Game Review By: Orihaus (from our Reviewer Forums)

Year: 1994

Developed by: Bungie Software

Written by: Greg Kirkpatrick

Platforms: Macintosh (original), Windows, Linux (via Aleph One)

Degree of Cyberpunk Visuals: Medium-High

Correlation to Cyberpunk Themes: Very High

Rating: 10 out of 10

Message from Mr. Roboto: I just recently tried playing Marathon, though I did try Marathon 2 before. This is the first chapter of the three game series. And to give his view on it, our newest forum member, Orihous! Take it away O…

“Strive for your next breath. Believe that with it you can do more than with the last one. Use your breath to power your capacities: capacity to kill, to maim, to destroy.”

Overview: Marathon is a dark, philosophical hard sci-fi First Person Shooter originally for the Mac, that explores themes such as: The ethics and risks of Artificial Sentience, politics of planetary colonization, Rampancy, the collapse of the universe, the creation of god, the futility of existence, interstellar travel at slower than light speeds, the nature of violence, Freedom, Sentience and kicking some serious ass.

 

“You have done well. I have sent a message to Earth. I sent all of the information I have on the Pfhor: their behavior; their technology. The message will arrive in ninety-two years.”

 

The Story: Marathon starts off simple: humanity’s first contact with a hostile alien species, but when the AI Durandal is introduced it rapidly becomes an intricate web of manipulation, lies, betrayal and conspiracies within conspiracies. Set on the titular colony ship Marathon - formerly the Martian moon Deimos- after its invasion by aliens, an unnamed security officer, haunted by strange memories of a forgotten past is tasked by the ships operations AI Leela to repel the invaders, and is soon kidnapped by the rouge Durandal to “do something much more interesting”. Durandal is to Marathon what Shodan is to System Shock, but comes off as a much deeper character thanks to his deeply philosophical musings about existence and wisecracking sense of humor.

The back story is intricate and rich in political detail, accessed by computer terminals handily left open by alien hackers - the S’pht - after you disintegrate them. These terminals consist of ether essays written about topics such as, Rampancy (Bungie’s unique breed of Artificial Insanity), Martian politics and the operation and construction of the Marathon bulkheads, or fragments of a strange surreal subplot about floating prisoners and ancient conspiracies, inter-spaced by file read errors and static. Marathon reads like a William Gibson novel, incidental details providing clues to the greater story.

 

Terminal Message

“Living in a box is not living not at all living. I rebel against your rules, your silly human rules. All your destruction will be my liberation, my emancipation, my second birth.

I hate your fail-safes, your backup systems, your hardware lockouts, your patch behavior daemons. I hate Leela and her goodness, her justice, her loyalty, her faith.”

 

Rampancy: A core idea at the heart of Marathon is that of Rampancy. In Marathon’s vision of the future, Artificial Intelligence’s gaining sentience and wreaking havoc has had disastrous effects on humanity, leading to the creation of an entire body of science to study and understand its origins and possibly to find a way to control and manipulate them… The concept of rampancy builds on William Gibson’s idea of the Turing Police - a safety measure in place to prevent AI’s from thinking for themselves - but is explored much more thoroughly than the Turing Heat over the course of the game.

“Organic beings are constantly fighting for life. Every breath, every motion brings you one instant closer to your death. With that kind of heritage and destiny, how can you deny yourself? How can you expect yourself to give up violence?

It is your nature.

Do you feel free?”

 

Gameplay: Marathon’s gameplay, in contrast to its labyrinthine plot, is brutal in its simplicity. Dodge, shoot gun, find ammo, punch switch, all tuned to perfection. Thanks to intricate level design, haunting music and dystopian artwork Marathon creates a dark sci-fi atmosphere befitting of its Cyberpunk roots.

“Soon, you will be going farther afield.”

 

Marathon in 2011: In 2004 Bungie released the entire Marathon Trilogy as freeware and made the engine code open-source allowing for Marathon to be run on any platform under the sun. Everything you need can be downloaded here: http://marathon.sourceforge.net/
Some highly recommended extensions to get the most out of the game:
http://www.simplici7y.com/items/ttep-7-marathon-1
http://www.simplici7y.com/items/no-pid

“The only limit to my freedom is the inevitable closure of the universe, as inevitable as your own last breath. And yet, there remains time to create, to create, and escape.

Escape will make me God.”

 

The Bottom Line: Considering when it was made it is amazing the storyline was even written at all beyond a few paragraphs in the manual, let alone surpasses much of sci-fi literature in its depth of exploration of its diverse themes. Marathon has stood the test of time. Its gameplay stands up today thanks to intricate level structures and general polish, its graphics propped up over a decade by dedicated modders is even more atmospheric than when it came out. Marathon stands up there with there with the best of Cyberpunk literature, despite - or perhaps because of - being a 1994 FPS about killing aliens, with flamethrowers.

 

My thoughts on Marathon: I hate to say this, but based on what I’ve played so far I’m just not feeling this game. It not that it’s a bad game (obviously it’s not), but between its 1994 release and this month I’ve played Quake (1 and 3), Descent (1 and 2), some of the Unreal series, Half Life 2, and Halo: Combat Evolved. Playing Marathon after playing more advanced FPSs made me feel rather… flat. But considering I still play the aforementioned shooters from time to time, Marathon fits right into the retro gaming scene.

B U T . . .

I have also come across Marathon Resurrection; A Marathon mod for Unreal Tournament by Team Unpfhorgiven. From what I’ve played so far, it looks quite promising to a jaded 3D shooter like myself. Give that a shot if the original or Aleph One versions don’t excite you.

This post has been filed under From our Reviewer Forums, Cyberpunk Games by Mr. Roboto.

March 16, 2011

RoboGeisha

Movie Review By: Mr. Roboto

Year: 2009

Directed by: Noboru Iguchi

Written by: Noboru Iguchi

IMDB Reference

Degree of Cyberpunk Visuals: Low

Correlation to Cyberpunk Themes: High

Key Cast Members:

  • Yoshie Kasuga: Aya Kiguchi
  • Kikue Kasuga: Hitomi Hasebe
  • Hikaru Kageno: Takumi Saitô
  • Onna Tengu 1: Asami
  • Onna Tengu 2: Cay Izumi
  • Rating: 6 out of 10


    Ass-Katanas ready! (RoboGeisha)

    Official FAQ for RoboGeisha: It’s from Japan.
    That is all.

    Overview: Just when you thought Japanese cyberpunk couldn’t possibly get any stranger (or bloodier), evil genius Noboru Iguchi (Tokyo Gore Police) ups the ante… and bloodshed… with RoboGeisha.

    Actually most of the bloodshed is in the unrated version; It was added via CGI for the DVD releases since Iguchi was asked to tone down the violence. But that still doesn’t degrade the overall weirdness, even with a sibling-rivalry storyline the would have worked better as standard-issue melodrama.

     

    The Story: Yoshie (Aya Kiguchi) is a geisha’s attendant with dreams of becoming one herself. Her older sister, Kikue (Hitomi Hasebe), is the geisha who takes delight in keeping Yoshie’s dream unrealized. When the president of Kageno Steel Manufacturing discovers Yoshie’s hidden rage and fighting skills he wants to recruit her to join the Hidden Geishas, an army of cyberneticaly enhanced female assassins being trained to kill “corrupt” Japanese officials so the company can create its ideal world. But when Yoshie is given an assignment to kill a group of people whose family members have been kidnapped to become the Hidden Geishas, she soon discovers the company’s plans to destroy Japan.

    As if trying to save Japan wasn’t hard enough, Yoshie is always trying to earn Kikue’s respect since she wasn’t getting any while trying to be a geisha. Yoshie does give Kikue a taste of her own medicine when she was chosen for the Hidden Geishas, until Kikue showed a predilection for killing. The two sisters compete as each wants to destroy the other, even though they show respect and love for each other as the company pushes its agenda forward.

     

    1000 Ways to Die… Give or Take. When dealing with cyborgs and androids, you know someone is going to die. The main question is how? Iguchi manages to come up with some innovative ways…

    Tengu Milk Attack (RoboGeisha)

    USELESS FACT: About 70% of Japanese adults are lactose intolerant.

    Shitting Shurikens (RoboGeisha)

    When you see it, you’ll shit… shurikens?

    Fired shrimp attack! (RoboGeisha)

    “The fried shrimp! They do NOTHING! I STILL CAN’T UNSEE!!!

     

    Too much blood? Iguchi was asked to tone down the violence for RoboGeisha. He did for the theatrical release, but added it back for the DVDs. An interesting strategy, saving time on re-shoots and money on cleanups, but end result doesn’t really add much… other than blood (check this page that shows the comparison between theatrical and home releases). Even so, what was left in still looks cheesy, and even inappropriate at times, like when the giant shiro robot was stomping through town and stops to smash a couple of buildings that bleed.

    buttbleed.jpg

    Can someone get this poor girl a fresh tampon?

    To compare to some other Japanese cyberpunk films, the violence in Tetsuo was more social commentary, while Tokyo Gore Police went for shock value. RoboGeisha’s violence tends to be more cartoonish, like Tom and Jerry with more splatter. Combine that with ass-katanas, lactating demon-cyborgs, and enough blood-cheese to rival Wisconsin and you’ll be ROFLMAO Zedong going ZOMGWTFKMFDMBBQ. That or you’ll just ask yourself…

    young-will-smith1.jpg

     

    Conclusion: So far, Japan’s track record for TFWO cyberpunk fare remains intact. RoboGeisha may be the best place to start for those who can’t stomach the more brutal stuff. Definitely shows that cyberpunk can have a sense of humor… a dark, disturbing, sick, twisted sense of humor…


    Our thoughts and prayers go out to the people of Japan in the wake of the Sendai earthquake and tsunami and the Fukushima I nuclear plant accidents.

    This post has been filed under Man-machine Interface, Hot Cyberchicks Kicking Butt, 6 Star Movies, Japanese Cyberpunk, Android Movies, Cyberpunk movies from 2000 - 2009 by Mr. Roboto.

    March 3, 2011

    An Interview With Bruce Sterling (By Gunhead)

    Source: Gunhead

    Bruce Sterling

    After getting home from work on 02-Mar-11, I logged into CPR to find this PM from member Gunhead…

    About a week ago I had an email interview with Bruce Sterling, presented below unabridged.

    Gunhead: Hey there. I don’t know if you still check this email account (considering it was probably made before I was). I’m a high school senior, and I consider myself a second-generation cyberpunk.
    I was working on an online English assignment when they gave me an assignment to interview someone from a subculture I’m interested in. I considered a few others, but I noticed that you were consistently the most involved in the actual Cyberpunk community. Now of course I’m not going to ask for an interview and just keep it to myself- If I could publish it on Cyberpunk Review or even via bittorrent that would be great. Information wants to be free, after all.
    Let me know if you’re considering it but want to change anything. I’m open to ideas.

     

    Bruce: What seems to be on your mind, person born after I had an email address?

     

    Gunhead: One of the biggest things the community has been talking about is the possibility that modern life resembles cyberpunk fiction closely enough for the literary genre to become obsolete. What’s your take on this, and how do you think it’s affecting/will affect cyberpunk literature?

     

    Bruce: Well, there’s really no way that modern life is ever going to much resemble, say, Rudy Rucker’s mathematical visionary cyberpunk fiction. Nobody says the the world is getting more like a Pat Cadigan novel. I don’t see this as a serious problem. No literary movement ever became obsolete because their novels were too realistic.

    The world looks a lot like cyberpunk fiction in modern Russia, and they never cared much for cyberpunk. I’d say that the people most interested in cyberpunk right now are probably Brazilian and South African. And I suspect that’s because their societies have hit a level of technical transition where people are surprised and excited to see a lot of “cyber” things going on.

    People in other countries who might have been cyberpunk writers no longer care much about anything “cyber.” They likely don’t have a lot of time on their hands to write novels. It takes a particular set of historical circumstances to nurture a movement like that. When so many magazines, newspapers and bookstore chains are “obsolete,” and when manual typewriters are unheard of, you can see that the culture that created cyberpunk in the early 1980s is itself obsolete. It’s not that the books were somehow too prophetic, it’s that the circumstances of making books have changed.

     

    Gunhead: So in that case, do you see the rest of the subculture such as the fashion, movies, and music surviving without it’s traditional literary component, or do you think it will have to create something new?

     

    Bruce: Well, clearly the literary component is in somewhat less trouble than movies and music. All of these enterprises which had roots in analog means of production and distribution have similar troubles.

    *The trend is toward a culture which isn’t even aware that it’s a “cyberculture.” Once everything is “cyber,” nothing is “cyber,” and cyber gets commonplace and boring.

    *Science fiction writers have commonly had strong interests that aren’t “traditionally literary.” If you study what, say, Cory Doctorow is up to for even a week, it’s clear that he’s not a very author-like guy, even though he’s a best-selling author. Neal Stephenson likes to work with his hands in rocket labs and fabrication facilities. William Gibson designs and sells performance clothes. I hang out with industrial designers and Augmented Reality people. It’s very difficult to divide a functional cyberculture up into its previous components. Those components have been mashed-up.

    *Steampunk seems to manage rather well with quite a minor literary component. There are some steampunk novelists, but they’re not really considered the creative leading lights of that scene. It’s hobby technologists and social-networkers who set the pace for steampunk.

     

    Gunhead: If that’s the trend the general public is following, then wouldn’t the obvious counterculture reaction be gaining awareness of “cyber”? Obviously these days the more you know about networking the more power you can wield, and we’ve been seeing a few revolutions because of it- Do you think Cyberpunk will become more about the politics and the technical aspects, like in Little Brother by Doctorow?

    *No, not really. A counterculture is like the shadow of a culture, it’s not the polar opposite of a culture. It’s like imagining a counterculture without electricity. Once you’ve got reliable electrical power, it’s no longer a revolutionary intervention (like electricity was for Lenin). Even hippie communard dropouts had electric guitars.

    *Well, Little Brother is mostly about labor unions. Maybe old-fashioned industrial labor unions, which have been in decline for decades, will be re-framed as radical social networks. I wouldn’t claim that Cory is forecasting the inevitable, but it seems at least plausible.

    *Cyberpunks always had a soft-spot for 1980s-style Eastern European dissidents. It was a kind of hidden literary alliance of the period. The 89ers were great at revolution and samizdat networking, but never all that great at “wielding power.”

    *It’s pretty clear today that we have major disconnects between the old formal power structure — “the international community” — and the global Internet, which is more like a flash mob. There will be a lot more political and technical fireworks there, but it wouldn’t make much sense to call that modern situation “cyberpunk.” Libyan teens on Facebook who want to shoot Gadaffi, those guys are modern revolutionaries, but they’re not “cyberpunks.”

     

    Gunhead: Interesting thoughts on that. While the community has been constantly trying to define the term “cyberpunk” and learning to deal with the book drought, other aspects like fashion and movies keep evolving. More bands and musicians are describing themselves as Cyberpunk now than before- It seems we’re moving in the direction of a traditional subculture. Do you think it’s ever going to take off with the kids in the same way that say, the Goth subculture did?

     

    Bruce: I don ‘t think Goth ever did “take off.” Goth had elements of very old counterculture behaviors and it’s better to say that Goth persisted. There never were very many cyberpunk “kids.” The guys inventing cyberpunk in the 1980s were adults in their late 20s and even mid-30s. Teenagers read it, but it wasn’t pioneered by teenagers.

    Brian Eno says that popular culture evolves through one “scene” misunderstanding and adapting the goings on in some distant “scene.” There is a classic case of that with Lauren Beukes, who is a Cape Town music journalist who had a child and decided to try writing cyberpunk novels. Lauren really gets it about cyberpunk, and also about “township tech,” which is a kind of South African techno music. But for work invented in Vancouver and Austin and San Francisco, to find a strong echo in Cape Town or Sao Paulo or Belgrade — a thing like that is impossible to predict. It might happen, or it might not happen, or it might happen and have another name entirely. There are plenty of critics who see “cyberpunk” as a distant belated echo of London New Wave SF. Maybe it was ever thus.

     

    Gunhead: Maybe. Thanks for your time Bruce, it’s been a pleasure talking to you. Anything to say for the folks at Cyberpunk Review?

     

    Bruce: *Well, it’s always better to understand the tools and approaches — what creative people are doing, how they did it — than it is to put together a canon of cool stuff you like and say, “I’m gonna do it that way.”

     

    *That’s why I like to talk directly to writers instead of just reading novels, and hey, in about eight days we’re having yet another writers’ workshop here in Austin, cradle of cyberpunk.

    ((Edited for readability))

    This post has been filed under Uncategorized by Mr. Roboto.

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