Hello there, Destructoid readers! I'm Clayton Chan from Atlus, project lead for Crimson Gem Saga, and I'm happy to be making our first of what is hopefully a long line of Community Blogs posted here for you folks to get to know a little bit more about us and how we roll.
The topic of this entry will be Crimson Gem Saga and the art of localization in general. Let's face it, probably a good 80% in the audience take a look at what we do and think, "I can do that. How tough could it possibly be to come up with 40 different boob jokes?" Well, I'm here to inform you that we in the Atlus localization department are more than a walking set of boob jokes. (Stop staring at my chest.)
So I'll start off with how we localized Crimson Gem Saga.
As some of you may be aware, the Asian version of Crimson Gem Saga was released with a rudimentary English translation in the game. While this was good because it theoretically meant we wouldn't need a translator for this project, it was also problematic because when we needed an answer about the translation, the answer wasn't ten feet away, it was some 6,000 miles away. (That's 3.05m, and 9,656 km respectively for our metric fanbase.)
In order to get the best possible translation, it quickly became clear that Devin and myself were going to have to do a lot of communicating with each other to make sure that we couldn't answer each other's questions ourselves to minimize the number of things we needed clarified, and that we were asking Korea the correct questions when we did have to go to them for clarification.
That brings us to the Atlus Important Localization Tidbit(TM) for today: Teamwork.
Here at Atlus, unless we get a project that's already in English with an incredibly small amount of text, nobody will ever be solely responsible for all of the text in a game. That means everyone here has to have to constructive discussions with each other. You can't go over to a translator and bluntly tell them that you're got no idea what's going on in a scene they translated, or that you think they completely blew the context of a scene without them getting defensive. While defense does win championships, it doesn't win friends. Opening meaningful, non-antagonistic dialogue with your team on the project is important to making a quality project and keeping everyone happy.
If you're the guy on the internet that's always getting all MC Grammar on people, you're probably not going to be a good fit in a localization team, because you're going to have a nigh-impossible time working with people for more than a couple days before someone's asking to get you removed from the project.
Devin Curry, the lead editor, started getting a group of us together to play basketball, to get us some exercise, and to get the team better acquainted with each other. Devin, myself, Scott "Big Hustle" Williams, and Aram "RoboCop Hops" Jabbari from PR went out for pick-up games. Activities like these generally help build a group's camaraderie, and you'll also start to see it becoming easier to pick up off each other's cues when it comes to writing dialogue. (BTW, if you're ever in the area, and you want to step up, we generally play on Mondays. Prepare to have your egos inflated!)
Dividing up the workload is important, too. In order to keep characters consistent over the course of the game, we assigned individual characters to ourselves to write, rather than just taking blocks of lines. I met with Devin to figure out which characters he preferred to write, and why. When you work on something that you're both proficient at and enjoy, it's only natural that the benefits will show up in the final product.
Another major concern with localization and for Crimson Gem Saga in particular, was making sure we were able to stay faithful to the spirit of the story. There was already a completely literal translation of the game script out there in the Asian version, but if you've seen it, it's not exactly the most engaging script. More often than not, a literal translation is far from an ideal one. Our ideal localization is something that follows the intended spirit of the story and the characters.
So, Devin and I worked to keep humor in where it was intended and to remove the unintentional humor and replace it with text that would convey the emotion that the original writers intended.
For example:
Lurdurk: "Stormghor? You were the one in charge of invading the gate with the Galorins!"
Stormghor: "Kekakakaka! Right on. That's not all! I was waiting here knowing you guys would be here!"
Killian: "Woot! Cunning creature!!"
Stormghor: "Of course I'm cunning! Kekakaka! What a compliment!!"
Stormghor: "Drop your weapons if you don't want to see her suffer!"
Spinel: "Taking her hostage! You are as cunning as anyone can be!"
This scene is now:
Lahduk: "So you're the one who led the attack on the Graystone Gate!"
Stormghor: "Mwahahaha! Exactly right. And that's not all! I've been waiting for you here. I knew you'd be after the Metatron Cannon! So predictable!"
Killian: "That was actually pretty smart..."
Stormghor: "Mwahahaha! Or you were pretty stupid! I don't mind which one you choose."
Stormghor: "Now, drop your weapons if you don't want to see her suffer!"
Spinel: "Taking her hostage... That's a cowardly move, even for a monster like you!"
In addition to polishing up the text in this sequence, this scene is also one of the sequences we added new voice to. We did this because we felt that it would add extra emotional impact to pivotal scenes. I had Devin play through the Asian version of the game and pick out the sequences that would most benefit from being voiced.
Hopefully, you'll all agree that that the end result is the best version of Crimson Gem Saga to date, and you'll run out to pre-order and buy it. Thanks for stopping by and supporting the blog!
(By the way, as an Inaugural Atlus Blog Post Special, we're throwing you Destructoid readers a neat little bonus. Take a look at the
game's website, and some of
the interviews we've done on the game, and if you've got further questions, I'll forward the best selections on to the developers in Korea.)
I hope to see more articles like this in the future. I've always been interested in the writing of scripts for games, and I'd love to see more of the process behind it.
I envy your job, I was once payed to write manuals for restaurant software and it was soul destroying.
In b4 Gen Eric says you're not who you say you are.
I like what you've done with the localization, although I can't help but love the games with horrible translations, too. They're always good for a laugh.
I know I might be fishing for nothing but, you know any rumors of a possible Contact 2? Not that I actually have it yet but I am VERY interested on it.
I still don't know if I want this game, though. I <3 Atlus, but I'm just not getting sold on this one for some reason. Can't wait for Devil Survivor and KitN though.
Pics for proof! :D
Cool that you decided to blog here. I'm always interested to read what developers have to say.
Welcome to Dtoid, enjoy your stay and keep us posted.
Also, welcome, enjoy your stay, and try to be as little of a cocktease as you can.
Welcome like everyone else. Please don't die.
Also, moar boob jokes and boobs.
BlackSun: I'm honestly not sure how anyone would have ever decided "Woot" should be used in those (a about a hundred other) situations. It's not a real word, and it hasn't even been commonly used as slang for 5 years.
Takeshi: Maybe I'll post pics later, but since I'm generally the photographer, I don't end up in a lot of them.
Monodi: Since we're not the dev on Contact, we've got no stake in a Contact 2 being made.
The-Excel: Well, money's only a secondary concern as long as you're making enough money to pay rent and have some left over to let off some steam. I, too, share your wish of me not dying.
Unangbangkay: Nope, you're still going to have to post 'em. :)
Gen Eric: How dare you not feel this game? *sob*
Nobody wants to ask the Korean devs any questions about their game? I'm giving you a chance to be a journalist-type-person...
All I have as a question is when is Atlus going to make the leap to the next gen consoles. I'm utterly waiting with thousands of others for this leap.
I also want to point out, PS2 audiences are pretty close to the Wii audience. They tend not to be to heavily into up to date news, since they don't have up to date hardware. Well maybe not the Wiis so much as the PS2 guys. So I'm not sure how many of these people frequent any of these major blogs.
Also maybe you can answer the following; why do some Japanese developers generally take longer to release a game world wide? Nintendo for instance releasing Animal Crossing in NA a year before in Europe? While Killzone 2 can be released within the same week?
I can't really say why other companies take so long to release games in other markets. If it's released in five languages with vastly differing average word lengths, it's going to take some time if you want to do it well. Sometimes, it may just be a matter of them holding off on shipping a finished product to hit a good window in the release schedule.
Volomon: We have released 3 games on the 360, but if you're wondering when Atlus Japan is heading for next-gen, I really can't comment on that.
Anyway, I said welcome, I <3 Atlus etc on the main page post, and I have no questions regarding this game, but I do want to bring up that you might want to go easy on the asking for pre-orders because it sounds a little too corporate and distasteful IMO.
To be fair I think the suggestion was somewhat tongue in cheek (though with real hopefulness).
Anywho, I said welcome on the homepage but I *sigh* suppose I should do it here too. ;)
Thks for putting out games on 360 :)
I enjoy Spectral Force 3 but i still feels like Atlus games on PS2 and handhelds are more awesome for now.
We would like to see more story based action or turn based RPGs on HD :) since all 3 of'em are tactical SRPG.
Other than the language, are there any other changes made in the localization process?
This is a pretty stupid question but are all games initially released in Japan or in this case Korea?
Why no love for PAL territories? I know there isn't a huge fanbase here in Australia, I don't know about other PAL countries, but why aren't games at least made region free?
I never played Astonishia Story but I am really looking forward to this game as well as Class of Heroes and Devil Survivor.
I have no complaints, since Persona is being remade for the PSP. More love for PAL territories please! Thank you! :D
Vanilla Gorilla: I sort of worked my way up from QA. I worked at Squaresoft in 1997, and by the time I got to Lead QA I was doing uncredited editing work there.
Pure Poison 1: If the developer's flexible, then sometimes we try and make system changes to the game. For example in Zoids Assault, we asked the devs to allow the player to skip the animations but still see the damage dealt as a number. In Crimson Gem we asked them to support playback for a lot more voice files. In Hammerin' Hero we asked them to speed up the gameplay and the load times. So we do try and improve the games in little ways without making huge changes.
All games are not released in Japan or Korea, we have released some from Europe, and some games are developed here in the US.
As far as region freedom goes, we try and make the games region free when possible. I'm a big proponent of making games region free, but sometimes problems arise, and it's just not a feasible option.
Also, while on the topic...somebody at Atlus PR make a wiki article about IRONNOS so you can get some history behind the development group and see what they've done and what they specialize in.
I should have a post for you sometime next week with their responses. Stay tuned!