Ultimacj wrote:
Wildbill wrote:
Ultimacj wrote:
Main Player: "Could be the same as A-A-A-X-Y on SNES" Party Member: "No, I believe it's more like 2-2-2-1-4 on the Logitech" Customer: "Wow you guys making this way too hard! Just select D-D-D-L-U" Another party member: "Well what if all brought along is a lousy keyboard?" Customer: "Wired or wireless?"
My question is did the original programmers really put that in the game? Either way it made me LOL. Well done
Heh, around here, the art of storytelling is fluid; literal translations are boring; and the twain shall never meet!
Heh reminds me of the famous quote of Gabriel Knight: Sins of the Fathers (I am I HIGHLY recommend if you love adventure games and a fantastic story)
Gabriel : "Tell me about yourself."
Bartender: "A good bartender listens to other people's stories without telling his own."
I figured you guys adlibbed that at that time I don't think logictec and keyboards fit into the frey of the Super NES
I think what made me lol the most was the logtec part (because I'm using that controller sweet easy solution found hahah ;p)
Another question: I know in Paladins Quest the main protangist didn't talk (he just made nods or choices similar to that of Dragon Age I, or Chrono Trigger). Did the main character talk in this one or was that completely added? It's hard to tell given the game's storyline and what you find out about him in the relation to big bad guy. Because you can sense his anger/frustration in the scenes he talks (which isn't much hense the question).
Well, the literal translation conveyed the colored button formula for a Super Famicom controller. This didn't apply to what 99% of players were using when we started translating Lennus-II about 14 years ago. Many did in fact use a keyboard. Gravis was around, but more time passed before USB came along and cheap converters for Playstation gamepads and SNES converters were sold.
We used to have frequent discussions on WWW boards about people having difficulties executing SFC button sequences on a variety of control mechanisms. So, when I came to that string, I listed a few solutions for the controllers of that time, but my main point was to get people to thinking about solving the issue themselves, realizing that different control systems would require a bit of ingenuity to solve.
Rather than make the whole scene a dry lecture, I figured I'd turn it into a conversation and have a bit of fun at the same time. That's what localization is all about - to get the spirit of the original author's point across in a manner that resonates with the target culture, brings characters to life, and entertains at the same time.
Heh, Draken and I had quite a debate on active versus passive voice. The CT style was Drakie's main counter-argument.