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>> No.8873937 [View]
File: 319 KB, 668x499, EoO8VjsXMAEqwDu.png [View same] [iqdb] [saucenao] [google]
8873937

>>8869607
I'm trying, I'll see you on the other side eventually

>> No.7251654 [View]
File: 319 KB, 668x499, EoO8VjsXMAEqwDu.png [View same] [iqdb] [saucenao] [google]
7251654

>>7249754
I agree. The move names are completely off-the-mark. Even official translations by different teams tried mostly to keep them consistent.

DeJap's suffer from that syndrome where they don't consider choosing names that are useful for the player, or keep the spell/move tier scale from the original (Fira, Firaga, Firagada in something like Final Fantasy for example), and instead choose something completely different depending on the lunar cycle influence on the translator's figurative ovaries. The "localization" for something as simple as gameplay concepts and menus becomes conflicting with player comfort, nevermind accuracy. It becomes its own end, not the means. You can notice a similar problem with "modern" Dragon Quest spell translations.

There's a bunch of other translation attempts.
The issue is that when speaking of Tales of Phantasia, there's not one, but three games with very different engines and significant plot differences. Marked ones are translated.
>V1: Original (SNES*)
>V2: ToD engine remake (PS1**, GBA*, PSP (Full Voice Edition), Mobile*)
>V3: Vaseline mobile remake (PSP (Narikiri Dungeon X bundle))

Imo V1>V2>>>V3, the issue is that the text between V2 and V3 while similar isn't 1:1
PS1 (Absolute Zero patch) - The best imho. (The cancelled PSP patch was to use this)
PS1 (Phantasian patch) - A "relocalized" patch riddled with programming errors (broken lip sync, missing text, crashes, etc) and its "localization fixes for move names and dialogue" were very questionable (AZ was just fine, even could select the move translations at startup)
GBA: Unfairly maligned b/c a word filter mistake and the JP port's technical flaws. Fairly close to the original.
Mobile: Fairly close but a bit bland, some flirty Arche lines were translated in a weird way that while correct is very toned down.

Porting an edited version of one of those translations back to the SNES version might do it. (JP SNES/PS1 scripts are slightly different, besides added content)

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