If you've been around for a while you may remember a certain magazine called Mondo 2000 from the 90's. It was a time when using the prefix cyber- wasn't done in irony and computers were still weird and edgy and nobody actually knew what the hell they were doing. Psychedelic explorers like Timothy Leary and Terence McKenna were still alive (though Leary died in '96 and McKenna four years later), raves required you to go on quests to find map points so you could get your wristband to get in, and we all knew - we just knew - that the Net would usher in an age of understanding because people from vastly different kinds of lives could communicate openly with each other and learn to see eye to eye.
Go ahead and laugh, get it out of your system.
If you've never run across it before, a fair amount of M2k as well as the 'zines that eventually lead to its creation have been uploaded to the Internet Archive so you can read them for free. Unfortunately, Mondo 2000 ceased publication late in the 90's after a perfect storm of multiple things going sideways within a fairly short period of time. Frontbeing R.U. Sirius has been around the entire time, working on multiple publishing projects at the same time and keeping his neurons in the game. I would like to announce that his latest project is the return of Mondo 2000 as a blog featuring articles from many of the original contributors, some classic articles with commentary for the twenty-first century, and insights from some new minds from the other side of the millennium rollover.
Take a look at it and see what you think. If you like it, please circulate the URL to get more eyes on it.
High Gibson - noun, genre - Science fiction in the cyberpunk genre that makes no bones about being inspired by William Gibson's classic works. Stylistic influences, tropes, and character archetypes are easily recognized as being inspired by the Sprawl Trilogy and the Burning Chrome short stories. Compare with high fantasy.
From time to time I sit down with my gaming buddies, and we both lament and observe how well reading and playing cyberpunk games has prepared us for life in the twenty-first century. I don't think that many people expected real life to track quite so closely with many a cyberpunk world penned by the masters, from William Gibson to Neal Stephenson to Bruce Sterling. Strangely enough, many of the lifestyle strategies depicted in these stories have helped keep our own lives (and those of our families) stable and, for the most part nice to live as human history has gone nonlinear all around us. Sure, we're seeing early experimenting with direct neural interfaces in hospitals, AI research is changing the world around us faster than we can see (and some of it's even open source), grinders are starting to do some pretty weird stuff with their own bodies, and we have stupidly advanced technology available for next to nothing on the street, but let's dig a little deeper.
What's really fucking with me is how much real life is tracking some of the backstory of Shadowrun.