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Final Fight

Game

2 documents in the library are about Final Fight, from writers such as DiGRA. Each has a summary and key insights with the page they come from.

Documents
2
newest 16 Jun 2026

Connections

Each row is a game or company named alongside Final Fight, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.

Documents about Final Fight

Cover of Between Punches and Flying Attacks: Ludonarrative Imaginaries in 1980s Beat 'em Up Games
Article

Between Punches and Flying Attacks: Ludonarrative Imaginaries in 1980s Beat 'em Up Games

This paper examines how 1980s beat 'em up video games drew on the social and cultural imaginaries of their era, particularly anxieties about urban violence in major American cities, and how intermedial ties to Hollywood cinema shaped their themes and design.

  • The paper argues that 1980s beat 'em up games such as Renegade, Double Dragon, Final Fight, and Streets of Rage emerged from a feedback loop between lived social conditions and mediated representations, not as accidental products of a popular genre.
  • The genre's origin is traced to Renegade (1986), which launched a series that grew to more than fifty releases across platforms.
  • New York City recorded its highest number of criminal incidents in 1980, with a homicide rate roughly three times that of 2020, and these figures did not begin declining until the early 1990s.
DiGRAJun 2026
Cover of The "Chinese" Non-City: Thematic (In)Coherence and Level Design in Sifu
Article

The "Chinese" Non-City: Thematic (In)Coherence and Level Design in Sifu

This paper examines whether Sloclap's 2022 action game Sifu, which is built from discrete side-scrolling combat stages, can construct a coherent urban environment, and whether that environment genuinely articulates the "Chinese" cultural identity the game claims as its theme.

  • The paper asks whether Sifu's (Sloclap, 2022) discrete side-scrolling combat stages can form a coherent urban environment that genuinely articulates the "Chinese" cultural identity the game claims as its theme.
  • The author's central contribution is an analysis of level design as the mechanism through which spatial congruence is attempted, prioritizing design process and aesthetic decisions over surface representation.
  • Sifu is presented as attempting a level of cohesion uncommon in the beat 'em up genre, where settings are often treated as interchangeable backdrops.
DiGRAJun 2026