Between this and previously discussed issues in the English loc, it's pretty clear this game almost certainly wasn't given a much-needed LQA pass. Like I said before, with the game making so much money so quickly, I hope they take this chance to improve their loc pipeline.
Would be curious to hear if the European language locs are derived directly from the Chinese script, as I'd imagine English and Japanese probably are, or if they're translated from the English. The former would be ideal, but I don't hear of very many C>non-E/J/K game translators.
A lot of mobile/F2P pubs treat loc as just a vector to money from new markets and that can work if the pipeline isn't super rickety. But as games like Granblue show, if you're doing a narrative heavy game with lots of distinct characters, that added polish can literally pay off.

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More from @iiotenki

12 Oct
Stuff like this is why I feel it's important to expand the definition of good locs beyond "is the dialogue pretty?" So much of the job is about being fluent in the UI/UX conventions in both the source and target languages and making that navigation palatable to foreign audiences.
I haven't played it, so I can't comment on the loc quality as a whole and to be certain, I've *absolutely* been on projects where the UI strings are utterly devoid of context. I just hope that with its immense success, they'll invest that much more into loc moving forward.
I'll be completely real: even in J-E game loc, a field that's mature, on a lot of projects, I do a not insignificant amount of punching up to UI and tutorial text to make games more approachable because it's so easy to lose players if you make assumptions about their experience.
Read 4 tweets
9 Oct
While I doubt 13 Sentinels' brand of strategy will click with most as much as me, if it does, I really do recommend replaying the missions on Intense like I've been doing. It still feels fair, but it's not afraid to hold your feet to the fire and make you use your tools fully.
Replaying that campaign on Intense has given me a deeper appreciation for some of the deeper minutiae of systems and abilities that the game doesn't explicitly teach and you don't really have to grapple with on easier levels, but broaden your options once you pick up on them.
The only other strategy game this generation that's given me a similar satisfaction from poking at the mechanics this deeply is VC4 and it's for surprisingly similar reasons. Like VC4, when you're in hot water in 13 Sentinels, but see a way through and it WORKS, it's thrilling.
Read 5 tweets
4 Oct
After a ten month break, the shin kicking is back on with Tsukasa and life is as it should be once again.
To be honest, two episodes into the Tsukasa arc, I've settled back into my usual opinion of "the girls' stories need more time in the oven than just four episodes a pop" and it's especially true with Tsukasa, but if nothing else, I appreciate her range of facial expressions.
Finished the Tsukasa adaptation and, yeah, they really dropped the ball. She has the same problems as Kaoru: a complex backstory in the game the anime papers over with mediocre new material that undermines her character. (Why in god's name does she make up with her bullies???)
Read 5 tweets
1 Oct
This is a neat look into a pretty widely forgotten tangent of Valve history: Japanese arcade games. A lot of western viewers might be confused as to why Namco and Taito even bothered with such efforts, so let's do a quick dive into the historical circumstances of these games.
The biggest thing that probably made these modified ports possible is the fact that in the 2000s, Japanese arcades were slowly shifting away from proprietary or console-derived hardware in favor of PC-based systems, albeit with added protections to ward off piracy.
These Valve ports were housed in some of the earlier arcade systems to make the shift to PC architectures and nowadays, it's basically par for the course for Japanese arcade games to literally just house PC parts. It's what makes it possible to play dumps of them on ordinary PCs.
Read 10 tweets
30 Sep
An Amagami gif thread presented without commentary in case any of you need it right now.
Read 8 tweets
28 Sep
Gunparade March turns 20 in Japan today. A late gen PS1 RPG from Alfa System, arguably one of the most important Japanese RPG developers to have worked on the system, yet not have much of their work localized, GPM is a dense, dense game, but let's explore what makes it special.
At its most basic, GPM is a hybrid military school sim/mech SRPG set in a world overrun by otherworldly monsters where your goal is to simply survive around 1.5 in-game months. Not necessarily beat the monsters. Just not get killed as you buy time for the central government.
At least... it can be about that. The thing about GPM is it's so rich with mechanics and the narrative so systems-driven, it allows a huge variety of RP'ing styles. So if, say, your idea of surviving is to just ditch class or even change roles to not be a pilot, you can do that.
Read 27 tweets

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