Woodpunk
WOODPUNK is a fast-paced action shooter/beat ’em up game set in an alternate Medieval Era with futuristic inventions and warfare, including wooden tanks and mirror-based lasers. In WOODPUNK, you will play as Aquinas, a genius inventor. Your weapons are assembled from different independent pieces which you will unlock as you progress through the game.
Subgenres of this speculative fiction genreA number of cyberpunk derivatives have become recognized as distinct in. Although these derivatives do not share 's digitally-focused setting, they may display other qualities drawn from or analogous to cyberpunk: a on one particular technology that is extrapolated to a highly sophisticated level (this may even be a fantastical or anachronistic technology, akin to ), a gritty urban style, or a particular approach to social themes.One of the most well-known of these subgenres, has been defined as a 'kind of technological ', and others in this category sometimes also incorporate aspects of. Scholars have written of these subgenres' stylistic place in, and also their ambiguous interaction with the historical perspective of.American author coined the term 'cyberpunk' in his 1980 of the same name, proposing it as a label for a new generation of teenagers inspired by the perceptions inherent to the.
The term was quickly appropriated as a label to be applied to the works of, and others. Main article:Nanopunk refers to an emerging subgenre of speculative science fiction still very much in its infancy in comparison to other genres like that of. The genre is similar to biopunk, but describes a world in which the use of is limited or prohibited, and only and is in wide use (while in biopunk bio- and nanotechnologies often coexist). Currently the genre is more concerned with the artistic and physiological impact of nanotechnology, than of aspects of the technology itself. Still, one of the most prominent examples of nanopunk is the video game series; less famous examples are. Postcyberpunk As new writers and artists began to experiment with cyberpunk ideas, new varieties of fiction emerged, sometimes addressing the criticisms leveled at the original cyberpunk stories. Lawrence Person wrote in an essay he posted to the Internet forum in 1998:The best of cyberpunk conveyed huge cognitive loads about the future by depicting (in best 'show, don't tell' fashion) the interaction of its characters with the quotidian minutia of their environment.
In the way they interacted with their clothes, their furniture, their decks and spex, cyberpunk characters told you more about than 'classic' SF stories did through their interaction with robots and rocketships.Postcyberpunk uses the same immersive world-building technique, but features different characters, settings, and, most importantly, makes fundamentally different assumptions about the future. Far from being alienated loners, postcyberpunk characters are frequently integral members of society (i.e., they have jobs). They live in futures that are not necessarily dystopic (indeed, they are often suffused with an optimism that ranges from cautious to exuberant), but their everyday lives are still impacted by rapid and an. Person advocates using the term 'postcyberpunk' for the strain of science fiction he describes. In this view, typical postcyberpunk stories explore themes related to a 'world of accelerating technological innovation and ever-increasing complexity in ways relevant to our everyday lives' with a continued focus on social aspects within a society, such as of ubiquitous dataspheres and cybernetic of the human body.
Unlike cyberpunk its works may portray a utopia or to blend elements of both extremes into a more mature (to cyberpunk) societal vision.Rafael Miranda Huereca states:In this fictional world, the unison in the hive becomes a mechanism which is executed in its capillary form, not from above the social body but from within. This mechanism as remarks is a form of power, which 'reaches into the very grain of individuals, touches their bodies and inserts itself into their actions and attitudes, their discourses, learning processes and everyday lives'. In postcyberpunk unitopia 'the capillary mechanism' that Foucault describes is literalized. Power touches the body through the genes, injects viruses to the veins, takes the forms of pills and constantly penetrates the body through its surveillance systems; collects samples of body substance, reads finger prints, even reads the 'prints' that are not visible, the ones which are coded in the genes. The body responds back to power, communicates with it; supplies the information that power requires and also receives its future conduct as a part of its daily routine. More importantly, power does not only control the body, but also designs, (re)produces, (re)creates it according to its own objectives.
Thus, human body is re-formed as a result of the transformations of the relations between communication and power.The novels by could be considered postcyberpunk in that sense. In addition to themes of its ancestral genre postcyberpunk might also combine elements of. Often named examples of postcyberpunk novels are 's and 's.
In television, has been called 'the most interesting, sustained postcyberpunk media work in existence'. In 2007, SF writers and published. Like all categories discerned within science fiction, the boundaries of postcyberpunk are likely to be fluid or ill defined. Retrofuturistic derivatives. Main article:The word 'steampunk' was invented in 1987 as a jocular reference to some of the novels of,. When Gibson and Sterling entered the subgenre with their 1990 the term was being used earnestly as well.
's and 's 1999 series (and the subsequent 2003 ) popularized the steampunk genre and helped propel it into mainstream fiction.The most immediate form of steampunk subculture is the community of fans surrounding the genre. Others move beyond this, attempting to adopt a 'steampunk' aesthetic through fashion, home decor and even music. This movement may also be (perhaps more accurately) described as ', which is the amalgamation of Victorian aesthetic principles with modern sensibilities and technologies. This characteristic is particularly evident in steampunk fashion which tends to synthesize punk, goth and styles as filtered through the Victorian era. As an object style, however, steampunk adopts more distinct characteristics with various craftspersons modern-day devices into a pseudo-Victorian mechanical 'steampunk' style. The goal of such redesigns is to employ appropriate materials (such as polished brass, iron, and wood) with design elements and craftsmanship consistent with the Victorian era.
Dieselpunk. DieselpunkDieselpunk is a genre and art style based on the aesthetics popular and the end of. The style combines the artistic and genre influences of the period (including, and wartime ) with technology and sensibilities.
First coined in 2001 as a marketing term by game designer Lewis Pollak to describe his role-playing game, dieselpunk has grown to describe a distinct style of visual art, music, motion pictures, fiction, and engineering. Examples include the movies, and, and the games, and its sequel,. Clockpunk Clockpunk often portrays and based on pre-modern designs, in the vein of by, and by S. Examples of clockpunk include by, Astro-Knights Island in the nonlinear game, the Clockwork Mansion level of, the, as well as the videogames,. The book The Mechanical by is self-proclaimed clockpunk literature.For some, clockpunk is steampunk without steam.
Atompunk, stonepunk, teslapunk, decopunk, nowpunk, are derivatives of clockpunk.The term was coined by the role playing system. Atompunk. Cover of Atomic War number one, November 1952Atompunk relates to the pre-, specifically the period of 1945–1965, including, the, and, and paranoia in the U.S. Along with, and the, early, and and the rise of the U.S. Its aesthetic tends toward and, which describe a retro-futuristic vision of the world. While most science fiction of the period carried an atompunk aesthetic, notable examples of atompunk in popular media include the -era of, television shows like, and, cartoons like, and, comic-books like, and, films like, and, and video games like the series which received widespread distribution and critical acclaim.Steelpunk Steelpunk focuses on the technologies that had their heyday in the late 20th century. In a post describing Steelpunk on the SFFWorld website it is characterised as being 'about, not, the not the, megatechnology not.
The artefacts of Steelpunk aren't grown, printed or programmed, they're built. With rivets.' Examples given in the post include,. Other writers suggest Harry Harrison's series, the and the film.Rococopunk Rococopunk is a whimsical punk derivative that thrusts punk attitude into the period, also known as late baroque. Although it is a fairly recent derivative, it is a style that is visually similar to the movement of the 1980s (particularly such groups as ). As one steampunk scholar put it, 'Imagine a world where the Rococo period never ended, and it had a lovechild with. Rococopunk has most recently been featured on through the artist known as.
Fashion designer, often known as 'the Queen of Punk Fashion', also mixes Rococo with punk stylings. Decopunk Decopunk is a recent subset of Dieselpunk, centered around the and art styles, and based around the period between the 1920s and 1950s. In an interview at CoyoteCon, steampunk author made the distinctions 'shinier than dieselpunk, more like decopunk', and 'Dieselpunk is a gritty version of steampunk set in the 1920s–1950s. The big war eras, specifically. Decopunk is the sleek, shiny very art deco version; same time period, but everything is chrome!' Its fandom arose around 2008. Possibly the most notable examples of this are the first two games, films like and, and the cartoon which included elements along with modern elements such as the use of cassettes.Stonepunk.
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A Flintstones-themed cafeteria, an example of stonepunk architectureStonepunk refers to works set roughly during the in which the characters utilize –era technology constructed from materials more or less consistent with the time period, but possessing anachronistic complexity and function. Franchise and its various spin offs, 's, the flashback scenes in, and fall under this category. Literary examples include ' and, and 's 'Earth’s Children' series, starting with. Other proposed science fiction derivatives There have been a handful of divergent terms based on the general concepts of steampunk.
These are typically considered unofficial and are often invented by readers, or by authors referring to their own works, often humorously.A large number of terms have been used by the roleplaying game Steampunk to describe anachronistic technologies and settings, including stonepunk (Stone Age tech), bronzepunk (Bronze Age tech), ironpunk (Iron Age tech), candlepunk (Medieval and Renaissance tech), and transistorpunk (Atomic Age tech). These terms have seen very little use outside GURPS. Raypunk Raypunk (or more commonly ') is a distinctive (sub)genre which deals with scenarios, technologies, beings or environments, very different from everything that we know or what is possible here on Earth or by science. Covers space surrealism, parallel worlds, alien art, technological psychedelia, non-standard 'science', alternative or distorted/twisted reality and so on. Predecessor to with similar 'cosmic' themes but mostly without explicit nuclear power or exactly described technology and with more archaic/schematic/artistic style, dark, obscure, cheesy, weird, mysterious, dreamy, hazy or etheric atmosphere (origins before 1880-1950), parallel to, and teslapunk. While not originally designed as such, the original series has an aesthetic very reminiscent of raypunk.Nowpunk Nowpunk is a term invented by, which he applied to contemporary fiction set in the time period (particularly in the post-Cold War 1990s to the present) in which the fiction is being published, i.e.
All contemporary fiction. Sterling used the term to describe his book, which follows the story of a hacker whose life is changed by the. Cyberprep Cyberprep is a term with a very similar meaning to postcyberpunk. The word is an amalgam of the prefix 'cyber-', referring to, and ', reflecting its divergence from the punk elements of cyberpunk.
A cyberprep world assumes that all the advancements of cyberpunk speculation have taken place but life is rather than gritty and dangerous. Since society is largely leisure-driven, advanced are used for sports, pleasure and self-improvement.An example would be Scott Westerfeld's series.Solarpunk is a movement and a subgenre and a alternative to Cyberpunk fiction that encourages optimistic envisionings of the future in light of present environmental concerns, such as and, as well as social inequality. Solarpunk fiction, which includes novels, short stories, and poetry, imagines futures that addresses environmental concerns with varying degrees of optimism.
One example is News from Gardenia by actor/writer Robert Llewellyn. Other proposed fantastic fiction derivatives Elfpunk Elfpunk is subgenre of in which traditional mythological creatures such as and are transplanted from rural folklore into modern urban settings and has been seen in books since the 1980s including works such as War of the Oaks by Emma Bull, Gossamer Axe by Gael Baudino, Artemis Fowl by Eoin Colfer, and The Iron Dragons' Daughter by Michael Swanwick. During the awards ceremony for the 2007, judge Elizabeth Partridge expounded on the distinction between elfpunk and, citing fellow judge Scott Westerfeld's thoughts on the works of who is considered 'classic elfpunk—there's enough creatures already, and she's using them.
Urban fantasy, though, can have some totally made-up f.cked-up creatures'. The 2020 animated film is an example of an elfpunk film, set in a 'suburban fantasy world' that combines modern and mythic elements. Mythpunk uses the term 'mythpunk' to describe a subgenre of which starts in and and adds elements of literary techniques. As the - appendage implies, mythpunk is subversive. In particular, it uses aspects of folklore to subvert or question dominant, often bringing in a and/or multicultural approach.
It confronts, instead of conforms to, societal norms. Valente describes mythpunk as breaking 'mythologies that defined a universe where women, folk, people who deviate from the norm were invisible or never existed' and then 'piecing it back together to make something strange and different and wild'.Typically, mythpunk narratives focus on transforming folkloric source material rather than retelling it, often through postmodern literary techniques such as, as well as modern. The use of folklore is especially important because folklore is 'often a battleground between subversive and conservative forces' and a medium for constructing new societal norms. Through postmodern literary techniques, mythpunk authors change the structures and traditions of folklore, 'negotiating—and validating—different norms'.Most works of mythpunk have been published by, such as Strange Horizons, because 'anything playing out on the edge is going to have truck with the small presses at some point, because small presses take big risks'. Writers whose works would fall under the mythpunk label include, and the anonymous author behind the pen name 'B.L.A. Valente's novel is a good example of mythpunk, drawing from classic to tell the tale of from a female perspective. References.