ADAPTATION ANALYSIS OF AMERICAN VIDEO GAMES MORTAL KOMBAT INTO FILM MORTAL KOMBAT REBOOT 2021

Authors

  • Arya Saputra Universitas Islam Negeri Raden Mas Said Surakarta, Indonesia, Indonesia
  • Rista Nur Kholifah Universitas Islam Negeri Raden Mas Said Surakarta, Indonesia, Indonesia
  • Salman Alfarisi Universitas Islam Negeri Raden Mas Said Surakarta, Indonesia, Indonesia

DOI:

https://doi.org/10.22515/crossover.v2i2.5597

Keywords:

Adaptation, Game into Film, Changes

Abstract

Nowadays, many games are transformed into adaptation works. One of them is Mortal Kombat Game, adapted into Film Mortal Kombat Reboot 2021. Using these objects, the Mortal Kombat Game and its film adaptations Mortal Kombat Reboot 2021, this research analyzes the movie adaptation process since it contains some changes and omissions. The changes are inevitable because the media is transformed, which was originally in the form of game and adapted into a version with a shorter duration, a movie. This is in accordance with Hutcheon’s adaptation theory in the Interacting to Showing section, which is also used as the main theory to analyze the object of this research. There are also differences in terms of audiovisual and interaction with the audience. There are two problem formulations to be discussed in this research. First, what changes are made in the movie adaptation, and second, the consequences of differences in media of the stories in the games and films. To conduct this research, we use the descriptive comparative method to explain the differences. This method supports written information and pictures, which is important to study this article. The results of the research reveal that there are two changes that occur in this film adaptation. First, there are five different character visualizations and one additional character, and second, four plot changes. The researchers conclude that the adaptation made by the film production team is not much different from the appearance of the characters and the plot of the original game. Thus, the adapter does not completely change it from the original game but only expands it as a new story made for the film, but keeps the game as the main reference.  

References

Ankshear, C., & Knobel, M. (2002). Chapter Four: Doom or Mortal Kombat? Bilingual Literacy in the “Mainstream” Classroom. Counterpoints, 134, pp.31–51. Http://www.Jstor.Org/Stable/45136135

Bartholow, B.D. & Anderson, C.A. (2002). Effects of Violent Video Games on Aggressive Behavior: Potential Sex Differences. Journal of Experimental Social Psychology. https://doi.org/10.1006/jesp.2001.1502

Brown, D. & Krzywinska, T. (2009). Movie-games and Game-movies: Towards an Aesthetics of Transmediality. In Warren Buckland (ed.), Film Theory and Contemporary Hollywood Movies, 86-102. Routledge.

Budziszewski, P.K. (2012). Mortal Kombat. Encyclopedia of Video Games: M-Z. Wolf, M.J.P. (Ed.). Greenwood.

Bukhari, S. A. H. (2011). What is comparative study. https://dx.doi.org/10.2139/ssrn.1962328

Chacowski, R. (2021, April 25). ‘Mortal Kombat’: a forgettable, disappointing adaptation of the video game series. The Signal. https://www.tcnjsignalnews.com/

Flanagan, K.M. (2017). Video Game Adaptation. The Oxford Handbook of Adaptation Studies. https://books.google.co.id/books?id=3FkjDgAAQBAJ&printsec=frontcover#v=onepage&q&f=false

Hayse, M. (2012) Morality and Ethics. Encyclopedia of Video Games: M-Z. Wolf, M.J.P. (Ed.). Greenwood.

Herman, G. (2022). Johnny Cage Hopeful Starts Mortal Being Cast. Screenrant. https://screenrant.com/mortal-kombat-2-movie-johnny-cage-miz-training/

Hutcheon, L. (2006). Theory of Adaptation. Routledge.

IMDB. (2021, April 18). Mortal Combat. https://www.imdb.com/title/tt0293429/

Kirsh, S.J. (2016). Seeing the World Through Mortal Kombat-colored Glasses: Violent Video Games and the Development of a Short-term Hostile Attribution Bias. Childhood: A Journal of Global Childhood Research. https://doi.org/10.1177/0907568298005002005

MacArthur, M., Wilkinson, L., & Zaiontz, K. (Eds.). (2009). Performing Adaptations: Essays and Conversations on the Theory and Practice of Adaptation. Cambridge Scholars Publishing.

Mortal Kombat. (2022, June 6). In Wikipedia. https://en.wikipedia.org/w/index.php?title=Mortal_Kombat&oldid=1091737442

Mortal Kombat (2021 film). (2022, June 14). In Wikipedia. https://en.wikipedia.org/w/index.php?title=Mortal_Kombat_(2021_film)&oldid=1093094821

Naremore, J. (2000). Film Adaptation. Rutgers UP.

Paula, B.H., Burn, A., Noss, R., & Valente, J.A. (2018). Playing Beowulf: Bridging computational thinking, arts and literature through game-making. International Journal of Child-Computer Interaction, 16, pp.39-46. https://doi.org/10.1016/j.ijcci.2017.11.003

Wallin, M. R. (2007). Myth, Monsters and Markets: Ethos, Identification, and the Video Game Adaptations of the Lord of the Rings. The International Journal of Computer Game Research. http://gamestudies.org/0701/articles/wallin/

Wibowo, A. P. (2021). The Prototype of Guidance in Translating Menu Text Asset: A Study of Video Game Localization. CrossOver: Journal of Adaptation Studies. https://ejournal.uinsaid.ac.id/index.php/crossover/article/view/3735

Yushar, S. H. N. (2018). Adaptation Peter and Wendy Novel (1911) into Pan Film (2015). [Doctoral dissertation]. Universitas Islam Negeri Alauddin Makassar.

Downloads

Published

2022-12-30

Issue

Section

Articles

Citation Check