Tuesday, September 6, 2005

Neuromancer

I have finally finished reading William Gibson's Neuromancer. It only took me, what, about two months?

Like Frankenstein and The Martian Chronicles, this was a book I didn't so much want to read as it was one that I felt I should read--because it is the first "real" cyberpunk novel. Like those other books, I was a little less than enthralled.
A not entirely negative review follows the jump.


I enjoy the "cyberpunk" genre as rule. I like detective stories and crime novels, I like dystopian fiction, and while I wouldn't call myself a sci-fi "fan," I do appreciate the genre. Cyberpunk tends to blend these things together, and I like blenders.

If I may be so bold as make some sweeping statements about cyberpunk: beyond what the Wikipedia article linked above says, there are a few other general similarities. Cyberpunk usually has a male protagonist, and a female protagonist who links up with the male, though not always sexually. This male is, at least in the outside world, usually a loser (an "anti-hero" in the literary jargon). The female is usually attractive and given over to leather and boy toys like motorcycles and skateboards; in particular she is tough and can fend for herself--but at some point in the story her feminine vulnerability will be exposed. At the end of the story, the man and the woman do not get together.
Cyberpunk endings are vague, and often dissatisfying. So is life a lot of times.
Cyberpunk's stock in trade is a fantastic but recognizeable near-future, or even present day. Like Tom Clancy, cyberpunk writers throw around a lot of jargon that they don't bother to explain. Context often takes care of this, and where it doesn't the mind is free to wander. A good cyberpunk novel introduces a lot of new concepts, and coins new terms, and some are often quite prescient.

I would like to try my hand at maybe a little cyberpunk short story sometime. The fact that Gibson knew next to nothing about computers when he wrote Neuromancer gives me hope that I could do this. But, the fact that Gibson knew next to nothing about computers also shows through in this novel, in a way that Neal Stephenson's avowed dislike of the internet did not show through in Snow Crash (which is a superior novel in most respects). The novel, written in 1984, also shows its age.

Gibson's characters are at least temporarily interesting, but if you like backstory you won't find it here, unless the backstory affects events in the current story, as with Armitage. In other words, if you like to see where characters come from and why they might react as they do, if you like a good character study, this is not your book (some readers will disagree with me; I'll get deeper into this later on). You'll learn little about the twin protagonists, less about the periphery characters. I hate to say it, but it makes it harder to care about the protagonists. The mysterious nature of their quest, and its vague morality, make it hard to care about the outcome. And when you don't care about the characters or what they're up to... well, then it takes you two months to read the book.

Still, Gibson broke some new ground here. His imagining of the Freeside space station and the necessary oddities of a rotating, cylindrical space, is close to genius. His vision of Chiba City's Ninsei enclave--and his rationale for its existence--has echoed throughout the entire cyberpunk genre. Certain scenes in the movie Hackers look like a visualization of Ninsei. I love this description of the place's existence:
But he also saw a certain sense in the notion that burgeoning technologies require outlaw zones, that Night City wasn't there for its inhabitants, but as a deliberately unsupervised playground for technology itself.
I'm sure at the time Gibson thought this was a true and worthy insight. Nowadays it seems the companies at the forefront of this "burgeoning technology" are trying to shut down any potential playgrounds and keep the technology for themselves.

Gibson also managed to make a couple of contributions to the lingo--"ice" as a byword for network security, "construct" as a word for a digital entity based on a real person (think Halo), that sort of thing--but the real feat of this novel is that it was written in 1984. The internet as we know it did not exist, but Gibson came up with a plausible realization of it. His visual depiction of what the Net looked like to a hacker who had "jacked in" compares again to 1995's Hackers; note that the computer in that movie, which is depicted much like Gibson's "Net," is called "The Gibson" in his honor.

The book was ground-breaking. It more or less created, or at the least defined, a new genre of fiction. It is imaginative, fast-paced, and includes enough sex, violence, and drug use to keep even the most worldly and jaded readers interested.

Still, Neuromancer left me feeling somewhat empty. It wasn't the ending (hey, I just watched Cold Mountain; this ending was great in comparison). No, I keep coming back to the characters, to Case and Molly. Both are interesting as characters, but not interesting enough to really be worth caring about.

This may be part of the problem with cyberpunk. Anti-heroes and tough girls can be interesting because they break the mould, but if their characterizations do not go far beyond that, they don't hold your interest. Case and Molly are interesting character sketches. There's not a lot to Case--we know he's 24, that he used to be a great hacker cowboy, and that he got burned by a mega-corporation/crime syndicate (megacorps being an important aspect of this novel and this genre) for being naughty with their data. We know little else about him, and, since despite attempts to correct them he maintains his drug addictions and his impropriety, it's hard to see why we should care what really becomes of him. Case is a protagonist (unlike Cold Mountain's Inman) who's death would not sadden us. Molly has more backstory (which will be familiar to readers of Gibson's Johnny Mnemonic (though not to viewers of that film)), but her motivation--she's only doing it for the money--makes her hard to know, hard to get involved with, and hard to care about. The most interesting character in the entire story, apart the eponymous Neuromancer, is Armitage, a broken and twisted man who's backstory we get just a tantalizing hint of. But Armitage plays another role; he's more of a tool than a character, both in the sense of his role in the story and his characterization.

So how big a fault is this? Gibson was, as I said, defining a new genre, and sometimes in doing that, especially if one isn't doing it consciously (it's hard to believe Gibson wasn't conscious of it, even if it wasn't his primary intent), the genre itself, the plot and its direction, outweigh the characters. The question, after all is, "What is cyberpunk?" not "Who is cyberpunk?" Case is a shell, like Molly and, quite literally, like Armitage. These shells have been expanded on and fleshed out by later writers, and by Gibson in some of his later works. In the long run, my inability to care about Case is less important than my ability to understand what he is.

Still, this makes characters into mere tools. I don't like to think of them that way. In my own writing I've discovered that plot happens because of the characters; plot doesn't happen to the characters. Not all writers work that way; not all readers expect it. But I do. And for that, and despite all the great and interesting things about it, Neuromancer was a disappointing read.

1 comment:

  1. Anonymous09:25

    Hmmm. I might want to read it now.
    Though I've only written for the fiction writing class I took, I found myself seeing characters from a similar perspective. It was like I got in a taxi being driven my the character. I told him I would like to see the city, but (s)he chose the routes and places to stop.
    I also like to know about and understand a character I'm reading to the point that I can begin to make predictions about the next moves to be made. I feel like I know them and their motivations and past experences better. Then it really get exciting when I reach a point that I'm not sure what a familiar character is going to do. Sometimes I have to move up to the edge of my seat.

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