Why fan translations make me leery

I'm not saying it's perfect, I'm saying it's the reality unless you wish to never play a game developed by people who don't speak English.

“Well, why did they change anyone’s name?”
Because you can fit names into four characters that you can’t fit into four letters, because that’s how different languages work.

Localization is really, really tricky.

I have played through games that have been localized poorly, don’t get me wrong.  The original translation for Final Fantasy Tactics appears to have been made by a group of people for whom neither English nor Japanese was a native language; the same character or place will be referred to by two different names within the same dialogue.  I played through all of Lunar: Silver Star Story despite the fact that it was laden with pop culture references that seemed dated ten minutes after launch.  And I’m willing to bet good money that some parts of Transistor got mistranslated from whatever divine language the Supergiant folks speak.

But there’s a lot more to localization than just running a quick Google Translate on all of the words and typing out the resulting dialogue.  Translation is hard enough on its own, but localization is both necessary to make sure you aren’t vomiting out incoherent word soup and a form of editing by necessity.  Because there’s no such thing as a perfect translation of anything from one language to another.  Hence why fan translations earn a bit of a raised eyebrow from me.

Read More…

The Final Fantasy Project: Final Fantasy IV: The After Years, part 12

I don't expect it to last, but it'll be nice while it does.

Artwork from a sketch by Yoshitaka Amano

I am not sure how to classify the ending sequence of The After Years, I’m really not.  Because on the one hand, the game basically decided to just throw everything to the wind and fling the entire group into nothing more than a huge, lingering dungeon crawl to cap off the game.  That’s sort of the height of laziness.  On the other hand, it’s the first time in all of this installment that we actually get some choice and control over the characters, even if it’s just insofar as setting up the party.

Final Fantasy IV is the only game in the franchise that really took that option out of player hands in the first place, I’ll note, but that’s a different discussion.

Regardless of that, it is what it is, and we have all of the team members assembled in the Lunar Whale as we speed off to the final confrontation.  Which seems like a long time for us, the players, because getting to this point has easily taken 40 hours.  For the characters this is happening over the span of a couple days.  Bit of a difference in scale.

Read More…

Hard Project: Cowboy Bebop

You hear the words just looking at the picture.  Don't lie.

3, 2, 1, let’s jam.

When I find myself looking at anime and wondering if it was always just a series of horrible premises and teenage breasts, Cowboy Bebop is kind of my fallback.  If you’ve never seen it, you should go fix that, but you could do worse than boiling it down as Firefly without references to the Civil War and with references to the mob.  It’s not much of a leap from the two, is what I’m saying.

There have been two attempts to bring the title into video game format, one of which was an on-rail shooter that was more or less forgotten in the time it took to write this sentence while the other almost had a US release before everyone noticed that it was a terrible game.  On the one hand, it’s somewhat refreshing to see a popular anime neither based off of video games nor mired in a series of weak and forgettable game adaptations.  But what makes a Cowboy Bebop game so hard to get moving in the first place?  Is it all the same problems that stymie a Firefly game?

Nope!  It’s a comfortably unique series of problems.

Read More…

Demo Driver 8: Croixleur Sigma

Or quite possibly entirely validated.  I can't tell you how to feel.

If you’re expecting a personality beyond “girl one” and “girl two” you will be sadly disappointed.

Remember how I said two weeks ago that if you put out a demo for your game, it should include a tutorial?  Apparently that advice was taken to heart by the makers of Croixleur Sigma in the worst possible way.  Because they included one that is entirely non-interactive, thus invalidating the benefit of having a tutorial by preventing you from putting your hands on the controls and actually feeling how the game controls.  Then again, considering the game was already going out of its way to make sure it didn’t actually recognize my gamepad mappings, perhaps that’s a… understandable thing?

Croixleur Sigma is one of the various Japanese indie games that’s popped up on Steam, and like so many of them it’s kind of a thin offering.  By no means is it one of the worst games I’ve played here, but it manages to commit the worst of all sins.  Not by failing to last 15 minutes (although it does that, too), but by making slashing my way through a whole pile of monsters feel boring.

Read More…

Telling Stories: The tone police

Yes, I know, it's a horrible logo. I'm not always good at those.Just because two people both roleplay doesn’t mean that their roleplaying is compatible.

What I try to do with these columns is give you a picture of how to be a better roleplayer and offer some character-development food for thought.  That’s the long and short of it.  Best practices, good ideas, verisimilitude, all of that.  I very occasionally touch on stories that are pretty played out and hard to take seriously, but the reality is that if you and your friends are comfortable roleplaying half-dragon vampires over in Star Trek Online, more power to you.  Enjoy yourselves!

Not everyone is willing to be cool.

Tone policing is essentially the act of going around and telling people how they should be roleplaying based on your personal idea of what characters should be like.  It’s imposing your own rules on what someone else is doing.  It’s also really shitty behavior that gets sort of glossed over on the flimsy pretext of “but I care about roleplaying” as if that somehow excuses you from making other people’s play experience demonstrably worse.

Read More…