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What makes a kaiju a kaiju? What makes a large ape a large ape, and
why do we sympathize with some, such as King Kong, and not with
others, such as Konga? And what makes a giant person become a
"monster"? This book provides a new and updated perspective on the
kaiju genre and reveals that our boundaries for the kaiju film are
perhaps not as solid as we think. These critical commentaries focus
primarily on newer kaiju works, ranging from Colossal to Shin
Godzilla to Godzilla vs. Kong, but also touches on classics such as
King Kong, Mighty Joe Young, Godzilla Raids Again, and even
lesser-known works such as What to Do With the Dead Kaiju? and
Agon.
Dismissed as camp by critics but revered by fans, the kaiju or
""strange creature"" film has become an iconic element of both
Japanese and American pop culture. From homage to parody to
advertising, references to Godzilla-and to a lesser extent Gamera,
Rodan, Ultraman and others-abound in entertainment media. Godzilla
in particular is so ubiquitous, his name is synonymous with
immensity and destruction. In this collection of new essays,
contributors examine kaiju representations in a range of contexts
and attempt to define this at times ambiguous genre.
The Kaiju (strange monster) film genre has a number of themes that
go well beyond the ""big monsters stomping on cities"" motif. Since
the seminal King Kong (1933) and the archetypal Godzilla (1954),
kaiju has mined the subject matter of science run amok, militarism,
capitalism, colonialism, consumerism and pollution. This critical
examination of kaiju considers the entirety of the genre-the major
franchises, along with less well known films like Kronos (1957),
Monsters (2010) and Pacific Rim (2013). The author examines how
kaiju has crossed cultures from its original folkloric inspirations
in both the U.S. and Japan and how the genre continues to reflect
national values to audiences.
It all begins with a howl, the unsettling sound which tells
audiences that someone will soon become a werewolf. But the changes
that occur during that transformation aren't just physical, they
are psychological as well. Unremarkable men become domineering
leaders. Innocuous men become violent and overtly sexual. In films
from The Wolf-man and An American Werewolf in London to Ginger
Snaps, when the protagonists become werewolves, their perceptions
of their gender and their masculinity or femininity change
dramatically. This volume explores how werewolves in cinema have
provided an avenue for frank and often enlightening conversations
about gender roles and masculinity. Werewolves are indeed a
harbinger of change, but the genre of werewolf cinema itself has
changed over time in how different styles of masculinity and
different gender identities are portrayed.
As video gaming and video gaming culture became more mainstream in
the 1970s, science fiction authors began to incorporate aspects of
each into their work. In this examination of how video gaming and
video gaming culture are depicted in science fiction, Jason Barr
examines how preconceived, media-fueled paranoia about video
gaming, first formed almost fifty years ago, still resonate in
modern science fiction prose. This works reveals how the negative
stereotypes of gamers and gaming have trickled through mainstream
thought through the years and still dominate science fiction and
almost every discussion or depiction of modern video gamers in
media and entertainment. As a result, faithful and honest
portrayals of gamers and gaming are still wanting, even in the
"forward thinking" worlds of science fiction.
The wandering survivor of a once-powerful alien civilization,
Doctor Who possesses powers beyond human comprehension. He can bend
the fabric of time and space with his TARDIS, alter the destiny of
worlds, and drive entire species into extinction. Fifty years'
worth of adventures make him the longest-lived hero in
science-fiction television. In this richly developed fictional
universe, the good doctor has appeared in many different guises, a
result of regeneration. In The Language of Doctor Who: From
Shakespeare to Alien Tongues, Jason Barr and Camille D. G.
Mustachio present several essays that use language as an entry
point into the character and his universe. Ranging from both the
original and rebooted television series-and through the adventures
of the first eleven Doctors-these essays explore how written and
spoken language have been used to define the Doctor's ever-changing
identities, shape his relationships with his many companions, and
give him power over his enemies-even the implacable Daleks.
Individual essays focus on fairy tales, myths, medical travel
narratives, nursery rhymes, and of course, Shakespeare.Contributors
consider how the Doctor's companions speak with him through
graffiti, how the Doctor himself uses postmodern linguistics to
communicate with alien species, and how language both unites and
divides fans of Classic Who and New Who trying to converse with
each other. Broad in scope, innovative in approach, and informed by
a deep affection for the program, The Language of Doctor Who will
appeal to scholars of science fiction, television, and language, as
well as to fans looking for a new perspective on their favorite
Time Lord.
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