The ‘punk’ in ‘cyberpunk’ comes from the
generally rebellious stance of the sub-genre.
In contrast to the squeaky-clean space visions produced by the likes of
Asimov and Clarke, sex, drugs, and rock-n-roll, mixed with near-future tech,
are instead presented as the future. So
when two of its most prominent representatives genre decided to collaborate on
a novel, what better way to rebel than defy expectation?
One its premiere stylist, the other its
most outspoken media voice, William Gibson and Bruce Sterling buck cyberpunk
expectation with their cooperative effort The
Difference Engine. Applying
computing in Western society nearly a century before it occurred in reality,
the two create an imaginative alternate history, and in the process pen one of
the most influential works of steampunk to date.
The Difference Engine is set in London of 1855. Charles Babbage’s theories of computing having been made mechanically possible in difference engines—primitive computers powered by steam that process punch cards (see Section B.4 here). Spindles, gears, and feeder chutes, alongside steam gurneys, telegraphs, and smog abound in this alternate vision of England’s capital. The plot is centered around a peculiar set of punch cards which are being pursued by various personages. Luddites, Communards, Industrial Radicals, and other political interests giving chase, adventure and intrigue propel the plot through social and political waters, the use of the cards growing ever more mysterious as the story develops.
The Difference Engine is set in London of 1855. Charles Babbage’s theories of computing having been made mechanically possible in difference engines—primitive computers powered by steam that process punch cards (see Section B.4 here). Spindles, gears, and feeder chutes, alongside steam gurneys, telegraphs, and smog abound in this alternate vision of England’s capital. The plot is centered around a peculiar set of punch cards which are being pursued by various personages. Luddites, Communards, Industrial Radicals, and other political interests giving chase, adventure and intrigue propel the plot through social and political waters, the use of the cards growing ever more mysterious as the story develops.