Comics and Comic- Games: Against the Concept of Hybrids 60 HANS- JOACHIM BACKE
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Comics and Videogames This book offers the first comprehensive study of the many interfaces shaping the relationship between comics and videogames. It combines in- depth conceptual reflec- tion with a rich selection of paradigmatic case studies from contemporary media culture. The editors have gathered a distinguished group of international scholars working at the interstices of comics studies and game studies to explore two interrelated areas of inquiry: The first part of the book focuses on hybrid medialities and experi- mental aesthetics “between” comics and videogames; the second part zooms in on how comics and videogames function as transmedia expansions within an increas- ingly convergent and participatory media culture. The individual chapters address synergies and intersections between comics and videogames via a diverse set of case studies ranging from independent and experimental projects via popular franchises from the corporate worlds of DC and Marvel to the more playful forms of media mix prominent in Japan. Offering an innovative intervention into a number of salient issues in current media culture, Comics and Videogames will be of interest to scholars and students of comics studies, game studies, popular culture studies, transmedia studies, and visual culture studies. Andreas Rauscher is a Senior Lecturer in the Department of Media Studies at the University of Siegen, Germany. He is the author of Das Phänomen Star Trek [The Star Trek Phenomenon] (2003), Spielerische Fiktionen: Transmediale Genrekonzepte in Videospielen [Ludic Fictions: Transmedial Genre Concepts in Videogames] (2012), and Star Wars: 100 Seiten [Star Wars: 100 Pages] (2019). Daniel Stein is Professor of North American Literary and Cultural Studies at the University of Siegen, Germany. He is the author of Music Is My Life: Louis Armstrong, Autobiography, and American Jazz (2012), co- editor of From Comic Strips to Graphic Novels (2013/ ²2015), and one of the editors of Anglia: Journal of English Philology. Jan- Noël Thon is Professor of Media Studies at the Norwegian University of Science and Technology (NTNU), Guest Professor of Media Studies at the University of Cologne, Germany, and Professorial Fellow at the University for the Creative Arts, UK. He has published widely in comics studies, game studies, and media studies. Routledge Advances in Game Studies Fans and Videogames Histories, Fandom, Archives Edited by Melanie Swalwell, Helen Stuckey and Angela Ndalianis Identity and Play in Interactive Digital Media Ergodic Ontogeny Sara M. Cole Videogames, Identity and Digital Subjectivity Rob Gallagher Evolutionary Psychology and Digital Games Digital Hunter- Gatherers Edited by Johannes Breuer, Daniel Pietschmann, Benny Liebold, and Benjamin P. Lange The Playful Undead and Video Games Critical Analyses of Zombies and Gameplay Edited by Stephen J. Webley and Peter Zackariasson Hybrid spaces Crossing Boundaries in Game Design, Players Identities and Play Spaces Edited by Adriana de Souza e Silva and Ragan Glover- Rijkse Forms and Functions of Endings in Narrative Digital Games Michelle Herte Independent Videogames Cultures, Networks, Techniques and Politics Edited by Paolo Ruffino Comics and Videogames From Hybrid Medialities to Transmedia Expansions Edited by Andreas Rauscher, Daniel Stein, and Jan- Noël Thon Comics and Videogames From Hybrid Medialities to Transmedia Expansions Edited by Andreas Rauscher, Daniel Stein, and Jan- Noël Thon First published 2021 by Routledge 2 Park Square, Milton Park, Abingdon, Oxon OX14 4RN and by Routledge 52 Vanderbilt Avenue, New York, NY 10017 Routledge is an imprint of the Taylor & Francis Group, an informa business © 2021 selection and editorial matter, Andreas Rauscher, Daniel Stein, and Jan- Noël Thon; individual chapters, the contributors The right of Andreas Rauscher, Daniel Stein, and Jan- Noël Thon to be identified as the authors of the editorial material, and of the authors for their individual chapters, has been asserted in accordance with sections 77 and 78 of the Copyright, Designs and Patents Act 1988. The Open Access version of this book, available at www.taylorfrancis.com, has been made available under a Creative Commons Attribution- Non Commercial- No Derivatives 4.0 license. The Open Access publication of this book was assisted by generous funding from the Volkswagen Foundation (www.volkswagenstiftung.de/ en). All rights reserved. No part of this book may be reprinted or reproduced or utilised in any form or by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying and recording, or in any information storage or retrieval system, without permission in writing from the publishers. Trademark notice: Product or corporate names may be trademarks or registered trademarks, and are used only for identification and explanation without intent to infringe. British Library Cataloguing- in- Publication Data A catalogue record for this book is available from the British Library Library of Congress Cataloging- in- Publication Data A catalog record has been requested for this book ISBN: 9780367474195 (hbk) ISBN: 9781003035466 (ebk) Typeset in Sabon by Newgen Publishing UK Contents List of figures vii List of contributors viii Acknowledgments xiii 1 Introduction: Comics and videogames 1 ANDREAS RAUSCHER, DANIEL STEIN, AND JAN- NOËL THON PART I Hybrid medialities 15 2 Of Pac- Men and Star Raiders: Early mutual representations between comics and videogames (1981– 1983) 17 NICOLAS LABARRE 3 Interfacing comics and games: A socio- affective multimodal approach 29 CARMAN NG 4 Game comics: Theory and design 45 DANIEL MERLIN GOODBREY 5 Game- comics and comic- games: Against the concept of hybrids 60 HANS- JOACHIM BACKE 6 Building stories: The interplay of comics and games in Chris Ware’s works 84 NINA ECKHOFF- HEINDL vi Contents 7 Homestuck as a game: A webcomic between playful participation, digital technostalgia, and irritating inventory systems 96 TIM GLASER 8 Metal Gear Solid and its comics adaptations 113 CLAUDIUS STEMMLER PART II Transmedia expansions 127 9 Many Spider- Men are better than one: Referencing as a narrative strategy 129 DOMINIK MIETH 10 The not- so Fantastic Four franchise: A critical history of the comic, the films, and the Disney/ Fox merger 149 ROBERT ALAN BROOKEY AND NAN ZHANG 11 The road to Arkham Asylum: Batman: Dark Tomorrow and transitional transmedia 164 JAMES FLEURY 12 When rules collide: Definitional strategies for superheroes across comic books and games 186 WILLIAM URICCHIO 13 The manifestations of game characters in a media mix strategy 201 JOLEEN BLOM 14 Creating Lara Croft: The meaning of the comic books for the Tomb Raider franchise 222 JOSEFA MUCH 15 Beyond immersion: Gin Tama and palimpsestuous reception 240 SUSANA TOSCA Index 255 Figures 3.1 Exploded view of Batwoman Vol. 2: To Drown the World (Williams and Blackman 2013, 54– 55; see also Bateman et al. 2017a, 478). 31 3.2 Transcription of Metal Gear Solid 2: Bande Dessinée (narrative stage: development). 34 3.3 Intermedial features in Metal Gear Solid 2: Bande Dessinée (x- axis: number of instances; y- axis: chapters). 35 3.4 Dynamic layouts and time- lapse effects by dialing motion in Breathing Room © Erik Loyer. 36 3.5 Capture from Gorogoa (2017). 37 7.1 “- - turntechGodhead [TG] began pestering ectoBiologist [EB] at 18:13 - - ” (Hussie 2018, 324). © Homestuck and VIZ Media. 100 7.2 “Homestuck > Enter name.” (Hussie 2018, 1). © Homestuck and VIZ Media. 103 11.1 Dual film and comic book licensing inSuperman (1978) (composite by the author). 165 11.2 Comic book licensing combined with film elements in Batman: Return of the Joker (1991) (composite by the author). 166 11.3 Categories of Batman texts, derived from Nick Browne’s “The Political Economy of the Television (Super) Text” (1984). 171 11.4 The packaging for Batman: Dark Tomorrow (2003) emphasizes its ties to the comic books. 173 11.5 Images from the 2001 E3 preview of Batman: Dark Tomorrow (composite by the author). 174 11.6 Examples of foreshadowing in the Batman: Dark Tomorrow comic books (composite by the author). 176 11.7 Transmedia components of the Arkhamverse (composite by the author). 180 14.1 Overview of the Tomb Raider franchise. 228 14.2 Overview of the Tomb Raider reboot franchise. 233 Contributors Hans- Joachim Backe is Associate Professor at the Center for Computer Games Research of the IT University of Copenhagen, Denmark. He holds an MA degree and a PhD in Comparative Literature from Saarland University, Saarbrücken, Germany. He was chairperson of the ICLA Research Committee on Comparative Literature in the Digital Age and is a member of both the German Association for Comics Studies (ComFor) and the Comics Studies Research Group in the German Society for Media Studies (GfM). He has published extensively on self- referentiality and discourses of alterity in videogames and comics, as well as on ecocriticism, narrative theory, and media theory. Website: www.hajobacke.com/ . Joleen Blom is a lecturer at the IT University of Copenhagen, Denmark, and a lecturer at Utrecht University, The Netherlands. She holds a BA degree in Japanese Studies, an MA degree in Media and Performance Studies, and a PhD in Game Studies. During her PhD, she contributed to the Making Sense of Games project for which she wrote her thesis on dynamic game characters, developing a transmedial approach to study their proliferation across popular cultural media, with special attention to the role of games and characters within the Japanese media mix. Robert Alan Brookey is a Professor in the Department of Telecommunications at Ball State University in the US. His books have included Hollywood Gamers: Digital Convergence in the Film and Video Game Industries (2010) and Playing to Win: Sports, Video Games, and the Culture of Play (2015). His work has also appeared in Games and Culture, Convergence, and Communication, Culture and Critique, and he has served as the Editor for Critical Studies in Media Communication. Nina Eckhoff- Heindl is a MSCA-Fellow in the program “a.r.t.e.s. EUmanities” at the a.r.t.e.s.