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Dual Destinies Localization: Game MechanicsTopic%20Title
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Mia Payne

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http://www.capcom-unity.com/zeroobjections/blog/2013/10/17/phoenix-wright-ace-attorney-dual-destinies-localization-the-trials-and-tribulations-of-the-gameplay-mechanics-team

Quote:
Hi everyone! I’m Natsuki Ikawa – a game designer and member of the AA: DD Game Mechanics section (or “System Team” as we say in Japanese). Today, fellow game designer Mr. Yoriki Daigo and I will be your guides through the ups and downs of creating the new features and game mechanics you will see in Dual Destinies.


We have new English names:
Case 2 is known as "The Monstrous Turnabout" (having the ugly or frightening appearance of a monster.)
Deemon Tenma is now Damian Tenma
Victim is Rex Kyubi (with a political title "Alderman")

The name for thought routes in english:
Revisualization
Re: Dual Destinies Localization: Game MechanicsTopic%20Title
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Revisualization, eh? It doesn't sound bad, but how does the thought route has any connection with visualization? Unless it's revisualizing the crime scene?
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Re: Dual Destinies Localization: Game MechanicsTopic%20Title
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Mia Payne

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BonnyMono wrote:
Revisualization, eh? It doesn't sound bad, but how does the thought route has any connection with visualization? Unless it's revisualizing the crime scene?

Pretty much, its so the Lawyer recreates what happens
Re: Dual Destinies Localization: Game MechanicsTopic%20Title

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I wonder how this process compares to what the GK2 translation team had to go through.
Re: Dual Destinies Localization: Game MechanicsTopic%20Title
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"I'm so sick of Khura'in!"

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Alright, say goodbye to "The Night of the 100 Yokai" as the title of case 2 because its official name is now known as "The Monstrous Turnabout"
Image

And oh no... they streched out the text-box in the english version so there's less room for cinematic candy :'(
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Mia Payne

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linkenski wrote:
Alright, say goodbye to "The Night of the 100 Yokai" as the title of case 2 because its official name is now known as "The Monstrous Turnabout"
Image

And oh no... they streched out the text-box in the english version so there's less room for cinematic candy :'(



Linkenski, thats stated in the OP already (The Monstrous Turnabout)


Also, this is litterally the ONLY game of the ENTIRE series with a NON stretched out Japanese version because of the screens, and they needed it to fit the translation
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Ladies and gentlemen, I present you why this game took longer to release internationally.
:godot:
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Yes! They translated this brilliant blog page!

I don't see why anyone would complain about the longer text boxes. It's not like anything happens in those two bottom corners of the screen, and the cutscenes are devoid of boxes in the first place.
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What did he do this time...?

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Wow, this was really cool. I'm actually surprised it didn't take longer to localize the game....
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Danchat wrote:
Wow, this was really cool. I'm actually surprised it didn't take longer to localize the game....

Oh man, imagine how long will it take to make a localized retail... That'll take a couple of years more.
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They don't :c

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BonnyMono wrote:
Danchat wrote:
Wow, this was really cool. I'm actually surprised it didn't take longer to localize the game....

Oh man, imagine how long will it take to make a localized retail... That'll take a couple of years more.


Yeah, um... Pretty sure this game won't ever get a retail release...

...And if it did get one, it'd be the exact same localization, the exact same game file we get on the eShop come 10/24... But on a cartridge.
Image
Re: Dual Destinies Localization: Game MechanicsTopic%20Title

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Even though we're not getting a physical release, which is a shame, the sheer amount of work the localizers have put into this game is worth a purchase alone. Just as much work (if not more, what with the 3D editing and all) has been put into the game as its predecessors.

Danchat wrote:
Wow, this was really cool. I'm actually surprised it didn't take longer to localize the game....


It's less surprising when you remember that the localization took place while the game itself was being made :will:
Re: Dual Destinies Localization: Game MechanicsTopic%20Title

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BonnyMono wrote:
Danchat wrote:
Wow, this was really cool. I'm actually surprised it didn't take longer to localize the game....

Oh man, imagine how long will it take to make a localized retail... That'll take a couple of years more.

More like an extra month or two. Takes about that long to print cartridges and coordinate the retail release.
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And then some people wonder why localization takes so long. I for one learned quite a bit through these weekly Janet blog interviews. There is even some stuff they do that never even crossed my mind was a thing they had to do like stretch the boxes to fit the dialogue and how if they go overboard with the editing it can cause some serious bugs
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Heh heh.

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... Huh. Why does this seem so familiar...? *looks through older posts in Trial Minutes*

.
.
.

:apollo-shock: AAAH! THAT!!! *did not realize until now that those blog posts were from the blog on the JP site* :oops:
So I finally grew a brain and remembered to give myself a signature... Whoopee.
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Re: Dual Destinies Localization: Game MechanicsTopic%20Title
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Lennyoh wrote:
And then some people wonder why localization takes so long. I for one learned quite a bit through these weekly Janet blog interviews. There is even some stuff they do that never even crossed my mind was a thing they had to do like stretch the boxes to fit the dialogue and how if they go overboard with the editing it can cause some serious bugs

I hadn't noticed they stretched the box until I read her latest post and I'm more bummed about it than I should be. I do like how there's only 2 lines of dialogue now though. Somehow the text is easier to get an overview of that way.

Judging by some screenshots I don't like how inconcise the writing is though, but maybe it's a part of characterization. My english teacher in high-school valued what he refered to as "fluency" over anything else and I guess I got biased by his teachings. But just to highlight this, there's a lot of screenshots with characters saying stuff like "It would seem that I have been..." or "It appears that a.." and in general my main problem is the use of "that" which occur way too often and it's just a superflous word. It's not like the text becomes gibberish or anything, but it does sometimes hurt fluency if they're not careful with it. :grey:
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Re: Dual Destinies Localization: Game MechanicsTopic%20Title

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linkenski wrote:
Lennyoh wrote:
And then some people wonder why localization takes so long. I for one learned quite a bit through these weekly Janet blog interviews. There is even some stuff they do that never even crossed my mind was a thing they had to do like stretch the boxes to fit the dialogue and how if they go overboard with the editing it can cause some serious bugs

I hadn't noticed they stretched the box until I read her latest post and I'm more bummed about it than I should be. I do like how there's only 2 lines of dialogue now though. Somehow the text is easier to get an overview of that way.

Judging by some screenshots I don't like how inconcise the writing is though, but maybe it's a part of characterization. My english teacher in high-school valued what he refered to as "fluency" over anything else and I guess I got biased by his teachings. But just to highlight this, there's a lot of screenshots with characters saying stuff like "It would seem that I have been..." or "It appears that a.." and in general my main problem is the use of "that" which occur way too often and it's just a superflous word. It's not like the text becomes gibberish or anything, but it does sometimes hurt fluency if they're not careful with it. :grey:


Well, keep in mind that these are people talking, not a narrator. In real life, people don't talk perfectly. Having everyone completely fluent in the same way would also make everyone have the same personality.

Unless you see this any different from past AA games, there's nothing wrong here.
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blahmoomoo wrote:
linkenski wrote:
Lennyoh wrote:
And then some people wonder why localization takes so long. I for one learned quite a bit through these weekly Janet blog interviews. There is even some stuff they do that never even crossed my mind was a thing they had to do like stretch the boxes to fit the dialogue and how if they go overboard with the editing it can cause some serious bugs

I hadn't noticed they stretched the box until I read her latest post and I'm more bummed about it than I should be. I do like how there's only 2 lines of dialogue now though. Somehow the text is easier to get an overview of that way.

Judging by some screenshots I don't like how inconcise the writing is though, but maybe it's a part of characterization. My english teacher in high-school valued what he refered to as "fluency" over anything else and I guess I got biased by his teachings. But just to highlight this, there's a lot of screenshots with characters saying stuff like "It would seem that I have been..." or "It appears that a.." and in general my main problem is the use of "that" which occur way too often and it's just a superflous word. It's not like the text becomes gibberish or anything, but it does sometimes hurt fluency if they're not careful with it. :grey:


Well, keep in mind that these are people talking, not a narrator. In real life, people don't talk perfectly. Having everyone completely fluent in the same way would also make everyone have the same personality.

Unless you see this any different from past AA games, there's nothing wrong here.



I agree, linkenski comes with valid arguments, and terrible nitpicky *because "I" don't want it like that* arguments

this is the latter
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I actually thought removing "that" sounds more daily-life ish.

Yeah yeah, Bliz, I know this is nitpicky, I just couldn't let it slide by me :-P
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Re: Dual Destinies Localization: Game MechanicsTopic%20Title
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linkenski wrote:
I actually thought removing "that" sounds more daily-life ish.


Well, personally I use "that" way too often (however, I am not a native English speaker).


Anyway, it's just normal that most characters don't speak perfect English and make common mistakes.
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I think when you're writing a game where most of the dialogue isn't going to have the benefit of being voiced (removing the little things that the voice attaches to the dialogue) which also happens to be fairly over-the-top, the writers have to differentiate the character's speech patterns more than most. So I think the fact that some characters talk in not-very-fluent ways might be a result of them needing voices that immediately read different than the main characters, who are probably written to sound very much like the average player.
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Re: Dual Destinies Localization: Game MechanicsTopic%20Title
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"I'm so sick of Khura'in!"

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I guess so, but anyway, it's way too early for me to be slamming down the game for having bad fluency in writing when I have no idea whether it will be that way throughout the entire game. I'll save this for later if I think it's an actual problem.
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Didn't they say there was going to be a new developer blog yesterday or today?
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