Post-Cyber Punk: Difference between revisions

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(Import from TV Tropes TVT:Main.PostCyberPunk 2012-07-01, editor history TVTH:Main.PostCyberPunk, CC-BY-SA 3.0 Unported license)
 
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Aside from this main difference, the two sister-genres share many themes, tropes and story elements to the point that many question the legitimacy of this genre as separate from [[Cyberpunk]], and contend that Post-Cyberpunk is simply Cyberpunk expanded beyond its base and taken further logically. Purists, however, see a definite difference.
 
The progression of the genre mirrors how society in [[Real Life]] viewed technology. In [[The Eighties|the 1980s]], some people argued that the dystopian future of [[Cyberpunk]] was probable, that technology was not going to improve life; instead it was going to help '[[The Man]]' institute a world similar to that feared by the likes of [[Nineteen Eighty -Four|George Orwell]], only with more consumerism, mindless hedonism and porn advertising. [[Mega Corp|Megacorporations]] were going to stomp out individual rights and enslave creativity for the sake of [[Corrupt Corporate Executive|Profit]]. And [[Japan Takes Over the World|Japan was going to take over the world]]. In the 1990s and 2000s [[Real Life]], the Internet did not just become a corporate tool but fostered a community-centric individuality, allowing ordinary people the freedom and resources to express themselves and share ideas like never before. In [[The Nineties|the 1990s]], giant corporations were still extremely powerful, but they didn't become the big bad guys, and the Internet increased corporate and government scrutiny. Additionally, the open-source movement provided a grassroots technological base to ordinary people, who in turn embraced some key open software.
 
Additionally, the Internet fostered the development of small businesses and firms by lowering barriers to market entry. International commerce became a matter of having an Ebay account. Instead of collapsing back to the anti-entrepreneurial centralized model of economic organization, technological change became a ''decentralizing'' force that encouraged entrepreneurial, venture-capital-based innovative firms rather than management-based stagnant corporate behemoths.
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Compare Cyberpunk, [[Punk Punk]] and [[Post Something Ism]]. See [[Cyberpunk Tropes]] for tropes found in [[Post Cyber Punk]] works and shared with its cousin [[Cyberpunk]].
{{examples|Examples:}}
 
== Anime and Manga ==
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* The ''[[.hack]]'' franchise.
* ''[[Flashback (Video Game)|Flashback]]'' has you playing a government agent who must stop an alien invasion. [[Wretched Hive|New Washington]] is delightfully dystopian, and at one point you must [[Deadly Game|compete in a televised deathmatch for money]].
* ''[[Megaman Battle Network]]'' takes place in an [[Everything Is Online]] world where Internet browsing is accomplished by using sentient programmes called [[Robot Buddy|Network Navigators]] (also known as Net Navis, or just Navis). While the world is generally bright and cheery and the protagonist and companions never stray into [[Anti -Hero|AntiHeroism]], viruses, which serve as the game series' Mooks, are horrifically common and cyber-crime is a very real threat.
** Add all-encompassing Wi-Fi connectivity, angst, and aliens attracted to loneliness and you get ''[[Mega Man Star Force]]''.
* The ''[[Metal Gear Solid]]'' series (with the exception of MGS3, which takes place in the 1960s) features a lot of post-cyberpunk themes and technology, and it becomes really strong with the introduction of the Patriots in MGS2.