Margaret Killjoy sez, "Steampunk Magazine #9 is out and available for order. The pdf is up as well. New orders and pre-orders will be going out this weekend! 118 ad-free, Creative-Commons pages of steampunk mad science, lifestyle, fiction, and history. Including an interview with Cory Doctorow and how to make hydrogen airships out of condoms."
Kaja and Phil Foglio have launched a Kickstarter to fund the printing of volume 12 of the wonderful Girl Genius webcomic, and to reprint the older books. These are multi-award-winning, independent steampunk delights, and $30 gets you "an actual, dead-tree, SOFTCOVER copy of Girl Genius Volume 12: Agatha Heterodyne and the Siege of Mechanicsburg. 192 pages in full color. Shipped to you by means of one of the largest government agencies on Earth!"
Printing the actual books is our biggest single expense. The first print run of a typical volume costs in excess of US$25,000. If that seems high, you must remember that we print eight thousand of them, and they usually run to around 120 pages. Our latest volume, number 12, will be even more expensive, as it comes in at 192 pages, and we’ll be printing nine thousand of them, because eight thousand wasn’t enough last time. Exciting? Yes, but one can’t pay the printer with excitement.
We also have to ship the books. Actually, we have to ship them twice. Once from the printer to the fulfillment center, and once again from the fulfillment center to the customer. And whether a book is shrink–wrapped with thousands of its friends onto a pallet and loaded into a truck, or carefully packaged for individual shipping, several thousand pounds of books cost serious money to transport.
It's got a short fuse on it because they want to get the books in hand in time for San Diego Comic-Con. Act now!
In this startling debut episode, the renowned Professor Elemental receives a commission from the government to build a marvellous snooping machine with which to catch the badduns. The Home Secretary has the right man for the job -- with the good professor's marvellous device, the Home Office will be able to spy on every communique that traverses the British Information Superhighway!
(It's all about the Snooper's Charter, the barmy UK legislative proposal to give nearly unlimited snooping powers to the government and police, and this video is courtesy of the good people at the Open Rights Group.
John Biggs interviews steampunk designer Will Rockwell: "He began his career as a TV producer but he always loved to tinker with metals, leather, and wood – the three components of good steampunk." [TechCrunch Makers] — Rob
Steampunk, a mashup in its own right, has gone mainstream, with music videos from the likes of Nicki Minaj; America’s Next Top Model photo shoots; and Prada’s Fall/Winter menswear collection featuring haute couture, steampunk style. Some steampunk fans revile this celebrity. But James H. Carrott, co-author of Vintage Tomorrows, says that’s just how cultural change happens. “Things get appropriated; they affect the culture in some way or another, and the people who are at the heart of trying to make that change move onto the next key idea.”
So what is steampunk, exactly, and why should we care? Carrott, a cultural historian, says “steampunk is playing with the past.” The world that steampunk envisions is a mad-inventor’s collection of 21st century-inspired contraptions, powered by steam and driven by gears. It’s a whole new past; one that has a lot to say about the futures we want to see.
In Vintage Tomorrows, Intel’s resident futurist Brian David Johnson (@IntelFuturist) joins Carrott (@CultHistorian) in a globe-spanning journey to dig beyond definitions and into the heart of this growing subculture. Through interviews with experts such as Margaret Atwood, China Miéville, William Gibson, Cory Doctorow, Bruce Sterling, and James Gleick, this book looks into steampunk’s vision of old-world craftsmen making beautiful hand-tooled gadgets, and what it means for our age of disposable technology.
Nick Harkaway's essay "The Steampunk Movement is Good and Important" does a good job of answering charges that steampunk is cover for racism or colonialism, and does an even better job of explaining the attraction of steampunk technological visions to a modern artist:
Just as it would be tragic to ignore the advantages and consolations of the cognitive - and those who denigrate it in favour of a romanticised understanding of the instinctual or the mystical slander themselves - so equally it is idle and spurious to contend that we are cognitive entities riding around in bony control centres in our skulls, peeping out through windows in the face. We are not just brains with mobile life support. The emerging understanding of embodied cognition is the last nail in the coffin of that idea. We are bodies which think, and we’re at home with Steampunk because it is an ethos of design and creativity which acknowledges the humanly physical, that which we can understand with our fingers. It values our bounded selves, whose world is the middle earth between the flea and the horizon line in which objects obey Newton and relativity is barely more than an academic interest. It is a cognitively limited and incomplete sort of place. In terms of our senses, though, it’s all there is, and Steampunk is about being able to have the wonders of technology while still valuing, acknowledging and respecting that restricted view.
From that one central aspect of its identity, Steampunk mounts a challenge to grey-black plastic industrial design, to the faux-sanitised world of consumer technology and to techno-/neo-colonialism. It insistently re-makes technology as something friendly and even quasi-biological by producing things that owe more to Rube Goldberg than to the Filippo Marinetti-style “faster, harder” culture of Sony and Microsoft or the endless iterations of Apple and Samsung. The ethos admits of failure: Steampunk devices almost are not working properly if they don’t have leaks, if they don’t require maintenance and the occasional thump. That’s where they get character and animation, identities of their own which reflect their owners, while every iPhone can be seen as Apple’s endlessly replicated identity given passage into your every waking moment, a tiny and instantly replaceable cloned shopfront: what role is conferred or imposed by such a device on the person carrying it? It’s not that Jonathan Ive’s designs are poor, it’s that they are profoundly truthful: an iPhone is a vector, not an object, valued by its creator for its purpose and interchangeability, not individuality. Steampunk, on the other hand, repurposes, scavenges, remakes and embellishes in an arena where embellishment is seen as decadence, never mind the inherent decadence of creating the sheer amount of computing power our society now possesses in order that most of it should sit idle or be used for email and occasional games of Plants vs Zombies. Steampunk appeals to the idea of uniqueness, to the one-off item, while every mainstream consumer technology of recent years is about putting human beings into ever more granular, packageable and mass-produced identities so that they can be sold or sold to, perfectly mapped and understood.
For a mere $500 (which is truly a bargain here), Etsy seller Ramonpiper will make you a custom top-hat with a zoetrope inside it, whose moving images can be viewed through a porthole in its high cylinder.
This is a leather top hat with an illuminated motorized praxinoscope. The praxinoscope was the next generation in moving picture technology after the zoetrope. It features six mirrored surfaces reflecting six images on a revolving cylinder that appear to move when the cylinder is set in motion. The switch in the bottom of the hat powers a battery operated motor that turns the cylinder and illumines two bulbs. There is a lens that magnifies the mirrors. The lens has a velvet-lined lens cover that swings from a brass boss and is affixed with studs at the front and rear. The hat is light enough to be worn at length and it will continue to operate while moving, walking, or doffing it to ladies.
PeaceLoveMagic sez: "Etsy seller steampunk22 from Thin Gypsy Studios offers these amazing wings crafted from wood, brass and copper.
Fully articulated. the wings rise and fall with the assistance of custom carved black walnut handles. The wings are affixed with bonded vinyl/leather straps with a range of sizing options.
$2750 seems like a bargain, when you consider most steampunks have to die to get wings.
Judging by the images on their website/blog, Thin Gypsy Thief Studios seems to specialize in droolworthy steampunk accoutrements."
Funny person and accomplished video storyteller Mark Day sends us this wonderful video he's just completed, and explains its contents: "Operatic shenanigans at the Edwardian Ball 2013, with the Vau de Vire Society, excessive corsetry and several steampunk googles sightings!"
I've previously reviewed Phil and Kaja Foglios' Agatha H books, these being prose adaptations of their spectacular, award-winning Girl Geniuscomics. Now, the UK's Titan Books has brought out the first two novels in handsome paperback editions, reasonably priced for all to enjoy.
The transition from comic to print works surprisingly well. While the action sequences sometimes feel a little like a script for a comic, they're always funny and delightful. The effect is a little like the high-speed feeling of reading a fast-paced comic, but with the depth of character that you get from a prose-novel's capacity for introspection and internal monologue.
In the Girl Genius world, the Industrial Revolution has all but destroyed the world, thanks to the Sparks, industrial wizards who are born with the mad scientist's ability to make uncanny machines and lifeforms that upend order and send villagers fleeing to the hills. Finally, Baron Klaus Wulfenbach brings some order to the chaos by conquering Europe and grinding it under his (surprisingly benign) iron heel. Agatha Crumb is a lab assistant at Transylvania Polygnostic University, ward of two "constructs" (reanimated corpses) that dote on her and care for her in her parents' absence. When her benefactor is killed by the Baron's men (and monsters), she is forced to flee, but before long, she is the Baron's prisoner aboard his flying airship castle, "the only capital city that was able to patrol its own empire."
Filled with folgian touches -- Borscht-belt comedy accents, things that go sproing, adorkable sentient machines, and laugh-a-minute slapstick -- Agatha H is a tremendously fun addition to the Girl Genius canon.