So it's a full 3D remake like the Myst one, then. Cool. I think the Starry Expanse fan project that Cyan took over was originally meant as a realRiven kinda remaster, so I was really curious to know what it would end up being.
Wasn't aware of the VR support being announced. But idk, if they were scrapping everything and doing a full remake from scratch then taking over the fan project doesn't really accomplish anything unless they just wanted to kill it and/or hire the devs.I mean, what else could it have been, realistically? They had announced it'll have VR support just like the Myst remake but even without that bit, it was obvious.
They had already said it's a full remake and clarified what the starry expanse folk had to do with it (not much) in 2022 too.Wasn't aware of the VR support being announced. But idk, if they were scrapping everything and doing a full remake from scratch then taking over the fan project doesn't really accomplish anything unless they just wanted to kill it and/or hire the devs.
Q: Is this the Starry Expanse Project?
A: No, this is a from-the-ground-up remake of Riven from Cyan. However, the Starry Expanse team did assist in kicking off this project. See our blog post here for more details on that.
They don't think that because half of them haven't even born yet when Vagrant Story was released, and the other half has never played Vagrant Story.did people think Vagrant Story's people spoke ye olde English in the Japanese game?
Wow, what a blast from the past.Infogrames is back:
Atari relaunches Infogrames, immediately buys Totally Reliable Delivery Service
Infogrames has returned and is eager to acquire some franchises.www.gamedeveloper.com
Infogrames is back:
Atari relaunches Infogrames, immediately buys Totally Reliable Delivery Service
Infogrames has returned and is eager to acquire some franchises.www.gamedeveloper.com
This is not a recent concept at all, games localizations used to be far worse than they are now when it comes to taking liberties, after all in some cases even games names were changed.Yeah, no. Regardless of good intentions, I can’t fully embrace this recent concept of localization, which could take whatever liberties it sees fit to adapt a work for another market.
Now those are some words that are sending the biggest red flags.Poor original creators who localizators respect their original work. XD
/s
Gladly in few years localization companies will be a thing of the past thaks to AI. And some game movement are tracking companies who use companies like sweet baby and other consulting companies, like deidetected dot com.
I meant recent as in seeing this as a good thing. There is indeed a rich 'history' to localization.This is not a recent concept at all, games localizations used to be far worse than they are now when it comes to taking liberties, after all in some cases even games names were changed.
lol already buying IPs :-DInfogrames is back:
Atari relaunches Infogrames, immediately buys Totally Reliable Delivery Service
Infogrames has returned and is eager to acquire some franchises.www.gamedeveloper.com
I hold the act of translation in high regard, there is a deceptive simplicity and plenty of finesse to it, but it’s certainly not ‘throw whatever shit sticks’ and fuck the morons who just wanted to understand the original.
Let’s put it another way. Translation to me could be said to be a ‘faithful betrayal’. The big issue is that too many people seem to favoritize one over the other. This is an elegant balancing act, motherfucker.
I would say there is whole long TRANSLATION vs LOCALIZATION vs ADAPTATION vs INTERPRETATION debate ...especially between the languages with big cultural, structural ,.... etc differences and sensibilitiesUltimately, IMHO, it's all about accepting that the Japanese language is built upon culture, traditions, habits, and sensibilities that are just completely different and unrelatable from the European/American ones.
Localizing Japanese in English is practically impossible, as it's impossible to satisfy everyone's expectations. Even the folks working on Yakuza/LAD, rightly praised for the quality of their localizations, take a great deal of liberties in their work!
I wonder if this is in response to the allegedly refunds for Eiyuden
Not a plug. I dunno the guy. He mentioned Phawx a couple times in previous videos, so maybe he knows him.
What is your point ? Apart from lowering the value of some people's opinion by painting it as irrelevant.I would say there is whole long TRANSLATION vs LOCALIZATION vs ADAPTATION vs INTERPRETATION debate ...especially between the languages with big cultural, structural ,.... etc differences and sensibilities
This debate has been decades even centuries long even as far as Gutenbert goes .
And randomass online ranters wont solve it ...
That part is easy. See the long white line ?And now bringing Machine translation into it ... is one whole another can of worms
I think the biggest perpetrators of this where Working Designs. From what I remember there games where heavily meme based translations. Dating them even around release. I also never forgave them for making games harder than the originals as well.This is not a recent concept at all, games localizations used to be far worse than they are now when it comes to taking liberties, after all in some cases even games names were changed.
I readily admit I felt included in 'randomass online ranters' and didn't appreciate it.the what now?
no need to attack over me for not "micromanaging" thequotes .... so i will just leave it now until you people calm the fuck down
i was just saying that most of it is differnce between translation /localization / adaptation ... is a debate thats been a thing for centiries
And the point is that its not clear problem with clear obvious solution
This seems like a minor wording fix to something that was clearly intended anyway, so I'm sure someone somewhere is losing their minds over it.
this is a more eloquent way of saying what I was trying to say. The only area I would disagree with is in the Persona example. I heavily agree with the societal, school and personal sides leaning towards more of a translation. But when you get to the dungeons/monsters they are a hodge-podge of just about every religion and fantasy character available and can lean more heavily towards localisation.Regarding the localization discussion, I think there is a lot of nuance, especially as it relates to the setting and style of a game and how that (should) affect localization decisions.
People often seem to be categorically in favor of either literal translation or full-on localization, regardless of external circumstances. I think that is a mistake. Rather than discussing all the the underlying reasons for that (which I don't have the time for right now), I'll just provide two examples to make my point:
Without having played it yet, I would put Eiyuden very firmly into the latter category -- of course, I don't expect it to reach the quality of FFXII's localization, but basically nothing does.
- Persona. In this case, I am in favor of a more literal translation. These games and especially their dialogue are directly based on how characters in a Japanese school settings interact. E.g. localizing honorifics has only two possible outcomes: either you end up with unnatural verbiage to try and transport the meaning of a particular choice of honorifics; or you lose part of that meaning, which might be significant.
- On the other end, I'll choose Final Fantasy XII. This is still my favourite localization of all time in JRPGs. Here, we are not dealing with a particularly Japanese society or related social cues -- if anything, this fantasy setting is probably closer to (an idealized fantasy version of) renaissance Europe and the middle east. As such, there is no issue with going heavy on the localization and expressing concepts in fundamentally distinct, but setting-appropriate ways.
Anyway, people whining about these things often lack the mental capacity for any sort of nuanced analysis (of this or any other topic ).
This seems like a minor wording fix to something that was clearly intended anyway, so I'm sure someone somewhere is losing their minds over it.
You like Eiyuden ?Just to add some thoughts before Eiyuden devours me;
Great Ace Attorney still had to do a lot of localization work, between making the script sound more british and changing character names for puns that english speakers can understand.The problem is that (outside of how making something originally japanese less japanese always has a small tint of casual asian racism or implies people can't accept something outside of their comfort zone), future AA games became more and more japanese, culminating with the ridiculous "village of japanese immigrants where everyone still has a fully american name" in AA5. Playing that case was the first time while playing AA I said to myself "nah, this is getting stupid", and I'm not surprised for Great Ace Attorney Capcom went with a more literal translation while for AA6 they simply set the game in a different country. Also, the more changes you have to do, the more editing passes are required, inflating budgets even more.
No I will start it later today, after all those yearsYou like Eiyuden ?
Do I need to play the sorta prequel ?
Interesting. It must have been hell.I would say, if you are looking for the single best localisation ever done (as far as I am concerned) you need to look at the (British) English localisations for the Asterix books. Each one is translated in such a way that the jokes and puns are non destructive of the original intention.
that or some sort of limiter whether that's something like having a certain amount of encounters that can pop up per area or something more involvedIf a game doesn't have visible encounters, it should have togglable rates. Like C'mon, we've had that for a long time now (and the Bravely games actually removing the option is just ).