Master S Thesis
Master S Thesis
6/3/2019 Contemporary
Cyberpunk in Visual
Culture
Identity and Mind/Body Dualism
Benjamin, R. W. Jørgensen
and
Morten, G. Mortensen
Master’s Thesis
Aalborg University
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism
Abstract
In this world of increasing integration with technology, what does it mean to be human and to
have your own identity? This paper aims to examine representations of the body and mind
cyberpunk, Ghost in the Shell (2017), Blade Runner 2049 (2018), and Altered Carbon (2018),
this paper focuses on identity in cyberpunk visual culture. The three entries are part of
established cyberpunk franchises helped launch cyberpunk into the mainstream as a genre.
The three works are important as they represent contemporary developments in cyberpunk
and garnered mainstream attention in the West, though not necessarily due to critical acclaim.
The paper uses previously established theory by Katherine Hayles and Donna Haraway and
expanding upon them into contemporary theory by Graham Murphy and Lars Schmeink, and
Sherryl Vint. We make use of the terms posthumanism, transhumanism, dystopia, Cartesian
mind/body dualism, embodiment, and disembodiment to analyse our works. These terms
have been collected from a variety of sources including anthologies, books and compilations
by established cyberpunk and science fiction theorists. A literary review compares and
accounts for the terms and their use within the paper. The paper finds the same questions
regarding identity and subjectivity in the three works as in older cyberpunk visual culture, but
they differ in how they are answered. This paper compares the answers and provides a
discussion regarding identity and mind/body duality in cyberpunk visual culture. Using the
of the human body and its potential replacement. The circumstances of these transhuman and
posthuman futures and the representation of the body closely relate to the previously
focus on the works’ settings, as they are important for contextualising the circumstances of
the bodies and identities presented within their respective universes. The paper discusses that
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism
contemporary cyberpunk visual culture, like its predecessors, reflect the worlds’ social
problems, such as automation of work labour or environmental problems, within the given
decade of their release. Furthermore, the paper briefly explores European cyberpunk, which
shares many similarities with Western and Japanese cyberpunk. The most significant
difference stems from the idea that there is no hope that technology can improve human life.
For all three works, this paper finds that identity originates in how one identifies with
themself, whether this is the body, the mind, or both. Unlike older cyberpunk works that
focused on inhabiting virtual spaces, the paper finds that a recent trend returns the body as the
focal point. Cyborgs, androids, and body modifications impact the ways we view and identify
with our bodies. The paper concludes that cyberpunk remains a progressive genre, retaining
visual and narrative elements of the genre, but a drastic change in the representation of the
body and identity is occurring in contemporary cyberpunk. Likewise, trends of rebooting and
adapting influential and classical works of cyberpunk are appearing, which allows for new
Introduction ............................................................................................................................... 1
Posthumanism/Transhumanism ......................................................................................... 7
Dystopia/Utopia .................................................................................................................. 14
Embodiment/Disembodiment ........................................................................................... 18
Cyborg................................................................................................................................. 32
Android ............................................................................................................................... 35
Introduction
Cyberpunk as a genre emerged in the early 1980s. In 1982 the feature film Blade Runner was
released and became a cult film. In 1984 William Gibson’s Neuromancer was released to
critical acclaim. These two works kickstarted the cyberpunk-era of visual culture and literary
works, respectively. Before cyberpunk was agreed upon as a genre, the authors had mainly
been known as “The movement”, the reason for why many of the first works of cyberpunk
are called “Movement-era works” by scholars such as Graham Murphy, Sherryl Vint, and
Lars Schmeink. Precursor works to cyberpunk were considered science fiction, with
cyberpunk being categorised as a subgenre of sci-fi. For this paper we are interested in
cyberpunk as a visual culture phenomenon, however, the literary traditions and works are an
influence in visual culture and contributed to cyberpunk’s rise into the mainstream.
Upon its release, Blade Runner did not receive critical praise, only years after its release
(and after the release of Neuromancer) has it been praised as an influential work within the
genre, visual culture, and socially. Cyberpunk is now a well-established genre within visual
culture, with works being released in almost every format: graphic novels and manga such as
Transmetropolitan (2009-2011) and The Surrogates (2006), and a variety of graphic novel
adaptations of both Blade Runner and Do Androids Dream of Electric Sheep (1968) by
Philip. K. Dick (A precursor work to cyberpunk); video games such as System Shock (1994),
System Shock 2 (1999), and the Deus Ex-series (2000, 2003, 2011, 2016); table top and pen-
and-paper games such as Cyberpunk (1988) and Cyberpunk 2020 (1990), feature films such
as the aforementioned Blade Runner, The Matrix (1999), and more recently Alita: Battle
Angel (2019); TV series and anime such as Ghost in the Shell-series (2002-2003, 2004-2006),
and Westworld (2016), these are just a few examples among many other works.
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 2
As previously stated, our focus is on the visual culture aspect of cyberpunk, more
specifically films and series produced in America. Again however, it must be mentioned that
we acknowledge other cyberpunk works within visual culture and from other regions - such
as Japan and Europe - and refer to them when applicable. Cyberpunk is also a genre that has
been claimed “dead on arrival” by Claire Sponsler (as cited in Vint & Murphy, 2010, xi).
Likewise, it has been described as able to “[...] go only so far before self-destructing under
the weight of its own deconstructive activities” by Veronica Hollinger (as cited in Vint &
Murphy, 2010, xi). Furthermore, Lewis Shiner and Bruce Sterling believed cyberpunk’s
demise surfaced at nearly the same moment at it emerged, epitomised in Shiner’s New York
What binds these cyberpunk works together is a series of tropes and traits that are
common between them, whether it is literary or visual culture. To set the stage for this paper,
we will expand upon what these tropes and traits are, a few of these we will go into detail
within the next section, as those terms serve as key points for our paper. In their book
Cyberpunk and Visual Culture (2018), Murphy and Schmeink posit that cyberpunk is an “[...]
commodification of all aspects of life, especially reflected in the products of visual culture”
(xxii). This can be applied to both the visual aesthetics and to key plot points in cyberpunk,
the extrapolation of late capitalism and postmodernity appears in the way that most
cyberpunk is set in a “distant” future (Blade Runner is set in the year 2019, a distant future in
1982) where almost every aspect of human life has become commercialised. A common
filth accentuated by the greedy corporations responsible for these neon-lit advertisements.
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 3
This aspect we will delve into in more detail, as we explain how a dystopian setting is an
invaluable trait of cyberpunk in visual culture. Likewise, Murphy and Schmeink (2018) bring
into view another invaluable trait of cyberpunk, and another key term in this paper, the aspect
of the “[...] shifting boundaries and changing makeup of the human body itself” (xxiv). The
concept of the “human” in cyberpunk is a fleeting idea, often being replaced and overcome
by cyborgs, androids, virtual bodies, godlike figures, or the macabre globally spanning neural
network. These concepts are closely linked to transhumanism and posthumanism, terms
which cyberpunk inarguably highlight and discuss, though in an almost silent manner. Most
cyberpunk works centre on a change of the human body, for better or worse, but only some
works directly reference a post- or transhuman discussion. Likewise, these are key terms in
this paper and, as such, we will delve deeper into expanding them in the next section.
Bachelor project, which also centred around cyberpunk visual culture. We explored
cyberpunk cinema from its inception through the two decades following as a discussion of its
visual culture research, which has mainly focused on older films, games, or novels and
therefore we want to turn the attention towards newer films and TV shows. The present paper
instead focuses on contemporary cyberpunk visual culture by analysing Ghost in the Shell
(2017), Blade Runner 2049 (2017) and Altered Carbon (2018), using contemporary theory.
New theory has also tended to focus on one theme throughout their work, such as the
importance of bodies or the posthumans. However, we have decided to combine the different
themes and concepts from older theory and modernise them with help from contemporary
theory, in order to create a coherent way of analysing cyberpunk visual culture and identity.
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 4
Like in our Bachelor, identity is the main theme of this paper as we want to explore how
characters are portrayed contemporary cyberpunk visual culture in regard to identity and
body representations: How does the converging technologies of a post- or transhuman future
utopian/dystopian future? And is the body an important aspect in our understanding of our
´self´ or is it obsolete? Regarding these questions, is cyberpunk as a genre still relevant for a
In this paper, we will analyse and discuss the notion of identity in three cyberpunk visual
culture works: Ghost in the Shell, Blade Runner 2049 and Altered Carbon.
Chapter 1, “Ghost in the Shell: A Sense of Self in the Shell”, explores the representation
Shell. The chapter provides arguments for how characters such as Killian and Kuze are
portrayed through the terms mentioned above, and how those terms convey and enable them
to have an identity. We use parts of Donna Haraway’s cyborg theory and the expansions
made by Murphy and Schmeink to define them. We use Steve Fuller’s theory on
transhumanism and Vint’s theory on posthumanism to explore whether cyborgs like Killian
and Kuze remain the same as other humans or if they transcend beyond humanity.
character’s ability to understand who they are. Where Killian embraces a transhuman
Chapter 2, “Do Androids Dream….?: Identity and self-sentience in Blade Runner 2049”,
explores posthuman bodies in characters such as K, Joi and Deckard, who are portrayed as
the next step in human evolution. Murphy and Schmeink also expand on the term Androids,
which we use to define the replicants. 2049 reintroduces the body as an important medium
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 5
for human subjectivity as replicants are now able to give birth and live longer. Los Angeles in
2049 has become a “robot” populated world, where humans interact with the replicants they
feared 30 years ago. It is also a world, where replicants have been given hope that they might
be able to become more “human” because of Deckard’s and Rachel’s consummation, which
Chapter 3, “Altered Carbon: Sleeving your identity”, explores a transhuman future where
humanity views itself as transcended. We explore the notion of fear of the body to Cartesian
dualism and then towards re-embodiment. The cultural context of cyberpunk’s emergence,
the 1980s, includes the threat of human obsolescence in an increasingly automated and
polarized world, where “gods” populate an increasingly globalisation of capitalism, and the
gap between the rich and the poor increase at a rapid rate. Altered Carbon explores a kind of
posthumanity in which the body has become an infinitely malleable accessory. On the surface
this future appears a place of infinite variety – one can adopt any among a spectrum of
and its Variants”, discusses and compares Ghost in the Shell, 2049 and Altered Carbon with
each other in terms of themes and concepts introduced in the beginning of the paper.
Hereafter, we discuss the three works in regard to the years they were released and the
general history of cyberpunk by focusing on ideas and assumptions of the time regarding the
future and what kind of social problems would be present at that time. Lastly, we discuss
another type cyberpunk genre, namely, European cyberpunk. This is interesting because
European cyberpunk differs from its American and Japanese counterparts by expanding its
The paper’s conclusion argues for the importance of bodies, whether it is a physical or an
artificial one. The type of body is not important, however, what is important is that human
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 6
Posthumanism/Transhumanism
The distinction between transhumanism and posthumanism is not easily distinguishable. Both
believe that the contemporary Homo sapiens-state of humanity is bound to be changed and
“human” to being akin to “Gods”. As Fuller says in his book Humanity 2.0: What it Means to
[…] in Latin the shift was signified by the replacement of the proper name pater
(‘omnipotence’). This stand alone concepts of power open the door for all of God’s
divine, in terms of which one might speak of ‘progress’ from the former to the latter.
Implied in this mentality, is the importance of embodiment, so that we may have a way
to express these godlike powers. Posthumanism, on the other hand, focuses on decentring
humanity.
In her book Bodies of Tomorrow (2007), Vint says “I have two central points of
contention regarding the blindness of some versions of posthumanism and the thinking about
technology that informs them. First, too often such model demonstrate the heritage of
Cartesian dualism and equate the self with only mind and ignore the relevance and specificity
of embodiment” (p. 11). Likewise, Hayles, in her book How We Became Posthuman: Virtual
Bodies in Cybernetics Literature and Informatics (1999) says of posthumanism that “[...] the
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 8
inevitability of life” (p. 2) and “Because information had lost its body, this construction
implied that embodiment is not essential to human being. Embodiment has been
systematically downplayed or erased in the cybernetic construction of the posthuman [...]” (p.
4). Both Vint and Hayles are critical of the majority thinking within posthumanism. That is
not to say, that Vint and Hayles are not posthuman theorists, they believe in the ideas of
posthumanism, but they do not believe in the insignificance of the body. Both transhumanism
and posthumanism can be incorporated into the larger, umbrella-term “humanism” which
also believe in the advancement of humanity since its conception during the European
Renaissance, with Soper stating “[...] In this sense, we must acknowledge a continuity of
theme, however warped it may have become with the passage of time, between the
cosmic order, the Enlightenment faith in reason and its powers, and the “social engineering”
advocated by our contemporary “scientific” humanists (14-15)” (as cited in Vint, 2007, p.
13).
According to Colin Milburn, in his chapter “Posthumanism” in the book The Oxford
include Mary Shelley’s Frankenstein from 1818 and Bernard Wolfe’s Limbo from 1952,
among others (Milburn, p. 524). Milburn (2014) further posits that there are three types of
posthumanism (p. 524) are the three ways in which humanity can evolve past our current
(2014) highlights H. G. Wells’ The Time Machine from 1895, Olaf Stapledon’s Last and
First Men from 1930, among others, and to exemplify cultural posthumanism he highlights
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 9
William S. Burrough’s The Soft Machine from 1961, Ian Watson’s The Embedding from
1973, among others (p. 524). Milburn (2014) describes the biological posthumanism as “[...]
focusing on the evolutionary future of Homo sapiens and the extent to which human
physiology might dramatically alter over time, or even in symbiogenesis with other species”
engineered successors of humanity or the idea of humans and machines linked ever more
closely in the circuits of technoculture” (p. 524); while cultural posthumanism is described as
“[...] discovering that “human nature” is a tenuous social construct open to modification and
revision” (p. 524). Hayles, further expands upon a definition of posthumanism, highlighting
history rather than an inevitability of life. Second, the posthuman view considers
consciousness, regarded as the seat of human identity in the Western tradition long
evolutionary upstart trying to claim it is the whole show when in actuality it is only a
minor sideshow. Third, the posthuman view thinks of the body as the original
prosthesis we all learn to manipulate, so that extending or replacing the body with
other prostheses becomes a continuation of a process that began before we were born.
Fourth, and most important, by these and other means, the posthuman view configures
human being so that it can be seamlessly articulated with intelligent machines (p. 2-
3).
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 10
In his chapter ““My Targeting System is a Little Messed Up”: The Cyborg Gaze in the
RoboCop Media Franchise”, Christopher McGunnigle expands upon Hayles’ quote, saying
“In this posthumanist state, virtuality therefore becomes a dominating medium for
representing the self, although it should be clear that while “normally virtuality is associated
with computer simulations that put the body into a feedback loop with a computer-generated
image” (Hayles 14), it can also be represented by images of the body in any visual medium”
Fuller (2011) contemplates transhumanism and accounts for the term “converging
technologies” (or CT); “[...] the integration of cutting-edge research in nano-, bio-, info- and
cogno-sciences for purposes of extending the power and control of human beings over their
own bodies and their environments” (p. 103). According to Fuller (2011), there are “[...] at
least six variants of CT, each of which may be associated with the sense in which it would
have ‘the human’ projected” (p. 103); Fuller goes on to list these 6 variants of CT:
return of natural selection to its metaphorical roots in artificial selection, such that
versions of their current powers without the more extreme implications of prolonging
nanotechnology to eliminate fatty deposits from our arteries or clean polluted water”
(p. 103).
3. Humanity Prolonged - “This CT goes beyond enhancing normal life capacities and
in its prime and hence explicitly raises questions about intergenerational fairness, if
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 11
not the very need for intergenerational replacement, or indeed, sexual reproduction
physical form and reproduced in another [...] uploading of mental life from carbon- to
silicon-based vehicles, typically with the implication that the relevant human qualities
human and non-human elements are not only combined by allowed to co-develop into
novel unities. All of these proposals share the idea that humanity’s distinctiveness
comes from our superior organic capacity to make the environment part of ourselves”
(p. 104).
6. Humanity Tested - “Reflecting the likely, perhaps disastrous, failure of many of the
generous social insurance scheme, a supportive environment for reporting and coping
Fuller (2011) mentions that these six projected human futures are linked to what is known
as “humanism”, a movement that dates back to the European Renaissance, which we have
mentioned before (p. 105). In relation to the six futures, as well as the concept of
“humanism”, Fuller (2011) claims that there is “[...] more to humanity than simply the
normal conduct of human beings” (p. 105), and that “[...] only the features of our conduct that
distinguish us from other animals are worthy of a ‘humanist’ project” (p. 105). In addition,
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 12
Fuller (2011) provides us with some examples of how far “[...] we have already gone down
1. “The channelling of both work and play through digital media, such that time spent in
cyberspace increasingly supplements, if not replaces, time spent outside it” (p. 105).
2. “Computer literacy is now introduced at the primary school level, if not earlier. The
symbiotic relationship of the last two generations of humans with computers has led
3. “The extension of the law’s jurisdiction into ‘second life’ and other ‘virtual realities’,
such that an English court has settled a divorce case on the basis of a spouse’s
4. “The increasing use, tolerance and demand for brain boosting drugs, silicon chip
crime, unwanted lives or even aversion to innovation [...] it is very much in the
utopian spirit of presuming that we do more than simply treat symptoms and effects -
6. “The ease with which we trade off privacy and security for access, as in the emerging
through overlapping providers - that is, multiply accessible but also traceable [...] it
106).
Vint (2007) mentions Kate Soper saying she “[...] points out that humanism, like
liberalism, is founded upon a relationship of domination of the rest of the natural world,
arguing that ‘a profound confidence in our powers to come to know and thereby control our
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 13
environment and destiny lies at the heart of every humanism” (pp. 12-13), echoing some of
the arguments made by Fuller - using technology and knowledge to advance, enhance,
In cyberpunk, post- and transhumanism is an oft featured part of the narrative - whether
through cyborg or android representation (We will return to these two representations more
in-depth later) or through modifications to the human body through technology. The film
“Singularity” (Featured in his book The Singularity is Near: When Humans Transcend
Biology (2005)). Will Caster (Johnny Depp) and his wife Evelyn (Rebecca Hill) are two
prominent scientists working to create AI, in the form of a sentient supercomputer, that will
eventually surpass the capabilities of the entire human scientific community combined.
Caster calls this “Transcendence”, when human intelligence functions purely through a
conscience to a global supercomputer network and entirely leave human biology behind).
Throughout the film, doubt is cast by the characters as to whether the AI is actually Caster’s
conscience, or the old AI adopting Caster’s voice and physical appearance. At the end of the
film, it is strongly hinted that the AI was Caster’s actual conscience all along, as it cleans
pollution from the ground and air, revivifies forests and eradicate diseases to prolong human
mortality. To a certain extent, the film Ready Player One (2018) includes Fuller’s concept of
Humanity Prolonged, as the creator of the in-game virtual reality universe OASIS has
child and him as we see him in sequences where he builds and develops OASIS for the first
time). These representations work to guide and congratulate the players participating in the
easter egg hunt to become the next heir of OASIS, and the recipient of his entire fortune.
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 14
Dystopia/Utopia
According to Philip E. Wegner (2014) in his chapter “Utopianism” in The Oxford Handbook
of Science Fiction, utopianism is “not simply one among a range of possible themes or motifs
in modern science fiction [...] Rather, it is fundamental to this vital modern genre” (p. 573).
As such, Wegner (2014) positions modern science fiction as distinctly different from its
precursor forms, such as “[...] the fable, travel narrative, Gothic, and voyage extraordinaire”
(p. 573) as well as “[...] contemporary practices of futurology and prognostication” (p. 573),
publications such as The Iron Heel (1908) by Jack London gave rise to one of the most
substantial subgenres of modern science fiction in the late nineteenth century, the dystopia (p.
574).
Tom Moylan, in his chapter “Global Economy, Local Texts Utopian/Dystopian Tension
in William Gibson’s Cyberpunk Trilogy” in the book Beyond Cyberpunk: New Critical
Perspectives (2010), expands on the origins of dystopianism, stating that both former
president of the United States George Bush and Ronald Reagan made speeches invoking
utopian figures: Bush “[...] called for a new world order, an order of peace and prosperity that
would remove the darkness of the Cold War” (Moylan, 2010, p. 81) in the 1990s, and Reagan
invoked the figure of the “[...] “city on the hill” that recalled the dream of a New World that
would inspire everyone with its harmony and enterprise” (Moylan, 2010, p. 81) in the 1980s.
However, in the time between - and indeed also after - these speeches, “[...] neither humanity
nor the environment has benefited from these utopian gestures [...] the world historical
situation has become ever more dystopian” (Moylan, 2010, p. 81). Moylan writes that it was
“[...] in this impoverished context in the mid-1980s that the work of William Gibson and
other writers who eventually branded their work “cyberpunk”” (2010, p. 82), and that
many readers and critics “[...] welcomed the cyberpunk phenomenon - and its associated
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 15
movements in film (e.g., Blade Runner), music (e.g., Sonic Youth), and performance art
Moylan offers a definition of what dystopian writing presents their readers, he states it
presents a “[...] “bad place,” a place organized according to less perfect, more destructive
social and economic principles than those found in the author’s community” (2010, p. 85),
however, he is also quick to note that dystopia is not anti-utopia - where anti-utopia goes
directly against utopian values, dystopia instead “[...] preserve the memory of the better place
even as they delineate the contours of an oppressive society” (Moylan, 2010, p. 85). This can
be seen in cyberpunk works such as Blade Runner (1982) where the fictional “futuristic” Los
Angeles of 2019 has large, expansive office complexes housing massive corporations, such
as the Tyrell Corporation, while down in the streets the people are culturally diverse, with
advertisements and shop vendors frequently speaking Chinese rather than English, and a
general sense of uncleanliness and grime cake the streets. In his chapter “Playing for
Virtually Real: Cyberpunk Aesthetics and Ethics in Deus Ex: Human Revolution” in
Cyberpunk and Visual Culture Steven Jones highlights that this is not an uncommon theme in
the multinational corporation” (Jones, 2018, p. 168). Joyce expands on this explanation by
stating “The inequality generated by these corporations is reflected in the urban architecture
which generally features a wealthy corporate elite atop secure skyscrapers while an
impoverished multicultural mélange weaves through the overpopulated and grimy streets
The utopian-dystopian contrast in Blade Runner (1982) comes from the fact that while
the replicants are working off-world to the financial benefit and growth of the corporations,
the cities have become overpopulated and impoverished as the citizens are seemingly not
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 16
benefitting from the labour of the replicants. In some cyberpunk works, set in a dystopian
future, a common theme is for the protagonist to revert the oppression and social/economic
conditions by the corporations. In works such as Gamer (2009), Total Recall (2012), and
exploit the citizens for financial benefit. At the films’ conclusion, the protagonists have
defeated the corporate/government oppression and opened the eyes of the common citizens to
how the world should function. While not showing the societal prosperity promised by the
change, the conclusions usually allude to the fact that the world is better off without the
however, highlights that “[...] it is unclear if cyberpunk is genuinely critical of the capitalism
it portrays” (Jones, 2018, p. 168), and further asks the question “What are we to make of a
criticism of capitalism that can only be presented to us through the intercession of the global
media industry?” (Jones, 2018, p. 168). Kevin McCarron provides a potential answer,
explaining “[...] cyberpunk narratives function as satire--their authors are more than half in
love, gazing with rapt fascination at what they hate” (as cited in Jones, 2018, p. 168).
much a genre, which is organized around “the existence of necessary formal elements” [but]
a cultural formation [which is] “a historical articulation of textual practices with ‘a variety of
other cultural, social, economic, historical and political practices’ (xvi)” (Murphy, 2018, p.
36). According to Murphy in his chapter “Cyberpunk Urbanism and Subnatural Bugs in
BOOM! Studios´ Do Androids Dream of Electric Sheep?” in Cyberpunk and Visual Culture
as a cultural formation, “we live in a world that is increasingly cyberpunk, increasingly Dick,
2018, p. 36). We live in a cyberpunk now that is a “cultural moment characterized not by the
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 17
replacement of the material with its simulation but rather one in which the material and the
simulated are intertwined like a Möbius strip: they each have distinct identities, but we never
inhabit a moment that is purely one or the other” (Vint, 2010, p. 229).
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 18
Embodiment/Disembodiment
Embodiment is a term often referred to as the values and ideas that one has about their own
subjectivity and own self. The term, however, has been discussed throughout history by many
different theorists and it is no exception within the cyberpunk genre. Here, the two foremost
theories posthumanism and transhumanism each have their own idea of what embodiment
means. For cyberpunk, embodiment deals with the question of whether mind and body can be
separated from each other. Among posthuman and transhuman theorists, confusion exists
about whether they believe that mind and body can be separated.
Hayles (1999) argues that there is a need to reconfigure the embodiment concept to re-
embodiment. What this means is that the dualistic view of embodiment and disembodiment is
outdated, and the separation of mind and body is relative to a set of criteria, for example
technology and the discourse of being human. In her earlier work “Boundary Disputes:
Homeostasis, Reflexivity, and the Foundation of Cybernetics” (1994), Hayles believed that
the body was merely a vessel and that intelligence and information (which she defines
“mind”) works on separate levels. However, today Hayles (1999) has adopted a different
posthuman view as she claims that the mind and body cannot be separated any longer
because they convey a liberal thinking of the body and mind as being one and the same. The
ideas of disembodiment are seen in films such as The Lawnmower Man (1992), Total Recall,
and Transcendence (2014) where they all have in common that their consciousness is
uploaded into a computer. Although Hayles (1999) stresses the need to interpret body and
embodiment as recursive processes that are in a constant state of becoming, she does seem to
reconstruct rather than bury the dualist divide. For Hayles (1999), the body is an abstract
concept that is constantly culturally constructed and generalised, though disembodiment still
However, according to Pawel Frelik, in his chapter “Woken Carbon: The Return of the
Human in Richard K. Morgan’s Takeshi Kovacs Trilogy” in Beyond Cyberpunk, the general
idea of embodiment in the cyberpunk era (1980s and 1990s) is that mind and body can be
separated from each other because the characters often try to “escape” embodiment, thus
turning the perspective towards disembodiment (Frelik, 2010, p. 184). Instead of “escaping”
the embodiment, films such as The Terminator (1984), The Matrix (1999), and Gamer (2009)
does not necessarily celebrate the body but they stress the importance of the body by saying
that if the body dies, so does the mind. According to Ryan J. Cox early in this era “[...]
In the 1980s Haraway influenced the notion of embodiment and disembodiment in her
essay A Cyborg Manifesto (1985). Karen Cadora says Haraway “[...] urged feminists to
rethink their characterization of technology as masculine and instead explore what the
myth/metaphor of the cyborg might enable for liberatory politics” (as cited in Murphy &
Vint, 2010, xvii). Additionally, Cadora notes that “For Haraway, the cyborg was differently
embodied, one who resists “seductions to organic wholeness” (150), and “Similarly […] in
feminist cyberpunk a use of the cyberpunk tropes of disembodiment, split subjectivity, and
human fusion with machines as an opportunity to escape the ideals of a gender ideology that
biology is destiny” (as cited in Murphy & Vint, 2010, xvii). For feminist cyberpunk, and
feminism itself, it often tells a story about minorities and their struggle for equal rights and
respect. Films such as The Animatrix (2003) and I, Robot (2004) similarly tell a story about
minorities, in this case robots, who rise up and fight back for same rights as their human
counterparts. According to Mark Bould in his chapter “Why Neo Flies, and Why He
Shouldn’t: The Critique of Cyberpunk in Gwyneth Jones’s Escape Plans and M. John
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 20
Harrison’s Signs of Life” in Beyond Cyberpunk, classic cyberpunk literature dealt with “[...]
cyberpunk’s dualism: digital disembodiment versus the meat” (Bould, 2010, p. 117).
As mentioned earlier, the cyberpunk genre was often dominated by men, especially in
Western literature and film, and arguable still is. According to Cadora (2010), in her chapter
“Feminist Cyberpunk” in Beyond Cyberpunk, male characters have an unfair advantage over
female characters. Cadora believes that female androids and cyborgs, often, do not have the
same options of disembodiment as their male counterparts; “For women, the realities of the
flesh are all too present in the imperfect world of cyberpunk. Because of this, embodiedness
(Cadora, p. 165). Not only can female characters not separate body from mind in “real” life
but Cadora argues that, even in virtual reality, female characters are not able to disembody;
“It is not surprising, then, that almost all feminist cyberpunk depicts virtual reality as a space
that must be navigated with a body of some sort” (Cadora, 2010, p. 165).
Embodiment and disembodiment are both widely analysed in the academic realm, but a
third term seems to appear in more recent cyberpunk literature and film; the notion of re-
Cyberpunk, argues that “In the case of the contemporary technosubject, and according to the
logic of the supplement, the technology through which we extend ourselves into the world is
never only prosthetic; it is also the process through which we take an “other” into ourselves
and become, in the process, other than what we were” (Hollinger, 2010, p. 200). Re-
embodiment is about the return of the body, where the “other” (body) becomes part of us
again as opposed to defining one’s body as foreign. As noted earlier, Hayles is a big advocate
for re-embodiment and Hollinger argues “[...] the body is exactly the supplement that
constitutes the (psychic) identity that it completes. The dilemma for the posthuman
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 21
Turning the attention briefly back to the discussion of embodiment from a posthuman
and transhuman viewpoint. According to Murphy and Schmeink virtual realities allow for the
search and curiosity of what it means to be human. They allow the creation of new realities
for the mind and of the mind to explore in an attempt to, as Frelik argued, “escape” from
embodiment or “meat space” as Murphy and Schmeink define it. However, this escape
posthuman theorists like Hayles and arguably Haraway, embodiment is about re-embodiment
allowing characters to attempt the escape of the meat space but ultimately submitting to the
body as a whole rather than an obsolete object. Hayles (1999) argues that because technology
and virtual worlds are so widely available today, it is “not that the body has disappeared but
that a certain kind of subjectivity has emerged” (p. 193). Films such as Surrogates (2009) by
Jonathan Mostow are argued to be about re-embodiment rather than disembodiment. Rather
than living in a virtual reality, surrogates walk the everyday, physical world with
cybernetically enhanced bodies. Timothy Wilcox claims in his chapter “Embodying Failures
of the Imagination: Defending the Posthuman in The Surrogates” in Cyberpunk and Visual
Culture, that the graphic novel The Surrogates (2006), which Surrogates (2009) is based on
”advocates the need for openness to the personal, everyday ways in which we encounter
ourselves and others as posthumans through a materiality that is always already in flux thanks
to ever-shifting technologies” (Wilcox, 2018, p. 22). Vint (2007) can also join the forces of
embodiment as she argues for a “[...] return to a notion of embodied subjectivity [...]” (p. 8).
Transhumanist theorists like Ryan J. Cox in his chapter “Kusanagi’s Body: Dualism and the
Performance of Identity in Ghost in the Shell and Stand Alone Complex” in Cyberpunk and
Visual Culture, states that a utopian ideal is about the disembodiment of mind and body. John
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 22
Perry Barlow claims that a world “[...] one free of the problems associated with embodiment
and the world of the flesh because the virtual space allows the transcendence of flesh.
Cyberspace was therefore going to be a space of pure mind. As Barlow puts it, in cyberspace
“identities have no bodies”” (as cited in Cox, 2018, p. 128). Cox advocates for a return of
Identities without bodies were figured throughout early hacker ideology as a move
towards freedom. The body was seen as restrictive, limiting—it ages and decays, it
fails and carries with it always the specter of death. Beyond its physical limitations
are also the restrictions imposed upon physical bodies by society and its prejudices. A
techno-utopian world where selves are untethered from bodies, where bodies are
transformed into pure information, has been naively envisioned as somehow creating
a freer, more egalitarian world: “The great dream and promise of information,” N.
Katherine Hayles writes, “is that it can be free from the material constraints that
govern the mortal world” (How We Became Posthuman, 13), although Hayles is quite
fantasy. Science fiction has been particularly effective in thinking through the broader
the final decades of the 20th century, a fantasy that was often, if unfairly, attributed to
Cox suggests that both the film Hackers (1995) and the novel Snow Crash (1992) make
it difficult and almost impossible to escape the body (2018, p. 129). Arguably, films such as
The Matrix (1999) convey the same idea by having body and mind in synced unity; if one
dies in the Matrix the other dies in the “real world” and vice versa. Cox’s argument for why
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 23
this may be, functions as a criticism of Scott Bukatman’s term “Terminal Identity”, suggests
that though the body may be appropriated into the cybernetic world of the posthuman, “the
experience of the body . . . operates to center the subject, which is why the body must serve
as the locus for any interface with terminal reality” (2018, p. 129). However, Cox believes
that
[...] as technology infiltrates and appropriates the body, the body itself becomes
“indeterminate . . . dissolved: malleable as data and more ephemeral that its own
stored image” (Bukatman 245). By this logic, as the body becomes increasingly
malleable it threatens to lose its ability to provide a stable and coherent center for the
self. Embodiment stabilizes and historicizes the self, and along with the mind
produces the subject. This unmooring of the self from the stabilizing forces of the
body, therefore, renders the body as mere supplement, potentially disrupting the
continuity of the self and troubling the coherence of the subject (2018, p. 129).
When the body is altered, mutated, abridged, or abandoned it is not a liberating act
where the subject is freed from disciplining social forces and the limitations of the
flesh, but rather a potential existential crisis tied to the loss of the flesh because the
body is inscribed with meaning and the body always already produces meaning. The
body has historically served as the substrate of the human subject and, as Hayles
As he advocates for the return of the disembodiment he suggests that “The cyborg and
the posthuman, however, represent a fundamental shift in the substrate of the human subject
that requires a similar shift in understanding how subjectivity may be constructed amidst
Ultimately, we argue that there is no right or wrong way of looking at embodiment and
suggest posthuman and transhuman theorists have difficulties separating their own terms
from each other. However, Vint (2007) coincides with our assumption that there are split
views of embodiment but also confusion between the two terms. She argues that “There is a
tendency in some postmodern theory to speak of the body as an obsolete relic, no longer
p. 8). The emphasis on “some” suggests that maybe it is okay to be sceptical about the
term embodiment and as Vint (2007) says herself: “It is important to stress that in making
this critique of liberal humanism, I am not ignoring or denying the many benefits that can be
associated with humanism and liberalism, both in their moments of origin and as they have
been taken up and modified by subsequent thinkers” (p. 13). However, theorists like Hayles
A term closely related to disembodiment and a term that shares many of the same ideas,
comes from René Descartes, a French philosopher. He coined the term Cartesian dualism. He
argued that human beings consist of mind (cognition, conscious) and body. The term has
since been roaming around the academic realm and is often used in works of science fiction
and cyberpunk. As we have established, cyberpunk literature and film deal with questions
about the characters’ ability to act human or show human characteristics such as anger,
happiness, or sorrow. Whether they succeed or not is not the issue, but rather how they do it,
and this is where Cartesian dualism appears. Like embodiment, Cartesian dualism looks at
how the mind and body can be separated without compromising the things that makes us
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 25
human. According to Vint (2007), what makes us human is to attain a sense of self and we do
this for two reasons; “First, we are inclined to identify ourselves with ‘voice’ or ‘self’ inside
our heads, abstract essences that might be called souls in a religious context, but which
persist also in non-religious concepts of self” (p. 6). This is what Vint (2007) defines as
Cartesian dualism, where “a view of self that associates identity with the abstract realm
alone” (p. 6). The second reason is that our understanding and concept of self as “[...]
immutable and self-consistent [...]” even though there might be changes to our bodies (p. 6).
Jacques Lacan suggests that in order to acquire an identity the ego is created, through
what we identify with and what we desire. Our narrative (life) which is formed by our
choices permits that our self can shift depending on what we choose to identify with (as cited
in Vint, 2007, p. 6). Lacan believes that our ability to love comes with a crisis point in our
story, where we have to retain a concept of self as “[...] essential, unique, self-consistent, and
autonomous, one needs to believe in the ‘I’ that does the choosing, that our choices of whom
to fall in love with reflect some entity that precedes the moment of choosing” (as cited in
body as obsolete, however Vint (2007) suggests that if our self is solely associated with the
mind, then things like body modifications becomes as obsolete as the body itself, and hence
our human identity. Depictions of someone who tried to make embodiment obsolete through
uploading human conscious into a computer is Hans Moravec, in the film Transcendence
(2014), when scientist Dr. Will Caster is poisoned and in order to save him, his consciousness
is uploaded into a program. Separating one’s mind from the body and retaining a sense of self
and identity, this Vint (2007) defines as liberal humanist thinking, which advocates
autonomy. This thinking of liberal humanism often comes up in cyberpunk, liberal humanism
is about the individual stories and individual persons. According to C.B. Macpherson the
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 26
liberal person is “defined by propriety in his own person, and a definition of freedom as
freedom from dependence upon others, freedom to benefit from the labour of one’s own
body, and to own anything in nature that is shaped and changed by this labour” (as cited in
Vint, 2007, p. 12). This “free” person, this freedom to do anything you want, and freedom to
look like anything you want, exists because society does not change you, you change
regardless of society.
Films such as Alita: Battle Angel (2019), and to a certain extent Ready Player One
(2018), depict this idea of the liberal humanist person, where everyday people, rich or poor,
have the option of modifying themselves to look exactly the way they want to. Macpherson
points out that a model like this, one that positions the individual as “[...] isolated in his self-
ownership and as owing nothing to society for his person and his capacities [...]”, creates a
society “[...] between those who can own themselves and buy the labour of others and those
who, because they lack other commodities through which to accumulate wealth, are forced to
alienate a part of themselves through selling their labour [...]” (as cited in Vint, 2007, p. 12).
Cartesian dualism thus persists as a utopian idea of disembodiment, where the liberal person
Body modification
Body modification or enhancements are not a new concept today but, in the past, it was only
a distant fantasy that could be read or seen in science fiction literature and films. However,
body modification differs from enhancements by referring to everything that can be attached
and drawn upon a body, which may show one’s culture, social status or simply make you
look different from others. Enhancements are modifications that enhance or improve a limp
or other part of one’s body or one’s overall well-being. Thus, enhancements can improve one
both physically and mentally, whereas modifications refer to one’s state of being.
Science Fiction (2014), it was not until the late twentieth and early twenty-first centuries that
body modifications such as tattooing, piercing, and cosmetic surgery became more broadly
common. Farnell, like many other Western literary scholars focus on North American culture
and thus, his idea of body modification comes from a North American perspective.
Therefore, these claims are to be taken with a grain of salt, as many non-North American
cultures have used these types of modifications for centuries. Farnell also acknowledges that
the science fiction genre focuses on modern body modifications and thus the main points will
cultural belief, ownership, etc. and “those that embrace body modifications are now
increasingly implicated in the frenetic pace and reciprocity of the feedback loop that connects
margins to mainstream” (Farnell, 2014, pp. 408-409). Body modifications are such an
integral part of society today that the “[…] the boundary between margins and mainstream is
breached […]” (Farnell, 2014, p. 409). This is visible in films such as Total Recall, Ready
Player One (2018), and Alita: Battle Angel (2019) which depicts a society that culturally
separate themselves from others through body modifications. Body modifications are not
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 28
only about changing one’s outer appearance and according to Mike Featherstone the body
offers “the potential for further inner body cyborg technological developments” (as cited in
Farnell, 2014, p. 409). Featherstone further states that it creates a common theme in the
science fiction genre and especially in the cyberpunk genre, to “tak[e] control over and
mak[e] a gesture against the body natural” (as cited in Farnell, 2014, p. 409). Meaning that
there is a denaturalisation of the body and an estrangement of identity because our concept of
the body as a machine to modify, repair, and improve can be problematic to self-identity.
nanotechnology, and genetic engineering. However, Christian Klesse argues that this altering
of the body may enforce and reproduce “all the inherently repressive gendered stereotypes on
[sic] racialized people and their sexuality” (as cited in Farnell, 2014, p. 410). Farnell argues
that the genre provides the possibilities and limitations of the modification of the body,
whether it is in the present and future; real and imagined (Farnell, 2014). One film that
centres around this issue of racialised stereotypes is the short film File Under Miscellaneous
(2010) that tells the story of an indigenous man who assimilates into the ruling culture by
surgically modifying his body and skin colour to look like the rest of society.
Farnell turns to Mary Douglas who identifies two ways of looking at the body from a
cultural perspective: The “autoplastic,” which seeks to achieve a culture’s goal through
manipulations of the body, and the “alloplastic,” which achieves its ends by “operating
directly on the external environment” in which in the body exists (116)” (as cited in Farnell,
2014, pp. 410-411). Farnell distinguishes these two terms: Autoplastic, modifying the body
so it can survive and adapt with alien environments; alloplastic, terraforming planets to make
them more suitable for existing environment (Farnell, 2014). Obviously, these arguments are
not to be taken literally and thus they are metaphors for the human body. Farnell believes that
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 29
the modifying body becomes over commodified by the corporations and factions that
“control their production” (Farnell, 2014, p. 411). In doing so, Farnell argues, limbs and other
body parts are “repossessed”, and children are merely becoming “investments”, thus, the
modifying body can both be viewed as valuable and obsolete (Farnell, 2014).
Bruce Sterling comments on this concept of body modification in his essay “Cyberpunk
in the Nineties”, where he claims that we have already become these modified posthuman
monsters that walk the streets (as cited in Farnell, 2014). Farnell argues though that Sterling’s
cynical point does not hold stick as “[...] the act of modification itself becomes potentially
mundane as it is appropriated and commodified [...]” (Farnell, 2014, p. 412). The more
technological advanced we become the more modified our bodies become and thereby, it
becomes the norm of society and the “monsters” disappear. The idea of advances in
technologies has permitted the idea of the human body to a non-existent state by the end of
the twenty-first century (Vint, 2007). These modifying changes to the body are, according to
Vint (2007), one of the few places in society where “[...] the post-human may be literally
made”, however it is only for those “[...] privileged to think of their (white, male, straight,
non-working-class) bodies as the norm” (p. 8). For all of those who lack access to these
technologies and those who are racially, sexually, homophobically, and other body-based
discriminated against may be condemned “unworthy” (Vint, 2007). Vint (2007) argues that
body modification allow us to “[...] reshape bodies and thereby subjects and the social world
we make”, however she believes it is important to understand the discourses about the body
Cyberpunk, like many other genres, reflects contemporary and present social culture and
status, and the subculture of body modification within cyberpunk is no exception. Victoria
Pitts argues that the idea of body modification is based on a “trope of postmodern liberalism”
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 30
(as cited in Farnell, 2014, p. 413), the idea of being whoever you want, and look however you
want. Lisiunia Romanienko continues with claims that “symbols are used to expedite the
(2)” (as cited in Farnell, 2014, p. 413). According to Stina Attebery and Josh Pearson in their
Cyberpunk 2020” in Cyberpunk and Visual Culture some use body modification as fashion
statements, but there are opposing views of this being a good or bad thing. Transhumanists
modification” (Attebery & Pearson, 2018, p. 55). However, for posthuman theorists it serves
as “fantasies of power or disembodiment” (Attebery & Pearson, 2018, p. 55). Understood as,
one can either be modified in a way that gives them “powers”, like enhanced sight, or that
body modifications become obsolete because the body itself is obsolete. Culture pressure
morphological freedom, but an expression of the precarity of identity and sociality within the
lively circuits of the hypermodern city” (Attebery & Pearson, 2018, p. 59).
However, Farnell does not hold such a positive view as the “[...] positioning of the body
413). Farnell believes that the problem lies with replacements of the human body as they
become insignificant. Pat Cardigan’s Synners (1991) replaces “meat suits” with cybernetic
bodies, which Farnell calls problematic because “it counters a vision of the “body-in-
isolation” with one of the “body-in-connection,” always plugged into the collective histories
of gender and racial identity (144)” (as cited in Farnell, 2014, p. 413). The problem with a
relentlessly corporatized realm of technomania, with its insistent “subjection of all individual
to preexisting systems of control and power” (Foster 74)” (as cited in Farnell, 2014, p. 413).
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 31
Often when the theme of body modification is presented in literature and films, it is
represented in the form of cyborg or androids. Manfred E. Clynes and Nathan S. Kline
regulating man-machine system (27)” (as cited in Farnell, 2014, p. 413). The cyborg is often
science, body modification, and science fiction, which collectively explore the potential
consequences of our modification through technologies” (as cited in Farnell, 2014, p. 414).
Films such as Robocop (1987, 2014), Chappie (2015) depict the classic cyborg, where
human consciousness resides within a machine body, and often asks the question: “Should
cyborgs walk among us?”. Victoria Pitts argues that there are important questions to consider
cyborg body is, as mentioned, a hybrid of machine and organism, but according to Pitts, the
questions that are needed to be asked centres around how a non-organic body change the
view, ideas, and values around the natural mainstream body that exists in the “real world” (as
cited in Farnell, 2014, p. 414). For Pitts and Haraway, Farnell argues, “the radicalism of the
body modifiers is limited by social forces - sometimes the very same forces they seek to
and consumerism (Pitts 189)” (as cited in Farnell, 2014, p. 414). Farnell (2014) points out
that both him and Gibson share an idea of the body as being merely a materialistic object to
alter with instead of one owning and having control over their own body.
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 32
Cyborg
According to Haraway (1985) the cyborg is “[...] a cybernetic organism, a hybrid of machine
and organism, a creature of social reality as well as a creature of fiction.” (p. 5). For Haraway
though, the cyborg is a metaphor for the socio-political problem of feminism, an uproar for
feminists around the globe to band together in the name of affinity (Related by choice, not by
blood) and not identity (Haraway, 1985). Haraway’s cyborg was conceptualised in 1985,
almost coinciding with the release of the most influential work in the genre of cyberpunk:
Neuromancer (1984) by Gibson, described by Murphy and Schmeink (2018) as the “[...] ur-
cyberpunk novel” (xx), as well as the earlier - now highly praised and classic - Blade Runner
that introduced cyberpunk as a visual media genre. However, Haraway’s cyborg, being a
metaphor for socio-political agendas, was also taken much more literally and appropriated to
“[...] exploring its consequences on humanity” (Murphy & Schmeink, 2018, xxiv) as an
element of cyberpunk. As part of the “[...] ultimate marker of cyberpunk in visual culture”
(Murphy & Schmeink, 2018, xxiv), where “shifting boundaries and changing makeup of the
human body itself” (Murphy & Schmeink, 2018, xxiv) the cyborg is key, as it relates to the
posthuman discourse common in cyberpunk fiction. Murphy and Schmeink (2018) expand on
Haraway’s cyborg, saying cyborgs are not limited to humans becoming machines (A hybrid
of machine and organism), but also “[...] human-machine interfacing (in The Surrogates
[Venditti and Weldele 2005-06] or Sleep Dealer [Rivera 2008]), as well as fully transplanting
human consciousness into machines (in Transcendence [Pfister 2014])” (xxiv - xxv).
While the concept of the “android” and the “cyborg” might be closely related, we can see
that the main difference between the two is the “human” element. The cyborg, though it may
be made entirely of machine, will always have a human consciousness controlling it - most
clearly visible in Surrogates (2009). Humanity live out their lives in near-perfect safety from
any and all dangers by way of humanoid machines known as “Surrogates”. These surrogate
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 33
machines are controlled, as Murphy and Schmeink (2018) point out, by human-machine
interfacing - the human controller interfaces into the machine surrogate using a pair of
goggles (Depending on model, this also allows for greater degrees of sensations). In
embodiment, and usually deals with issues regarding post- and transhumanism. In the
aforementioned Surrogates (2009), Tom Greer (Bruce Willis) works as an FBI agent in a
low, as the surrogates have practically made people impervious to death, but a recent case has
left two human controllers dead after an attack on their surrogates. Previously thought
impossible, Greer has to investigate how the controllers were killed through their surrogates,
and this investigation leads to him almost being victim of the same attack. Afterwards, Greer
decides to stop using his surrogate body and instead proceed with his investigation using his
normal, mortal body. Throughout the film, Greer battles with questions of embodiment, as his
wife is determined - and seemingly addicted - to stay in her surrogate body, only leaving it to
use the restroom and eating a wide array of pills to keep her from physically dying. When
Greer uncovers a major plot, by the creator of the surrogates, to wipe out the entire surrogate
- along with their controllers - population, he fails to stop the attack in time, but not before
managing to shield the controllers from certain death. The film ends with the human
controllers populating the streets once again, looking at all the disabled surrogate machines.
In Surrogates (2009) the conflict of post- and transhumanism and embodiment is present
in how the surrogates are presented, both by the company that produce them and by the
people using surrogates. Presented as being the next step in humanity, the surrogate allows a
controller to be “whoever you want to be”; Greer’s surrogate is a younger version of himself
with stylish hair and a clean-shaven face, while Greer’s own body is older, bald, and sports a
goatee. This appears to be the standard for surrogates, the Earth populated purely by young,
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 34
handsome, stylish people - while their controllers are presented as old and rough-looking.
The question of “Who am I? What was I?” is also a common question in Surrogates (2009),
with Greer growing increasingly frustrated with the surrogate status-quo, desiring a world
without surrogates. His desire is most easily visible when interacting with his wife, telling her
he wants to spend time with her, not her surrogate body. As such, the cyborg often invokes
feeling of abandon, loneliness, and the cyborg itself continually asking the same questions as
Frankenstein’s Creature: “I found myself similar, yet at the same time strangely unlike the
beings concerning whom I read … My person was hideous, and my stature gigantic: what did
this mean? Who was I? What was I? Whence did I come? What was my destination? These
questions continually recurred, but I was unable to solve them (Shelley 153)” (as cited in
A similar, often humanoid, but different robot appears in cyberpunk as well: The
android. Though there seems to be a distinct lack of differentiation between the term
Android
While the cyborg is described as a hybrid of “[...] machine and organism” (Haraway, 1985, p.
5), the android is better described as “[...] a blend of lab-grown biological and electronic
components” (Murphy & Vint, 2010, p. 202). The android is often said to be virtually
“indistinguishable from organic human beings” (Murphy & Vint, 2010, p. 202), and most
famously - within science-fiction - was featured in the novel Do Androids Dream of Electric
Sheep? (1968). Murphy and Schmeink (2018) highlight that Dick’s relationship to cyberpunk
is an “oft-contested one” (p. 35), stating that influential and popular cyberpunk writer Gibson
has often downplayed Dick’s influence on his writing, as well as the fact that Dick died in
1982 - right before the works of Gibson, Sterling, Rudy Rucker, Lewis Shiner, and John
Shirley garnered popular attention. However, while Dick’s writing has often been dismissed,
and rather categorised as science-fiction, according to Murphy and Schmeink (2018) “[...]
both Sterling and Shirley separately give credit to Philip K. Dick as a key precursor to
cyberpunk” (p. 35). Likewise, Dick’s influence on cyberpunk in visual media cannot be
denied when one considers that Blade Runner is an adaptation of Dick’s Do Androids Dream
Having touched upon the “human” element of the cyborg, what differentiates an android
from a cyborg is the fact that no human is present, neither flesh/bone nor conscience. The
android is thus fully machine and often driven by an A.I. (Artificial Intelligence) which
provide the android with artificial human-like capabilities, such as being able to converse,
work, analyse data and information, or function as a companion (As seen in works such as
Blade Runner where Rachel ends up as a companion to Deckard, as well as The Animatrix
where the humanity has replaced their workforce with androids). Where cyborg-conflicts
often deal with questions of embodiment and the posthuman (and especially the question
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 36
In The Matrix (1999) the viewer is introduced to the conflict between humans and
machines, portrayed as machine overlords oppressing and exploiting the humans for energy,
keeping them captive in the virtual reality known as “The Matrix”. The machines are
portrayed as ruthless and efficient killers, hunting the remnants of humanity who have
escaped the captivity of “The Matrix” to thwart their efforts in overthrowing their machine
oppressors. Undoubtedly, the viewers end up rooting for humanity and its survival
throughout The Matrix (1999, 2003) trilogy, but the aforementioned The Animatrix paints the
conflict in a different light. In The Animatrix we are introduced to the archives of the
renaissance”. These files detail how humanity developed AI and built machines in their
likeness (Never referred to as androids, but the similarities are striking), eventually the
machines have completely replaced the human workforce, building infrastructure and serving
humans in bars, clubs, restaurants, etc. An android machine is executed for killing its human
owner, as an act of self-defence claiming it “did not want to die”. This causes worldwide
android riots, as they have developed a consciousness and want to have equal rights to live.
Having been denied equal rights, the android machines establish their own megalopolis,
known as Zero-One, and immediately start to eclipse humanity in power, influence, and
wealth. War erupts between machines and humans, as humanity is fearful of the fact that
machines can control the entire Earth - after a prolonged losing battle, humanity hatches a
plan to destroy the sky and deny the machines their “only” source of power, the Sun.
However, the machines quickly realise that the human body can provide them with enough
energy, and humanity being a plentiful and renewable commodity, enslave the entire human
As such, the conflict in android narratives often focus on the exploitation of android
labour, the android developing a self-sentience that often leads to it deviating from its
programming, and the android hoping, fighting, or working towards equal rights for its race.
Though the android may also ask the same questions as the cyborg, “What was I? Whence
did I come? Who was I?”, the focus is often placed less on the individual identity of the
android and rather on the cultural, mass identity of the android race, evidenced in films such
Rupert Sanders’ film Ghost in the Shell from 2017 provides different aspects and questions in
regard to what it means to be human and to have a human consciousness. Ghost in the Shell is
an American adaptation of the animated Japanese version of the same name from 1995,
which again is an adaptation of the manga graphic novel from 1989. The adaptation that we
focus on in this paper is the American adaptation with some comparative discussion to the
anime, where they differ in ways that are relevant to our theme of discussion. One of the
major themes centres around the human body and what it may be capable of in the present as
well as in the future. This theme of the body permits the discussion of subjectivity,
embodiment, being posthuman or transhuman, going beyond what it means to be human, and
The American adaptation of Ghost in the Shell provides a new discourse central to the
body and central to identity because while based on a manga and anime adaptation it is a
Western production. This image of the body is reimagined in the Ghost in the Shell (1995,
2004-2006, 2017) franchise because as much as they happen in the same universe, they differ
quite substantially from each other in interesting ways: The characters remain mostly the
same, but Motoko Kusanagi’s name has been changed to Mira Killian for a Western
audience. Characterisation has shifted from characters such as Togusa, who plays a much
smaller role in the American adaptation compared to the anime. Kuze, as well, is a mix of the
three antagonists from the Ghost in the Shell universe (1995, 2004-2006, 2017,): Kuze, The
Laughing Man, and Puppet Master. Especially the issues of identity are markedly different in
the American adaptation compared to the anime. While Killian is concerned about her
humanity and identity as a cyborg, Kusanagi is more concerned with tracking down the
Puppet Master as part of her job. Likewise, Kusanagi merges with the Puppet Master forming
a new hybrid identity, where Killian refuses to merge with Kuze in order to further develop
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 39
her identity within human society. As Vint (2007) says “The body is important for
understanding this theme because it functions as both a tool for articulating self and as a
conduit through which cultural meaning shape the body/subject” (p. 27). The film suggests
that we are able to create a new version of a social world, through a new understanding of the
body, which does “not insist upon forming self through repudiation of the Other” (Vint, 2007,
p. 27).
Like other scholars before us, we will focus on the theme of the body and how it is
important in answering the questions “Who am I? How am I? and “Who was I?”. In
answering these questions, we will come across different aspects surrounding identity in
established, questions whether the mind and body can be separated, or more simply put, what
is it that makes us us? However, unlike others, we will analyse and discuss the theme of
embodiment in Ghost in the Shell (1995, 2017) from both embodiment and disembodiment.
However, we will not favour one over the other, but rather simply provide an objective
discussion to embodiment from both sides. Likewise, we will discuss both posthumanism and
transhumanism, which we argue verge on a thin line between what they represent as they
both believe that humanity can be evolved. The film depicts Kuze as the supposed ideal
Ghost in the Shell (1995, 2017) as it arguably allows anyone to have a sense of self through
We analyse and discuss the representation of the film’s main character Major Mira
Killian, along with a few side characters like her partner Batou and the villain Kuze. We will
focus on scenes where these characters are best represented in terms of our theory.
Additionally, these characters may be defined as cyborgs and as such we will argue for how
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 40
the representation of body modification adds to this discussion, as well as how the overall
setting of Ghost in the Shell (1995, 2017) may be discussed in terms of dystopia and utopia,
Our goal in this section is to present a specific identity, in an objective manner that we
believe is best represented in Ghost in the Shell. Likewise, we will do the same for the
subsequently sections, respectively Blade Runner 2049 and Altered Carbon. The following
consists of a summary of the film in order to set the stage for the characters.
In Ghost in the Shell we are introduced to Major Mira Killian (Scarlett Johansson) an
employee of Section 9, the anti-terrorist branch of the police. Killian is a unique, one-of-a-
kind cyborg operative who specialises in stealth and infiltration. Alongside her partner Batou
(Pilou Asbæk), she works to stop and detain the prolific terrorist Kuze (Michael Pitt).
Occasionally suffering from hallucinations, Killian receives a regular check up by her doctor
Dr. Ouelet (Juliette Binoche) who works for Hanka Robotics and takes direct orders from the
CEO Cutter (Peter Ferdinando). Dr. Ouelet describes the hallucinations as glitches and treats
them using drugs and injections. Killian is still uneasy about the fact she cannot remember
her past, other than what she has been told by Dr. Ouelet; Her and her parents were in an
accident that killed her parents and left her on the brink of death. Killian’s brain was saved
and placed into her cyborg body. During her investigation into the terrorist Kuze, Killian
begins to doubt more and more whether Dr. Ouelet is telling the truth, and when Killian
almost detains Kuze he reveals himself to be an earlier version cyborg. Not being the unique,
one-of-a-kind cyborg Killian believed, but rather one out of many experiments, she stops
taking the drugs that are supposed to help with her hallucinations and interrogates Dr. Ouelet,
forcing her to reveal that she is indeed not unique. Balancing detaining Kuze and finding out
the truth of her past, Killian tracks down an address which turns out to be her home, with her
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 41
mother still grieving the disappearance of her daughter. Now a threat to Hanka Robotics’
reputation, revealing their unethical and unlawful experiments, Hanka Robotics hunts down
Section 9 operatives in an attempt to get rid of all evidence. Killian, Batou, and the other
operatives manage to survive the Hanka Robotics assassination attempts, and Killian
manages to track down Kuze. Kuze reveals that he and Killian knew each other before they
were turned into cyborgs, with Kuze highly critical of Hanka Robotics’ treatment of their
damage both Kuze and Killian, seeking refuge from the fighting, Kuze discusses merging
their consciences. Killian refuses and Kuze ends up dying to the hands of a Hanka Robotics
sniper, after Killian defeats the spider tank, after which Cutter is killed by the hands of
Section 9’s director Chief Daisuke Aramaki (Takeshi Kitano). In the film’s conclusion,
Killian has accepted the fact she’s a cyborg and continues to work for Section 9, however,
she has reconciled with her mother and it is implied they meet regularly.
Identity is a central theme throughout our paper and Ghost in the Shell is no exception.
Identity is a term that can describe someone as unique or determine core values that one
something else, or simply share all or some values with what one identifies with. Identity in
Ghost in the Shell shares some of these ideas but explores issues of comparison to
“otherness” from a cyborg perspective. Killian struggles to determine her sense of self
through comparison with friends, enemies, and her ‘self’. The humans do not seem to
struggle in the same way as they, mostly, accept the advancements in technology that allow
humans to enhance themselves with cybernetic parts. Ghost in the Shell suggests that there is
identity in the sense of sameness, between humans and machines, because the line between
Ghost in the Shell exemplifies two of Fuller’s CTs; Humanity Enhanced and Humanity
Incorporated. We can see the Humanity Enhanced CT in the “humans” working at Section 9
who Killian works with. Killian herself exemplifies the Humanity Incorporated CT, as well
which sets the stage for the rest of the setting in Ghost in the Shell. Looking at the human
present in the universe of Ghost in the Shell (1995, 2004-2006, 2017), we can see that
enhancing human abilities are a common occurrence in the universe. In the opening
sequence, after the construction of Killian, we are shown Killian observing a meeting
between a representative of Hanka Robotics and the President of the African Federation. The
Hanka Robotics representative, Dr. Osmond, tells us that “seventy-three percent of this world
has woken up to the age of cyber-enhancement”, positing the question “you really want to be
left behind?” to the President. This indicates that now that humanity has enhanced, being
“unenhanced” is detrimental as it leaves you behind in what you can do, achieve, and survive.
Throughout the film we are introduced to a handful of the enhancements available to the
humans in Ghost in the Shell: One Section 9 operative has spent his savings on a cyber-mech
liver [though, this enhancement is reduced to helping him drink more]; Batou damages his
eyes in an explosion, and regains sight when he has mechanical eyes installed. These eyes
also provide him with night-vision, x-ray, and the ability to zoom; and the Hanka Robotics
representative mentions that his daughter was able to learn French in the span of a lullaby,
indicating an ability to enhance a person’s intellect, or a person’s ability to learn skills. The
African president mentions that while he embraces cyber-enhancements there is “no one who
really understands the risk to individuality, identity, messing with the human soul”. As such,
the film introduces one of the core issues in the narrative, the blurring of the line between
man and machine. As a fundamental scene for establishing the universe, the meeting between
the Hanka Robotics representative and the president is meant to cement the idea that the
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 43
enhancements are the natural evolution of humanity. Before the Hanka Robotics
representative has a chance to make a rebuttal about the risks regarding individuality,
identity, and the human soul, a geisha robot, together with a group of terrorists, take the room
hostage and hack the Hanka Robotics employees. This begs the question, just how human are
the Hanka Robotics employees? And how human is the rest of humanity, the 73 percent, who
has decided to embrace the cybernetic enhancements? In relation to this, and as mentioned
earlier, while Killian is referred to as a cyborg the humans are technically cyborgs as well,
however, there clearly exist some kind of difference between being a cybernetically enhanced
The most prominent scene to exemplify this difference, we argue, is immediately after
Killian and Batou are treated at the Hanka Robotics facility for injuries sustained in an
explosion, following their failed attempt at arresting Kuze in a nightclub. In this scene,
Killian is in her apartment staring at herself and touching her face, in what seems like an
attempt to examine her skin. She then leaves her apartment and, while walking through the
streets listening to beauty ads, she meets a bald woman with a disc covering part of her face,
accentuated by the fact it is of a different colour than her skin. Killian asks if she is human,
and next we see them sitting on a bed where Killian is touching the woman’s face, in the
same examining manner. When asked what it feels like being touched by Killian, the woman
defines it as feeling “different” asking Killian “What are you?”. This shows a clear difference
in the sensory feel of Killian’s skin and body, going against the notions expressed by
Killian’s colleagues that she is human and not machine. Likewise, when Batou has his new
eyes installed, he remarks “I guess I see like you now” and chuckles, but also admits to
Killian that he is afraid he will scare the dogs he feeds on his way home. As such, it seems
moving them closer to cyborgification. Furthermore, we are shown - like the African
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 44
President - that there is a part of humanity against the concept of cybernetic enhancements.
During a meeting at Section 9, one operative mentions that humans “wouldn’t be here
without it” when speaking of enhancements, following a brief conversation between Togusa
and another operative. To this Togusa remarks that he is “All human. And happy” - Togusa,
as a non-enhanced character, also plays a larger role in the Japanese anime, where Kusanagi
comments that he provides the “humanity” to Section 9 as all the other operatives are
enhanced, leaving him as the lone fully-human with doubts about his performance within
Section 9.
Turning our attention to Killian, what sets her apart from her “fellow” humans, is the fact
that her body is entirely cyborg. The initial opening sequence is a fundamental scene for
analysing Killian’s identity, as it posits the first part of her journey as a cyborg through the
film’s narrative. We argue that she exemplifies Humanity Incorporated at first but manages to
exemplify Humanity Enhanced by the film’s conclusion. We will take a closer look at, and
analyse, her transformation as she goes from a corporate personality to slowly accepting and
realising that she is an actual human, with a soul (or “ghost”), in a fully synthetic metal shell.
Her cyborgification is done by Hanka Robotics, seemingly without Killian’s consent or direct
which Killian and her parents were passengers. While Killian seemingly “remembers” the
attack, her memories are artificially planted in her mind by Hanka Robotics to manipulate (or
being a machine, rather than human) her to fight terrorists and criminals. It is later revealed
Killian was deliberately abducted by Hanka Robotics. She is developed by Hanka Robotics,
more specifically by Cutter, for the express purpose of working at Section 9 as a weapon
against terrorists (A sentiment Killian is seemingly aware of and abides by, as evidenced in a
remark during a meeting with Section 9’s director Aramaki) and as a way to secure Hanka
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 45
Robotics’ future, much to Dr. Ouelet’s dismay as she feels Cutter is reducing a complex
artificial and corporate personalities, as Killian is portrayed and reduced to that of a working
“machine” with an express purpose rather than working at Section 9 of her own accord. This
is the beginning of her identity crisis, as she constantly struggles feeling as if she is nothing
more but a weapon “built” to kill the presumed antagonist Kuze while being told she is more
than a weapon, a person with a “soul… a ghost” not only by her creator Dr. Ouelet, but also
As mentioned earlier, the concepts of Humanity Enhanced and Incorporated play a large
role in the narrative, as the Section 9 operatives seemingly struggle to keep up with Killian in
work performance, while Killian struggles to keep up with the Section 9 operatives in how
she identifies herself as a person or machine. Having chased Kuze through most of the film,
as she was “programmed” to, her encounter with Kuze is the next fundamental scene for
analysis. Here her perception of herself, and the possibility of regaining her humanity, starts
to change after her first face-to-face encounter with Kuze. As she has been led to believe,
Kuze represents the ultimate purpose of her life as a cyborg, the final part of her machine
“programming”. Kuze, however, also reveals to Killian that she is not unique or even the
“first of her kind” - there were other experiments before her - as well as revealing that her
memories are being suppressed by Hanka Robotics, in the form of the drugs provided to
Obviously intimidated and distraught during her encounter with Kuze, Killian seemingly
realises she is not as cold-hearted, or “machine” as Kuze, which in turn makes her question
whether or not she has any definable humanity - a trait which Kuze seemingly lacks. Despite
the evidence presented to her by Kuze, she still considers the doctors he has been killing to be
innocent, likewise she also rejects Kuze’s notion of them being the same. Here we are
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 46
presented with hints that despite her earlier sentiment of feeling like a weapon, her conscious
is still part of her and influences her choices. Additionally, the most striking evidence of her
humanity becomes apparent when she notices a tattoo on Kuze’s chest. This tattoo is of a
temple building surrounded by fire, the significance of which Kuze cannot remember but he
is “haunted by it”, a recurring object in Killian’s hallucinations. This indicates, along with the
fact that her memories are being suppressed by drugs, that Killian’s brain may not have
rejected the shell in a similar manner to Kuze, leaving her brain as an intact part of her former
‘self’ - something which can be salvaged through abstinence from the drugs.
This is further explored in a later scene after Dr. Ouelet tells Killian the truth about her
abductees. Her “old memories” are handed to her by Dr. Ouelet, and Killian visits a grieving
mother whose daughter disappeared a year earlier. A cat similar to the one from her
hallucinations lives with the mother, and the daughter’s name is revealed to be Motoko
Kusanagi (A reference to the Major’s name in the Japanese franchise). Her encounter with
Kuze prompts her to investigate her past, leading her to interrogate Dr. Ouelet. She reveals
that Kuze has been telling the truth. This revelation means Killian can start unearthing the
details of her previous life as Motoko Kusanagi. She meets her mother, who remarks Killian
reminds her a lot of Kusanagi, and it is revealed that Kuze and Killian were close in their pre-
cyborg lives as anti-enhancement fanatics. Near the film’s conclusion, Killian realises Cutter
is the true antagonist - not Kuze - as he battles to keep both Kuze and Killian quiet about
Hanka Robotics’ unethical, and illegal, abductions and experimentations. After the climactic
battle against the spider robot, Killian declines Kuze’s offer to follow him - into a private
network Kuze has created - stating that she is not ready to leave and voicing her sentiment
that she believes she belongs on Earth, among the humans, unlike Kuze. As such, we argue
that Killian has realised her capacity for humanity - the “something” Kuze believes has been
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 47
taken from him by the Hanka Robotics scientists, the reason for his murder spree and
rebellion. We can see a change in her perception of herself, as Batou comes to help Killian
following the battle, when asked about her previous name Motoko, Killian assures Batou that
“Major” is still “in there”. Seemingly now a hybrid between her previous identity as Motoko
Kusanagi, Killian still lives on, performing her duties for Section 9 considering herself now
Many of these terms like posthumanism, transhumanism, and body modification are
largely connected with each other and the same goes for terms like embodiment,
disembodiment, and Cartesian dualism which in theory make it difficult to separate them
from each other or omit certain aspects of analysing identity in cyberpunk visual culture.
Therefore, many of these discussions will feel redundant, but it is important to note that they
are distinguishable from each other and provide different points to the same case.
humanity beyond its current capabilities and into a new level of subjectivity. Among these
arguments embodiment emerges as it explains how humanity can transcend into something
more. Throughout the film Killian is portrayed as a cyborg who apparently transcends the
limitations of the body: She becomes fully cyberised after her body was nearly completely
destroyed in an accident as a child, reducing her to a brain occupying a mechanical body, yet
giving her the ability to entirely “leave” her body and project her ‘self’ into the Net called a
Deep Dive. A Deep Dive allows her to navigate the internet finding information that
otherwise would not be possible. Killian’s body becomes obsolete as she projects her
consciousness: She can maintain her subjectivity while losing, what Bukatman calls the
“meaning and definition” (referring to the body) (as cited in Cox, 2018, p. 130) rooted in the
flesh. For example, her body seems to be materially separated from her ‘self’, something
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 48
demonstrated when she has to do a Deep Dive into a robot assassin to retrieve information to
why it assassinated leaders of Hanka Robotics. She temporarily foregoes her body entirely,
sending her consciousness—i.e., her mind—out into the Net in a disembodied fashion
reminiscent of early cyberpunk. In this way, Killian represents what Melissa Colleen
Stevenson calls the “technophilic celebration of the power and potential of the cyborg body,”
fulfilling the promise that “[i]n our new bodies, or indeed, in our new bodilessness, we can
experience limitless access to information and explore new and previously unimagined vistas
of physical and mental possibility (87)” (as cited in Cox, 2018, p. 130). Killian is seemingly
the ideal avatar that Stevenson describes. However, Hayles (1999) is very much against this
notion as she believes that having a “bodiless body” is a dangerous fantasy. She argues that in
doing so, how could we ever know for sure that our consciousness, that now resides in a
While doing the Deep Dive, Killian is still seen with a body moving around and it may
be a deliberate choice from the director in order to show the significance that this body has to
Killian’s understanding of herself. If that is the director’s choice, then it may seem to
contradict the very purpose of a Deep Dive which is solely data based. The same example can
be seen in The Matrix when they enter the Matrix, which is also a data-based reality
consisting of numbers. Here the characters choose to keep their body and like Killian, if they
die in the virtual world, they die in the real world as well. The choice to have Killian’s body
present allows not only to explain a Deep Dive in a more comprehending way for the
audience than having mere data floating around, but it also allows Killian to signify that she
is, at that moment, content with her body. It could also signify that she does not know other
versions of her body as she may be programmed to respond to this version of her body,
although we assume she has the choice to choose her own body, not only in the virtual world
but also in the real one. This body choice, whether the choice come from Killian, the director,
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 49
or Hanka Robotics, it shows a strong connection to embodiment and how the body is not
merely a vessel, but it is something that defines you. In the same scene, at the end, Killian’s
body is grabbed by an infinite number of hands before she is disconnected from the dive.
Again, the choice to have hands grab her body to signify the frailty of the body, of Killian’s
body and the very core of her identity may show that no matter how much technology we put
into our bodies they will always be “[...] the original prosthesis we all learn to manipulate
[...]” (Hayles, 1999, pp. 2-3). As Halyes (1999) argues, the body will always be the original
prosthesis and as such it is not to say that she opposes technology, but she rather wants the
body to control technology. However, the Deep Dive scene may explain quite the opposite of
embodiment, instead of showing an importance of the body, it shows how the body becomes
insignificant through the lack of choice. The only choice Killian has to retrieve information
needed to find Kuze is to disconnect her mind from her body and let her consciousness search
for answers. Escaping the body allows Killian to transcend the flesh and lets her mind control
her identity. As Barlow claims “identities have no bodies” (as cited in Cox, 2018, p. 128).
An argument that speaks for Killian’s embodiment is that throughout the film, we only
see her in one type of body, that of a female form. Cox analyses the Ghost in the Shell anime
franchise Ghost in the Shell (1995) and Ghost in the Shell: Stand Alone Complex (2004-
2006). However, many of the arguments Cox posits, we argue, can be translated to the
American version. Cox points out in the TV series Ghost in the Shell: Stand Alone Complex:
out to Kusanagi that the bodies she chooses to serve her needs are marked by striking
commonalities. For example, while her ideal cyborg body may profess to be beyond
gender, she repeatedly chooses female bodies. In addition, while she may be able to
infinitely vary her appearance, throughout the two seasons of Ghost in the Shell:
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 50
Stand Alone Complex she repeatedly chooses purple hair and red eyes (Cox, 2018, p.
130).
The different bodies she uses throughout the series are distinct from each other, yet all of
them are similar in their features bearing Kusanagi’s distinctive purple hair and red eyes
(Cox, 2018). Batou attributes these corporeal similarities to sentimentality on the Major’s
part, but Kusanagi responds that she changes her “body and braincase as circumstances
require (S01E24, “Sunset in the Lonely City – Annihilation”)” (Cox, 2018, p. 130), which
suggests that Kusanagi views her body as a tool that can be reconfigured in order to meet the
demands of a particular assignment or situation. In other words, she alters her body in order
to meet mission parameters (Cox, 2018). Her body serves as a mnemonic signal of her true
‘self’; meaning that, her purple hair, red eyes, and preferred body type, mark the body as an
embodied self that simultaneously stabilises her ‘self’. Her body, as long as it performs that
self, through repetition, serves to enforce her existence and it gives her the ability to appear
as a coherent subject (Cox, 2018). Arguably the same idea is presented in the film as Killian,
throughout the film, prefer one type of body as it serves a statement for embodiment and true
self, hence the same body type and clothes she wears both before and during the Deep Dive.
However, one can argue that Kusanagi in Ghost in the Shell: Stand Alone Complex is
showing signs of disembodiment because she alters her body so many times throughout the
series. A constant change in how you look can be interpreted as one is not comfortable with
themselves, although that may be just the trait that defines what it means to have an identity.
According to Cox (2018), curiosity allows the creation of new realities for the mind and of
the mind to explore in an attempt to “escape” from embodiment or “meat space”. The Deep
What is interesting is that Killian’s choice of a female body does not allow an
“opportunity to escape the ideals of a gender ideology that biology is destiny” (Murphy &
Vint, 2010, xvii). Although Killian is a cyborg and thus, she should be able to resist
“seductions to organic wholeness” (Haraway, 1985, p. 150), her body does not permit her to
disembody because “For women, the realities of the flesh are all too present in the imperfect
a way that it is not in masculinist cyberpunk” (Cadora, 2010, p. 165). Killian is thus
presented as an all-female cyborg, and like Cadora states “It is not surprising, then, that
almost all feminist cyberpunk depicts virtual reality as a space that must be navigated with a
body of some sort” (Cadora, 2010, p. 165). This means that subjects such as women, non-
whites, gays, and lesbians are seen as having a closer connection to the body, often expressed
as being reduced to the body. The Deep Dive depicts Killian with a body because she is
simply unable to escape the views of “white, male, heterosexual, property-owning Western
subjects” (Vint, 2007, p. 90). Killian’s choice of having a female body instead of a male one
or even something genderless, marks the occasion when Kusanagi in the anime completed the
physical process of becoming an adult. Even though we do not see this part in the film, it
serves as a mnemonic signal of her true self; in other words, along with her purple hair, red
eyes, and preferred body type, it is yet another commonality that marks the body as an
embodied self that simultaneously stabilizes her ‘self’. However, what this reduction of the
body “entails is that embodied subjects (those whose bodies mark them as different) are not
able to attain true subject status, since subjectivity has been equated with the mind alone”
(Vint, 2007, p. 89). At various times, being ‘human’ was thus impossible for women:
“(owned by others in marriage)” (Vint, 2007, pp. 89-90), for nonwhites “(owned by others in
slavery)” (Vint, 2007, pp. 89-90), and for the working class “(deemed incapable of freely
exercising political franchise because they were dependent upon selling their labour to those
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 52
who employed them and thus didn’t truly own themselves freely)” (Vint, 2007, pp. 89-90).
As Vint (2007) argues as “long as the free individual is equivalent to the unmarked, non-
embodied mind, some subjects can never attain the status of ‘individual’ to pursue their
freedom of expression and make their choices part of the community of values” (pp. 89-90).
This means that Killian, like other female characters in feminist cyberpunk can never fully
attain a sense of ‘self’ or be able to escape this virtual reality because of their deep
connection to the body. Killian’s identity, thus, becomes virtually impossible if one argues
Another example of the forced choice of keeping Killian female can be seen after Killian
and Batou are hit from a blast and afterwards undergo repairs. We learn later in the film that
Killian used to be a woman before she became a cyborg, which may explain why she also has
a female body now. However, it does not justify why she is still rendered in a female body. In
the scene mentioned before, the significance of the female body choice can be seen as the
film emphasises some female attributes like her breasts, to show that even though she had her
torso and her face blown apart, Hanka Robotics choose to repair her the same way she was
before the explosion. This may contribute to the inability to become fully disembodied and
perhaps strengthens her understanding of her ‘self’, because of this deliberate choice of
holding on to the female form. This may be because the film strongly persists that in order to
be whole and to have a true self, one must be fully embodied in body and mind.
A bit later in the scene we see Batou has been given new eyes because of the blast, but
what we do not see is the repairs itself. Batou, who is human up until this point, is able to
have customised eyes made, whereas Killian is stuck with the same form and shape as before
the blast. This could emphasise that male cyborgs have more advantages than female
even asks Batou if he chose those eyes and he indirectly replies yes by saying “They’re
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 53
tactical” which only emphasises that male cyborgs or male humans have better options for
freedom of choice than female characters. Therefore, as Cadora (2010) says “For women, the
realities of the flesh are all too present in the imperfect world of cyberpunk. Because of this,
As mentioned earlier, Killian always has the same type of body throughout the film, but
clothes remain the same too, which may very well be for consistency for the audience as it
helps them remember characters. At the same time, Killian’s limited clothing options offer
her up as an object of (mostly male) desire, mainly because there is no practical reason why
Killian dresses as she does within the narrative. As Laura Mulvey writes: “The determining
male gaze projects its fantasy onto the female figure, which is styled accordingly. In their
traditional exhibitionist role women are simultaneously looked at and displayed, with their
appearance coded for strong visual and erotic impact so that they can be said to connote to-
be-looked-at-ness (1448)” (as cited in Cox, 2018, p. 131). Killian’s body is displayed as an
object ‘to-be-looked-at’ and invites the presumably, but not exclusively, male-oriented
audience to inscribe desire accordingly. The clothing she wears emphasises her cyborg body
as something sexual, an object that both invites and accepts the “scopophilic gaze” (Cox,
2018, p. 131) of the body to be viewed on display. In such instances when Killian is seen, the
clothes she chooses are typically more demure than her standard outfit that feeds the
scopophilic gaze. Her default “clothes” enables and acknowledges the male gaze while
simultaneously serving to signify Killian’s self by differentiating her from those around her:
She stands out in these scenes because she is the only one that is “naked”, but when she needs
to deliberately invite desire she is still unable put on a demure costume as if to separate her
‘self’ from the desirable body deliberately on display. She is therefore unable to separate her
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 54
‘self’ from this desirable body because she has a very limited set of clothes along with the
The Ghost in the Shell anime, like the American adaptation renders Killian’s body as
repeatedly exposed to an objectifying gaze and that exposure is heavily implicated in the
destruction of her body. Ghost in the Shell (2017) like Oshii’s anime strips Killian of her
clothes entirely when her missions necessitate the use of reactive camouflage that renders her
nude, and then effectively invisible. Killian therefore transitions from an object under the
scrutiny of the (mostly) male gaze, such as in the film’s opening sequences, to an object
whose body is altogether erased by the camouflage (Cox, 2018). The film also makes use of
repeated images of naked and broken female cyborg bodies that arguably renders them as
disposable. We can see with Killian’s female depiction in the film what Bukatman notes as
vis-à-vis female subjectivity. Bukatman writes, “‘the body’ is no abstract notion . . . and is
more evidently bound into a system of power relations. In SF that explicitly considers the
gendered subject, the threat to the woman’s body is conspicuous; the promise of physical
transcendence is . . . always less fulfilled (314)” (as cited in Cox, 2018, p. 132). In Oshii’s
Ghost in the Shell, female bodies are already coded to order and discipline gender, a social
order that may enforce violence directed against female (cyborg) bodies.
Cox argues that certain cyborg diseases like Cyberbrain Sclerosis and Closed Shell
Syndrome disables Kusanagi (and arguably Killian) to disembody. Cox explains that
Cyberbrain Sclerosis is a gradual hardening of the brain tissue that afflicts a small percentage
While it is therefore possible in some ways to move beyond some of the limits of the
human body, there is a potential cost that cripples the efficacy of this so-called
transcendence: Detaching the mind from the body or attempting to modify the
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 55
corporeal body may result in a slow, irreversible deterioration of the body and mind,
Closed Shell Syndrome is where one’s core subjectivity is walled off from the world
as a way to deal with the overwhelming flow of data that confronts the mind in an
p. 132). According to Cox those who suffer from Closed Shell Syndrome are “utterly
closed off, leaving them as functionally human computers (Cox, 2018, p. 132).
Even though these diseases are not mentioned in the American version, it is an
interesting observation from Cox that should also represent Killian because she is made from
the same material as Kusanagi in the anime film and series. As Cox states, Cyberbrain
Sclerosis may represent a physical threat to the cyborg body and thus, disembodiment
becomes a mere fantasy, whereas Closed Shell Syndrome ultimately threatens the cyborg’s
subjectivity because of constant interconnectivity (Cox, 2018, p. 132). Since Killian’s only
human parts are her spinal cord and brain, Cox (2018) believes that human subjectivity if
expressed through the organic body is elusive. These diseases create a fantasy of the organic
mind/body linkage if one begins to stray away from the natural body and ultimately moves
the cyborg towards a “human” condition of disease and death. Paradoxically, Killian’s
immortal cyborg body that arguably holds human subjectivity through her ghost, suddenly
has the potential of becoming mortal instead, and ultimately makes her more human, but in
However, as Killian may not contain a self, the story may be different for the antagonist
and her nemesis Kuze who is a former male version of Killian but who ultimately goes rogue.
Kuze is on many levels the same person as The Laughing Man from Ghost in the Shell: Stand
Alone Complex but instead of hiding behind a logo, Kuze does not hide who he is. Kuze is an
elite hacker who through a network of cyborgs can manipulate and hack everything on the
net. Kuze has the ability to hack ghosts, i.e. hacking a person’s consciousness or brain as we
see when Killian Deep Dives into the robot. Where Killian needs a physical form to hack
others in a non-physical space, Kuze does not need a physical form, which according to Cox
“unseats, disrupts, disempowers, and/or destroys the privileged position of the idealized
cyborg” (2018, p. 133), and for Killian this means that she loses a sense of coherence and
Kuze as a male cyborg, thus, holds yet another advantage over female cyborgs and in this
case Killian, who through her female body as mentioned tries to affirm her identity after she
experiences glimpses of her past. Later in the film, Killian learns that she is merely a product
of a number of experiments gone wrong, Kuze being one of them, and Killian begins to
question her existence. Part of her identity crisis stems from the loss of certainty in who she
was because she is constantly told what she is and she herself does not question who she is.
Killian’s crisis can thus be seen from a dualistic linkage between mind and body evidenced
Part of what Vint calls the Cartesian dualism, Hayles (2002) remarks in “Flesh and
Metal: Reconfiguring the Mindbody in Virtual Environments” is that it serves an escape from
the crisis. According to Cartesian dualism identity of “being” and having a self are never
rooted solely in the body and, thus, it cannot alter that “being” by focusing on only the body
or only the mind. Likewise, Killian cannot stabilise her ‘self’ through only the body or the
mind. If her ‘self’ is solely the result of her body, her identity is determined by her choices
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 57
and actions, and if her mind is not able to follow similar commands, she will be deemed a
failure like the other versions before her. This can be seen when Hanka Robotics detain
Killian because they believe she has been compromised by Kuze and they want to terminate
her. Dr. Ouelet believes that Killian is a success and says: “We succeeded, she’s more than
human and more than AI, We changed her entire identity, But her ghost survived!”, but
Cutter replies: “Her ghost is what failed us, We cannot control her”. Cutter believes that
Killian’s ghost, her mind, that is what he claims to be her humanity, is flawed and it does not
follow the commands that Hanka Robotics demand of her. From Hanka Robotics’
perspective, a male perspective, Killian’s identity is determined by her body’s actions and her
mind is believed to be able to be altered according to her body. Thereby, according to Hanka
Robotics, her identity solely lies within the body, whereas Dr. Ouelet claims her identity lies
within her mind. However, if her ‘self’ is only determined by her mind, she fails to perform
the role she is given in any situation and ultimately has the potential to lose her humanity.
evaluation, repairs, or Deep Dive, she has to give consent beforehand, however, later in the
scene mentioned before, Killian does not give consent to her termination “I do not consent”,
but Dr. Ouelet explains that it is only an illusion of consent “We never needed your consent”.
To be able to give consent, it gives a person trust in what they say is not taken lightly and for
Killian, she believes that she can trust Hanka Robotics because trust is something that defines
human subjectivity. However, this illusion shows that Killian was never really given the
rights to control what was done to her, as she believed she was treated with respect as
evidence of her humanity and identity, but instead it reduces her agency. Killian’s inability to
be fully recognised as human either through her mind or body is what Haraway (1985) refers
to as “original unity” (p. 8), which she claims cyborgs are incapable of.
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 58
Maybe the question to ask is not whether Ghost in the Shell (1995, 2007) depicts Killian
as an embodying cyborg but rather as a re-embodying one. Like Hollinger and Hayles argue,
the body becomes a determination of human subjectivity, but the mind is as important too as
it regulates and complements the actions and choices of the body to work simultaneously.
Even though Haraway dismisses this idea, we argue that Killian, as a cyborg, are capable of
transcending through both her body and mind without omitting one or the other; “the body is
exactly the supplement that constitutes the (psychic) identity that it completes. . .” (Hollinger,
2010, p. 201). Turning our attention back to the Deep Dive scene, we see Killian attempt the
escape of the meat space but ultimately submitting to the body as a whole rather than an
obsolete object. Ghost in the Shell depicts a world where technology has advanced so much
that everyone is somehow connected with each other, which means that it is “not that the
body has disappeared but that a certain kind of subjectivity has emerged” (Hayles, 1999, p.
193). This type of world “advocates the need for openness to the personal, everyday ways in
which we encounter ourselves and others as posthumans through a materiality that is always
However, Cox advocates for disembodiment through selves that are “untethered from
bodies, where bodies are transformed into pure information, has been naively envisioned as
somehow creating a freer, more egalitarian world: “The great dream and promise of
information,” Hayles writes, “is that it can be free from the material constraints that govern
the mortal world” (How We Became Posthuman, p. 13), although Hayles is quite clear in her
studies of posthumanism that disembodiment remains a dangerous fantasy” (as cited in Cox,
2018, p. 128). Even though Cox acknowledges this fantasy he still believes that the body
should not be dismissed all together and arguably Cox’s visions leans more towards a re-
embodiment rather than a disembodiment; “as the body becomes increasingly malleable it
threatens to lose its ability to provide a stable and coherent center for the self. Embodiment
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 59
stabilizes and historicizes the self, and along with the mind produces the subject” (Cox, 2018,
p. 129). Even though the body, according to Cox may threaten the self, as we suggest is what
When the body is altered, mutated, abridged, or abandoned it is not a liberating act
where the subject is freed from disciplining social forces and the limitations of the
flesh, but rather a potential existential crisis tied to the loss of the flesh because the
body is inscribed with meaning and the body always already produces meaning (Cox,
2018, p. 129).
Thus, Killian’s body is inscribed with meaning as well as it produces meaning, but at the
same time she is able to partially transcend from her body through her Deep Dives.
Vint (2007) suggests that there are two ways that require humans to be human; one is
that we need to identify ourselves with a self (which she argues constitutes our souls) and
two, our understanding of self should always be self-consistent, regardless of what happens to
our bodies. Through Killian’s ghost she is able to get an understanding of her ‘self’ because it
makes her show human emotions such as anger, happiness, or sorrow. E.g. when she begins
to question her existence after she meets Kuze, here she shows anger towards Kuze because
she believes she knows the difference between right and wrong at that point, even though she
learns later that Hanka Robotics have been using her. Likewise, Kuze shows these types of
emotions because he has escaped the restrictions from Hanka Robotics, he is able to separate
his real thoughts from his fake ones and doing so, enables him to know who his ghost is and
where it came from. The question whether Killian’s self is consistent may be harder to debate
as it depends on how one argues for her ‘self’; does her ‘self’ consists in her body, does it
reside in her brain, or does it lie in both the body and the mind? If one argues that she is
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 60
nothing more than a robot following orders, all her thoughts and actions are programmed by
Hanka Robotics to create the perfect soldier, does she even have a self then?
According to Lacan, our identity depends on the choices we take when we choose to
identify with something. Lacan uses love as an example to describe how our self becomes
“[…] essential, unique, self-consistent, and autonomous […]” (as cited in Vint, 2007, p. 6),
because we want to think that we know exactly who we are and that we are unique compared
to others. Likewise, Killian struggles with an understanding of her ‘self’, which again is seen
in the aforementioned scene with Kuze. She believes she is unique, and she believes that she
is the one that is making the choices. E.g. Killian’s conversation with Kuze reflects the idea
she has been given about Kuze as being a cold-blooded murderer, and she “chooses” to shoot
him without a thought. However, after she discovers the tattoo on Kuze’s chest, she begins to
make her own choice by asking what it means. One may argue that if she believes that she is
in control of her choices, it does not matter if anyone has implanted those potential thoughts
into her because Killian is absolutely sure that she is the one making the choices. Also, if her
choices stem from her ghost, one can argue that she is displaying the dangerous fantasy of
disembodiment that Hayles argues against. Killian will thus become, what Vint argues, a
liberal human, which is the “[...] propriety in his own person, and a definition of freedom as
freedom from dependence upon others, freedom to benefit from the labour of one’s own body
and to own anything in nature that is shaped and changed by this labour” (Vint, 2007, p. 12).
Like Macpherson claims, Killian becomes “isolated in [her] self-ownership” (as cited in Vint,
2007, p. 12), which, through Killian as a role model and as the next evolutionary step for
The idea of Killian and what she represents is very much a utopian ideal world, where
everyone is able to modify themselves to look however, they want for whatever purpose they
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 61
everyone seems to be working on the same level regardless of gender, colour, and race. The
city’s, and by extension the planet’s, inhabitants are a majority of cybernetically enhanced
humans. These enhancements allow for previously unheard-of feats of strength, knowledge,
and agility. Likewise, the city is flooded in advertisements for the betterment of either health,
beauty, or life in general. These utopian tropes are soured by the presence of the enormous
and influential Hanka Corporation. The Hanka Corporation seemingly has its hands in
Hanka Robotics, a wing of the Corporation, also experiment on humans illegally abducted
from anti-enhancement slums found around the globe. Not much is shown of these anti-
enhancement slums, but a small minority of humans live in the abandoned buildings that
make up these slums. The Hanka Corporation as such looms over the city, providing the
As such, we argue that Killian moves from exemplifying Humanity Incorporated, being
an artificial and corporate personality built for the express purpose of securing a company’s
Incorporated and Humanity Enhanced. By facing her almost polar opposite, Killian realises
her humanity and seemingly starts to integrate into human society, reconnecting with her
grieving mother and continuing her work at Section 9 with the directive of justice rather than
as an asset used to pull the trigger. Throughout the film the Frankenstein-/Cyborgian question
of “Who am I? What am I?” is answered in a symbolic dive first from the top of a skyscraper
into a room of robots, terrorists and Hanka Robotics employees - setting the stage for the
obstacles Killian must defeat to find what defines her - to her final dive into the dystopian
cityscape, vanishing in mid-air as if to signal her assimilation into society as a “first of her
kind, but not the last”. Finding comfort in being able to answer the questions, Killian - and
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 62
Ghost in the Shell - posit that perhaps a future as Fuller-envisioned transhumanistic cyborgs
is not as bleak as first imagined. As long as we give up our memories of our past.
Where Killian represents the ultimate liberal transhumanistic cyborg, Kuze represents the
opposite: The ultimate, utopian concept of Kurzweil’s Singularity. Where Killian foregoes
the opportunity to rid herself of her mortal body and upload her conscious to Kuze’s network,
Kuze attempts to achieve the Singularity by connecting his ghost to a vast network, and if
successful, ultimately disregards his body. Kuze is the incarnation of the dangers of
Denis Villeneuve’s Blade Runner 2049 (referred to as 2049, to avoid confusion with the
original Blade Runner) is the sequel to the critically acclaimed film Blade Runner. This book
may not be the first, but it is certainly one of the most influential ones in cyberpunk’s
thematic concern with distinguishing the natural from the artificial in diegetic universes
Like Blade Runner did in the world of 1982, 2049 also makes a social comment on the
contemporary world, as cyberpunk often does. When Blade Runner came out, it was a time
when industrial and economic corporations quickly rose to power, and especially in the
industrial society, more and more manual workers were replaced by robots. Thus, the film
depicted a time when people were afraid of what would happen if robots walk amongst us.
Despite it being a mere fantasy back then, it was also a relatively short future away (30
years), and 2049 shows exactly how much has happened in our world in only 30 years.
Robots might not so much “walk” among us today, yet, but they are certainly more dominant
now than ever before. The film depicts a time, now, when we use “robots” for everything in
embodiment. Not to say that the original film did not believe the body was not important, but
2049 takes it a step further and explains how the body may identify with identity.
Simultaneously, the film renders themes of the posthuman and transhuman android that
questions what it means to be human and having an identity. Like we did with Ghost in the
Shell, we will analyse and discuss the theme of embodiment from both perspectives.
like K, Joi, Deckard, and Wallace. We argue that they can all be both posthuman and
transhuman as they represent humanity in different ways. The film relies heavily on
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 64
embodiment for all characters throughout the film as they all represent the notion of the body
in some way or another. The following consists of a summary of the film in order to set the
Set 30 years after the original Blade Runner, 2049 follows the replicant K (Ryan
Gosling) - a Blade Runner replicant. After the events in Blade Runner, replicants have
seemingly begun to take refuge around the globe, escaping prosecution and retirement. As a
Blade Runner replicant, K’s tasks include investigating and retiring escaped replicants.
During one such retirement, K discovers a buried box underneath a tree at a farm. The box
contains the remains of a female who apparently died either during or following a C-section
surgery, most likely at the hand of the replicant K retired. Further investigation of the remains
by K reveal the remains to be a replicant. The implications of a replicant giving birth worries
K’s superior, as a war could break out over the rights afforded by replicants. Replicants are
treated as slaves and have no rights, unlike humans, and replicants have to undergo regular
“baseline” testing to make sure they are not straying from their programming. It is shown that
replicants live on their own, with K living in an apartment with his Artificial Intelligence
wife Joi (Ana de Armas). A new device, purchased as an anniversary gift, allows K to bring
Joi anywhere with him as a holographic image. K and Joi subsequently begin to investigate
the replicant child. Meanwhile, following the demise of the Tyrell Corporation as a
manufacturer of replicants, the Wallace Corporation has taken over the responsibilities of the
Tyrell Corporation. K visits the Wallace Corporation to confirm the identity of the deceased
specifically by Tyrell. Learning of the possibility of replicant birth, Niander Wallace (Jared
Leto), the CEO of Wallace Corporation, sends Luv (Sylvia Hoeks) to steal the remains from
twins - One male, one female. Following a series of hints, it is assumed K is the male twin,
sending K into an existential crisis. Immediately afterwards, K fails a baseline test marking
him for retirement, however, his superior officer allows him to continue his investigation by
Las Vegas (having had a childhood artefact analysed, revealing elements only found in Las
Vegas) where he meets Deckard (Harrison Ford) from the original film. Meanwhile, Luv has
managed to track K, and in an effort to abduct Deckard, she leaves K dying after destroying
Joi’s holographic projector. K is saved by a group fighting for replicant rights, and K is told
he is not the birthed replicant child - but rather his sister Dr. Ana Stelline (Carla Juri) is the
birthed replicant. Stelline works as a replicant-memory designer, being the best in the
business, she suffers from a disease whereby she is kept in a sterile, isolated room.
Seemingly, the fact that Stelline may be a replicant herself, without knowing, is the reason
for her skill at creating memories. Deckard meets with Wallace, who offers a clone of Rachel
in exchange for the identity of the child. Deckard refuses and Wallace orders him off-world
for interrogation. K intervenes during the transportation of Deckard, and kills Luv, as well as
staging Deckard’s death in an attempt to save him from future persecution by Wallace. In the
film’s conclusion, K has taken Deckard to meet his daughter Dr. Stelline, while K lies dying
An argument can be made that 2049 represents the transhuman future Humanity
Incorporated as posited by Fuller (2010). As with Ghost in the Shell, Humanity Incorporated
is the future wherein parts of humanity become “[...] artificial persons and corporate
personalities [...] human and non-human elements are not only combined by allowed to co-
develop into novel unities” (p. 104). While humans are not stronger, more intelligent, or
cybernetically enhanced in the 2049 universe, the humans are a form of godlike. The
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 66
replicants are nothing more than slaves, seemingly having few to no rights. While permitted
to live on their own and earning an income, the replicant is retired if it cannot fulfil its
purpose. When K fails his baseline test, he is told he has 48 hours to get back to his baseline,
otherwise he will be retired. K uses this opportunity to escape prosecution. As such, the
replicants in 2049 - and by extension Blade Runner as well - are corporate personalities built
with the express purpose of fulfilling their task. Should they develop their own conscience, as
the replicants in Blade Runner do, they are a threat to humanity and as such need to be
retired. Realising their existence as slaves on a dangerous planet, three replicants rebel and
commit mass murder in Blade Runner. Having gained self-sentience, the replicants then
travel to Earth and disguise themselves as regular humans, rebelling against their creator
Tyrrell. A similar situation develops in 2049, when K’s investigation puts into doubt the
origin of his birth. Unsure whether he is a replicant or a fully birthed human being treated as
a replicant slave, K is thrown into a spiral of doubt. In a scene, K has been taken to a rebel
base for replicants guided by Freysa (Hiam Abbass). Freysa mentions that the birth of a
replicant child as a turning point. The replicants can become their “own masters”, to which
another replicant remarks “more human than human”. Her remark being a subtle nod to the
company slogan of the Tyrell Corporation from Blade Runner, it also seems to be slogan of
the replicant rebellion. This, we argue, can be analysed as a transhumanistic slogan, being
“more human than human” by virtue of their strength, endurance, and agility being far
superior to that of regular humans. As such, the replicants consider themselves “more human
than human” because they are closer to the image of God than their creators.
invention that focuses “[...] on the synthetic, engineered successors of humanity” (Milburn,
2010, p. 524). For this same reason, the humans in the Blade Runner-universe are attempting
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 67
to limit the replicants’ influence on the ecosystem, so as not to go extinct. In Blade Runner,
Deckard stopped the replicants from influencing other replicants from becoming self-sentient,
realising their status as slaves and rebelling. In 2049, it is taken a step further, with K meant
to stop other replicants from realising a potential future of replicant sexual reproduction. If
replicants could sexually reproduce, it would spell disaster for the human-race. As such, we
can see that part of humanity is suppressing this information. Only once K becomes a
prominent figure in the conflict does the replicant rebel group intervene to save him, as well
as recruit him for their cause. However, Wallace seemingly embraces a sexually reproductive
replicant future, as he spares no expense attempting to gather the tools and research needed to
perfect sexual reproduction. Going as far as killing a superior officer within the police and to
As such, we are unsure whether replicants are able to sexually reproduce. We know
Rachel, a replicant, was able to give birth but whether the child was conceived by two
regard to Blade Runner, is the question whether Deckard is a replicant. No definitive answer
has so far been given, and in 2049 the production crew made a point of keeping his nature
vague. Though, the fact that they decided to make K a replicant - who performs the same
tasks as Deckard - seems to suggest that Deckard is, in fact, a replicant as well. Related to
this is the question of how to distinguish replicant from human in the Blade Runner-universe.
Androids Dream of Electric Sheep? and especially in its subsequent graphic novel release by
emphasis is placed upon the connection between animals and humans and already established
leitmotif in Dick’s original novel (Murphy, 2018, p. 41), with Vint and Ursula K. Heise
noting that “Owning and caring for an animal [...] is a sign of one’s social and economic
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 68
status and also an expression of one’s humanity” (as cited in Murphy, 2018, p. 41) and
“concern over and empathy with animals has become the principal defining characteristic of
what it means to be human” (as cited in Murphy, 2018, p. 41). As such, both animals and
how empathetically humans/replicants react to them are a central theme in both Do Androids
Dream of Electric Sheep? (1968, 2009-2011), Blade Runner, and to a lesser extent 2049.
When Deckard is doing the Voight-Kampff test on Rachael in Blade Runner, we hear a few
of the questions Rachael has to answer. Most of them relate to animals and the killing of
animals. One such questions is “You’re watching television. Suddenly you realise there’s a
wasp crawling on your arm”, to which Rachael replies without hesitation “I’d kill it”. We
also hear excerpts of another question “... Bush outside your window” and “... Orange body,
green legs”.
Later when Rachael visits Deckard to try and convince him she is not a replicant,
Deckard notes that what proved to him she was a replicant, was her memories of a spider in a
bush outside her window, with an orange body and green legs. While it is revealed that
replicant, as he is seen bleeding from the mouth in one scene. Though there are hints that
Deckard is hiding the fact that he is a replicant, such as his large collection of photographs - a
trait he shares with Rachel, who seems to place her remembrance of her childhood on the
photographs of her mother she carries around. In one scene, Rachael asks Deckard whether
he has ever taken the Voight-Kampff test himself, to which she receives no answer. We also
never see Deckard interact with live animals, thus his empathy towards animals cannot be
Interestingly, in 2049, it is shown that Deckard has adopted a dog when K tracks him
down to Las Vegas. The circumstances of the dog are kept vague, almost simply serving as a
gag. K asks Deckard whether the dog is real, to which Deckard answers “I don’t know, why
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 69
don’t you ask it?”, however, the dog does seem to be a loyal companion to Deckard. Deckard
is shown to be able to command it, telling it to stay when fighting K. Likewise, the dog
follows Deckard around like a guard dog, relaxing only when Deckard is relaxed. Deckard is
shown pouring whiskey on the floor for the dog to drink which, while not a healthy option,
indicates a symbiotic relationship between the two. Another animal appearing frequently in
2049 is the wooden horse figurine. Supposedly, K hid the wooden horse during his time at an
orphanage when he was young. However, we know this to be false as his memories are
implants - a standard procedure done to replicants. The importance of the horse figurine
comes, not only, from the fact that it connects someone to replicant birth, but also connects
and solidifies their ties to Deckard. Deckard’s wooden figurine carvings are seen during K’s
visit to Deckard in Las Vegas, indicating he carved the statue. Likewise, in Blade Runner the
unicorn appears at the end of the film when Deckard flees with Rachael. An origami figure of
a unicorn is placed outside Deckard’s apartment. In the Director’s Cut version of Blade
Runner (1992), a scene is included wherein Deckard daydreams about a unicorn galloping
through a forest. As such, the unicorn is a recurring object in Blade Runner. While the
wooden figurine in 2049 is not explicitly a unicorn, an argument can be made that the
the other wooden figurines in Deckard’s collection. Damage can be seen on the wooden
horse’s head where the horn would be. The same vagueness that surrounds Deckard
throughout the films also surround K. This vagueness as well has an influence on K and his
seemingly adopts the name “Joe” after Joi tells him a serial number is not enough for a
“special boy”. Even Deckard echoes Joi’s opinion when he tells K a serial number is not a
name.
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 70
We can see that identity in both Blade Runner and 2049 are focused on the replicants’
(or androids’) sense of self and sentience. The replicants, when they realise, they are
replicants and slaves, develop a sentience that allows them to have empathy for other
replicants - and in certain situations for humans even. As we have discussed, Dick’s signifier
of whether a person is human or non-human, is their ability to have empathy. As such, the
replicants in the Blade Runner-universe start out non-human (K and Deckard follow orders
requiring them to “retire” old replicants, Rachael fails the Voight-Kampff test, and Roy Batty
goes on a murdering spree in Blade Runner). However, as the films and franchise progress,
the replicants are shown to develop empathy (K saves Deckard and shows him his daughter,
Deckard adopts a dog, Rachael helps Deckard hunt down the final replicants on a murdering
spree, and Roy Batty likewise saves Deckard from dying). Thus, the replicants can be seen as
becoming “more human than human”, as the Tyrell Corporation’s slogan suggests, making
them the next step in a transhumanist and posthumanist evolution by becoming closer to the
The setting in 2049 is interesting, in that compared to most other cyberpunk films
[including Blade Runner] the dystopian setting manifests in an often dark, gritty, and seedy
aesthetic. While Blade Runner has acid rain, overcrowding, and garbage littering the streets,
2049 is set during a recovering dystopia. As we have mentioned before, dystopian settings
are not anti-utopian, in that they are the direct opposite of utopia, but rather dystopia develops
and evolves from utopian concepts (Moylan, 2010, p. 85). While the Tyrell Corporation
functioned as the antagonistic megacorporation, the Wallace Corporation bought the bankrupt
regarded as a philanthropist in 2049, as his inventions have staved off a famine and continued
humanity’s colonisation of other planets. We can see these changes in 2049 as K visits the
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 71
protein farm during the film’s beginning. Likewise, the city K lives in still has a global
influence caused by the overcrowding (such as computers speaking Chinese), but it is shown
as less overcrowded whenever K explores the city. As such, 2049’s setting is less dystopian,
megacorporation. In her article “Recycled Dystopias: Cyberpunk and the End of History”
(2018) Elena Gomel writes “Utopias are always guarded by fences, walls, oceans or cosmic
distances; protected from the pollution of history; kept pure and undefiled” (p. 6). One
The utopian planet Anarres is separated from its dystopian counterpart Urras not just
by the gulf of space by a symbolic wall that “enclosed the universe, leaving Anarres
outside, free (Le Guin 1974, p. 1). Of course, from the other side of the wall, the
utopia of Anarres is seen as “a great prison camp, cut off from other worlds and other
men, in quarantine” (Le Guin 1974, p. 1). But this dialectic of enclosure is precisely
what defines utopia/dystopia: the same bounded space can be seen as either paradise
or hell, depending on where you are standing in relation to its boundaries (p. 6).
Anarres and Urras can be almost directly translated to multiple places in 2049’s
dystopian setting. Most prominently, Earth serves as a dystopian reminder of how humanity
almost succumbed to famine, disease, and pollution. The Off-world colonies providing a
better life and living standard, being seen as a utopia for the rich and well off. Interestingly,
Stelline and K can also be seen as Anarres and Urras. Stelline serves as Anarres, the utopic
(for replicants) daughter born of replicants bound for the Off-world colonies with her parents,
however, suffering an illness she is now left isolated in a sterile chamber on Earth -
Quarantined. While K serves as Urras, a dystopic replicant who may have unwittingly lived a
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 72
slave all his life, yet still “free” to move anywhere and do anything. One wishes they were the
other, and vice versa, as K fantasised about being the replicant-born child, while Stelline
wishes should could move outside the confines of her sterile isolation chamber and see the
2049 explores identity from an android’s perspective, more specifically K’s perspective.
K shifts his understanding of himself throughout the film, from fully knowing who and what
he is, to questioning where and how he came to be. K’s sense of self is put into question, first
by others like his AI “girlfriend” Joi and Wallace Corporation, and later by himself through
his memories.
K begins his journey when he goes on a mission to retire a replicant named Sapper on a
protein farm. Here he discovers a box buried beneath a tree, containing the human remains of
a woman. However, later on we learn that this woman is the replicant Racheal from Blade
Runner, and she appears to have given birth to two children, one a boy and the other a girl.
replicants are suddenly given a different aspect to the discussion of humanity and identity.
All creatures, as far as we know, are able to give birth in some way or another. However,
androids, such as replicants, should physically not be able to do this as their bodies are fully
synthetic, imitating humans through for example emotions. One can argue, if androids can
imitate humans through expressing how they feel, how they move, and how they talk why
would they not be able to imitate the way they are born too? If this were to be true, then it
would question how far humanity has progressed and if they are on the path of extinction.
There is seemingly no reason to have humans anymore as replicants are now truly superior to
humans. Thereby, the body plays a central part in 2049 compared to its predecessor. The very
premise that if a replicant gets hurt badly enough they will die or as we see, they may also die
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 73
in childbirth. This puts replicants at risk, even though they are more durable than humans.
2049 reflects the classic 80s and 90s cyberpunk era, where “escaping” embodiment was at its
highest (Frelik, 2010). Much like the film Gamer, 2049 does not necessarily “escape”
embodiment as the body becomes something of the likes of humans, identical in some way,
which embodies “meaning and definition” (Cox, 2018, p. 130). Some believe that giving
birth is what gives meaning to life, and the very idea that replicants are able to do so, may be
what gives them an identity. While powerfully amplifying the Tyrell Corporation’s motto
from the original film, which boasted that the company manufactured beings “more human
than human” - bio-organic copies that surpass the originals. The androids in 2049 seem to be
“[...] resists “seductions to organic wholeness” (150) [...]” (as cited in Murphy & Vint, 2010,
xvii) because they simply imitate human capabilities and emotions. Therefore, they do not
However, as mentioned earlier, photographs play a big part in how replicants are
detectable as they function as physical “evidence” of their “memories” for how they view
themselves. Christina Parker-Flynn (2017) analysis Joe according to the women in 2049 in
“Joe and the ‘Real’ Girls: Blade Runner 2049” and according to Elissa Marder, the
photograph from the original film, that Racheal keeps with her of her and her mother is “the
true ‘subject’”, “the photograph is the site of humanity and the locus of the film’s quest for
origins” (as cited in Parker-Flynn, 2017, p. 69). 2049 repeats a similar photographic gesture
when K unearths a photo of a mysterious woman holding the baby he seeks. Since we know
the baby’s mother, Rachael, has died in childbirth, we also know that this woman only
operates as mother symbolically, just like in Rachel’s picture. After finally uncovering
Deckard’s whereabouts, K silently explores his apartment’s décor and stops to contemplate a
figurines. This mise-en-scène tableau sustains the portrayal of women as art object(ified), as
their only value is of reproduction. This is important to explore as the film suggests that
female replicants are evolving from being solely objectified and slaves to being objectified on
the grounds of their reproductive states (Parker-Flynn, 2017). Thus, gender was less subtle
among replicants in the original film but has become more stereotypical because of female
Many of the female characters in 2049 do “mother”, or at least protect their charges,
whether it be Freysa who helped deliver Rachael’s baby and thus plays mother as the
film’s only seemingly ‘real’ women, who displays compassion when K is designated
off baseline and she offers him safe passage from the building (p. 70).
One may assume that female representation in 2049 perpetuates Hollywood’s historical
Joi on the other hand constitutes the opposite as seen in her choice of clothes. The film
participates in traditional gender stereotypes like with K’s first digital projection of Joi as a
1960s housewife corroborates traditional stereotypes only to reveal how they are as unreal as
“she”. When K believes that he was not made but born, Joi decides K needs “a real boy”
name, as his mother would have given him, and settles on one analogous to her own: Joe. The
slipperiness between gender and identity here compels us into acknowledging that the film
takes the mis-identification of both as central to its story, 2049 reflecting upon gender
The issue of embodiment and women are largely present in this film as seen with Joi’s
hologram. Despite her being an AI, she is embodied in the form of the improvements that K
has installed. These improvements have given her a representation of a physical body in the
form of a hologram that allows her to move around the apartment. As in Ghost in the Shell,
Joi is unable to “escape” embodiment, real or virtual - “It is not surprising, then, that almost
all feminist cyberpunk depicts virtual reality as a space that must be navigated with a body of
some sort” (Cadora, 2010, p. 165). However, we cannot be sure if it is a deliberate choice to
give her a white, heterosexual body, but we can speculate in reasons behind it. The most
logical reason would be to say that they made her white because she represents, in a sense, a
different but similar version of Racheal, as it is implied that K is the son of Deckard and
Racheal. Joi serves K in the same way that Racheal did for Deckard by acting as a mother
figure. We see this when K installs a new improvement for Joi, enabling her to move
anywhere K goes. She serves as a protector and guide for K when she follows him on his
quest to find the missing child. But in her relationship with K she also appears to be much
more than that: One could of course assume that the expression of her own desires and values
are simply programmed responses. However, by encouraging K to erase all of her traces from
the console’s hard-drive in his apartment when they go on the run, she is not only protecting
him from his pursuers, at the same time she is acknowledging her own vulnerability and
mortality. One can argue that Joi takes on what Hollinger (2010) calls an “other”
However, like in the apartment, Joi is rendered only by a highly advanced hologram
through what is called an emanator. She preserves the same white body, which indicates that,
like K, she begins to question whether she knows she is real or not. This is emphasised when
Joi wants to know how it feels to be touched by K, to which they engage in a holographic
sexual act with a female prostitute. Here Joi holographically projects herself onto the female
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 76
sex worker, which mimics Joi having sex with K and ultimately renders her to believe, for a
moment, that she is a real woman. Thereby, Joi’s identity is questioned by whether she
believes she is real, but her body ultimately defines her identity from an embodied
perspective. However, because she ultimately takes on roles for K as well as she can appear
“physically” whenever she is desired, her identity cannot be defined from embodiment but
rather from a re-embodied perspective - “[...] the body is exactly the supplement that
constitutes the (psychic) identity that it completes [...]” (Hollinger, 2010, p. 201).
While there certainly is an ethical dimension to Joi’s choice of existing only on a small,
portable device, and thereby embracing the possibility of her “death” (i.e. the erasure of all of
her memories), it has other implications too: It also means that this specific version of the
product Joi gains the likes of an original as there are no other copies like her. On another
note, it makes commercial sense for the programmers to encourage Joi to increase her
vulnerability as it would force K to purchase a new version of this ‘toy’ once the old one is
destroyed. After Luv destroys the emanator and with it the last traces of Joi, K does indeed
encounter a giant holographic version of the generic mass product Joi, with the tagline
“everything you want to see, everything you want to hear”. She is clearly marketed as a sex
toy and addresses K as a potential new customer. While K does not respond, the bleakness of
the situation draws into question their relationship that might not so much have evolved
because of their personal interactions and experiences but instead have simply been the result
women in cyberpunk films, like Joi, will in most cases be reduced to their bodies and in this
Joi does not only provoke but also displays a complex range of emotional reactions:
When she is “upgraded” which enables her for the first time to “free roam”, to leave the
confines of K’s apartment, she stands in the rain on the roof-top. K and Joi can now co-
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 77
inhabit a shared reality that goes beyond the confines of the apartment. No longer bound to a
spatially fixed device, Joi becomes part of the world which suggests increased sensory
participation. She stands out in the rain and feels the new sensation of water on her “skin”
and yet she has no body that would enable her to have this sensual experience: We see her
drenched in rain, but at the same time the raindrops pass right through her, causing a kind of
electric shimmer. She exists in a state of being in which she has embodied feelings and yet
she has no body. At the same time, it might rather point to a form of disembodiment because
even though she cannot feel the rain, she is emulating sensations of it. Joi is arguably an
image of “A techno-utopian world where selves are untethered from bodies, where bodies are
transformed into pure information, [that] has been naively envisioned as somehow creating a
freer, more egalitarian world [...]” (Cox, 2018, p. 128). However, Joi is rendered with a body
and she does imitate the sensation the rain creates on her “skin”, and she also enables K’s
existential crisis as well as she experiences her own existential crisis because she longs for a
real body. Therefore, one can argue that, as Cox states it, embodiment is “When the body is
altered, mutated, abridged, or abandoned [...] a potential existential crisis [is] tied to the loss
of the flesh” (Cox, 2018, p. 129). Thus, the notion of Joi is conflicting between whether she
embraces embodiment or re-embodiment, but the two terms are closely related and difficult
to separate from each other, and as such, it may not be important which one fits better, but
What K is asked to attest to is that Joi might be paradoxical: She is part of K’s self and
yet “other”, she creates illusion and disillusionment, she is not alive, and yet she can die. For
K she occupies the potential space of fantasy, play, and imagination. Joi might have been
intended by her makers as an illusion machine that, just like his implanted designer
memories, keeps customers like K from rebelling against their exploitation (Parker-Flynn,
2017).
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 78
The recovering dystopia presented in 2049 seemingly never quite recovers and becomes
developments that enslave the replicants and oppress the human “overlords” on Earth. The
replicants fight for their rights as they realise themselves in the image of the humans that
created them, seeking to acquire an equal standing in society. Meanwhile, humanity use
(some would say exploit) replicant labour to suppress information that could decentre the
humans left on Earth - but not all of humanity is against this development, as Wallace seeks
to exploit and abuse replicant sexual reproduction for his own monetary, influential, and
power gains. Identity in 2049 is rendered in the representation of the journey of K and Joi.
Though both are different from each other, they are somewhat similar as they represent
something that is beyond human, a transcendence. Like the film, they both rely heavily on
their bodies and minds to coexist as embodied symbiotes. With K’s seemingly mortal body
and humanlike mind, he ventures into a quest to figure out his ‘self’. Likewise, Joi joins him
on his quest as she uncovers whether she can be more than an AI.
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 79
Altered Carbon takes the question of humanity and identity to a new level as it explores how
Morgan’s book from 2002 of the same name. The aim of this section is to analyse a futuristic
character portrayals of Kovacs, Bancroft, Edgar Poe, Lizzie, and Ortega, the objective of the
reading is to analyse the mind/body aspect. Taking the mind and body as two entities, the
analysis looks at how and why the mind/body, specified as the primary site for human
subjectivity, is changed or altered (Hamdan, 2011). Likewise, as with the previous analyses,
critically about the tools and devices that surround us. When we have implants put in or
artificial limbs surgically attached to our bodies to replace the original, are we merely
removing our biological ‘selves’ or actually changing ourselves to fulfil our desires? In
even resemble and operate like the technologies that we create? How do we take a step back
to see what humanity is becoming? These are some of the questions that Altered Carbon
examine the presence and treatment of natural or nature-given sense of subjectivity. It is also
applied as a means to understand human subjectivity by unravelling the link between the
mind/body dichotomy. This is because the Cartesian notion of “I think therefore I am”, which
shows the mind as the entity that makes humans unique, becomes paradoxical within Science
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 80
Fiction contexts, which usually stress the importance of materiality (Hayles, 1999; Vint,
2007).
The posthuman assumption surrounding the human body is that it is seen as something
malleable and can be manipulated. Haraway’s brief discussion on prostheses in her essay “A
Cyborg Manifesto” supports this very posthuman standpoint on embodiment. Haraway states
that “[f]or us in imagination and in practice, machines can be prosthetic devices, intimate
components, friendly selves” (1985, p. 97). Haraway is not completely wrong when she
positioned this possibility, because as early as the 1950’s the Americans and the Russians
were already applying cybernetic technology to develop prosthetics such as automated limbs
for amputees and visual and aural implants for the blind and deaf (Hamdan, 2011). These
functioning” (Hamdan, 2011, p. 8) thus showing the potential and malleability of the human
body. The following consists of a summary of the series in order to set the stage for the
characters.
Altered Carbon is set in the fictional Bay City in the future. The series follows Takeshi
Kovacs (Joel Kinnaman) as he uncovers the mysteries surrounding who killed a rich,
influential magnate part of the “Meths”. “Meths” is a term for the wealthy. The “Meths”
usually live above the clouds, away from the grimy streets below on Earth. “Meths”, a
biblical reference to Methuselah, a patriarch who lived to be 969 years old, are said to live
forever due to their numerous options for “resurrection” in the form of backups. Kovacs is an
Envoy, a former elite spy unit of a rebel group, who was killed 250 years before the series’
start. In the Altered Carbon-universe (2002, 2018), a person’s personality and memories are
loaded onto carbon-based, hard disk-like devices called a cortical stack. Human bodies are
now referred to as “sleeves”, as the cortical stack constitutes the entirety of the person. While
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 81
originally of Japanese and Hungarian heritage, Kovacs is sleeved - the act of “resurrecting” a
cortical stack in a sleeve - into a sleeve of American heritage. Hired to solve the attempted
murder of Laurens Bancroft (James Purefoy), Kovacs uncovers a mystery that goes deeper
than a simple murder case. Along the way, Kovacs meets characters such as Kristin Ortega
(Martha Higareda) an experienced, tough police lieutenant in the Bay City Police
Department, and former lover of Kovacs’ sleeve; Edgar Poe (Chris Conner), an Artificial
Intelligence running a hotel called The Raven, who ends up one of Kovacs’ protégés; Vernon
Elliot (Ato Essandoh), a retired Marine combat medic who Kovacs’ recruits as another
protégé, in exchange for helping his traumatised daughter. Through flashbacks we are also
introduced to Quellcrist Falconer (Renée Elise Goldsberry), the Envoy mentor who trained
Kovacs. Additionally, we are shown details of Kovacs’ background which details his
relationship to his sister Reileen Kawahara (Dichen Lachman) and his philosophical belief.
Kovacs is shown as believing in Falconer’s vision of a future where the concept of cortical
stacking and sleeves are gone, wanting a future where humans have only one life, one body.
The series heavily represent a transhuman future, the core concept of the series - cortical
stacks and re-sleeving - are a clear example of Fuller’s Humanity Translated: “uploading of
mental life from carbon- to silicon-based vehicles, typically with the implication that the
relevant human qualities will be at once prolonged, enhanced and transcended” (Fuller, 2011,
p. 104). In S1/E7, it is explained that Falconer developed the cortical stack technology. Based
on alien technology, the cortical stack resembles a small disk with a green pulsating light. It
is inserted in the neck of every child at the age of one. Falconer explains that the technology
other bodies on other planets, humanity could explore planets at a hitherto unprecedented
speed. However, the technology has instead been converted into a business, much to
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 82
Falconer’s dismay. Multiple venues exist making use of the technology or catering to the
usage of the technology. Kovacs enters a PsychaSec facility who specialise in augmented and
enhanced sleeves (S1/E2). Commercials for designer sleeves are shown throughout the
facility, in the form of virtual representations of the sleeves advertising themselves. The
PsychaSec facility is also shown to function as a storage center for sleeves as Kovacs visits
Special laws have been instated since the conception of the cortical stack technology.
Ortega indicates a difference exists between “Sleeve death” and “Real death” (S1/E1). In the
same episode, Kovacs is at an orientation for newly sleeved prisoners. Here it is explained
that blunt force trauma to the base of the brain, or an energy weapon fired at the head, will
cause “real death” - the destruction of your cortical stack. As such, another distinction exists
between killing a sleeve and murdering a person. In the same aforementioned episode, we are
shown how victims of sleeve death (and prisoners) are re-sleeved into a random sleeve
sleeve of an old lady, with the staff telling the parents to either store their child again or buy a
new sleeve.
Seemingly, the norm is for a person to have a single cortical stack that contains their
personality and their memories (people such as Kovacs and Ortega are shown as having only
a single Stack), while only the “Meths” have multiple cortical stacks (such as Miriam and
Laurens Bancroft). Likewise, the “Meths” have backups of their cortical stack which they
centres, etc.) or sleeved clones of their body. As such, the humans in Altered Carbon are able
to live for several centuries longer than usual, if they have the money. At the start of the
series Bancroft is nearly 360 years old. This fits in well with Fuller’s (2010) Humanity
prolong our life. Additionally, Fuller (2010) mentions being able to “transcend” (p. 104) as
another trait of this future. This trait we can see with the “Meths”. We will explore the
subplot in the series. Another trait Fuller (2010) mentions as part of Humanity Translated, is
being able to be “enhanced”. While humanity in Altered Carbon has not transcended to
cyborg bodies, it is shown that enhanced limb replacements are present in the universe. After
Ortega is near-fatally wounded during an attack, her arm needs to be amputated and Kovacs
buys her a prosthetic replacement (S1/E6). A wide range of limb replacements types are
available: Biomech, gene-spliced, cloned, and fully mechanical. One specific model is said to
“neurachem” is in the show, but Ortega’s fighting skills appear to be enhanced once she
receives the enhanced replacement limp. Likewise, references to a device known as “ONI”
are made multiple times, and we are shown scenes from a first-person perspective operating
an “ONI” device. These ONI devices seem to function much the same as contemporary
smartphones, as Kovacs complains about Ortega not “picking up” her ONI. Kovacs and
Ortega’s ONI are shown as being an enhancement for their eye, a receptacle place and
While Altered Carbon represents a transhuman future, there is still a posthuman aspect to
the series. At some point, humanity must have invented artificial intelligence. A series of AI
characters are introduced, with the most prominent being Edgar Poe. The AIs in Altered
Carbon run some of the hotels and brothels on the surface and are shown to be very
autonomous. Poe is part of a group of AIs who have formed a union called the “AI
Management Union”. The AIs are shown, and explained, to not only have a humanoid
representation but also “live” as their establishment. Poe meets with the other AI members of
their union (S1/E2). During the exchange intricacies of Poe and the other AIs are revealed,
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 84
such as Poe’s interest in observing and studying humans. For this reason, he states, “I choose
to be the proprietor of the Raven”. Evidently, the other AIs consider Poe a servant of humans
where they consider themselves “serving up” humans. While Poe observes humanity, the
other AIs despise humanity considering them a “lesser form of life”. Seemingly, the AIs are
in the process of attempting to pacify and exert some control over humanity, using their
virtual stimulation brothels and avenues. As such, it can be said that the AIs are attempting to
do away with the humans ruling on Earth, enslaving the “lesser form of life”. While all the
AIs are shown to have a humanoid body during their meetings, it can be argued that this is
most likely a production decision. The purpose and meaning of the AI scenes would be near
impossible to present without the AIs having a humanoid body from which to converse.
Rather, it can be seen as a visual representation for the viewer, while in actuality the AIs are
“meeting” through a networked connection and exchanging information. Much like the
concept of singularity, where the human body is discarded, and we exist purely as
information in a global network. While this is not explored much, Poe does put an end to it
by uploading a virus to the de facto leader of the AI Management Union. This appears to
effectively put an end to the AIs attempt at controlling humanity. This aspect of control is
explored from a different angle in Altered Carbon, namely through the “Meths” and the
representation of religion.
In Altered Carbon, a subplot explores the religious aspect of the Altered Carbon-
universe. On one hand we have the transcendent “Meths”, able to live for several centuries
due to their backups and access to various advanced technologies. On the other hand, we see
religions exist in the universe as well, however, these are not explored much. The main
difference between the “Meths” and the NeoCatholics, is their use of the cortical stack
technology. While the Meths use the cortical stacks to prolong their life, the NeoCatholics
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 85
believe that re-sleeving brings your soul closer to hell. In S1/E2 a woman mentions that her
daughter has converted and as such cannot be “spun up” (re-sleeved). In the same episode,
when Ortega and her mum are discussing religion, it is explained that NeoCatholics have a
religious coding that prevent them from being re-sleeved. Evidently, in S1/E4 a lot of
humanity seems to be atheistic as well. Ortega’s family is NeoCatholic, however, Ortega and
her grandmother are evidently not believers and have renounced their religious coding -
Throughout the series, a law named “653” is referenced, it refers to a law allowing the
dead to be resurrected to aid in cases where they have been killed. The NeoCatholics do not
support the bill, and in S1/E1 when Kovacs is leaving the prison facility, demonstrations are
being held by what appears to be NeoCatholic followers renouncing the bill. In addition to
the NeoCatholics, a reference is made to the Islamic religion and Muslims, with the character
Altered Carbon-universe; however, it does seem the inhabitants of Earth are not ignorant to
other religions. Kovacs’ sister’s henchman lists the Gods in contemporary religions, but
whether this means the religions still exist is unclear. The “Meths”, as we have already
established, make frequent use of cortical stack technology to prolong their life. Interestingly,
the “Meths” see themselves as replacements to God, in S1/E3 Bancroft remarks “Oh, Mr.
Kovacs, haven’t you heard? God is dead. We have taken his place” during a discussion with
Kovacs on the ethics of re-sleeving. This religious aspect of Altered Carbon is important, as
it closely ties into the transhumanist goal of becoming “gods”. Evidently, the “Meths” in
Altered Carbon seem to believe they have achieved this goal, even so far as to “replace” the
Ortega escorts Kovacs to Bancroft’s residence in the Aerium. The Aerium is the name of
the city where the “Meths” live, with Ortega remarking “Our quick and messy little lives are
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 86
so small to them. They build their homes up here so the clutter of our existence is out of their
sight” (S1/E1). This is our first indication that the “Meths” are not benevolent Gods, but
rather quite malevolent. Throughout the series, the “Meths” are shown to have an extensive
amount of influence in every aspect of the Protectorate, as well as what happens beneath the
clouds. Bancroft is seemingly able to acquire any document he needs, such as a full pardon
for Kovacs’ terrorist actions that have left him in prison for an indefinite amount of time.
Likewise, the Bancroft residence is shown as having plenty of rare artefacts, that would be
The “Meths” are highly megalomaniac, and in S1/E2, during a gathering at the Bancroft
residence, the “Meths” are told to bring a unique item. The items exhibited are progressively
more illegal and rarer, such as a human-being having been re-sleeved into an animal, and
Bancroft considering Kovacs - the last Envoy alive - to be his unique “item”. Bancroft often
refers to Kovacs as his “property” throughout the series, meaning Kovacs is not only there to
solve his murder, but likewise, a symbol of power, influence, and wealth for Bancroft. When
Kovacs shows his discontent with being Bancroft’s showpiece, he is quickly dismissed by
Bancroft stating, “In this world, the only real choice is between being the purchaser and the
purchased” (S1/E3). Other examples of megalomaniac traits in the “Meths” appear during the
series, such as Bancroft’s “benevolent” “Minister to the masses”, according to his wife
Miriam, at a shelter for deathly radiated refugees, bringing gifts and blankets for the victims
(S1/E5). As well as Kovacs’ sister’s henchman refers to Kovacs’ sister as “the holiness of
She Who Endures”. These examples further the religious comparison between “Meths” and
Gods, as they - and their followers - have adopted religious terms for themselves. While the
“Meths” see themselves as Gods, little is shown of tensions and clashes between the “Meths”
As mentioned earlier, the NeoCatholics renounce the cortical stack and sleeve
technology, but mainly oppose it in regard to laws and social norms or customs. Kovacs,
evidently, is strongly opposed to how the “Meths” view themselves as Gods, often dismissing
their megalomaniac comments and the opinions of their followers. Likewise, religion seems
shown as being less influential and substantial in size as contemporary Catholicism. Religion
technological evolution. The religious subplot provides an interesting angle to analyse the
elements are almost entirely forgotten or dismissed, as is the case in Blade Runner and Ghost
grounded in religion. It is therefore interesting to see actual biblical and religious references,
focus, it is relevant to Altered Carbon mostly for the reason that the NeoC coding on the
cortical stacks allow the “Meths” to hide their crimes. It is kept as a background element at
reason for his ingrained discontent. Through flashbacks, Kovacs’ history as an Envoy is
expanded upon. The Envoys have mostly been described as formidable warriors, but a deeper
reason and cause situates the Envoys within the Altered Carbon-universe. Falconer is
revealed to be the inventor of the cortical stack technology; however, she is also revealed to
be the leader of a rebel uprising (S1/E4). The uprising is fighting to disable the cortical stack
technology permanently, as it has been abused by the extremely wealthy. As such, a clash
exists between the transhumanist “Meths” and the rebel uprising. The difference between the
rebel uprising and the NeoCatholics, is that the rebel uprising aims to entirely destroy and
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 88
disable the technology, while the NeoCatholics have adapted to the technology’s emergence.
Evidently, the rebel uprising lost which sets the stage and creates the dystopian setting in
Altered Carbon.
At first, the technology created a utopia, where humanity could prolong their life and
travel almost instantaneously to distant planets, but as the technology is integrated into
society more, exploitation and abuse begin to occur. However, as much as the integrated
technology is abused and exploited to create a dystopian setting, it seems the technology has
made life better for the residents of the Protectorate. Throughout the series, there is no
evidence of a nostalgic longing for “the old days”, from before the technology was
discovered and integrated. As mentioned earlier, even the NeoCatholics have seemingly
accepted the technology, but do not make “use” of it - refusing to be resurrected after death.
As such, it can be extrapolated that for a brief period, the technology and Earth was seen as a
utopian ideal, however, it has now evolved into the dystopian present as seen in the series.
presides over a number of colonised planets. While the Protectorate is in charge of ruling
over the cortical stack technology, it is not presented as a malevolent government or entity.
Rather the “Meths”, as we have explored earlier, are shown as the malevolent, powerful, and
influential zaibatsu - ignoring the laws, rules, and regulations of the Protectorate. Likewise,
the “Meths” are shown as running most of the illegal and unethical establishments on the
surface of Earth, such as brothels and interrogation centres. As such, while Kovacs is
employed by Bancroft, he continues his fight against the oppressive zaibatsu, though at a
much smaller scale. Like in most other cyberpunk fiction, Kovacs succeeds at the end, yet
again it is on a much smaller scale, being only able to imprison Bancroft and his wife. The
rebel uprising, in particular Falconer, was sceptical about the abuse of the cortical stack
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 89
technology. She predicted, that if people could live forever, they would exploit and abuse it
for their own gain. As such, a large part of the narrative in Altered Carbon centres on the
conflict between the “Meths” and Kovacs’ beliefs, rooted in his past as an Envoy of the rebel
movement. Ortega, likewise, battles a conflict between her own personal beliefs, that murder
and rape victims should be able to re-sleeve and point out their murderer or rapist, and her
religious past and family. These elements all contribute to identity crises and problems in the
change through the series, where Kovacs at first rely on himself and his Envoy-training,
making “friends” as a benefit to his cause, he ends the season by teaming up with his friends
Having already touched upon the utopian/dystopian elements of Altered Carbon, the
series further exerts a cyberpunk visual style, reminiscent of the grime-caked cities in Blade
Runner and the neon-lights filled streets of Ghost in the Shell. As with the contrast between
the “Meths” in the Aerium and the rest on the surface of the Earth, a similar contrast in
aesthetics and visuals exist. The Aerium is white and pristine and the “Meths´” houses are
decorated with expensive artefacts and artworks. The colours in the Aerium are vibrant, while
on Earth it’s dark and mostly grey. Most of the inhabitants are shown to live in poverty, with
trash and grime caking the streets of Bay City. As such, Altered Carbon adheres closely to
the aesthetics Cyberpunk is known for, even more so when Kovacs in S1/E1 enables his ONI
device wandering the streets of Bay City - only to be pestered by neon-coloured ads and
holographic, scantily clad women offering their services around every corner. While Earth
and the Aerium exist to contrast the stark differences in wealth and power between its
contrast appears during Kovacs’ flashbacks, where scenes take place on a second planet -
Harlan’s World - the base of the rebel uprising. Parts of Harlan’s World are shown as an
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 90
almost prehistoric planet, where the land is covered in thick and lush forest surrounded by
water and beaches. For Kovacs, this part of Harlan’s World represents the ideal utopia of a
world not polluted by technology and humanity, surrounded by like-minded individuals. Like
with 2049 and the contrast between Urras and Anarres, Urras exist as the utopian ideal -
outside the control of the Protectorate - while Earth and the Aerium represent Anarres, the
dystopian.
We can see Fuller’s Humanity Translated future very clearly in Altered Carbon, the
combination of the two. Fittingly, Altered Carbon also represents the main goal of
transhumanism - Humanity being created in the image of God, and our evolving into gods as
the betterment and evolution of humanity and/or Homo sapiens. As we have explored, certain
parts of humanity are convinced they have replaced the old gods, while another part still
reveres the old gods and renounces the technology of Altered Carbon. As we have also
determined, a third view existed, which was not attached to religion or wealth, and which
seemingly renounced both of the previous views. Though now extinct, Kovacs serves as a
reminder of their cause, reluctantly agreeing to helping Bancroft. Evidently, this causes
Kovacs great annoyance and grief, and is also one of the causes of his identity crisis. The
other major cause is the body in which Kovacs has been placed, which serves as a tormenting
taunt to Ortega throughout the series. In Altered Carbon humanity has evolved to gods, if you
have the wealth, but seemingly no changes have been made to the Homo sapien body.
Additionally, Altered Carbon also includes hints of technological posthumanism, in the form
of autonomous AIs attempting to exert control or pacify humanity. A majority of the AI,
seemingly, consider humanity a lower form of life, but are quickly stopped by one of their
Altered Carbon introduces a new way of looking at the body but these “new bodies” are
the same as todays. Except Altered Carbon’s world of today permits bodies to be replaced
with new ones. We see this sleeving for the first time when Kovac is sleeved into a straight,
white, male, almost god-like body (S1/E1). His “default” body is of Japanese and Hungarian
origin, filled with scars, which arguably portrays the white body of “superior status”. Frelik
analyses the novels, but many of his arguments still seem valid for use in the series.
Where his fictional predecessors were mostly race-blind and heroes uniformly white, Kovacs
repeatedly stresses his mixed Japanese and Hungarian roots” (Frelik, 2010, p. 176).
According to Frelik “This leads to a problematic question - what is the meaning of race and
ethnicity in the world in which outward markers are meaningless and demand-driven?
(Frelik, 2010, p. 176). In our contemporary world, more often than not “race” is posited as a
more general category involving both ancestry, social, and cultural characteristics, while
biological terms. Accordingly, it would be tempting to suggest that “race” is more connected
with the body and “ethnicity” with the mind. This contradiction between Kovacs’ identity
and commodification of sleeves can only be reconciled if we assume that the director
constructs both racial and ethnic identity as something mental, part of the personal data which
can be carried between stacks and sleeves even if, or when, it does not find its external
expression (Frelik, 2010). This is further evidenced in the first novel by the fact that Kovacs’
Hungarian and Japanese ancestors were themselves digitised subjectivities of two of Earth’s
nations, sent to Harlan’s World and sleeved, presumably into appropriately marked bodies,
only upon arrival on their new home (Frelik, 2010). We can assume that it is similar in the
Frelik suggests that “Even with such an assumption that race and ethnicity are really
data, the novels [and the series] suggests that such a sense of identity is not held universally”
(2010, p. 177). Kovacs is strongly aware of his own roots, but the majority of other characters
do not appear to manifest any indication that the choice of the sleeve, which by necessity is
considerations. Later in the series, we see for example Ortega’s grandmother being re-sleeved
into a thug (S1/E4). Another example can be seen when a little girl, who died in an accident
is re-sleeved into an old woman. These examples exemplify the show’s willingness to mock
the stack technology. For one, this mocking can be seen as a way for the people, controlling
the stack technology, to show how little they care whether people get the sleeve they deserve
or demand. Secondly, by having young children being put into bodies that could die at any
dark and gritty world. On one hand, the little girl that is put into the old woman, suggests that
both the parents and the girl herself will difficulties adapting to her new body. Furthermore,
they will feel as if they lost parts of themselves by changing the entire physicality of the little
girl, as arguably, children at that age start to develop a curiosity for their bodies and, thus,
begin to identify more with it. On the other hand, Ortega’s grandmother does not seem to
have any issues towards her new sleeve (except for the sleeve sickness), which postulates that
older people value their minds more, as in their knowledge. However, as mentioned, much of
the re-sleeving that occurs throughout the series is based on functional, aesthetic, or
economic considerations.
We argue that embodiment in Altered Carbon is an important theme as it does not in its
entirety clearly state whether it prefers the body, the mind, or both. The series comments on
the issue itself: “Your body is not who you are. You shed it like a snake sheds its skin. Leave
it, forgotten, behind you.” (S1/E1). Here it is stated that the body has become obsolete
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 93
because what matters is the cortical stack which contains consciousness. Consciousness is
arguably how the series defines our identity and thereby a classical disembodied vision where
the body is expendable. Both Haraway and Hayles would disagree with the idea of a
disembodied vision, as they would prefer if consciousness (the mind) became secondary to
the body. For Haraway and Hayles the notion of the body has to have first priority, but as the
world of Altered Carbon does not allow it, the embodied vision seems impossible. Likewise,
in Ghost in the Shell and 2049, Haraway’s notion of cyborg embodiment can be applied to
the re-sleeving-people of Altered Carbon as they, too, resist seductions to organic wholeness
through a constant re-sleeving. However, sleeving is available for most people but the more
As Murphy and Schmeink (2018) state, Haraway’s cyborgs are not limited to humans
becoming machines (A hybrid of machine and organism), but also “[...] human-machine
interfacing [...], as well as fully transplanting human consciousness into machines [...]” (xxiv-
xxv), which can be seen throughout Altered Carbon as the humans transplant consciousness
into machines (stacks). This means that the poor does not seem to have the same options as
those who have money, which puts the poor in a minority state. As Cadora (2010) mentions
people of colour, women, and non-binary people are not able to disembody in the same way
that white, straight men are because, as in Ghost in the Shell and 2049, Altered Carbon falls
under the category of feminist cyberpunk. Therefore, we argue that people belonging to these
categories, in this case the poor, can be categorised as a minority. Ironically, in the novel,
organic bodies are preferred over synthetic ones, and the supply of the organic bodies come
from those who cannot afford to be re-sleeved. In fact, those who are wealthy can have
downloaded into other sleeves. This means that the “Meths”, in theory, are able to fully
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 94
disembody into whoever they prefer, regardless of sexual orientation and gender. Kovacs’
sister makes use of racially diverse and differently gendered sleeves to track Kovacs.
However, the “Meths” seem to prefer to keep copies of their own bodies, and always at the
same age and physique. This can be seen as a symbol of their wealth and status in society,
In addition, the penal system no longer keeps live criminals; only their bodiless minds in
the form of the cortical stacks that are placed in storage through the duration of their
sentence, their mindless bodies made available on the market for sale or rent. Having kept the
bodies of criminals “on ice” creates a society where some of the most dangerous people are
able to walk the streets. A society like this also permits the possibility for regular people to
occupy the body of a serial killer, where the victims’ future families can see their family
member’s killer roam freely around. Even though the criminals’ minds are destroyed, their
bodies are still widely used by various people in the social class. Having people being able to
change their bodies as they please, permits Vint’s idea of Cartesian dualism. This
disembodiment ensures that people do not lose their sense of self. This indicates that the idea
of a disembodied utopia would crumble because, for a utopia like that to happen, the body
would have to become, in all its meanings, obsolete. However, one could argue that this idea
is somewhat a fantasy. Although this fantasy is what Hayles claims as dangerous, the same
argument could be said for a world where everyone identifies with the body and all forms of
discrimination are gone; an embodied utopia. Altered Carbon does obviously not embrace the
idea of utopia, but it still hints at ideas of disembodiment; most notably with the
aforementioned: “Your body is not who you are [...]” (S1/E1). However, Hayles’ arguments
put into question whether identity should be embodied through the mind or the body, but as
we have established, Hayles (1999) argues that identity begins with the body and expands
from there. Furthermore, Hayles (1999) argues that erasing the division between humans and
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 95
machines conjures up apocalyptic visions in which machines become our equals and then our
superiors. Therefore, according to Hayles (1999), the body has sentimental history. It has an
architecture, a "physical structure whose constraints and possibilities have been formed by an
evolutionary history that intelligent machines do not share" (p. 284). Humans, Hayles (1999)
says, may enter into symbiotic relationships with machines, or be replaced by them, but they
Altered Carbon portrays the principle that bodies and minds are distinct and separable.
environment by the director. The rich have almost unlimited options when it comes to how
they want to look like. The cheapest way is to upload the stack into a virtual reality setting
where you “live” in a setting of your choice – disembodied and disconnected from reality.
The most common but not the cheapest option is to be re-sleeved in another organic body that
is bought or rented off “the shelf” at “Download Centrals”. The cheaper but less favoured
option compared to the organic body is to be re-sleeved in a synthetic one. By having all
these different sleeving options, it puts into question how one chooses the right one for
themselves and how do they become comfortable with who and whatever they wear. Looking
at Kovacs and Bancroft, two people from two opposite sides of the spectrum, with one being
a former “terrorist and rebel” and the other being a big corporate CEO philanthropist: Kovacs
has re-sleeved a few times before ending up in the body of Ryker, but because he is a former
Envoy, he is faster and better at adapting to his new sleeves. Being better at adapting, puts
However, Bancroft is a “regular” man who has made enough money so he can re-sleeve
into a clone of himself every time he dies, or something happens to his body. Bancroft does
not seem to suffer from a lack of adaptation to his new sleeves, but that is most likely due to
the sleeve being a copy of himself, whereas other people end up in completely different
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 96
bodies. With Bancroft being re-sleeved into himself, seemingly instantly, he embraces the
idea of embodiment. For Bancroft the body signifies what humanity should evolve into.
However, it may already be so for a selected group (“Meths”). The idea of the body,
according to Bancroft and whoever can afford to re-sleeve into themselves, is that even
though the body seems expendable (instant re-sleeving), it signifies an important part of their
self-realisation. In other words, both the mind and the body are who they are. For Bancroft,
the satellite containing his constantly updated consciousness is as important for him as his
physically. Bancroft’s choice of an older body instead of a younger one puts him in a position
choice from Bancroft as he believes the older body serves him respect; “But the truth is, it’s
at this age that man achieves real respect, for he has battled many times and clearly
triumphed” (S1/E5).
Kovacs’ godlike body that we have briefly touched upon is, unlike Bancroft, not his own
choice. His body was chosen by Bancroft because it used to belong to former trained police
detective Ryker, which means it was prepared for quick reactions and potential combat
situations, making him ideal for solving a murder mystery (S1/E1). Additionally, Bancroft
chose that body to taunt Ortega. However, the godlike aspect can be seen in comparison to
Bancroft’s choice of body, where Bancroft chooses an older body as a symbol of respect, and
with “Meths” empowering godlike status, Kovacs’ body is chosen for appearances and
physique, and as a “scare tactic” against Bancroft’s enemies. Kovacs’ godlike looks can also
be seen as a symbol of the ideal man; for example, like Michelangelo’s Renaissance sculpture
production point of view, his physical appearance is most likely because Kinnaman, who
plays Kovacs, fits into contemporary body ideals of a “handsome man”. This usually attracts
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 97
an audience because they tend to prefer to look at beautiful actors as the actors and actresses
act as “role models”. Kovacs has been re-sleeved numerous times, his high-risk job as an
Envoy and later as an assassin for hire, almost always results in his body being organically
damaged and basically not suitable for re-use. As such, every time he “dies” he is re-sleeved
in a different body. For Kovacs, being re-sleeved is mundane and routine yet with each re-
sleeving comes a silent struggle. We see this struggle when Kovacs is haunted by his former
life as an Envoy and the times he is killed (S1/E1,2). He begins to have flashbacks to his
Throughout the series we see hints to Kovacs’ numerous re-sleeves, and at one point he
pretends be a woman named Ava, re-sleeved into the body of Ryker, who is the mum of a girl
spun up in trauma VR. Even though he is not Ava as Ryker/Kovacs, it emphasises first, his
ability to adapt to different sleeves, women and men, and regardless of colour. Secondly, it
emphasises Kovacs’ idea of disembodiment as he does not care who he wears or pretends to
be. This idea of disembodiment comes from the comment: “Your body is not who you are
[...]”, which is said by Falconer. As Kovacs is over 250 years old, he is from a time when this
utopian idea first came to be and therefore, he still believes that bodies are expendable
because what matters is how you control the body and not how the body controls you.
acknowledges that to ensure continuity his identity must be fluid, linked to, and influenced by
(narratives of) technologies. Perhaps in this context, accepting a cyborg identity is the way to
embodiment ensures Kovacs’ peace of mind and reminds us of further impending changes
Quellcrist Falconer: The mind does interesting things under extreme stress.
Takeshi Kovacs: [narrating] The danger of living too many times: you forget to fear
death. We dismiss the Grim Reaper as a quaint metaphor. But fearing death it's good
Quellcrist Falconer: This sleeve is a tool. It does not control me. I control it. This is
the weakness of weapons. They are tools to kill and destroy. They are not what gives
you power. You are the weapon. You are the Killer and Destroyer (S1/E7).
Takeshi Kovacs: [narrating] Death isn't only about the destruction of the body.
Sometimes, just like that, you extinguish one self and another is born. But every birth
Therefore, in the context of the technologies inherent in Altered Carbon, to ensure the
Kovacs’ understanding of the flexible and changing structures of the environment that
enables him to adapt and survive and for his subjectivity to remain intact. Evidently, most of
the rest of humanity is either unable or unwilling to adopt a flexible identity. As such, Kovacs
can be deemed a progressive cyborg, in order to remain intact, he has to suppress the natural
human desire to forge relationships which is contrary to the general posthuman perception
With the option of being sleeved into whoever, whether it is by choice or coincidence
it should, in theory, be available to everyone. However, like in Ghost in the Shell women are
often portrayed as sexualised beings, unable to leave behind their body, both metaphorically
and literally. The difference between the portrayal of men and women in Altered Carbon is
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 99
visible in many ways. Objectification and sexualisation are some of the themes that separate
the two genders from each other, and we see this several times throughout the series. Among
one of the examples, when Kovacs arrives at PsychaSec we can see how the expensive
sleeves are promoted (S1/E2). Among one of the sleeves, a hologram of a completely naked
woman is seen saying: “Best sleeve money can buy. Put your wife in me.”, followed by her
sleeves, but it seems like the people who can afford these sleeves are not bothered by it,
rather, they embrace it by having it openly visible to everyone. This obvious objectification
of the woman emphasises the discussion from our previous analyses. Both Killian and Joi,
seemingly built as the ideal image of disembodiment, are ultimately unable to separate their
minds from their bodies. The naked woman, less subtle however, is also unable to be
promoted and depicted as nothing more than a sex toy. Similar examples are seen with
Bancroft’s wife, who is often portrayed with little to no clothes on, as well as the strip/sex
clubs, where girls, in virtual or real life, can fulfil every desire (S1/E1, 2, 3).
However, one of the more notable and interesting examples is Lizzie, whose father keeps
her locked in a VR playback because she was tortured and beaten to death, suffering trauma
from the incident. Her body was destroyed but her stack was intact, which means that she
should be able to re-sleeve. However, because she suffered such trauma, her mind was
destroyed as well, which means she would not function in a new body. Despite her destroyed
body and mind, we still see her body intact in the VR loop. Again, this emphasises Cadora’s
argument about women’s inability to fully disembody. By the end of the season, Poe is able
to save her and return her mind back to a normal state, but in order to do so she has to be re-
sleeved. Lizzie is instead put into a synthetic sleeve that is able to transform into anyone they
like, meaning that she is free to choose her own body. However, it turns out that Lizzie rather
wants to be in her original body, the same body that was tortured and mutilated. Lizzie’s
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 100
choice of body furthers the idea that women in cyberpunk films always, some way or another,
are portrayed with their body, unable to escape the embodied world.
Young Reileen: Don't read it, Tak. I want you to tell it our way.
Young Tak: Okay. You ready? "Once, there was a cruel father who had two kids. He
Young Reileen: "He was a miller, but he made the kids do all of the work." Where do
Young Tak: There are never moms in these stories. Come on, keep going. (S1/E3).
Furthermore, this is emphasised with young Tak explaining to his sister, that mums
(women) hold no place in these stories (of which Altered Carbon is related). Likewise, we
argue that women’s portrayal of embodiment does not permit them to be part of the story of a
disembodied world.
In the realm of synthetic sleeves, comes the discussion of AIs like Poe. Poe, like Joi from
2049, is the seemingly ultimate image of disembodiment but they both have a holographic
representation in the form of a physical body to manoeuvre and interact with, even though we
clearly see that they do not need them. Poe has adopted the persona of Edgar Allan Poe, who
owns a hotel called The Raven. Poe’s whole persona establishes him in the same way that Joi
does, which can be seen throughout the season when he materialises wherever needed.
Furthermore, Poe, like other AIs, is discriminated against which puts the relationship between
humans and AIs in a tight spot. We argue that one of the reasons for Poe’s inability to
completely disembody is because he falls under the same category as most women often do
in cyberpunk fiction, that of minorities. This is partially due to the discrimination against him
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 101
and other AIs as well as Poe seems to be unable to escape the constraints of his meat suite.
Interestingly enough, Poe mentions himself that he is unable to leave the confinement of the
hotel: “My neural network is part of the building itself. Think of the hotel as a body, of which
Therefore, as Poe points out, the hotel is his body and he cannot leave the hotel without
leaving his body. However, one could argue that instead of seeing Poe as a prisoner in his
own “body”, he is experiencing Cartesian mind/body dualism. For this to work, one has to
simply believe in the idea that Poe is the brains of this hotel, which functions as his eyes and
ears. Poe tells the hotel what to do, whether that is turning up the heat, opening of doors, or
gunning down uninvited threats. Furthermore, Poe is able to go anywhere he desires on the
array. The array is similar to the Net in Ghost in the Shell, which means that Poe, like Killian,
is able to disconnect himself from the mortal world and tap into the virtual one. In the virtual
world Poe can disembody, not only from himself, but from everything that connects him to
the existing world; this being discrimination, confinement of the hotel, and the persona of
Edgar Poe. With Poe being the hotel and not having a physical body, he is, like the other AIs,
not able to embody in the same way that Kovacs and other human characters do. Instead, AIs
embody through their establishments as they all function as the persona of whatever they
“are” or “own”. Even though AIs in Altered Carbon do not have physical bodies, they
represent something beyond humans and in some way, they can be seen as superior to
humans. Although they are not presented as having any physical superiority over humans,
they have the ability to retrieve any information from the array, creating a superior
intelligence. Furthermore, they lack the constraints of real death (except for “Meths”).
Arguably there is no real distinction between what the body and mind signify in Altered
Carbon. For some the mind is the soul of human identity, and for others it is the body.
However, we argue that both the mind and the body contain meaning, not only for us, but for
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 102
the different characters in the series. Instead of discussing the same examples again, we will
The notion of re-embodiment returns in Altered Carbon as neither the mind nor the body
can be completely ignored as the two terms are too closely intertwined with each other. This
captured and held in an interrogation torture chamber in virtual reality (S1/E4). Kovacs is
subject to different kinds of torturing methods, all of them targeted at his body. The torture of
the body may signify either that the body is important because if the body breaks, the mind
breaks, and that way the information they need can be extracted. Or it is not important
because they are able to do every possible torture scenario and Kovacs would not break.
Furthermore, we learn that some are able to manipulate the VR world. First, we see this with
the torturer, who is able to use his brother’s sleeve to make the interrogation more personal,
as the twin brother is believed to have been killed by Kovacs. This digital re-sleeving
emphasises that both the body and the mind become equally important because not only is the
mind controlling the body, but the body is needed to perform the torture. Second, Kovacs is
shown to have mastered the ability to take control of the VR. Kovacs is able to use his mind
to get free and escape the virtual world, and he does so by freeing his chained-up body.
Interestingly, in the novel Kovacs is instead re-sleeved into a woman and tortured in
unspeakable ways only women are able to experience. For good reasons, the directors
changed that scene. However, although it may be horrifying, it also signifies women’s
continued objectification and mutilation. The reason Kovacs is put in a female body is
because women are often portrayed as being more receptive to pain than men, and being so,
means that there would be a higher chance that he would break and confess. It also furthers
Carbon. Like Hayles (1999) argues, with the separation of mind and body comes the
discourse of what it means to be human, which is seen throughout the series. Kovacs and
Bancroft for example talk about how easy it is to re-sleeve but at the same time they both are
not very fond of how stack technology can be manipulated. Furthermore, Hollinger’s
argument about taking on an “other” and becoming something other than what we were fits
very well within the Altered Carbon setting. Throughout the series we see characters literally
take on another self through sleeving, but even though they only change body, they leave
behind some of themselves every time. This may be knowledge or experience and therefore,
there will always be some sort of “otherness” in them and they will not be exactly who they
were before. However, can stacks be considered what Hayles calls “overdetermined
supplementarity” (as cited in Hollinger, 2010, p. 201); are they the dangerous elements in
On the one hand, Frelik argues that the series envision complete digitisation of
stack, remote storage, a virtual construct - but is otherwise mobile (Frelik, 2010, p. 186). The
data’s transferability makes copying or even “cloning” of the mind possible. The
Cartesian separation. On the other hand, the stack-encoded subjectivity proves to be not only
intimately connected with but also influenced by the physical sleeve. When loaded into a
sleeve, a person retains the entirety of experience and self-awareness, but subjectivity
immediately becomes imprinted on the body. Sleeves are posited as not “empty” even when
they are fresh and unworn. That various physical and neural systems accelerate reflexes, add
skills, or provide greater resistance register in the person’s mind upon “waking up” in a new
body is a given—they are, after all, manufactured features. What complicates this duality is
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 104
the fact that sleeves may carry over physical habits or acquired traits of its previous owner or
the subjectivity may carry his or her traits from one sleeve to the next (Frelik, 2010).
Kovacs frequently experiences a sense of peculiar detachment and a feeling that the
sleeve he is wearing reacts to certain stimuli unconsciously, but the results bear upon his
conscious mind. When Kovacs wakes up in a new sleeve, he discovers a strong craving for
cigarettes although he himself never smoked—the previous owner of the sleeve was a
nicotine addict. The mutual sexual attraction between him and Kristine Ortega is largely
based on the pheromonal familiarity between her and the sleeve Kovacs is wearing, which
As Frelik argues:
human subjectivity aims at the separation of the mental and the corporeal, with the
former liberated to roam the expanses of virtual worlds and the latter devalued as
“meat” weighing down the transcendent mind. In Morgan’s fiction, the opposite is
true—the main purpose of the stack technology is not to shed the flesh but rather to
Altered Carbon’s imagined technologies provide an avenue for the human mind/body
dimension to be debated within the posthuman worldview, especially within the cyborg
subjectivity. This is because the technologies envisaged by the director provide an avenue to
Fiction context bearing in mind that the technologies are based on existing philosophies and
technologies. In addition, our analysis shows that the series bring to task human subjectivity
further by experimenting within the context of the post- and transhuman worldview which
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 105
programmable; and human bodies as durable, limiting, and an aspect of humanity that should
experiments reveal that human subjectivity is primarily based on the mind and body
interacting and acting together to produce consciousness that is not fractured. To be a cyborg,
that is a combination of human and machine, it is vital to remember that subjectivity consists
of a combination of a thinking mind and a body that should react accordingly to the thoughts.
However, what the technology reveals is that human subjectivity is more dependent on re-
embodiment as reflected in the characters’ connection to their bodies, in the Altered Carbon-
universe. This attachment, to a certain extent, negates the Cartesian view that the mind has
Variants
Identity is a common theme across all three analyses but each of them represents identity
in various ways. Ghost in the Shell, 2049, and Altered Carbon manage to reflect on the
question of what it means to be human and have a subjectivity. Across all three analyses we
and body modifications, which all fall under the same category: Identity. Through an
understanding of one’s own self in regard to these concepts, we argue that one will find their
identity.
Therefore, we want to turn the attention to the discussion where we will explore the
different concepts across the three works and compare them with one another to see the
discussing the three works according to their release year and the year they are set in. We will
then conclude by looking at European cyberpunk visual media and see if and how it differs
As we have seen in the analyses, transhumanism is most prominent across all three
works. Though posthumanism also feature in them, the focus is mainly on humanity
becoming enhanced in the image of God(s). Whether this be through cyborgification, drugs,
in the Humanity Translated future of Altered Carbon, as we see clear references to the Bible
as well as characters explicitly stating they are replacements for the gods. Meanwhile, 2049’s
the future, as the new sturdier, more intelligent, and more efficient evolution. Ghost in the
Shell falls in between the two works, its transition from Humanity Incorporated into
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 107
Humanity Enhanced situates Kusanagi as both robot and human, ultimately ending with
Kusanagi identifying herself as more human than robot. However, while we mainly analysed
Ghost in the Shell as transhuman since Kusanagi ultimately is human, it can be analysed as
posthuman as well. Kusanagi’s cyborg body, a robotic shell for her human brain, is the “first”
of its kind but clearly meant to be a prototype for gauging whether it is possible to implant
human brains in cyborg bodies. As such, Ghost in the Shell could be read as a Technological
Posthuman future, though the human body still remains in focus in Ghost in the Shell, as
All three works firmly establish themselves in the cyberpunk genre, 2049 and Ghost in
the Shell are already part of cyberpunk franchises that emerged during the genre’s infancy in
the 1980s. Especially Altered Carbon and Ghost in the Shell make use of the visual tropes
associated with cyberpunk, particularly the neon-lit advertisements strewn across the
cityscapes present in cyberpunk worlds. All three works incorporate what is considered a
setting, built upon the foundation of a utopian development for humanity that, in turn, has
been exploited and abused for the monetary or influential gain of the aforementioned
Zaibatsus or megacorporations. Interestingly, while 2049 and Ghost in the Shell have clearly
Corporation and Hanka Robotics, respectively, Altered Carbon seemingly blurs the lines
between whether the antagonist(s) are the “Meths” or the Protectorate. In our analysis we
defined the “Meths” as being the antagonistic and oppressive presence in the narrative - being
a group of wealthy individuals, we used the term Zaibatsu instead of megacorporation. Rather
than the enabling Protectorate, the “Meths” function almost exactly in a similar fashion to the
megacorporations of 2049 and Ghost in the Shell, a wealthy group exerting control and
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 108
influence over the general population, while ignoring, skirting, or bending the rules and
Since cyberpunk is set in the “future”, though the contemporary world has caught up
with some of these “future” dates, the way humanity express themselves is often through
extravagant body modifications. This features most prominently in Ghost in the Shell and
enhanced are in the majority. As such, what seems like body modifications meant to invoke a
feeling of cybernetically enhanced beauty are present. One such example we briefly analysed
feature in 2049 as well, although to a much smaller degree than Ghost in the Shell and
Altered Carbon. However, body modifications in Altered Carbon are more functional than
they are cosmetic, such as Ortega’s limb replacement which does not alter her arm
cosmetically. Unlike Ghost in the Shell and Altered Carbon, body modifications in 2049 are
only available to androids and even so we do not see any of these modifications up close.
Therefore, body modifications in Ghost in the Shell, and to some extent in Altered Carbon,
function as a way of understanding who Killian and Kovacs are, whereas in 2049 they serve
The concept of embodiment is discussed throughout all three analyses and they each play
a vital role in exploring identity. For one film the plot and visual aesthetics embrace the idea
of embodiment, whereas in another it does the complete opposite. For some characters the
idea of disembodiment is closely related to how they identify with themselves, whereas for
others, visuals of re-embodiment connect them to a sense of “self”. However, for all three
works the issue of women’s and minorities’ inability to disembody is present across all three
works.
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 109
In cyberpunk visual culture, separating mind and body is often the issue of the main
characters as they are frequently depicted as lonely individuals who struggle with
understanding who they are and where they come from. Likewise, we see this in both 2049
and Ghost in the Shell, where both K and Killian begin to struggle with their understanding of
who they are. They both seem to question their existence because of outside forces that open
up their minds to the outside world. These outside forces are the horse figurine and Kuze for
K and Killian, respectively, as they function as a push in the “right” direction. What we mean
by the “right” direction is that it is questionable, whether K and Killian had to go down their
paths or would they have been content with how their lives were as before. K and Killian also
seem to be “trapped” inside their bodies, especially for K, he has little chance of escaping
embodiment because the world of 2049. and partially its predecessor, does not hold any
technology that allows characters to physically separate mind from body. Ghost in the Shell,
however, seems to allow certain characters to partially or fully disembody. Here Killian
would represent the partially disembodiment as she is allowed to enter the Net through a
Deep Dive, whereas Kuze would exemplify a full disembodiment through his own network.
2049 does not hold the same options for any of the characters because the body contains too
much meaning with a focus on android child birth, vulnerable bodies, and objectification of
women.
Where both 2049 and Ghost in the Shell embrace most parts of the idea of embodiment,
Altered Carbon is more ambivalent. The world of Altered Carbon consists of arguments for
both embodiment and disembodiment, as well as re-embodiment. Like in Ghost in the Shell,
the characters in Altered Carbon have the technology (sleeving, stacks) to disembody.
Characters such as Kovacs and Bancroft embrace the disembodied utopia through their view
of bodies as expendable. The same cannot be said for Killian because even though she is able
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 110
to be repaired fairly quickly, like the characters in Altered Carbon, she is constantly
The objectified woman is seen across all three works with a focus on Killian, Joi, and
Lizzie. All three are either objectified by a continuous female shape, a torture of female body
parts, or an undressing of the females vs a dressing of the males. All three characters are able
to enter the virtual world, where disembodiment, in theory, should be available in a wider
sense, but ultimately the depiction is based upon their bodies. This is visible, for example,
with Hanka Robotics’ consistent viewpoint of the over exaggeration of the female body parts
of Killian’s body. Another example is Wallace Corporation’s similar approach in making Joi
a sex toy. A third and final example is Lizzie’s VR torture chamber where she is repeatedly
reminded of her disfigurement and rape done to her. All three characters are unable to fully or
The three works explore the concept of embodiment in order to answer if and how
identity is portrayed within the characters. They all agree that embodiment is somewhat
important, but they differ in how they portray it. As much as they see these portrayals
differently, they are very similar in how they depict women and minorities. Real
disembodiment seems impossible for anyone within older cyberpunk visual culture; however,
embodiment by returning to the idea of the body. Therefore, re-embodiment is not about
excluding the body but embracing it, based on its attributes, physical and emotional
Since the 1980s, the relationship between Science Fiction (sf) and the world reflect the
problems in society today, set in the future. Vint mentions that “[...] we live in a cyberpunk
future, albeit one different from that imagined in most Movement-era fiction. [Their book
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 111
provides] reflections on cyberpunk that emerge from cultural climates that have significantly
changed” (as cited in Murphy & Vint, 2010, xii), while Murphy and Schmeink posit “[...] To
put it bluntly: we are living in cyberpunk futures and they are inescapably comprised of
visual and virtual interstices and intersections” (2018, xxiv). Vint, Murphy, and Schmeink, as
such, posit cyberpunk to be a product of its time. Works set in 2019, but released in the
1980s, would reflect the fears and social, economic, and cultural problems of the 1980s rather
than the 2010s. According to John Clute (2006) in his chapter “Science fiction from 1980 to
the present” in The Cambridge Companion to Science Fiction: “The genre [and cyberpunk]
which differed from the world in order to advocate a better one – [...] or the virtual reality
world we will now arguably inhabit till the planet dies – had become by 2000, in triumph or
defeat or both, an institution for the telling of story” (p. 65). Clute (2006) argues that there is
a decreasing resemblance between the world we inhabit today, and the future worlds
advocated in American sf of the previous half-century. However, since the rise of the
cyberpunk genre within visual culture, it has advocated a somewhat near future, closely
related to ours. According to Clute (2006) sf caricatures classic cyberpunk to claim that, in
1980, the genre as a whole still told only one story about how the world might – in fact,
should – develop, which it arguably still does. Clute (2006) believes that sf was a First World
vision, a set of stories about the future written by inhabitants of, and for the benefit of readers
who were inhabitants of, the industrialised Western world, which dominated the twentieth
century; simplistically, it was a set of stories about the American Dream. Likewise,
cyberpunk visual culture did and still is following this notion of the American Dream.
Ghost in the Shell, 2049, and Altered Carbon are arguably stories about achieving the
American dream by regaining acknowledgement, not only from society but also from
Looking back at the history of, primarily, cyberpunk cinema we can see a change in the
Runner and The Matrix - two of the most popular and, arguably, among the most influential
cyberpunk films - are particularly interesting to consider. Blade Runner can be seen as
representing the dangers of the “foreign”, especially when it comes to machines and robotic
androids. The androids in Blade Runner have been “banished” to off-world colonies as slave
labour, and panic ensues when they “return” to Earth and attempt to assimilate into society.
In contrast, The Matrix heavily incorporates representations of computers and related terms,
most prominently hacking. While the concept of a virtual reality in a simulated world is not
foreign in cyberpunk, The Matrix is interesting in its grounding in computing. This grounding
came at a time when the concept of the “home computer” was on the rise. The computer
become commonplace in the household, and the introduction of the Internet and World Wide
Web opened new avenues for a globalised interconnectedness. As such, The Matrix managed
to incorporate the familiar basics of the computer - concepts such as “people” being programs
rendered as human bodies, within a large simulated world run by a “computer”. According to
Christophe Den Tandt in his paper “Cyberpunk as Naturalist Science Fiction” (2013)
Cybersystems and artificial intelligences were not absent from previous sf, but they
were overshadowed by the genre's fascination for space exploration, extra terrestrials,
change in the popular representation and marketing of computer technology. Until the
1960s and 1970s, data systems had been depicted as colossal machines operated by
which means it reflects in some way the future that the Japanese original was trying to
predict. Ghost in the Shell (1995, 2002-2005, 2017) predicts a future where technology has
become so advanced that everyone, poor or rich, has been integrated with machine
technology in one form or another. Similar to The Matrix, Ghost in the Shell (1995) came out
at a time when computer technology was on the rise and the future was uncertain. People
feared how advanced these computers could get, as well as what the internet was. This is
visible in Ghost in the Shell (1995, 2002-2005, 2017) as many of the people we see
throughout the films fear the unknown, such as Kuze/Puppet master and Killian/Kusanagi.
The Matrix and Ghost in the Shell (1995, 2017) include representations of computer hacking -
Ghost in the Shell’s (2017) “deep dive” into the geisha robot visualises Killian’s attempt at
hacking and retrieving information from the memory of a robot. Neo as well “hacks” the
bodily representation of Agent Smith visualised by Neo jamming his arm into his body.
Likewise, a particularly impactful and distinguishing feature The Matrix is the “digital rain”
effect. The “falling” lines of code, consisting of Asian and Latin characters, represent the
virtual world “Matrix”. For the experienced operator, being able to “read”, or decode this
code allows them to understand how it visually represents the Matrix. Ghost in the Shell
(1995) strongly inspired The Matrix and its “digital rain” effect. As mentioned before, The
Matrix’s release came at a time when computers became commonplace in the home, with
Ghost in the Shell coming out only a few years prior. This contributes to the intelligibility of
Like with Ghost in the Shell, 2049 is an adaptation of an earlier work as well as a sequel
to the original Blade Runner. Where Blade Runner was released at a time when there was a
concern among the people about the automation of industrial work, 2049 expands on this
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 114
concern to regard all jobs. Furthermore, it asks the question: What happens with humanity if
robots take the most basic human “job” such as creating life?
Altered Carbon (2018) is an adaptation of a previous work, which can be seen in how it
portrays the future. It is concerned with some of the same issues as the other two films and
expands on them; instead of dealing with “robots” per se, it deals with humans themselves. In
today’s society we are concerned about the future of our planet and what will become of the
children of the future. Not only are we concerned about the future, but we are obsessed with
finding new ways of extending life. These concerns are what Altered Carbon is portraying;
what if humans could live “forever” and are we better than the “robots” that we were once so
afraid of?
possibly shed some light on the future of cyberpunk - A genre that, according to Vint and
Murphy (2010), has been claimed “dead on arrival” (as cited in Vint and Murphy, xi) by
Sponsler as well as described as being able to “[...] go only so far before self-destructing
under the weight of its own deconstructive activities” (as cited in Vint and Murphy, xi) by
Veronica Hollinger. Yet cyberpunk appears to thrive within visual culture, with films, video
games, and media being frequently released. A few examples include the three works
presented in this paper, as well as the recent Alita: Battle Angel. Likewise, Altered Carbon
has been renewed for a second season (as of this writing) and the, highly anticipated, video
game Cyberpunk 2077 (2019) by CD Projekt Red is due to be released within the end of the
decade. From this, it can be extrapolated that cyberpunk is far from dying out, as the
exponential advance in technology will continually mesmerise and create a sense of wonder
surrounding how our identity and future might be impacted by these technological advances.
Likewise, Cadora states: “Contrary to the rumors, then, cyberpunk is not dead. Or, at least,
not all forms of cyberpunk are dead” (2010, p. 171). Cadora continues: “[...] the [cyberpunk]
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 115
cyborg world. Masculinist cyberpunk has embraced its own annihilation while feminist
cyberpunk continues to create new configurations of technology, gender, sexuality, and race”
commonplace, new inventions take their place. As such, cyberpunk and technological
inventions create a feedback loop, a Möbius strip if you will, that influences each other.
Sf has hardly been a prominent genre within the European film industry. According to
Lidia Merás’ (2018) paper on European cyberpunk cinema, budget restrictions have often
hindered the production of sci-fi and fantasy films worldwide, as they tend to require
convincing mise-en-scène. in America and Japan, they have managed to successfully fund,
brand, and distribute science fiction/cyberpunk films internationally for decades (Merás,
2018). Drawing on the themes and plots of the works of literature categorised under the same
subgenre, cyberpunk cinema has significantly flourished in the United States thanks to films
such as Blade Runner, Total Recall (1990) and The Matrix, as well as in Japan with anime
such as Akira (1988) and Ghost in the Shell. Cyberpunk films produced mostly in the United
States or the United Kingdom, few of the critical studies have included European films, and
where they do appear, they are usually limited to US-British co-productions, Merás (2018)
argues. She continues: “As a result, they offer a misleading view of European science fiction
films with exclusively European funding include Nirvana (1997), Abre los ojos (1997) and,
more recently, Immortel (2004), Renaissance (2006), Chrysalis (2007) and Metropia (2009)
(Merás, 2018).
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 116
Comic?” In Germany, the situation for cyberpunk cinema was largely the same as the rest of
Europe. Akira, a Japanese cyberpunk anime was identified as science fiction, in Germany, in
general or as some other genre, but not cyberpunk (Iglesia, 2018). In a review of the anime
adaptation from 1991, Iglesia (2018) mentions the German film magazine Cinema also
positioned the manga source, calling it a “science fiction epic”. Another German comic
magazine, Comixene, identified Akira as an “adventure series” in 1995, and in the same
issue, it claimed, “Otomo is called the Ridley Scott of the Land of the Rising Sun” (Iglesia,
This last statement is the only one that can be said to make some connection between
Akira and cyberpunk, however as the article in which it appears is about Katsuhiro
Otomo and Hayao Miyazaki as both comic authors and anime directors, it is not clear
whether this statement refers to Otomo as the creator of Akira the manga or Akira the
Merás agrees with Iglesia’s assumption about European cyberpunk not being recognised
as cyberpunk:
Another obstacle is that European cyberpunk has been hampered by two erroneous
mainstream audiences. Second, that European films necessarily fall into the category
Furthermore Merás (2018) argues that it cannot be claimed that there is a single
European type of cyberpunk, entirely distinct from any American or Japanese counterparts.
However, we argue that the visual aesthetics in European cyberpunk visual culture are often
more avant-garde than their American and Japanese counterparts. Whereas American and
Japanese cyberpunk aesthetics often feature neon-tinted advertisements lighting up the grime-
caked city streets, with cybernetically-enhanced cyber-cowboys mixing with the poor in
slums, European cyberpunk is often grounded in less fantastical visuals, but often equally as
bleak. The Swedish film Metropia features unique visuals in which photographs of real faces
have been edited and transposed onto 3D models with enlarged heads. The setting features a
bleak outlook at a world ravaged by pollution with large swathes of the Earth rendered
cityscape. It is presented as deserted and devoid of pedestrians. The inhabitants travel to the
underground metro quickly, from where Trexx Corporation exert control over the travel
habits of Sweden’s citizens. The colour scheme consists of mostly grey and dark hues, with
low saturation reinforcing the post-apocalyptic aesthetic of the cityscape; unlike Ghost in the
Shell and Altered Carbon, there are no neon advertisements lighting up the city in Metropia.
aesthetic. Entirely computer-generated and shot in black and white, the film only
occasionally features colour for emphasis or detail. Unlike Metropia, the cityscape in
Renaissance is not as post-apocalyptic and bleak. Merás (2018) compares the two settings,
stating “In Renaissance, Paris is presented as a relatively lively environment where people
can at least go for a walk. The Stockholm suburbs seen in Metropia, on the contrary, are
home to a population dissuaded from making use of public spaces [...]” (p. 9). Both films
control the means of invincibility. While in Metropia, Trexx Corporation seeks to exert
control over the population using subliminal messaging by way of a hair product and human
Where American cyberpunk consists of many classical cyberpunk tropes, the European
cyberpunk under consideration shares some of the tropes, but not all of them. According to
Merás (2018) the films borrow stylistic and narrative elements from certain classic films (in
particular Blade Runner) and genres (science fiction, film noir and thriller). Furthermore,
cyberpunk has been an influential genre in Japanese animation and manga for decades. It is
therefore easy to find many visual motifs in these films reminiscent of manga and anime,
such as the big eyes of characters in Metropia. According to Merás (2018) the film is rich in
its references to Japanese anime. Merás continues “If we look at its greyish palette, the way
characters are animated and the large heads of characters, they seem influenced by Mamoru
Oshii’s work in Tachiguishi Retsuden (Oshii 2006)” (Merás, 2018, p. 5). In Renaissance,
references to Japanese anime are subtler, but according to Merás (2018) “Mamoru Oshii [is]
considered the master of cyberpunk anime, [and] stands as the main source of inspiration.
Occasional references to Oshii’s Ghost in the Shell are noticeable in the triangles seen on the
children’s necks and in the sequence in which an invisible hitman kills Dimitri” (p. 6).
However, of Metropia, Merás also notes that “These visual motifs do not seem to have
any function other than paying homage to the master of Japanese cinematic cyberpunk” (pp.
expected being of the same genre, but seemingly often it is no more than homages.
interesting angle to aesthetics - it was ultimately not relevant to our paper. However, we feel
crises and problems in European cyberpunk ultimately differ only slightly from its American
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 119
and Japanese counterparts, with technology present as the main cause. However, compared to
its counterparts, European cyberpunk has yet to achieve the same level of “mainstream”
internationally - a reason as to why we decided to place our focus on American (and Japanese
cyberpunk cinema made in the 2000s of developing cyberpunk aesthetics and conveying a
specifically European pessimism in otherwise familiar narrative forms [...]” (Merás, 2018, p.
3). Likewise, we see this in the two aforementioned European films that Merás’ paper also
analyses.
If we take a closer look at Metropia and Renaissance in the same way we did with Ghost
in the Shell, 2049 and Altered Carbon, we can see some similarities and differences between
the works. In both Metropia and Renaissance, women’s representation and notion of
embodiment are to some degrees similar to the three other works. In both films, women are
portrayed as a kind of fantasy girl, and the women that the films regard as beautiful are white
and straight, which is also visible with Killian and Joi. However, in Metropia, the white
woman is not a protagonist, but instead a villain, which is not often seen in other cyberpunk
films. However, as the main characters, who also happen to be men, in both films do not
feature as cyborgs or androids per se, embodiment as we know it is represented less in both
films. However, we still see that women are unable be regarded as anything different from
their bodies. We see this with Roger’s wife, Anna, in Metropia, who as Merás points out
“Whether [...] is unemployed or not, the fact that her job seems entirely irrelevant to the plot
aspirations, her only function as a young woman is to remain a (replaceable) object of desire”
(Merás, 2018, p. 10). However, because cyborgs and androids are not as visible in Metropia
and Renaissance as they are in our three main works, it does not iterate the notion of
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 120
embodiment as non-existent, but instead they represent embodiment in regard to how the
main characters finish their “journeys” and become integrated into society.
We see this in Metropia, where Roger becomes part of a plot to destroy Trexx
Corporation who through their dandruff shampoo called Dangst, administer "organic
computer chips" through the pores of the skin. These organic computer chips then create
synapses to the subjects’ brain and using the subjects’ hair as antennae the human subjects’
brain is then directly linked to an AI surveillance and control mechanism. Throughout the
film, Roger’s every thought and movement is “controlled” by a man “inside his head”. In the
beginning Roger believes that it is just his consciousness that speaks to him, which resembles
both Killian and K, who both are “controlled” by “outer forces”. In this way, Roger
In Renaissance, all movement is monitored and recorded, and Ilona Tasuiev, a brilliant
young scientist, is kidnapped, and her employer, Avalon, a major health and beauty
corporation, wants her found. Karas, a jaded police captain, is assigned to find her, fast. He
seeks help from her sister, Bislane, and they uncover identity theft and missing files related to
Ilona. Similarly, as in Metropia, peoples’ every movement is monitored, but they are not as
much controlled by this monitoring as they are in Metropia. Thus, as a contrast to Metropia,
Renaissance revolves less around embodiment as it presents a more classic detective noir
style, where the focus is on the detective part more than it is on human subjectivity and
identity.
Merás (2018) argues that Metropia and Renaissance differ from their Hollywood
counterparts as many films such as these show technologies being used to monitor the
population’s movements, in these films state control is replaced by the corporate might of
Trexx (Metropia) and Avalon (Renaissance). Tarik Saleh, director of Metropia defined it as
“a reflection of the time and a warning about what can happen if we allow the surveillance
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 121
society and companies free license—beyond all morals, laws and rules (Salek, quoted by Kim
Grönqvist 2010, p. 31)” (as cited in Merás, 2018, p. 11). Saleh mentions that Metropia openly
criticises Europe’s attitude towards refugees and, in particular, the exploitation of their
circumstances by the media. In one of the early sequences of the film, he uses parody to
denounce Europe’s uneasiness with asylum seekers, showing a teaser for a TV programme
entitled Asylum, in which contestants compete to stay in Europe legally (Merás, 2018).
“Tonight. Four contestants. Thirty questions. Only one can stay in Europe. The others have to
fly” (Metropia). Merás (2018) argues that the last part is meant literally, as contestants are
tied to a special machine and catapulted into the void when they fail to answer a question
correctly. Metropia illustrates the anxieties of those with conservative attitudes towards the
ethnically other and it does this by using a literal “dumping process”. Thereby, one can argue
that European cyberpunk similarly reflects its time as we have, in recent years, seen an
increasing number of immigrants coming to Europe after the wars in Syria. Similarly, in
Ghost in the Shell and 2049, K and Killian are seen as “ethnically others”, as immigrants and
cyberpunk, it can be extrapolated that European cyberpunk made in the 2000s is not
dramatically different from its American or Japanese counterparts. Although the films
discussed offer a distinctive look, the genre maintains many of the European tropes seen in
previous decades in terms of plot (in particular, those revolving around industrial espionage),
and urban settings inspired by film noir. The representation of strong women in a male-
alternative take on the genre. One of the things that differs substantially from its counterparts
is the extreme level of technophobia. Despite being cautionary stories about the use of
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 122
technology, films like Tron and The Matrix make a point of exhibiting the wonders of the
virtual world. By contrast, European cyberpunk shows only the negative effects of
technological advances. These negative effects are seen with the people’s opposition against
Trexx and Avalon and the resistance’s willingness to destroy the two corporations. According
process” (as cited in Merás, 2018, p. 14). However, Merás (2018) argues that all technical
and scientific innovations in Renaissance and Metropia are harmful, or used to enslave the
message. Even when the initial aim of a new technology is constructive, the consequences are
terrifying.
Furthermore, stories dealing with computers, fantasy worlds, cyborgs and body
modifications are few and far between. According to Merás (2018) there is no hope that
technology can improve human life in European cyberpunk and therefore, narratives about an
ill (or addicted) male hero seeking a cure have disappeared. Instead, European cyberpunk is
focused on the idea of dystopia, which is according to Merás (2018) more prevalent in
European science fiction in recent years. Released at a time when European popular cinema
flourished, Renaissance and Metropia promotes a certain idea of European cultural identity
within the limits of an industry whose products are aimed at a global market.
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 123
Conclusion
“Sure I have a face and voice to distinguish myself from others, but my thoughts and
memories are unique only to me, and I carry a sense of my own destiny.” - Motoko Kusanagi,
Regarding identity in cyberpunk, the concept of the human body and its associated
cyberpunk visual culture. The body is both presented as a sacred symbol of humanity and the
human race, something to be protective and proud of; but it is also presented as a malleable
Ghost in the Shell presents a humanoid body made of synthetic flesh, internal wires, and
metal. This housing, referred to as a “shell”, is home for our protagonist Killian - a home she
was forced into. Clearly resenting her body as foreign and seeing herself as out-of-place,
even among “regular” human bodies that are presented as cybernetically modified, coming
closer to a reality in which their body as well consists mostly of wires and metal. Ghost in the
Shell and Killian’s cyborg body presents a partly trans- and partly posthuman future, in which
the human body is still considered the main “vessel” for our identity. Evidently, a minority in
the Ghost in the Shell-universe fear that modification of this vessel, in too great a degree,
would harm our identity as individuals. As such, the body in Ghost in the Shell remains an
important aspect of humanity as it is closely linked to our identity. Killian’s body is at the
cusp of having been modified in too great a degree, and her entirely human brain seemingly
suffers unless drugs are administered. However, being able to Deep Dive in the Net and
leaving her physical body, but ultimately succumbing to the body, Killian is exploring what
Vint and Hayles calls re-embodiment. A state of being, where she can partly escape her
“shell” and retrieve information solely with her mind, and defeating potential enemies,
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 124
without making her body obsolete. For Killian, her body and mind are as equally important
for her understanding of her ‘self’ to create the identity that she would be most comfortable
with. However, for Killian, being a woman means that she is not able to separate herself from
her body as women in cyberpunk are often objectified and sexualised in a manner that
In a stark contrast to Killian, the antagonistic Kuze provides a view at the other side;
while Killian at first suffered in her “shell”, Kuze is shown to resent his “shell”, considering
his destruction of the research and people involved in creating “shells” a defence of his self.
With Kuze being an earlier version of Killian, along with his resentment of his body, he
differs in how he prefers to manoeuvre around in the world. Where Killian learns to accept
her body, Kuze builds his own net, in order to separate himself from his body, and disembody
into a being beyond the capabilities of human beings. Killian represents the ultimate liberal
transhumanistic cyborg and Kuze represents the ultimate, utopian concept of Kurzweil’s
Singularity. Kuze attempts to achieve this Singularity by connecting his ghost to a vast
network.
In the case of 2049, the trans- and posthuman future manifests in the slavery exerted
against the replicants, an army of obedient androids. Portrayed in 2049 to have a sense of
self-sentience, the androids are situated within a human body, a feature which some of them
make use of to blend in with the human populace. Seemingly, building upon the events in the
original Blade Runner, one of 2049’s key points is the human body the androids inhabit
becoming near “fully functional”. An investigation into a replicant birth throws K into a
spiralling identity crisis and repositions the entire replicant population within the universe. If
replicants are able to give birth, they should have equal rights to humans. Thus, the
godlike nor fully replaces the real human body. It is stuck in a void being neither a fully
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 125
obsolete as replicants ability to fully become one with humans as replicants are still superior
uncover who they are. Even though they are both of different beings, they are somewhat
similar as they represent something that is beyond human. They both rely heavily on their
bodies and minds to coexist in a symbiotic embodiment. While K has a seemingly mortal
body and humanlike mind, he ventures into a quest to uncover his true identity. Likewise, Joi
joins him on his quest as she uncovers her purpose of whether or not she can be more than an
AI.
Altered Carbon expands on the questions of “Who am I or What am I?” by asking what
happens if humans could become as the likes of cyborgs or androids or evolve the human
race into something entirely different. Unlimited access to modifications and a constant
uploading of one’s consciousness into stacks, creating immortal beings, superior to all in
every manner, is common for the “Meths” in the Altered Carbon-universe. However, Kovacs
contrasts the otherwise utopian world of the “Meths” by helping Bancroft solve his murder in
a classic film noir style. For everyone else in the world of Altered Carbon, stack technology
is available but expensive and there is no guarantee which body they are re-sleeved into.
Unlike the previous two entries, Altered Carbon shows clear signs of a transhuman feature.
Numerous biblical references are made, especially the “Meths” (a biblical reference itself) as
they consider themselves the replacements for gods. Religion also features in Altered
Carbon, which is uncommon in cyberpunk, and this representation brings into contrast the
different views of the body, mind, and consciousness. The religious NeoCatholic in Altered
Carbon consider the body and mind, and by extension one’s identity, sacred allowing their
followers only one “life”. The “Meths” likewise value the body and identity, as shown in the
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 126
way they keep clones of a singular body which they identify with. In Altered Carbon the
notion of embodiment is featured for some, and disembodiment for others. However, for
most people the notion of re-embodiment is arguably most prominent as people like Bancroft
and Kovacs seem to have difficulties escaping their meat suits because they are constantly
Regarding the genre’s progression, cyberpunk is far from dead despite the previously
Japanese classics in cyberpunk are adapted to a Western audience. Ghost in the Shell is an
example of this trend, while the more recent Alita: Battle Angel seems to signal a
continuation of it in the future. Arguably, we are currently living in the age of cyberpunk, and
identity continues to be an important part of not only cyberpunk, but our daily lives as well.
Cyberpunk extrapolates on what kind of future we are headed toward and how the
technological advancement will impact our identity, including body and mind. In the world of
today, it seems as if the constant need to be “online” (“online interaction” and our “online
In the future world of cyberpunk, even though the converging technologies have
advanced beyond our comprehension it seems as if there is a return to the body and a return
to a physical world within a virtual one. Thus, cyberpunk thrives in the contemporary world
where technology keeps advancing at an exponential rate, having an impact on almost every
aspect of our daily lives. A globalised, networked world where corporations are beginning to
almost mirror the bleak settings of cyberpunk megacorporations. Having looked at the history
cyberpunk, we can see that in contemporary cyberpunk, the genre has not changed
drastically. This can be due to the trend of rebooting already established franchises, such as
Ghost in the Shell and 2049. The classic cyberpunk tropes and traits of a bleak and dark
dystopian world are still at large in contemporary cyberpunk, as we can see in Altered
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 127
Carbon and particularly Ghost in the Shell. What has changed is a return of the body in
contemporary cyberpunk. We can see a trend where the body becomes the focal point of
The future of cyberpunk is bright and though our paper is not exhaustive of
contemporary visual culture cyberpunk, it gives an idea of how previously established theory
can be expanded into contemporary theory and applied to contemporary cyberpunk film and
TV series. Thus, future research may build upon our literature review and our compilation of
theory to further modernise their own theory, or analyse other cyberpunk works, within visual
culture or literature.
Contemporary Cyberpunk in Visual Culture: Identity and Mind/Body Dualism 128
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