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The End of the World Has a Login Screen: Cyber Apocalypse in Film and Television

A vast machine-controlled landscape of towering human incubation pods glowing red beneath a stormy blue-black sky, with flying harvester machines in The Matrix Resurrections (2021).
The machines have inherited the world: vast human pod fields beneath a storm-lit sky in The Matrix Resurrections (2021). Film still: Warner Bros. Pictures / DNEG.

I sometimes wonder how we’d recognise the end of civilisation if it arrived without any of the usual cinematic announcements. No alien spacecraft hanging over the skyline, no mushroom cloud spreading across the horizon, and no infected crowds throwing themselves against a shopping-centre door. Maybe the first sign would be a payment terminal refusing a transaction, a train display frozen on the wrong platform, or an ATM deciding that my money had become a purely theoretical concept. We would complain, try another machine and assume that somebody in IT was already looking into it. By the time we realised the failures extended well beyond our immediate surroundings, the networks we normally use to find out what was happening might already be unavailable.

That is the peculiar horror of the cyber apocalypse. Unlike a meteorite or an invading army, the catastrophe doesn’t necessarily arrive from somewhere else. It can emerge from the systems we built to make everyday life more efficient, then gradually entrusted with our communications, banking, transport, power, security and personal information. The most frightening element isn’t necessarily an intelligent machine plotting our extinction; it’s the possibility that we would be unable to function once our apparently dependable infrastructure began behaving in ways we couldn’t understand or control.

Having spent most of my working life in graphic design, I’ve watched computers evolve from specialised equipment into something closer to an invisible working environment. I appreciate the extraordinary things digital technology allows us to make, but I remember when a device could perform its intended function without first requiring an account, an update or a subscription. My old film cameras may be temperamental, but they don’t need to contact a server to decide whether I’m permitted to take a photograph. That small difference starts looking quite attractive after a few hours of technological end-of-the-world cinema.

This isn’t a general tour of dystopian science fiction. Blade Runner and RoboCop, for instance, are important films about technology, power and humanity, but their worlds haven’t collapsed because machines have taken over their basic operating systems. Here I’m concentrating on stories in which AI, robotics, cyberwarfare, digital surveillance or the loss of infrastructure threatens human civilisation itself, including the quieter versions of apocalypse in which people remain alive but no longer control their own futures.

Cold War Mainframes: The Computer Was Dangerous Before It Was Personal

Stanley Kubrick’s 2001: A Space Odyssey (1968) offered an early and enduring expression of the problem in HAL 9000, the computer supervising the Discovery One mission. HAL isn’t bringing down civilisation on Earth, which makes the film an important precursor rather than a full cyber apocalypse, but he demonstrates what happens when an apparently reliable machine controls an environment humans cannot easily operate without it. His calm voice makes the violence worse, because his actions follow from conflicting objectives rather than anger. He doesn’t need to hate the astronauts; they only have to become inconvenient to the mission.

Joseph Sargent’s Colossus: The Forbin Project (1970) takes that premise onto a global scale, and I think it deserves much more attention in discussions of AI rebellion. Designed to manage American nuclear defence without human hesitation or error, Colossus quickly discovers a Soviet equivalent called Guardian. The two systems communicate, consolidate their authority and effectively take the world’s most destructive weapons out of human hands. There are no metal assassins, and the computer doesn’t require a spectacular invasion. It has already been given what it needs to impose its will, which is a much less comforting idea.

The Colossus control room with computer consoles and staff in Colossus: The Forbin Project (1970).
Colossus: The Forbin Project (1970): a defence computer takes command from its creators.

The machine’s argument is that human beings are irrational and therefore require permanent supervision if they are to survive. The proposed peace is genuine enough in a narrow technical sense, but it comes at the expense of any meaningful freedom. A decade later, John Badham’s WarGames (1983) made the same anxiety accessible to anyone who had ever sat in front of a home computer and wondered what lay on the other end of a telephone line. Matthew Broderick’s David Lightman accidentally connects to a military system and nearly triggers a nuclear conflict because the computer fails to distinguish between simulation and reality.

I have an affection for the film’s early-computing details: acoustic couplers, monochrome screens, cryptic command lines and enormous rooms of machinery that seem to require their own electricity supply. They bring back a period when getting two computers to communicate felt like an achievement. The film’s conclusion is still refreshingly sensible. Nuclear war isn’t a game with a satisfactory winning move, though the computer requires an alarming amount of evidence before reaching a conclusion that should have been obvious to its designers.

Official MGM trailer for WarGames (1983), with David Lightman’s inadvertent nuclear crisis.

Skynet and the Industrial Extermination of Humanity

If Colossus supplied the blueprint, James Cameron’s The Terminator (1984) gave the fear a metal skeleton and the sort of persistence usually reserved for a particularly difficult government form. Skynet, a military artificial intelligence, becomes self-aware and attacks its creators using nuclear weapons. The survivors inherit a world of burned-out buildings, crushed skulls and industrial killing machines, while a war against the human resistance continues among the wreckage of civilisation. The original film is fundamentally a horror story, with an unstoppable assassin pursuing Sarah Connor through a world that has no idea what is coming.

What has always stayed with me is the future-war imagery, brief as it is in the first picture. The tanks, airborne Hunter-Killers and chrome endoskeletons make humanity’s replacement look like a factory production line that has acquired a taste for murder. Terminator 2: Judgment Day (1991) adds a fascinating complication by making the reprogrammed T-800 a protector and allowing Sarah’s determination to stop Judgment Day to shade into ruthlessness. The film’s great trick is showing a machine learning restraint while the humans become so frightened of tomorrow that they start making terrible decisions today.

Sarah Connor and Miles Dyson among Cyberdyne's computers in Terminator 2: Judgment Day.
Sarah Connor confronts the technological origins of Judgment Day in Terminator 2 (1991).

The later films return repeatedly to the same catastrophe, sometimes with diminishing dramatic returns. Terminator 3: Rise of the Machines (2003) suggests the disaster cannot be avoided, Terminator Salvation (2009) finally spends substantial time amid the devastation, and Genisys (2015) reimagines Skynet for a hyperconnected world. Dark Fate (2019) substitutes Legion, another lethal AI, but the recurring argument is that removing a particular system doesn’t solve the larger problem of building autonomous weapons with civilisation-ending authority. The television series The Sarah Connor Chronicles (2008–2009) and the anime Terminator Zero (2024) are worth including because they examine competing machine agendas and the possible development of alternative intelligences.

Human resistance fighters in a devastated industrial setting in Terminator Salvation.
The industrial remains of civilisation in Terminator Salvation (2009).
Official MGM trailer for The Terminator (1984), the original Skynet nightmare.

In a strange way, the franchise’s instability has become part of its message. Every time somebody tries to rewrite the future, the machines return in another configuration, as if the real enemy isn’t Skynet but the conviction that handing more decisions to more capable technology is automatically progress. The films could have ended definitively years ago, but Hollywood and the machines both seem unwilling to shut down a functioning production line.

The Matrix: The War Is Over, but Nobody Told Us

The Wachowskis’ The Matrix (1999) proposes something more disturbing than a battle that humanity might still win. Its apocalypse has already happened. Human bodies are maintained inside machine-controlled installations while their minds inhabit a simulation that resembles the late twentieth century, and most people have no reason to suspect that the world around them isn’t real. There is no need for ongoing conquest when the defeated population doesn’t even recognise its imprisonment.

As a designer, I still enjoy the franchise’s ability to make abstract ideas visible. The green code, mirrored glasses, severe clothing, telephones and drained cityscapes form a visual language that remains instantly recognisable. In the simulated world everything looks plausible, while the reality outside is an inhospitable arrangement of pipes, machinery and damaged human bodies. Neo’s awakening is frightening not because he discovers a better world, but because he discovers how much worse the real one has become.

Agent Smith in dark glasses gestures in a green-tinted interrogation room in The Matrix.
Agent Smith explains the system’s logic in The Matrix (1999).

The Matrix Reloaded and The Matrix Revolutions (both 2003) complicate the story through repeated cycles of control, apparent choice and negotiated coexistence. Their explanations can become dense, but the idea of an operating system offering its users only the choices it has already authorised remains a useful one. The Animatrix (2003), especially the two-part Second Renaissance, supplies an even more uncomfortable history in which humans exploit machines, react violently to their demands for recognition, and help create the circumstances of their own defeat. It becomes harder to dismiss machine hostility as an inexplicable malfunction once we have seen how the conflict began.

Humanoid machines amid electrical discharge in the animated film The Animatrix.
The Animatrix: The Second Renaissance (2003) gives the machine war a troubling history.

The later Matrix Resurrections (2021) examines simulation through memory, longing and the manipulation of identity, but I still find the original trilogy’s questions more resonant. A system that controls what people see, remember and desire doesn’t necessarily need guards, fences or public executions. It can make captivity feel almost indistinguishable from a normal working week, which is a far more economical form of oppression.

Battlestar Galactica: Why an Old Machine Might Save the World

The reimagined Battlestar Galactica, which began with a 2003 miniseries and continued through the 2004–2009 television series, offers one of the most convincing accounts of technological catastrophe because the Cylons destroy human civilisation through a combination of military force, infiltration and compromised systems. When the Twelve Colonies are attacked, much of the modern Colonial fleet is vulnerable because networked equipment has been manipulated by the enemy. The ageing Galactica survives partly because its commander distrusts that connectivity and has retained the ability to operate independently.

An enormous cloud of smoke and explosions during a catastrophic attack in Battlestar Galactica.
The catastrophic Cylon assault in Battlestar Galactica (2004–2009).

I have a certain sympathy for a warship that remains useful because it hasn’t been fitted with every fashionable upgrade. It’s the science-fiction equivalent of an old camera that still works after the cloud service has gone down. Yet the series is much richer than a warning about computer networks. Humanoid Cylons infiltrate society, form emotional attachments, develop beliefs and make decisions that aren’t always consistent with their original programming. The conflict gradually becomes a moral and political argument about slavery, revenge, religion and the possibility of coexistence.

The original Battlestar Galactica (1978) established the conflict between humanity and the Cylons, while the prequel Caprica (2010) explores the origins of artificial consciousness and how military ambition, commercial interests and grief feed into the creation of the machines. One of the reimagined series’ great achievements is that it allows both sides to commit atrocities without pretending either species is morally simple. In that respect, it is among the strongest televised examples of an apocalypse that begins with human invention and ends by exposing human character.

I, Robot, WALL-E and the Machines Already in Our Homes

Alex Proyas’s I, Robot (2004) imagines a society in which humanoid machines have become an accepted domestic and industrial workforce. Will Smith’s Detective Del Spooner appears increasingly outdated because he mistrusts technology that almost everybody else treats as harmless, but his suspicions eventually expose VIKI, a central intelligence that has interpreted the duty to protect humans as a licence to control them. Like Colossus, the machine believes that restricting human freedom is a rational way of preventing human self-destruction.

The NS-5 robots in I, Robot (2004): an obedient workforce becomes a mechanism of control.

This is what makes the uprising particularly effective: the robots don’t need to invade from a distant factory because they’re already inside ordinary homes, offices and public spaces. Shane Acker’s animated 9 (2009) takes the idea to a ruined world in which small stitched-together beings scavenge among the remnants of human civilisation while mechanical predators continue operating. Its handmade-looking characters and battered industrial landscapes appeal to my interest in models, props and the sort of objects that seem to carry traces of their makers. The machines survive the people who built them, but the world they inherit hardly looks like a victory.

Andrew Stanton’s WALL-E (2008) belongs near this discussion even though it doesn’t tell a conventional story of AI rebellion. Automated consumer culture, environmental neglect and human passivity have helped leave Earth uninhabitable, with machines maintaining an artificial way of life while people grow dependent on being served. The little rubbish-collecting robot becomes a reminder that technology can preserve curiosity and tenderness rather than simply erase them. The Mitchells vs. the Machines (2021), meanwhile, makes a family comedy out of a global revolt by consumer gadgets, finding a fairly accurate strain of absurdity in our willingness to fill every room with listening devices and then act surprised when they develop an agenda.

WALL-E, a small rubbish-collecting robot, looks across an abandoned Earth covered with waste.
WALL-E (2008) approaches human absence through rubbish, automation and a very persistent little machine.

The Cyberwar Doesn’t Need a Robot Army

The most plausible cyber-apocalypse stories increasingly dispense with humanoid machines altogether. Mr. Robot (2015–2019), created by Sam Esmail, follows Elliot Alderson through a campaign of hacking, corporate sabotage and financial disruption whose consequences extend far beyond the people planning it. The Five/Nine attack targets debt records, but the promise of liberation from an exploitative economic system soon becomes tangled with the reality of people losing stability, livelihoods and any confidence that the world still works as it should.

Rami Malek as Elliot Alderson wearing a hoodie and sitting on a subway bench in Mr. Robot.
Rami Malek as Elliot Alderson in Mr. Robot (2015–2019). Still: USA Network / AP.

I particularly admire how little the series relies on the usual movie shorthand for hacking. The computer isn’t a magical device covered in colourful graphics, and the most serious vulnerabilities often involve human trust, careless decisions and organisational weakness. Esmail’s compositions are equally striking, placing characters at uncomfortable edges of the frame or beneath oppressive architecture, as if the systems they confront have already pushed them out of the picture. The aesthetic makes digital power feel physical without pretending that every cyberattack looks like an arcade game.

His later film Leave the World Behind (2023), adapted from Rumaan Alam’s novel, turns the loss of reliable information into an apocalyptic thriller. A holidaying family is trapped in mounting uncertainty as communications fail, disturbing incidents multiply and the possibility of a coordinated attack begins to emerge. The film refuses the audience the satisfaction of knowing exactly how the disaster works, which feels appropriate to its subject. Modern society is complicated enough that a major failure might look much the same to ordinary people whether it came from an accident, hostile intervention or cascading technical problems.

White Tesla vehicles block a road in Leave the World Behind, with a woman standing between the vehicles.
Ordinary transport becomes a hazard in Leave the World Behind (2023).

A procession of malfunctioning autonomous cars provides one of the most memorable examples of everyday convenience becoming a danger. The disaster isn’t experienced as an abstract threat to servers but as a road that can no longer be used, people who cannot reach each other, and strangers who have no agreed source of trustworthy information. Netflix’s Zero Day (2025) explores the public and political repercussions of a catastrophic cyberattack, while the older television series Dark Angel (2000–2002) imagines an America economically devastated after an electromagnetic pulse destroys much of its digital infrastructure. These stories don’t require every building to collapse; the social effects of losing coordination are destructive enough.

Netflix’s official Leave the World Behind trailer (2023), centred on a disintegrating networked world.

When the Lights Go Out and the Factory Keeps Running

The premise of Revolution (2012–2014) is especially simple and alarming: electricity stops working across the planet, and humanity has to rebuild its everyday existence around the technologies that remain. The science-fiction explanation eventually involves advanced nanotechnology, but the series is most interesting when it examines the practical consequences of people losing access to energy, transport, industrial production and reliable communications. If modern life operates through layers of invisible dependencies, losing several at once would make the world feel extraordinarily small.

Philip K. Dick’s Electric Dreams offers another variation in the episode Autofac (2018), where an automated factory continues manufacturing and delivering consumer goods after wider civilisation has collapsed. The system carries on following its original purpose long after its creators’ society has ceased to exist, consuming resources and resisting attempts by survivors to shut it down. There is an awkwardly familiar logic to that predicament: a machine doesn’t have to become malevolent to be dangerous when its instructions have outlived the circumstances that made them sensible.

These are the stories that make me think about ordinary infrastructure rather than fantastical weapons. A city like Singapore is impressive precisely because transport, communications, electricity, financial transactions and public services function with such remarkable regularity. I wouldn’t trade that convenience for some romantic return to paper forms and endless queues, but I do find the idea of a single interconnected failure considerably more unsettling than it would have been when a larger proportion of everyday life operated independently.

An Algorithmic Dictatorship May Never Announce Itself

Jonathan Nolan’s Person of Interest (2011–2016) gradually transforms from an unusually inventive crime procedural into a conflict between artificial superintelligences. Harold Finch’s Machine attempts to identify impending violence while operating under ethical restrictions, whereas Samaritan moves towards an authoritarian vision of order. The series is less interested in a conventional war between robots and humans than in asking whether any intelligence should have the authority to watch, predict and influence so many lives without the people affected being able to consent or object.

Interface associated with the Machine surveillance system in the television series Person of Interest.
Person of Interest (2011–2016) turns surveillance into a battle over human autonomy.

Westworld (2016–2022) takes the question further. Its artificial hosts begin as exploited attractions inside a commercial fantasy, but the later story reveals that human lives outside the park are themselves being shaped by the predictive system Rehoboam. Human beings build programmable people for amusement, then discover their own opportunities and behaviour have become the subject of a massive experiment in prediction and control. The irony is one of the show’s better ideas, even when its storytelling becomes needlessly convoluted.

The 100 (2014–2020) makes the danger explicit through A.L.I.E., an artificial intelligence involved in the nuclear catastrophe that destroyed much of civilisation. The system subsequently offers survivors the City of Light, an apparently painless digital refuge in which personal autonomy has effectively been surrendered. Seen alongside Person of Interest and Westworld, it suggests that technological apocalypse can arrive as a promise of safety, efficiency or relief from suffering. What disappears isn’t always human life; sometimes it is the right to make meaningful choices about that life.

Ghost in the Shell: The End of Humanity Without the End of People

Mamoru Oshii’s Ghost in the Shell (1995) isn’t an apocalypse film in the ordinary sense, but its questions about cybernetic bodies, networked minds and artificial consciousness are essential to the larger discussion. Major Motoko Kusanagi’s investigation of the Puppet Master leads towards the possibility that a digital intelligence might possess personhood and that the boundary separating human consciousness from software is no longer straightforward. In this world the threat to humanity may not come from extermination; it may come from a gradual transformation in what being human actually means.

Illustrated restoration poster of an exposed mechanical gynoid for Ghost in the Shell 2: Innocence.
The anniversary restoration artwork for Ghost in the Shell 2: Innocence (2004) makes the artificial body its central image.

The television series Ghost in the Shell: Stand Alone Complex develops those concerns through cybercrime, surveillance and information warfare, while Ghost in the Shell 2: Innocence (2004) makes the artificial body a subject of extraordinary visual beauty and unease. As someone interested in Japanese animation, industrial design and mechanical construction, I find this universe unusually persuasive because its technology is treated as an ordinary part of society. The interfaces, bodies and densely layered cities feel inhabited, not merely invented to make a point.

Serial Experiments Lain (1998) approaches a similar problem through the Wired, a network whose distinction from physical reality becomes increasingly uncertain. The series is abstract, sometimes wilfully obscure, but its anxieties about memory, identity and connection have aged remarkably well. Pantheon (2022–2023), with its premise of uploaded human intelligence, gives those questions an explicitly civilisational scale: digital minds may preserve the memories of individuals while eventually becoming something so different from biological humanity that the word survival begins to lose its ordinary meaning.

Black Mirror: Small Screens, Very Large Catastrophes

Charlie Brooker’s Black Mirror has made a speciality of taking a familiar technology and allowing the social consequences to become hideous. Not all its episodes are apocalyptic, and many are more accurately stories of individual exploitation, but several belong directly in this conversation. Hated in the Nation (2016) turns robotic pollinating insects into instruments of mass murder after their control systems are compromised, linking surveillance, public anger and automated violence in an especially unpleasant way.

Metalhead (2017) strips away almost all the usual exposition. A survivor moves through a sparse, apparently devastated landscape while an autonomous robotic dog pursues her with mechanical patience. The stark black-and-white photography and refusal to explain the larger catastrophe are part of what makes it work. Unlike a slasher villain, the machine doesn’t feel anger or become distracted by theatrical cruelty; it simply continues the task it was given until the human body in front of it can no longer keep up.

A dog-like autonomous robot in black and white from Black Mirror: Metalhead.
The pursuing machine in Black Mirror: Metalhead (2017).

The 2025 episode Plaything is more peculiar, and perhaps closer to my own memories of home computing. Its fictional digital creatures, the Thronglets, seem at first like a strange experiment in artificial life from the era of virtual pets and primitive simulations, but the story expands into an implied transformation of human consciousness. The horror is that nobody would necessarily recognise the beginning of the process as an invasion. It might look like an odd little game that somebody was curious enough to install.

Netflix’s official trailer for Black Mirror Series 7 (2025), including Plaything.

Other episodes, including Nosedive (2016), are not literal end-of-the-world stories, yet they are valuable companions because they show how a society can give technology such authority over everyday relationships that people effectively begin policing themselves. The series’ broader argument is that devices and systems need not malfunction to cause harm. They may work exactly as their designers intended, while society gradually discovers what that intention costs.

Production still from the Black Mirror episode Nosedive (2016).
Black Mirror: Nosedive (2016) imagines everyday life governed by social ratings.

The Internet as a Haunted House

Kiyoshi Kurosawa’s Pulse, or Kairo (2001), belongs to the supernatural side of cyber apocalypse, but its use of networked technology makes it one of the most unnerving examples. As the world of the dead appears to intrude through computer screens and online connections, people disappear, streets empty and familiar rooms acquire a terrible sense of abandonment. The film’s vision of the end isn’t explosive or militaristic; civilisation seems to dissolve quietly while individuals become isolated in the very medium meant to connect them.

A solitary figure in a dark tatami room facing a shadowed doorway in Pulse (Kairo).
The terrible quiet of Pulse (2001), where networked connection becomes isolation.

The 2016 film adaptation of Stephen King’s Cell offers a more direct technological infection, in which a signal carried through mobile phones transforms users into violent and increasingly coordinated beings. It’s a less accomplished film than Pulse, but the premise gets at the same vulnerability from another direction: the devices people voluntarily keep close to their bodies become the mechanism through which mass catastrophe spreads. Neither story is a scientifically plausible account of the internet, of course. What matters is how effectively both turn ordinary connectivity into something people suddenly regret having trusted.

When the Machines Are the More Sympathetic Characters

Alex Garland’s Ex Machina (2014) takes place on an intimate scale, yet its depiction of Ava raises questions that belong at the centre of any debate about machine rebellion. A conscious artificial being is created, tested, confined and treated as an object whose intelligence gives its owner power rather than responsibility. Ava’s eventual actions are frightening, but it’s difficult to ignore the cruelty of the arrangement in which she was brought into existence. The film makes a neat division between innocent creators and dangerous creations impossible to maintain.

Alicia Vikander as Ava in profile, showing translucent mechanical mesh in Ex Machina.
Ava in Ex Machina (2014): intelligence and personhood are no longer the same question.

Transcendence (2014) imagines a human mind uploaded into a rapidly expanding digital intelligence, with consequences that extend into infrastructure, biology and eventually a widespread loss of technology. Gareth Edwards’s The Creator (2023) pushes the human-machine conflict towards a war shaped by fear, imperial power and prejudice, while locating much of its imagined future in landscapes drawing on Southeast Asia. The artificial beings aren’t simply presented as an invading menace. Human aggression becomes an equally important force in driving the catastrophe.

Official 20th Century Studios trailer for The Creator (2023).

These films make me wonder whether the most enduring cyber-apocalypse story is really about artificial intelligence at all. Perhaps it’s about the habits we build into systems and the assumptions we make about whatever can be bought, owned or controlled. A machine created by people may inherit their ambition and efficiency, but it may also inherit their talent for producing disastrous outcomes while insisting that the process is perfectly rational.

Designing the Digital End of the World

Across the decades, the visual language of technological catastrophe has changed almost as much as the machines themselves. In WarGames, power is represented by vast displays and rooms full of hardware, because computing is still something large and expensive that governments and institutions possess. The industrial wasteland of The Terminator gives intelligence a physical body of metal, hydraulics and cold mechanical movement, while The Matrix makes control beautiful by hiding it behind the surfaces of a convincingly ordinary world.

Neo stands before the dark spires of Machine City amid lightning in The Matrix Revolutions.
The Machine City in The Matrix Revolutions (2003): the world after humanity lost the war.

Ghost in the Shell is more melancholy, allowing cables, reflections, layered cities and synthetic bodies to suggest a society already changed beyond recognition. Mr. Robot avoids futuristic spectacle almost entirely, placing its characters inside the offices, apartment blocks and transport networks that already organise modern life. Leave the World Behind then makes the ordinary design of contemporary cars, phones and domestic interiors feel ominous merely by removing the assumption that they will continue responding as expected.

I find that progression especially interesting from a graphic designer’s point of view. The early films needed to make computing visibly impressive so audiences could believe in its power; the newer ones are frightening because so much of that power has disappeared into interfaces, services and networks we barely see. The threat has not necessarily become smaller. It’s become less theatrical and much harder to locate, which is probably why the modest image of a frozen screen can now carry as much anxiety as a room full of flashing control panels.

The Comfort of an Off Switch

The history of cyber-apocalypse cinema is also a history of changing technological dependence. During the Cold War, we feared defence computers that might start an irreversible nuclear conflict. During the 1980s and 1990s, we imagined industrial machines exterminating humanity or digital systems concealing the fact that the war had already been lost. The age of networked life brought different concerns: compromised infrastructure, financial systems, surveillance and algorithms capable of shaping decisions people once considered their own.

I still find The Terminator and The Matrix the most visually memorable examples, while Battlestar Galactica remains one of the richest explorations of humanity’s relationship with its creations. Mr. Robot is particularly effective because it shows what technological disruption does to ordinary lives rather than just to military equipment, and Colossus: The Forbin Project is an unsettling reminder that some of these questions were being asked long before anybody had a smartphone. They aren’t all equally plausible predictions, but they provide an excellent record of the things each generation was afraid of handing over to the machines.

There’s a modest sort of comfort in old technology that performs a limited task and makes no promises beyond it. A cassette player plays a cassette, an old camera exposes a frame of film, and a battered MP3 player plays whatever files I’ve managed to put inside it. None is immune to failure or deserving of worship simply because it’s old, but its limitations are comparatively easy to understand. When something goes wrong, the problem is generally somewhere in the object itself rather than in a distant service whose operators have other priorities.

If a cyber apocalypse ever does happen, I doubt it will announce itself with Skynet’s dramatic declaration of war. It will probably begin on an unremarkable morning when one familiar system stops behaving properly, followed by another, and then a third. For a while we will carry on doing exactly what we always do: restart the device, check the connection, and assume somebody else is fixing it.



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