In serial fiction, to reboot means to discard all continuity in an established series in order to recreate its characters, timeline and backstory from the beginning. The term is used with respect to various different forms of fictional media such as comic books, television series, video games and films among others.
Reboots remove any non-essential elements associated with a franchise by starting the franchise's continuity over and distilling it down to the core elements and concepts. For audiences, reboots allow easier entry for newcomers unfamiliar with earlier titles in a series.
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With reboots, filmmakers revamp and reinvigorate a film series in order to attract new fans and stimulate revenue. A reboot can renew interest in a series that has grown stale, and can be met with positive, mixed, or negative results by both consumers and film critics. Reboots act as a safe project for a studio, as a reboot with an established fan base is less risky (in terms of expected profit) than an entirely original work, while at the same time allowing the studio to explore new demographics. Reboots also allow directors and producers to cast a new set of younger actors for the familiar roles of a film series in order to attract a younger audience. Unlike a remake, however, a reboot often presupposes a working familiarity on the part of the audience with the original work.
In television, a reboot is different from a revival, in which many of the original cast, storylines, and locales from the original series are retained, whereas a reboot features an entirely new cast and timeline that doesn't take into account anything from the original series.
Reboots are common in the video game industry, particularly with franchises that have multiple entries in the series. Reboots in video games are used to refresh the storyline and elements of the game.
In comics, a long-running title may have its continuity erased in order to start over from the beginning, enabling writers to redefine characters and open up new story opportunities, and allowing the title to bring in new readers. Comic books sometimes use an in-universe explanation for a reboot, such as merging parallel worlds and timelines together, or destroying and recreating a fictional universe from its beginning.
List of reboots in fictionEdit
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|Series||Series start year||Reboot(s)||Reboot year||Ref.|
|DC Universe||1934||Silver Age||1956|
|Crisis on Infinite Earths||1986|||
|The New 52||2011|||
|Legion of Super-Heroes||1958||Legion of Super-Heroes||1994|
|Legion of Super-Heroes||2004|
|Saiyuki Reload Blast||2010|
|JoJo's Bizarre Adventure||1987||Steel Ball Run||2004|
|Teenage Mutant Ninja Turtles||1984||Teenage Mutant Ninja Turtles||2012|
|Valiant Comics||1992||Valiant Comics||2012|
|Sonic the Hedgehog||1992||Worlds Collide||2013|
|Sonic the Hedgehog||2018|
- Willits, Thomas R. "To Reboot Or Not To Reboot: What is the Solution?". Bewildering Stories. Retrieved 20 August 2013.
- Parfitt, Orlando (25 August 2009). "Top 12 Forthcoming Franchise Reboots". IGN. Retrieved 20 August 2013.
- Norris, Erik (7 March 2013). "Why Franchise Reboots Can Be A Good Thing". CraveOnline. Retrieved 20 August 2013.
- Billington, Alex (6 October 2008). "Sunday Discussion: The Mighty Hollywood Reboot Trend". FirstShowing.net. Retrieved 20 August 2013.
- Lorendiac (16 March 2009). "Lorendiac's Lists: The DC Reboots Since Crisis on Infinite Earths". Comic Book Resources. Retrieved 20 August 2013.
- Crisis on Infinite Earths #1-12 (April 1985 – March 1986)
- Flashpoint #1-5 (May – September 2011)
- Zero Hour: Crisis in Time #4-0 (Sept. 1994)