Urban Style Soccer English Patch

2020. 3. 3. 20:16카테고리 없음

It's hard to say where the localization of Persona 5 went wrong.The game itself is sleek and meticulously polished, from the gameplay to the menu UI. Dungeons are a blast to explore, battles are satisfying right down to the results screen and the plot packs many emotional punches. These individual features all blend together to make a game that feels effortlessly cool.In stark contrast, the English script feels like a rough draft.

Sometimes it sounds like a human wrote it, but those moments are rare. This is a big problemI'm a translator, which means I do a lot of reading, writing and speaking. A big part of my process is workshopping — feeling out a line in the script, comparing it to the original Japanese, saying it out loud and tinkering with it until it feels solid.The ideal line in a game (I’m playing rather than working on) flows smoothly and doesn't trigger that snag in my brain that makes me try to mentally rewrite it. If it makes me feel funny, it’s often a clue it will pull the player out of the game. It’s hard to enjoy the story when you’re distracted by the writing, even if you don’t quite realize that’s what’s happening. This translation is so much gibberish lmao — BDH@Re:ゼツボウ (@BlackDragonHunt)I found myself mentally rewriting A LOT of Persona 5.

What should be a gripping tale of outcast kids became an outright chore to parse and I was barely a few hours in. The start of every game is the part that's meant to hook you.

There's no guarantee all your players will make it to the endgame, but they'll sure as hell see your opening act. Persona 5 nailed this in the original Japanese, but the English translation made me want to put it down and do something else.So I did. I turned to Twitter to vent my frustrations, and as it turned out, many of my fellow industry professionals were having similar experiences. Their tweets can be found throughout this story.We all asked the same question: how the hell could Atlus have dropped the ball? What, exactly, is wrong here?The complaints you may have seen circulating on Twitter usually involve stilted phrasing and other rookie mistakes.

For example, take the stock phrase “it can't be helped,” a default translation of 仕方がない (“shikata ga nai,” lit. “nothing can be done about it”) and a cliche so rote that it even.Here's the thing: “it can't be helped” isn't natural English, and a competent localizer has a bevy of better options to sub in. “Shikata ga nai” is a verbal shrug of the shoulders; anything from “Looks like we don’t have a choice” to “Fine, I give up” would suffice. And yet, surprise surprise, the phrase “it can't be helped” appears in the English script. This isn’t how people speak, it’s how people write dialogue. This sort of error suggests Atlus had people translating with no context and didn't check or edit after the fact — koestl (@koestl)Chances are high this localization was a rush job; a lot of the more egregiously bad lines read like an unedited first draft. It’s possible the localizers were doing everything in their power just to finish the scripts on time, and chewing on phrases and wording to make the script sound natural for English speakers takes time, and it’s possible they just didn’t have any.Atlus themselves recently said that Persona 5 had “the most number of translators and editors on a team,” and sure enough,.

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Unfortunately, that doesn’t do much to inspire my confidence. In fact, everything about it feels a lot like shorthand for “we threw a bunch of people at the problem to make it go faster.”. Tfw there's a non-zero chance you put more translation effort into a game titled Please Bang My Wife than Atlus put into Persona 5— Pastel Chum (@sikieiki)Granted, at first glance, it might make sense — it's true, the work does get done faster — but the problem is that not everyone writes the same way. If you put multiple translators on a game, you risk serious inconsistencies that must be edited into one congruent script.Adding multiple editors on top of that means that you’re liable to compound the problem you were hoping to correct.

With too many people working on the localization, the dialogue and characters get turned into mush. Persona 5 had also been delayed multiple times, pointing to a difficult development process in general. That could have added more difficulty if it impacted the amount of time the team had to work on the translation.In the end, however, this speculation means nothing.

The root cause doesn't matter as much as the result. And the result is that.It's not funny-bad, campy-bad or even memetic levels of bad.

It's just aggravatingly mediocre. The really good lines are overshadowed by the memory of the worst ones, and in a way, that actually makes it worse. The purpose of localization is to provide the best experience possible while maintaining a reasonably close approximation of the game the Japanese players enjoyed.

But Persona 5’s localization is not that. Instead, it's amateurish, mechanical, and if it wasn't for the voice acting, it'd be almost entirely devoid of character voice.In fact, let's try a thought experiment. I'll provide some dialogue from the English version of the game, and you try to guess which main party members said them. Okay, here we go:'He healed himself.? Is it because he ate those inside there?' 'What kind of stupid phantom thief would use their real name!? I'm not down for that!'

'Why do I—the one who was just watching—know more about it than you two!?' 'I hope that she doesn't torment herself over this. When it comes down to it, women don't hesitate.'

Anyway, it can't be helped if that's the case. Time for you to go to hell.'

'What nonsense that you used a mousetrap on me!' Ready for the answers?All of those lines were said by Morgana.From a story perspective, dialogue is supposed to clue the reader in as to each character's personality. So what kind of personality does Morgana have, exactly? Is Morgana relaxed enough to use curse words like 'hell' and slang like 'down for that'?

Urban Style Soccer English Patch 1

Or is Morgana a bit of a tight-ass who uses stiff, dismissive language like 'nonsense?” Ugh AtlusApparently the localization team over at Atlus couldn't quite make up their mind, because the characterization is all over the place. In the Japanese version, Morgana was a competent leader with occasional moments of weakness; in English, Morgana's an unknown entity, both one-dimensional and depressingly forgettable.This lack of consistency is jarring, especially if, like me, you're used to the overall localization quality for previous Persona games. Let's take a look at some of the dialogue for Teddie, Persona 4's equivalent mascot character:'Oooh, what a giant spring! I'll show you all my Teddie-paddle!'

'I've been deli-bear-ating over it for a long time now.' Something came out!'

'I did wonder if it was a good idea, but my feet started moving before I could decide.' 'Let's do it, Sensei!' With dialogue this distinct, even someone who's never touched the game could at least wager a guess as to Teddie's personality: chipper, goofy, a little dense, and not above using the occasional pun. It's well-defined characters like these that help make a game truly memorable, and that’s the part that makes this job really worth it — knowing I put my heart and soul into crafting the best possible English representation of each character, helping to create little moments that will stick with a player long after the credits roll. Ok this isn't even funny-bad anymore. This game deserved so much better — evan (@enjoievan)For me, it’s hard not to draw comparisons between Persona 5 and The World Ends With You, an action RPG for the Nintendo DS with similar urban fantasy elements.

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One of the most highly praised things about TWEWY is its writing, and yet it lists just one editor in the credits.This is a pattern I’ve noticed in a lot of games with polished localizations, actually: one editor for Bravely Default; one editor for 999: Nine Hours, Nine Persons, Nine Doors; hell, even Atlus’ own Yakuza 0 got away with having just two editors. Clearly, meeting a localization deadline while maintaining quality is, in fact, possible. Good enough shouldn’t be good enough'Now hold on,' you say. ' Persona 5 reads fine to me!' Sure, it's no. Let's agree that it's 'fine.' But is 'fine' the standard we should accept from the Atlus USA?

Double ugh AtlusPersonally, I don't want to pay $60 or more for a product that's merely 'acceptable' at best. I mean, we're talking about the publisher notorious for the a phrase coined to refer to the company's tendency to charge $10 more for their games than their competitors on the same console. This price hike is usually excused as a sort of necessary evil in order to fund future localizations, a stance I typically agree with. But as it stands, Persona 5 isn't Atlus-quality.Mind you, this game was arguably one of the most hotly anticipated releases of this year.

A game Atlus knew would fly off the shelves in the West after it.So how did you mess up something that huge, Atlus? Was it a lack of respect for your audience, or just sheer apathy? How could you look at Persona 5, a game with so much style and personality, and decide to settle for “fine?”For many of us in the localization industry, Atlus was supposed to be the gold standard, something to aspire to. But maybe that era is over now.

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After Persona 5, it just feels like a low bar.Molly Lee, or VerdelishJP, is a freelance video game translator who. She recently finished translating, an erotic comedy visual novel scheduled to release later this year courtesy of.

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