Annotation: Jeffrey A. Ow’s “The Revenge of the Yellowfaced Cyborg Terminator” (2003)

Peer-Review: 0

This annotation was written in reference on my paper: “The Haunting Realities of Cyberspace in Neal Stephenson’s Snow Crash.” See my prospectus here.

Ow, Jeffrey A. “The Revenge of the Yellowfaced Cyborg Terminator: The Rape of Digital Geishas and the Colonization of Cyber-Coolies in 3D Realms’ Shadow Warrior.” Asian America.Net: Ethnicity, Nationalism, and Cyberspace. Eds. Rachel C. Lee and Sau-Ling Cynthia Wong. New York: Routledge, 2003. 249-266. Print.

Ow begins his essay with a reference to Dona Haraway’s seminal essay, “Cyborg Manifesto: Science, Technology and Socialist Feminism in the 1980s,” where she describes the “female” cyborg as a revolutionary figure that challenges oppressive patriarchal structures and heteronormative codes of behavior. Ow asserts that the “male” cyborg is, in contrast, represented in various cultural productions as a destructive “terminator” that perpetuates racist and imperialistic projects (251).

In his essay, Ow describes the “Yellowfaced Cyborg Terminator” as capitalizing on its hybrid human-machine state to “assert common narratives of racial domination, sexual abuse, and capitalist consumption” (251). Ow specifically examines the video game, Shadow Warrior, produced by 3D Realms, which has been largely criticized for furthering racist stereotypes about Asian culture and people. While company programmers insist that they are only producing a funny parody that should not be taken so seriously, Ow asserts that the game encourages users to take delight in assuming the role of “a tourist/colonizer/rapist Terminator cyborg…in yellowface of course” (254). He suggests that because users play the game from a first-person perspective they do not see any graphical representation of their body on screen and come to assume “yellowface,” as the character of Lo Wang. I argue that this notion of “yellowface” is highly problematic because it perpetuates a disavowal of historical acts of white imperialism in Asia as an Asian character is responsible for the raping, pillaging and colonizing in the game.

Ow discusses how video games like Shadow Warrior allows white middle-class suburbanites to enter “exotic Asian worlds” as a kind of imperialist-tourist (255). Lisa Nakamura touches on similar issues in her book Digitizing Race, which she describes as “identity tourism.” Ow emphasizes that this link between imperialism and tourism is extremely troubling because through video games individuals are essentially encouraged to view the subjugation and destruction of other peoples and culture as entertainment. He also discusses the disturbing military origins of video game technology and the implications of these games as they are currently being used for simulation training of US troops.

Ow concludes his essay, however, with an analysis of the Shadow Warrior’s performance on the market. He asserts that the game’s failure to sell, demonstrates how companies must reevaluate the cost of creating products that perpetuate offensive, racist stereotypes, especially with regards to Japan, which continues to dominate the video game industry. Ow emphasizes that in this new globalized world, we must not assume that cultural imperialism only happens from West to East and begin to analyze the ways in which this historical trend may be reversing or splintering.

Prospectus: Neal Stephenson’s Snow Crash (1992)

Below is my prospectus on Neal Stephenson’s Snow Crash (1992) and a working list of the references I have consulted so far. I recognize that one of the major challenges in my project so far is historicizing my discussion of the Internet. I also plan to look more deeply into discourses about “techno-orientalism” and the “posthuman” so any constructive criticism about my topic or suggested reading will be greatly appreciated. thanks ^^

Neal Stephenson’s 1992 novel Snow Crash offers a means of understanding the complex relationship between human beings and cyberspace, which emerges as simultaneously a tool to further ends that will facilitate and improve one’s existence in the real world, as well as a distinct realm where another life can be lived and a new identity fashioned. Stephenson presents the Metaverse as a futuristic model of today’s Internet, combined with video game RPG (role-playing game) technology, where individuals can log on and interact with one another through personal, digitized avatars. In the novel the main character, Hiro Protagonist, spends a lot of time in this “computer-generated universe” working as a hacker who sells information to finance his living expenses in Reality (24). But the Metaverse does not simply provide Hiro with a job; it also offers him an entire “universe” through which he can lead an alternative life as a “warrior prince” (63).

The novel ultimately calls attention to some of the major tensions surrounding discourses about the Internet and its role in society today. For Hiro, cyberspace becomes a means of escaping the discomforts of the real world, such as his bland 20-by-30 U-Stor-It apartment to enjoy the comforts of his mansion in the Metaverse. Some critics assert the endless possibilities of this physical dissociation, positing the Internet as a fully democratic space, where all individuals can have equal access and will not be discriminated against on the basis of race, class, gender, or nationality because these elements do not have to be transmitted and therefore bear no import in virtual reality. Stephenson dramatizes this notion of cyberspace as a site where the free and multifarious experimentation of the self can happen: “Your avatar can look any way you want it to, up to the limitations of your equipment. If you’re ugly, you can make your avatar beautiful… You can look like a gorilla or a dragon or a giant talking penis in the Metaverse” (36). But while he accentuates how individuals can assume virtual identities entirely dissociated from their real physical appearance and human biology, in the same moment he deeply troubles the notion of free and equal access by asserting that the quality of one’s avatar is limited by one’s “equipment.” Unlike Hiro, who possesses the privileged means to design a high-tech, personal computerized representation of himself, other users are forced to rely on commercialized Brandy and Clint avatars that have a limited range of facial expressions and therefore appear less human, while those who can only manage to log into the Metaverse from “cheap public terminals” materialize in the form of “grainy black and white” avatars (41).

In this paper I am interested in examining how the Internet offers a false sense of liberation from real world oppression by problematically obscuring structural inequalities and the ways in which race, gender, class, and nationality continue to organize and assert their haunting presence in cyberspace. “The Black Sun,” for example, emerges as an exclusive virtual space, where “Everything is solid and opaque and realistic. And the clientele has a lot more class—no talking penises in here (55). Stephenson suggests that “The Black Sun” is realistic because of its high-definition graphics, but we realize that this realism also stems from familiar acts of exclusion. Despite the previous assertion that individuals can assume any desired computerized form, this space does not welcome “talking penises” or any avatar that lacks “class.” In her essay “Mapping the Real in Cyberfiction,” E. L. McCallum asserts that while works in this science fictional genre have been traditionally analyzed for their innovative representations of virtual spaces, characters still deeply rely on the real material world and it is only through physically traversing this realm that important narrative ends can be accomplished. McCallum emphasizes that by shifting the critical focus to “real” space, we can see how “old” colonialist systems and oppressive power structures continue to organize the apparently “futuristic” virtual realities presented. But while she concludes that contemporary cyberpunk fiction “map the same old world” and are ultimately conservative in presenting a future that relies “on the division between first and third worlds, demarcated by race and ethnicity,” I argue that rather than a failure of artistic innovation, works such as Snow Crash endeavor to expose familiar oppressions and heighten the urgency with which they may be severely perpetuated into the future through more insidious means such as the Internet (352).

I will particularly rely on the theoretical framework Lisa Nakamura presents in Cybertypes where she examines the Internet as a highly racialized space. Her discussion of avatars as a problematic means through which people of color can “pass” as white or are assumed to be white without certain pronounced racial indicators is especially relevant to my research. I argue that Stephenson captures this notion of “passing” through the character of Hiro who possesses a hybrid racial identity. His mother is “Korean by way of Nippon” and his father is “African by way of Texas by way of the Army” (20-21). Yet in the novel Hiro’s blackness and Korean-ness are disturbingly repressed while his Japanese-ness is highly accentuated as he is presented as a “black kimono wearing,” katana equipped, ninja-like figure (36). I intend to explore the problematic moments where this racial complexity surfaces, such as the incident in The Black Sun where a Japanese businessman interrogates Hiro’s mixed appearance and essentially his right to carry a katana. This is an especially urgent topic for analysis because of the troubling manner in which many critics have perpetuated the repression of Hiro’s complex racial identity by entirely glossing over his Korean and African roots. In his essay “Hacking the Brainstem: Postmodern Metaphysics and Stephenson’s Snow Crash,” David Porush, for example, entirely misrepresents Hiro as “a Japanese-American hacker living in L.A.” (561). While my paper will rely on theories of techno-Orientalism, I will also problematize how these discourses may perpetuate stereotypical representations of the web as a “white” and “yellow” space at the expense of more nuanced racial complexity

Works Consulted

Chun, Wendy Hui Kyong. “Orienting Orientalism, or How to Map Cyberspace.” AsianAmerica.Net: Ethnicity, Nationalism, and Cyberspace. Eds. Rachel C. Lee and Sau-Ling Cynthia Wong. New York: Routledge, 2003. 3-36. Print. (Annotation)

Hayles, N. Katherine. “The Posthuman Body: Inscription and Incorporation in Galatea 2.2 and Snow Crash.” Configurations 5.2 (1997): 241-66. Print. (Annotation)

Huang, Betsy. “Premodern Orientalist Science Fictions.” Multi-Ethnic Literature of the United States 33.4 (2008): 23-43. Print.

McCallum, E.L. “Mapping the Real in Cyberfiction.” Poetics Today 21.2 (2000): 349-77. Print. (Annotation)

Nakamura, Lisa. Cybertypes: Race, Ethnicity, and Identity on the Internet. New York: Routledge, 2002. Print.

–. Digitizing Race: Visual Cultures of the Internet. Minneapolis: University of Minnesota Press, 2008. Print.

Niu, Greta Aiyu. “Techno-Orientalism, Nanotechnology, Posthumans, and Post-Posthumans in Neal Stephenson’s and Linda Nagata’s Science Fiction.”Multi-Ethnic Literature of the United States 33.4 (2008): 73-96. Print.

Ow, Jeffrey A. “The Revenge of the Yellowfaced Cyborg Terminator: The Rape of Digital Geishas and the Colonization of Cyber-Coolies in 3D Realms’ Shadow Warrior.” Asian America.Net: Ethnicity, Nationalism, and Cyberspace. Eds. Rachel C. Lee and Sau-Ling Cynthia Wong. New York: Routledge, 2003. 249-266. Print. (Annotation)

Porush, David. “Hacking the Brainstem: Postmodern Metaphysics and Stephenson’s Snow Crash.”Configurations 2.3 (1994): 537-71. Print. (Annotation)

Sohn, Stephen Hong. “Alien/Asian: Imagining the Racialized Future.” Multi-Ethnic Literature of the United States 33.4 (2008): 5-22. Print. (Annotation)

Wisecup, Kelly. “‘Let’s Get Semiotic’: Recoding the Self in Neal Stephenson’s Snow Crash (1992).” The Journal of Popular Culture 41.5 (2008): 854-77. Print.