the prefix cyber-, referring to cybernetics, and preppy, reflecting its divergence from the punk elements of cyberpunk.

Retrofuturistic derivatives

As a wider variety of writers began to work with cyberpunk concepts, new subgenres of science fiction emerged, playing off the cyberpunk label, and focusing on technology and its social effects in different ways. Many derivatives of cyberpunk are retro-futuristic: they reimagine the past either through futuristic visions of historical eras, or through depictions of more recent extrapolations or exaggerations of the actual technology from those eras.

Atompunk

Atompunk relates to the pre-digital period of 1945–1969, including mid-century modernism; the Atomic, Jet, and Space Ages; communism, Neo-Soviet styling, and early Cold War espionage, along with anti-communist and Red Scare paranoia in the United States; British "Mod" culture; underground cinema; Googie architecture; Sputnik and the Space Race; silver age comic books and superhero fiction; and the rise of the American military–industrial complex.
Its aesthetic tends toward Populuxe and Raygun Gothic, which describe a retro-futuristic vision of the world. Most science fiction of the period carried an aesthetic that influenced or inspired later atompunk works. Some of these precursors to atompunk include 1950s science fiction films, the Sean Connery-era of the James Bond franchise, Dr. Strangelove, Star Trek, The Twilight Zone, The Outer Limits, The Avengers, early Doctor Who episodes, The Man from U.N.C.L.E., Batman, The Green Hornet, The Jetsons, Jonny Quest, Thunderbirds, Speed Racer, and some Silver Age comic books.
Notable examples of atompunk in popular media that have been released since the period include television series like Dexter's Laboratory, The Powerpuff Girls, Venture Bros, Archer, and the web series The Mercury Men; comic books like Ignition City and Atomic Age; films like Logan's Run, The Incredibles, The Iron Giant, Indiana Jones and the Kingdom of the Crystal Skull, The ''Man from U.N.C.L.E., X-Men: First Class, and Men in Black 3 ; video games like Destroy All Humans!, We Happy Few, the Fallout series, Atomic Heart, and The Invincible ; and books like Adam Christopher's novel The Age Atomic''.