Mortal Kombat

Regular price €31.99
16-bit
A01=David Church
adaptation
arcades
Author_David Church
Bruce Lee
Capcom
Category=JBCT
Category=UDX
Chinese cinema
controversy
death
Easter eggs
Ed Boon
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ESRB
fatality
fighting game
Herbert Kohl
home console
Hong Kong
Jean-Claude Van Damme
John Tobias
Joseph Lieberman
kung fu
Lethal Enforcers
martial arts
media effects
Midway
Mortal Kombat
motion capture
Netherrealm
Night Trap
Nintendo
Orientalism
pixilation
ratings
reception
Sega
Shaolin Temple
Street Fighter
transmedia
Tsui Hark
video game
violence
wuxia

Product details

  • ISBN 9780472055227
  • Dimensions: 152 x 229mm
  • Publication Date: 17 Feb 2022
  • Publisher: The University of Michigan Press
  • Publication City/Country: US
  • Product Form: Paperback
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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.

David Church is Postdoctoral Fellow in the Department of Gender Studies at Indiana University.