synthesis of several existing cinematic genres - sci-fi, action, Hong Kong kung fu,Japanese animation - and literary/graphic sources - the Biblical story of Christ,Homer's Odyssey, Alice in Wonderland, William Gibson's cyberpunk novel
Neuromancer
(1984), the comic-book art of Geoff Darrow, plus texts about physicsand mathematics. It is simultaneously a film of astonishing special effects - so-calledtime-slicing or bullet-time photography developed by John Gaeta of Manex -choreographed combat made possible by wire-stunt work supervised by Yuen WoPing - and philosophical ideas. Consequently, it appeals to both teenagers reared onvideo games and adult intellectuals familiar with the writings of Karl Marx andJean Baudrillard. Its multiplicity of sources and allusions, will delight film studiesstudents and their lecturers and provide the subject for many an essay anddissertation.The film is set in the year 2197. Earlier, humanity developed artificial intelligenceto such an extent that thinking machines took control of the planet. Here the filmtouches upon our fear of industrialisation and technology, our alienation from thevery machines we have invented. (One can envisage an alternative future in whichthe machines respect us as their parents; in another scenario, they could retain us aspampered pets; in a third we could merge our consciousness with those of computers.) In an attempt to deprive the machines of solar power, humansdestroyed the Earth's atmosphere - the world became a dystopia, a dark ruin - herethe grungy, rain-soaked look of
Bladerunner
was an obvious influence - in whichonly the sewers of the once great cities offer a refuge to a few remaining resistancefighters who live in a hovercraft called
The Nebuchadnezzer
. The machines
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