Cyberpunk derivatives

[1] Rather than necessarily sharing the digitally and mechanically focused setting of cyberpunk, these derivatives can display other futuristic, or even retrofuturistic, qualities that are drawn from or analogous to cyberpunk: a world built on one particular technology that is extrapolated to a highly sophisticated level (this may even be a fantastical or anachronistic technology, akin to retrofuturism), a gritty transreal urban style, or a particular approach to social themes.

[3] 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.

[4] 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.

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.

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.

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.

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 1998, Lawrence Person published an essay to the Internet forum Slashdot in which he discusses the emergence of the postcyberpunk genre: The best of cyberpunk conveyed huge cognitive loads about the future by depicting (in best "show, don't tell" fashion) the interaction of its characters with the quotidian minutia of their environment.

In this view, typical postcyberpunk fiction explores themes related to a "world of accelerating technological innovation and ever-increasing complexity in ways relevant to our everyday lives," while continuing the focus on social aspects within a post-third industrial-era society, such as of ubiquitous dataspheres and cybernetic augmentation of the human body.

Denoting the postmodern framework of the genre, Rafael Miranda Huereca (2006) states: In this fictional world, the unison in the hive becomes a power mechanism which is executed in its capillary form, not from above the social body but from within.

This mechanism as Foucault remarks is a form of power, which "reaches into the very grain of individuals, touches their bodies and inserts itself into their actions and attitudes, their discourses, learning processes and everyday lives".

[citation needed] In television, Person has called Ghost in the Shell: Stand Alone Complex "the most interesting, sustained postcyberpunk media work in existence.

[20] Alan Moore and Kevin O'Neill's 1999 The League of Extraordinary Gentlemen historical fantasy comic book series (and the subsequent 2003 film adaptation) popularized the steampunk genre and helped propel it into mainstream fiction.

[23] The goal of such redesigns is to employ appropriate materials (such as polished brass, iron, and wood) with design elements and craftsmanship consistent with the Victorian era.

[27] The term was coined by the GURPS role-playing system in the sourcebook GURPS Steampunk [28] Examples of clockpunk include The Blazing World by Margaret Cavendish;[29] Astro-Knights Island in the nonlinear game Poptropica; the Clockwork Mansion level of Dishonored 2; the 2011 film version of The Three Musketeers; the TV series Da Vinci's Demons; as well as the video games Thief: The Dark Project, Syberia, and Assassin's Creed 2.

[citation needed] Dieselpunk is a genre and art style based on the aesthetics popular in the interwar period through the end of World War II into the 1950s, when diesel displaced the steam engine.

Atompunk (also known as atomicpunk) 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; 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.

Some of these precursors to atompunk include 1950s science fiction films (including, but not limited to, B movies), the Sean Connery-era of the James Bond franchise,[42] 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,[43] 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;[44] comic books like Ignition City[45][46] and Atomic Age; films like Logan's Run (1976),[47] The Incredibles (2004), The Iron Giant (1999),[48] Indiana Jones and the Kingdom of the Crystal Skull (2008),[49][50] The Man from U.N.C.L.E.

[28] Raypunk (derived from "Raygun Gothic") is a distinctive (sub)genre that deals with scenarios, technologies, beings or environments, very different from everything that is known or what is possible here on Earth or by science.

It is also distinct in that it has more archaic/schematic/artistic style, and that its atmosphere is more dark, obscure, cheesy, weird, mysterious, dreamy, hazy, or etheric (origins before 1880–1950), parallel to steampunk and dieselpunk.

Victorian-style attire with a steampunk mechanical arm
Dieselpunk
Cover of Atomic War number one, November 1952