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The origins of localizations Anonymous 05/19/2023 (Fri) 15:28:27 No.3043
Is it possible that one fucking faggot from California and his company is responsible for this hideous practice of disrespecting the source material? Victor Ireland co-founded Wrecking Designs in 1990, during a time when most English vidya translations were sub-par machine translations mixed with some poor salary man trying his best with what little English knowledge he gained in Japanese high school. They took the western gaming scene by storm with their translations that actually read like proper English. Little did vidya enthusiasts know back then, that this egomaniac faggot didn't just translate the Japanese games he brought over, he actually made them into his own. So imagine this, you want to translate Japanese video games but the translators you hired aren't good enough so what do you do? Just make shit up and insert a bunch of shitty jokes everywhere and call it From former Wrecking Designs translator Tim Trzepacz: >The thing to remember is that Working Designs had really terrible translators until I came along. They were hiring some company out of San Francisco and the translators there didn’t really know English. They could translate the Japanese, but they didn’t really understand what the idiom was they were translating to. And everything was coming out of a spreadsheet so it wasn’t even in context. Japanese is a very context-sensitive language. So to a certain degree [Working Designs co-founder Victor Ireland] had no choice but to make things up as he went, because he had very little to go on. When I came in, I brought in two well-known fan-translators, C. Sue Shambaugh and Richard Kim, who ratcheted up the quality of the translations tremendously. Now things made sense! But by then Victor kinda already had his process down, he liked rewriting it and adding the comedy in. https://archive.md/TPVZX To quote the faggot himself: >Oh this script is really boring, let me put some funny stuff in here. So I would insert funny lines that really had nothing to do with what was going on. And that sort of evolved. I continued doing that, did more of it, and people generally liked it [because] they were seeing writing that they never saw in Japanese-localized or translated games, like ‘Holy crap, this is amazing’. Source https://archive.md/K5cvw Here's one of the most famous examples of localization from Lunar 2 on the Sega CD: >Girlie, if I were in the position to throw away cash on bums, you'd call me Clinton and I'd be president. I can't find the Japanese line online and I don't feel like searching through the Japanese script, but I assure you it's probably not a shitty Clinton joke. If you want more examples of "localization" just check out these articles: https://archive.md/o/238P9/https://tcrf.net/Lunar:_The_Silver_Star%23Regional_Differences https://archive.md/o/238P9/https://tcrf.net/Lunar:_Eternal_Blue/Regional_Differences Wrecking Designs is also notorious for implementing various gameplay changes (which I'm glad most localizers didn't follow the example of) which they apparently did to combat people abusing store return systems, by beating games very quickly and then returning them to the store. This is mostly hearsay, so it could just be that Victor is a faggot that doesn't just want to rewrite "his games", he wants to redesign them as well. Anyhow, the commercial success of the localizations by Wrecking Designs influenced Japanese developers and vidya translators to follow suit and start localizing their games as well. This gave birth to glorious localizations like Persona 1 and the Ace Attorney series. At the turn of the century localizations started petering out due to various forms of criticism against these types of botched translations (most likely because of the Internet becoming more available). Things went mostly okay until the great decline of 2007 when vidya became mainstream. Now most Japanese games brought over have some form of localization in them ranging from shitty meme jokes to cut content in the name of making things more "palatable for western audiences". We still get the occasional non localized Japanese games like the Legend of Heroes series, Nier Automata and Persona 5. Sadly it has also spread to animu after the death of fansubbing, with localized Crunchyroll memesubs dominating the subtitle market. So what happened to Wrecking Designs and that faggot? Well Wrecking Designs died in 2006 and came back as Gaijinworks which hasn't really localized much except for Miami Law, Class of Heroes and Summon Night 5 & 6. Their glory days are long gone, but the damage they did to vidya still lingers to this day. What do you think the future will bring us when it comes to vidya translations and the horrors of localizations?
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A reminder to learn nipponese.
>>3043 >What do you think the future will bring us when it comes to vidya translations and the horrors of localizations? Hard to say how bad it'll get before or even if it gets better. We've already been seeing "localizers" literally making shit up for years. The infamous Fire Emblem thing where the two ninjas are just '...'ing at each other, but in the jap version they're actually having a conversation comes to mind. My guess is we'll be seeing entire script rewrites that have nothing to do with the original story eventually. Just assume every game is compromised until proven otherwise and pirate accordingly.
>>3047 Globohomo is getting extremely vitriol as of late. Just look at something like the Yidsney CGI remakes, at first they were just generic studio flicks with one nigger somewhere in the background; now they're mad with seethe, rewriting everything, changing literally everyone to niggers, doing anything to spite the straight white man. That is the future of all western media. In gaming terms look at Forespoken, an equivalent of a Yidsney remake. And what is a localization if not a remake of a script to them.
>>3044 This. However, AI will literally destroy loocalizers completely, their time is up.
>>3054 It will not because AI will be outlawed soon and only corporation will be allowed to use it. Even if they will replace loocalizers with it, they will tune it to be just as bad.
>>3043 why was this allowed?
So this is the reason my nepu nepu was butchered?
>>3250 What happened there?
>>3256 NISA america raped nepu nepu dub and subs with retarded gay memes and (((Americanization))) bullshit. I know most anons don't care and hate dubs but I try them every now and than just to see how they are and to see how they turned my nepu nepu from her cute genki girl self into a meme spouter with no other personality compared to her true self was kinda sad tbh. It was also annoying how much they raped the subs and when Idea factory told NISA to fuck off with their gay esjaydoubleUU shit and made their own thing NISA removed gust and Nisa herself from the games forevermore. On top of all this all the retarded (((localizers))) moved to IDEA factory international and ruined every other Nepuntia dub/subs until Megadimension Neptune.
>>3257 That type of bullshit stems directly from Working Designs, yeah. N*SA is like their poster child.
>>3054 >Globohomo corporate localizations will totally be BTFO by globohomo corporate AI one day, just you wait! Terminally online take. Have you planted your garden yet? It's almost June.
>>3263 I am actually trying to prepare a garden along with more long-term vargposting as we speak anon, not the anon you are responding to but I feel as if the globo-homo fags will simply utilize the globo-homo AI to make their lives easier and to make destroying games easier.
>>3241 Take a (((guess)))
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Let's discuss some of their biggest blunders. Shining Wisdom is a 1995 Zelda clone by Camelot. In case you didn't know, it's set in the same universe as the Shining series (you'd think this is obvious, but it's is very important for what's to come!) Sega of Europe produced an in-house localization for it, and just like Soleil / Crusader of Centy, Sega of America was wary of publishing it themselves, so they shopped it around to different publishers expecting one that simply edits it for American English and typos and release it overseas. They went with Working Designs. You may have heard of Bernie Stolar. A sabotage professional who headed Sony of America for a while (and orchestrated a staff exodus of employees from Sega of America to SCEA) who was fired because he kept rejecting major games for being "too 2D" (including fucking Crash Bandicoot, who got its entire animated cutscenes removed, and was delayed 9 months on top of that with zero communication as of why). Sega for some reason hired him to finish them off. Before that time, Sony courted Camelot, who was increasingly dissatisfied with its deteriorating relationship with Sega. As a result, Beyond the Beyond appeared on the PS1 in 1995, and Bernie approved it despite being 2D specifically because it harms Sega) While Working Designs was "working" on its Saturn offerings, they had arguments with Bernie Stolar, then head of Sega of America. Their ragequit on English Lunar 1 Saturn was known, but what they did with stuff that DID release was stunning. I'll spare you the case of Magical Knight Rayearth when they argued with the US show licensors about used terminology, further delaying the game (they admit as much on its manual). What they did on Shining Wisdom was stunning.

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