Recently, interest in cyberpunk has grown once more. The game “cyber wasp 2077″ will undoubtedly be on your social software homepage even if you don’t comprehend “cyber” or enjoy “punk.” There have been ongoing conversations concerning this 3A game ever since the project’s inception in 2012. On station B, its 2018 trailer was viewed about 2 million times, while the 2019 trailer was viewed almost 5 million times. Although the anticipated release date for this year has been delayed three times, less than a day after the official launch, there were more over 1 million online players on Steam. In addition to the game’s distinctive “squeezing body” link, “Cyberpunk 2077” quickly attracted attention and mockery on significant social media sites.

The most appealing aspect of “Cyberpunk 2077” is really its cyberpunk worldview setting, which features a futuristic high-tech society, a ghostly world lit by neon signs and television screens, cybermen who have undergone biological metamorphosis, and filthy, gloomy, and cramped quarters. The alley is full of crime and violence, the wealth and poverty difference is wide, and this is where heaven and hell coexist.

It stands out from the other 3A games because of its distinctive worldview, and the online environment appears to be the finest setting for people’s active imaginations.

In addition to having nothing to do with Versailles, cyberpunk is not a band. The compound word cyberpunk is made up of the cybernetics punk prefix. Since its inception, the name punk has been rebellious, and it gives swearing a good social connotation. A rebellious emotional drama between robots and humans naturally arises when the two terms are mixed. From cyborg originates the word “cyborg.” This idea was first introduced in the famous book “Cybernetics” by American mathematician Wiener, which was published in 1948. He blurs the line between machine and human in the book by equating the feedback mechanisms of biological and mechanical systems, offering a theoretical justification for bio-mechanized transformation.

Simply described, cyborgs are people who employ science and technology as well as other outside factors to better themselves or the way their bodies work. Simple examples of cyborgs include people who have pacemakers, dentures, or prosthetic limbs. The development of technology The human body might be replaced by more machines as technology advances, and when the alteration reaches a certain point, it will resemble the terrifying cyberpunk recreated person.

The punk movement of the 1970s is associated with the word punk. Punk has negative implications such as hooligans or useless objects, as well as references to punk rock and music lovers. The Clash, Sex Pistols, and other bands are among the more illustrative punk acts. They still hang onto the idea of “anarchism,” they wear peculiar outfits, and they are highly conscious of counterculture. These ideas have integrated themselves into the cyberpunk universe.

The storyline is typically that the social order is tightly controlled by financial groups or secret organizations, and the main character takes advantage of the weakness in it to achieve some sort of breakthrough. Most of their birth backgrounds are based on the combination of low-life and high tech, typically with advanced science and technology, and then compared with a certain degree of collapsed social structure. For the growth of cyberpunk, “Cybernetics” and “Cyborg” lay the groundwork, and they shone brilliantly in the newly created science fiction work “New Wave Movement”!

born in the city

The works of the renowned American science fiction author Philip K. Dick were produced during the “golden age” of science fiction themes, moved through the “new wave” period, and had a significant impact on the “cyberpunk” genre in following generations.

Philip K. Dick, a science fiction author (1928–1982), was born in Chicago, Illinois, in the United States on December 16, 1928. Along with being the Hugo and Campbell Award winner, he is regarded as “a science fiction writer among science fiction writers.”

In addition to the several books that are still in print, Philip K. Dick also produced a number of short stories and other pieces that were included in American open-shelf periodicals. He has had at least seven of his books made into movies. Even though the author was praised by well-known science fiction authors like Stanislaw Lem, Robert Heinlein, and Robert Silverberg throughout his lifetime, the general public rarely paid attention to him, and it wasn’t until after his passing that this began to change.

Dick’s invention established the electric rebels subgenre. His writings all portray a morally decayed Californian American civilization. In contrast to his later works, his earlier books focused more on social and political issues. These descriptions, like “Scheming Scanner” and “VALIS,” are genuinely based on his own life experience. Simulacra and alternate realities, in which common, working people rather than the galactic elite reside in virtual worlds, are frequently used as narrative creation tools. “Dickens’ novel has no heroes.”

In the year 2049, when humans and replicants cohabit, the struggle between the two species worsens, according to the science fiction book “Blade Runner.” The old Blade Runner who has been missing for a long time is discovered by the new generation of Blade Runner K, and they work together to stop it once more. The crucial conflict between replicants and humanity.

A significant endeavor that largely relies on artificial lighting is the screen production of the “Blade Runner” movie. The entire movie is shot in the dark and contains very few sequences with bright sunshine, which results in a lot of stark contrasts between light and dark. shot. It is a key piece of cyberpunk literature.

One of “Blade Runner’s” contributions to history is that it preserved the “cyberpunk” aesthetic into the future. From describing dialogue to lens language, from writing to film. In addition to fostering the growth of the creative sector, science fiction films’ quick development has also given rise to a vibrant cyberpunk subculture.

It has a stronghold among young people in addition to having an impact on the European and American continents.

The protagonist of the “core formula” in the future-Japan was greatly impacted by the cyberpunk craze that exploded in the 1980s. Japan’s economy grew quickly in the 1980s and 1990s. The daily necessities of the populace were controlled by enormous corporations and chaebol. The unemployment rate has not decreased. In Japan, there were many Internet refugees who resided in expensive daily-fee Internet cafes. Society, in addition, has not left the house in 40 years, and they spend their days engrossed in the virtual network environment. Young people are irrationally breeding and overflowing with the “home” culture.

KEROUAC Journal, 1998

The 1990s street fashion in Japan was documented in the 1998 issue of the Japanese magazine “KEROUAC.” Early in the 1990s, Japan experienced a severe economic crisis, which had a negative impact on the country’s economy. Traditional corporate ideals were no longer widely held among young people. Some designers from the fashion industry gathered on the streets to create their own personalities while defying social conventions. Consequently, the popularity of American street style, punk style, and cyber components grew quickly.

The fashion community is reviving the Y2K look.

K=kilo, where Y=year 2=2 Year 2000 is referred to as Y2K. Mid-to-late 1990s to early 2000s saw the rise of Y2K, a popular culture characterized by fundamental optimism and technical utopianism. Retro and futuristic, contemporary and avant-garde, and other diverse styles make up Y2K aesthetics.

Y2K was initially a technology disaster brought on by the year 2000 problem, which led to a massive computer meltdown known as the Thousand Bugs Problem. The informational cyberpunk utopia starts.

Y2K was formed in a tranquil daydream and captured the wildest imagination and most beautiful dreams of people at the time, making it fundamentally distinct from previous styles.

The “aesthetic correctness” of the time was characterized by vibrant, highly saturated colors and a flamboyant demeanor. The aspects of Y2K include a three-dimensional sense of technology, brilliant metal, transparency, candy color, computer data page, and futuristic themes. A very interesting sense of cyber fashion is generated under contrasting hues, color block splicing, and other components, producing a strong visual effect.

The fashion community is infected by and thriving on cyberpunk.

Californian cinema digital artist Nick Sullo (also known as xsullo) mostly concentrates on cyberpunk style in his personal works. He was exposed to and drawn to digital art around the start of the year 2000. Since then, he has started to produce a variety of masterpieces using the technologies related to the subject that he has mastered. Xsullo creates a lot of sci-fi-inspired art that is cool, free, and simple. He merges surrealism with cyberpunk’s techno-dystopian symbolism, expressing it all with assured lines and vibrant colors.

These pieces frequently convey both a feeling of the future and a picture of the end. At the same time, it’s alarming, inflated, and intriguing. He frequently uses acrylics and spray paint on canvas to translate his profoundly felt internet works into the physical world. Each piece of work has a distinct and oppressive punk aesthetic. The feeling of visual quickly draws in young individuals.

Simply put, the universe that emerged from the fusion of cyber and punk may be described as a dystopian, high-tech future. Three very clear aspects of this universe can be seen in literature, film, and television.

a vibrant image system

The strongest visual effect of cyberpunk, particularly in urban environments, is its defining characteristic. Cities in cyberspace are frequently flooded with electronic data, and any building’s front could turn into a display screen. Advertising is shown stereoscopically all over the place. For instance, “Ghost in the Shell” features numerous 3D projections that can be seen with the unaided eye on the city streets.

Cool colors like green, blue, and purple dominate the color palette of cyberpunk cities. It fits our perception of a chilly, high-tech civilization, on the one hand. However, combining these hues can frequently result in a stunning neon-like visual effect.

the video game “Cyberpunk 2077” scene

Different cityscapes

Cyberpunk cities are frequently densely populated with high-rise structures, and the façade are always made of cold glass or metal in order to convey the future sense of superior technology.

Because of their aesthetic components, cities like New York, Tokyo, Hong Kong, and Chongqing frequently turn into “holy locations” for followers of cyberpunk.

The city will also feature a decadent street scene like a slum in contrast to the tall towers, and the streets are dark and filthy due to the dismal tone of cyberpunk itself. These are the locations where covert transactions frequently occur in cyberpunk fiction.

The shantytown from the film “Ready Player One”

Robots and Cybermen

Future cyberspace will frequently be populated by a significant number of altered humans and robots, even in the absence of physical artificial intelligence, as a result of advancements in information technology, biotechnology, gene technology, and artificial intelligence. The globe has also gotten more varied as a result of high levels of globalization and the dissolution of nations, and it is now commonplace in every metropolis to see a mix of different racial groups, robots, and humans.

called “Cyberpunk 2077”

Many people think of cyberpunk as a distant future, but if we look at how technology is developing right now, we can see that cyberpunk is actually a vision of the not too distant future. Our lives have started to “cyborgize,” in a way.

What will the future of the cyberculture sector look like?

Since the emergence of the cyberpunk aesthetic, it has been the topic of several literary works, as well as works in film and television. Due to them, a lot of products with a cyberpunk appearance were created as people started to accept and even respect this worldview and aesthetic.

Electronic devices fall under one category and are loaded with cutting-edge technology. For instance, the customized “Cyberpad” model introduced by Russian luxury goods maker Caviar

Additionally, certain keyboards and headphones have a cyberpunk aesthetic.

Clothing falls under the category of things with a cyberpunk impact. Fashion design now incorporates elements of cyberpunk from several major fashion labels.

“Techwear” is a derivation of cyberpunk that was born out of its pursuit. Like the cyberman’s transformed body, “techwear” apparel aims for technological beauty and utility. They have cutting-edge, new technical upgrade designs that are of the highest caliber.

ACRONYM for a representative brand

However, the majority of items on the market just use the idea or aesthetics of cyberpunk, and are therefore not considered to be truly cyberpunk. Additionally, technology and society are still far from reaching the level of the cyberpunk world. As a result, it is challenging to predict with precision what shape the cultural industry will take at that point. However, we may extrapolate a number of characteristics of future cultural products based on the current state of technology, the Internet’s development pattern, and some literary, cinematic, and television imaginations.


All cyberpunk works will produce a virtualized environment where people can interact with it using fictitious identities created through Internet connection. The majority of cultural products in the future might be delivered virtually, perhaps using wearable technology to create the illusion of augmented reality (AR).

Virtual idols may also spread to the general public. Future idols could be created to meet everyone’s requirements, better satiate fans’ cultural ingenuity, and increase their enjoyment of star-chasing. This trend is currently rather clear.

Blade Runner 2049, a film


At that point, cultural items will transition from being purely visual or audible to being immersive and linking several senses. The virtual world of “Ready Player One” may actually come to pass as a result of the ongoing advancements in VR technology, which will continue to alter the ways that people currently pass their leisure time.


Cultural experts have long critiqued the mass production methods used by the cultural sector, but as artificial intelligence, 3D printing, and virtual reality technologies advance in society, cultural items and content will become entirely different from what they are now. It might eventually move away from standardization and mass production toward customization and variety. Cultural products, particularly virtual ones, will also be tailored to the interests or demands of the user, turning cultural consumption generally into a personalized and customized consuming mode.

Although there have been many amusing interpretations of cyberpunk in this article, the genre itself is dismal and pessimistic, much like the shadowy areas of cybercity. Cyberpunk’s main idea is “high tech, low living.” Here, it has deteriorated the quality of human living space rather than increasing it. Through biological modification, humans in the cyber world immobilize themselves and enter the virtual realm to escape reality. Cyberpunk is ultimately a dystopian nightmare where matter devours the psyche due to technology.

The cyberpunk universe is not the only place where technology is being developed, though. We can be hopeful while yet being cautious, if necessary. In recent years, cyberpunk aesthetics have once again taken over the world of fashion. It looks to the future while paying respect to the classics. clash of futuristic magic, optimistic expectations of the future, and dream of cutting-edge technology. Styles change, but artistic brilliance never goes out of style.

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