Posts Tagged translation

Localizing Exclamations

Final Fantasy XIII header Localizing Exclamations

“Gnhhh!”

“Whhhhaaaah!”

“Bah….ah….gahhhhhh…”

“Hmmmf!”

“Ehiehhh…”

“Mhaemm!”

These grunts, sighs, squeals and miscellaneous other vocalizations compose roughly 1/4 of the dialogues in the early hours of Final Fantasy XIII.

One one hand, they’re to be expected; Japan is known for its plethora of exclamations and onomatopoeiae. On the other — when translated literally — they make for a poor localization.

These sounds are often louder and longer than their English counterparts, or they simply have no equivalents. As such, they’re difficult to remove or replace and are usually left untouched. They’ve even become something of an accepted “quirk” among the more dedicated fans of Japanese media, but that doesn’t mean they couldn’t be handled in a friendlier fashion.

FFXIII Oerba Dia Vanille 16 9 by Quick Stop Localizing Exclamations

I think the localization team for FFXIII wanted to give Vanille a unique voice -- much like the Björk-esque Fran in FFXII -- but the voice actress' performance is a bit of a mess.

As things stand, vocalizations often come across as alien and awkward. They break the flow of conversation and the suspension of disbelief, and can leave a new audience feeling put off.

Sure, one can always argue for the purity and cultural authenticity of any given product, but that’s being a bit of a stick in the mud. Literal translations lack context and social nuances, and those fully familiar with them might as well experience the original versions. In order to make the products easily digestible by a different audience, though, some things need to change. FF XIII in particular is a title Square Enix wanted to be a global blockbuster, not just a Japanese game released to a niche audience outside of its home country, so it stands to reason that they’d want to iron out these kinks.

So how can this be done?

A couple of points:

  • If possible, simply remove the exclamations altogether. The ones that could easily be cut are left in to keep things consistent and speed up the localization process, so getting rid of them shouldn’t be a big issue.
  • Use local equivalents of the vocalizations if available. For example, make a character surprised by a hand on his shoulder utter a short “Huh?” instead of the original, “Mnhaaa?”
  • Use actual words or sentences for sounds that have no local counterparts. A character crying out “Gwahhhhhhhhhhhh!” for three seconds after witnessing a car crash could easily be replaced with a quick “Oh my god!”
  • Meld the exclamations into the speech itself. I’m not an expert, but I noticed many of the vocalizations were isolated within the dialogue, whereas in English they’d part of it, e.g., “Mmmm, I don’t know about thaaaaaaaat.”
  • Finally, keep these points in mind when developing the game, and provide the team(s) with the tools necessary to port it. Automated lip-synching is already widely used, but I’m sure other functionality — or just the permission to alter the in-game cutscenes — would be appreciated.

Of course there are more issues to consider as well — perhaps toning down on the dramatic, clenched-fist poses with characters uttering such phrases as “I’ll do my best!” — but those are a whole other topic…

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Wonder Project J Bits

Wonder Project J is a “raising simulation” (think Tamagotchi) originally released on the Super Famicom.

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The titular Wonder Project.

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Until Pino gets smarter, expect him to do a lot of clumsy things.

I actually first heard about Wonder Project J when GameFan magazine previewed the second game in the series. Just like the original, the sequel never ended up being released outside of Japan, but both titles got fan translations. Now WPJ2 certainly didn’t seem to have the same Lolita complex that plagued Princess Maker 2 (although there were traces of it), but I still wanted to check out the original.

And I did, so here are the notable bits:

  • The presentation is pretty unique for a SNES game. The sprites are quite varied in size and contain lots of frames of animation. The backdrops are also — for the most part — hand-drawn and not tiled.
  • The premise of the game is basically a spin on the tale of Pinocchio. This provides an instantly recognizable setup and work well with the raising simulation aspect, i.e., Pino, the Wonder Project, needs to become the equivalent to a real boy, and this is done by completing various tasks that are based on his numerous statistics.
  • There’s a significant separation between the player and Pino. The player directly “communicates” with a robotic fairy, who also serves as the game’s cursor, and then she in turn gives suggestions and interacts with the boy-robot himself. There’s some heavy breaking of the fourth wall here, too, as both Pino and the fairy tend to directly address the player.

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    Pino reigns supreme at the robot sportsfest. Instead of fireworks, though, there's gunfire.

  • Pino starts off as an incredibly naive and charming little boy. Without the player’s guidance, he’ll run into walls, attack animals, and try to consume all sorts of inedible objects.
  • Pino is largely autonomous and will automatically approach and investigate the things that interest him. If you leave him alone long enough, he’ll even travel from one area to another.
  • The fairy can be used to make Pino — if he’s trusting enough and not in a foul mood — approach specific items or pieces of scenary. This results in a short sequence where Pino attempts to puzzle out the function of said object, after which the player, via the fairy, can either approve or deplore his actions. This is a central mechanic of the game, and it works fairly well. Pino’s actions are based on his statistics, but there’s still quite a bit of randomization, and the setpieces themselves are pretty entertaining. Putting the player in the role of a caretaker also works to create a bond between himself and Pino.

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    Apparently no one expected them to pull it off.

  • Pino’s statistics are in a constant flux as virtually every action in the game changes multiple variables. There’s still an overall progression to his growth, but it’s filled with lots of fluctuations on a micro-level. Even the game’s numerous items enforce this principle.
  • Various cutscenes are employed in the game, often to present a challenge and outline its requirements. During these segments, the fairy addresses the player and tells him to sit back and watch how Pino reacts. These setpieces not only serve as goal-dispensers, but are also used to further the storyline and character progression.
  • Whenever Pino fails a challenge, the fairy offers up clues as to how to beat it, and even mentions other NPCs that can provide further advice.
  • WPJ itself is split up into chapters, and at the end of each one a new “circuit” is activated. These circuits represent Pino’s human-ness and the player’s progression in the overall quest. The chapters themselves also require various tasks to be completed, and this approach provides the player with a constant stream of mini-goals that are tied together by an overarching story.

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Monster World IV Bits

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Arsha and her sidekick.

Monster World IV is something of a semi-official sequel to Wonder Boy 5: Monster World 3. It’s a cutesy, large-sprited side-scroller in which the player takes on the role of a young girl named Arsha.

The game is mostly a linear platformer with some rudimentary puzzles and RPG elements, but its highlight is the cute little sidekick Pepe. It’s easy to initially assume that Pepe will help you fight the various enemies you encounter, but he never actually attacks anyone. Instead, he can be used to help Arsha traverse the game’s environments. This might not sound like a big deal, but the there’s lots of variety here:

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