Mortal Kombat Games of Death
Materialtyp:
ArtikelSerie: Utgivningsinformation: University of Michigan Press 2022Beskrivning: 1 electronic resource (170 p.)Innehållstyp: - text
- computer
- online resource
- 9780472055227
- 9780472075225
- Society and Social Sciences
- Society and culture: general
- Cultural and media studies
- Media studies
- Computing and Information Technology
- Digital Lifestyle and online world: consumer and user guides
- Computer games / online games: strategy guides
- 16-bit
- Bruce Lee
- Capcom
- Chinese cinema
- ESRB
- Easter eggs
- Ed Boon
- Herbert Kohl
- Hong Kong
- J Society and Social Sciences
- JB Society and culture
- JBC Cultural and media studies
- JBCT Media studies
- Jean-Claude Van Damme
- John Tobias
- Joseph Lieberman
- Lethal Enforcers
- Midway
- Mortal Kombat
- Netherrealm
- Night Trap
- Nintendo
- Orientalism
- Sega
- Shaolin Temple
- Street Fighter
- Tsui Hark
- U Computing and Information Technology
- UD Digital Lifestyle and online world
- UDX Computer games
- adaptation
- arcades
- consumer and user guides
- controversy
- death
- fatality
- fighting game
- general
- home console
- kung fu
- martial arts
- media effects
- motion capture
- online games
- pixilation
- ratings
- reception
- strategy guides
- thema EDItEUR
- transmedia
- video game
- violence
- wuxia
Open Access Unrestricted online access star
Upon its premiere in 1992, Midway's Mortal Kombat spawned an enormously influential series of fighting games, notorious for their violent "fatality" moves performed by photorealistic characters. Targeted by lawmakers and moral reformers, the series directly inspired the creation of an industrywide rating system for video games and became a referendum on the wide popularity of 16-bit home consoles. Along the way, it became one of the world's most iconic fighting games, and formed a transmedia franchise that continues to this day. This book traces Mortal Kombat's history as an American product inspired by both Japanese video games and Chinese martial-arts cinema, its successes and struggles in adapting to new market trends, and the ongoing influence of its secret-strewn narrative world. After outlining the specific elements of gameplay that differentiated Mortal Kombat from its competitors in the coin-op market, David Church examines the various martial-arts films that inspired its Orientalist imagery, helping explain its stereotypical uses of race and gender. He also posits the games as a cultural landmark from a moment when public policy attempted to intervene in both the remediation of cinematic aesthetics within interactive digital games and in the transition of public gaming spaces into the domestic sphere. Finally, the book explores how the franchise attempted to conquer other forms of media in the 1990s, lost ground to a new generation of 3D games in the 2000s, and has successfully rebooted itself in the 2010s to reclaim its legacy.
Accessibility options of PDF file not available
Creative Commons Licence cc by-nc-nd cc https://creativecommons.org/licenses/by-nc-nd/4.0/
eng
Freely available e-book