“Liberties” In Translation

Translation is hard. I know this, having done it myself. There are so many different nuances and such that can be hard, if not impossible, to directly translate. So, you just sometimes have to go with your best effort.

I’m going to talk a little bit about that effort here. Or rather, lack of it. Since this is video games, I’m mostly going to be talking about Japanese-to-English translation, since that’s the most relevant area of video game translation to me (and in general, I’d think), but it can be applied to any translation.

I said that some things can be hard to directly translate, if not impossible. Specific cultural or media references, puns, jokes, and sayings are often the biggest culprits, especially in a work of fiction. What is to be done, then?

Well, what is the point of translation? It’s to enable communication between two different languages. And what is communication, than the transfer of ideas (and feelings) between people? So, a translation should transfer those ideas. When there is a stark difference (even a small difference) between peoples, that translation becomes a localization. For example, a work might reference a specific politician that did something or another. That reference would be completely lost if just straight translated; but if a reference to a similar incident of a politician doing a thing were put in, the idea that the original author was trying to get across would be preserved (probably; if the original was specifically referencing that politician for a specific reference, the localization wouldn’t actually work). Things might get a little hairy if the original has something cultural that has no true equivalent in the new language; but dealing with that is what a translator is supposed to do. For example, there are many ways to address someone in Japanese, based on honorifics, politeness levels, and so on, that aren’t really present in English (especially in American culture, which is quite generally casual). There are ways to do this, but figuring those out, and applying them, is the challenge of the localization.

What isn’t the job of the translators is to change the ideas and feelings behind the work. Unfortunately, we see a lot of that in translation, and not always due to the incompetence, or lack of imagination, of the translator. No, some translators feel it’s their job to improve the work. Or, should I write, “improve” the work. This is true at all levels, from the lowly online freelance manga translator, to the AAA-budget translation teams for prestigious games. Sometimes it works, but usually it doesn’t, and almost always it is disrespectful.

The biggest offenders I see today are two-fold: those that try to “fix” the “problematic” aspects of a work, and those that “punch up” “boring” dialog and prose. I’m not going to get into the first one: it’s just bad, and that’s all that needs to be said. The second, that’s more egregious.

It might seem innocent to add a bit of character to text. A lot of translators, and especially editors, are/were aspiring writers. They might think it’s better to add some more flavor to whatever bland, normal stuff was there before. This is particularly true for video games, where the original authors’ hand and voice is usually felt a lot less in the writing, for precisely the reason that these are generally done by a team of writers. The biggest example I can think of is adding accents to characters in jrpg’s. Most of these characters tend to have the Standard Accent (ie, modern Tokyo accent) in the original Japanese text. But localization teams will add various “fantasy” (bad European, often British Isles) accents to characters. This has been happening since the early Final Fantasy games, and continues to this day.

Another way it’s done, seemingly more often these days, is simply punching the dialog up with more emotion. Lines can be mostly rewritten just to add a bit of spice to a particular dialog, or even character. Even exciting scenes get changed to dial it up to 11. To my immediate recollection both Genshin Impact and Dragalia Lost are particularly guilty of this, but they are merely examples.

What he actually says: “Thi-…This is…”

I shouldn’t have to point this out, but both of those things change the very tone of the game. This is basic writing stuff: tone is extremely important, and really sets the feelings the author wants to communicate. Thus, changing the tone is changing in translation a key component of the original writing, and really shouldn’t be done. But it keeps happening.

Another big, disrespectful liberty that translators can make is to change names. A name can be a key component in a character’s identity, and changing that can change the story. Or it could be completely immaterial. But either way, the original author meant for that character to have that name. Now, there are some factors that might justify a changed name; one that immediately comes to mind is if the name is a word, where the meaning of the word is the key part of the name. This is mostly true for nicknames, but context is key. For example, you wouldn’t keep a character’s nickname as Inu, since the meaning of “inu” is what’s important; no, changing it to Dog would be better in that case. However, you would really have to think about changing a Spanish character’s name from Esperanza to Hope – “Esperanza” (and “Hope”) are real names, so you’d really have to think of the context, and the author’s intent. But changing a character’s name from Johan to Dave – or even John – that’s a bad thing.

Yet, translators do it all the time. I’m going to use Dragalia Lost as an example. I made a spreadsheet with all the characters and dragons that I could easily get both the Japanese and English name (basically, playable characters and dragons, and the ones from the current event), comparing the two. Now, to be fair, most of the names haven’t changed. Some are only slight changes, but fine (still unnecessary, though). But others are big changes, for no good reason. Since many of those are main characters, either in events or in the main story, they make more of an impression that some low-rarity character that might not ever have their name said aloud. And it just doesn’t make sense, most of the time: why make these changes, almost always completely unjustified, when over 60% of the time the names are completely correct and unchanged? (Some of it, I can tell, is incompetence, and some of it is someone thinking they’re more clever than the original creator.)

All in all, I want my translations to say what’s actually being said. Or at least something quite close to it. Certainly with the same meaning. I don’t want some other writer’s idea of what actually should have been said. I’m at a babby-level of Japanese, yet I still catch things very wrong with translations, and that shouldn’t be.

Genshin Impact: A Deeper Look

I’m going to be reusing my pictures from the last post, since that’s what I have available.

The first thing to note, is something that I’ve seen from a lot of other people all across the internets. Some people that wouldn’t know better if you hit them over the head with the idea, and others that should have gotten it by now:

“Gacha” isn’t a genre.

Let me repeat that:

Gacha isn’t a genre.

And just so you remember:

Gacha isn’t a genre!

Gacha, as I’ve pointed out multiple times, isn’t a genre (do you get it yet?), it’s a monetization scheme. Gacha is essentially the same as lootboxes, but you don’t call games with lootboxes “lootbox games,” do you? Of course not, that’d be silly. But all the time I’ll see posts or reviews saying something along the lines of “Genshin Impact is a gacha game, but it doesn’t play like a gacha game.” What does a gacha game play like? I know what these folks are talking about, and I’ll get to that later. But it’s not a gacha problem.

To the more important point, everything I said in my first look still holds true. I’ve played a lot more by now, and I stand by my previous statements. Well, except for that last part. I can definitely recommend this game now. This is a good game overall. However, it’s good to know what it’s about going in, what to expect.

All of the good stuff is still good, even after tens of hours. I’ve heard it staid that the combat is more comparable to Nier: Automata, rather than Breath of the Wild; I don’t know if that’s true or not, having never played Nier, but still, it’s good stuff. (And it gives me hope for Nier: I’ve heard it said that the combat is kinda lacking in that game; but if it’s like Genshin, I’ll love it.) Once you actually get a good party going, the combat and flow starts getting quite natural. It’s fun, even taking out the same enemies over and over (another area the game is similar to Breath of the Wild…).

The story is actually pretty decent. I wasn’t expecting much going in – the beginning is yet another “oh noes a dragon?!!”, but it picks up from there. There’s a bit of nuance to the various situations the Traveler finds themselves in, especially in the second area. Not a lot of nuance, mind, but it’s not an obvious case of black-and-white, like it might seem from the prologue (even in the first area, after you beat the prologue, you see some of that nuance come in). The story isn’t great literature, but it’s nice for a rpg like this.

It seems the various characters that you’ll see in the gacha will get their own character stories that you can play through at various points. To be honest, I’d rather these be tied to actually having the character (like using the friendship system, instead of the few paragraphs they get per friendship level), as an added incentive/bonus for pulling said character. But I suppose this is another way to advertise the character – I didn’t care about Klee after they nerfed her animations (her alpha/beta animations were far more…animated), and certain folks said she sucked; but after playing her missions, she’s actually pretty good. Maybe I’ll get her eventually.

The writing is pretty snappy, at least in the English translation. I’ve noticed some liberties taken here and there, at least compared to the Japanese translation; I’ll believe that they’re the invention of the English localizers, since this is the kind of stuff that English localizers are notorious for (I have another post on that issue brewing). But it isn’t too bad, as far as I can tell. It’s not too distracting, at least, except for some of the memes used for achievements.

One thing of note is that the daily random quests actually advance the world and story, sometimes. Most of them are just “go here, wipe out the enemies”, but occasionally there will be one that involves npc’s and areas you’ve already visited, and either advance a little story in themselves, or somewhat change the world. For example, there is an inn in the second area that has broken stairs; one of the random mission sequences has you help repair those stairs, and they are repaired. Those little details and care are really what make this game special.

Which is good, because there are a couple of big problems. The gacha problem that I talked about in my last post on this game still applies. It’s the worst rates I’ve ever seen, outside of maybe STO’s lock boxes. But that’s not the main complaint people have, which have folks up in arms. No, they don’t like the fact that this game is indeed a mobile game.

This is what most people are talking about when they have complaints about the energy system (called “resin” in this game). They put the blame on the “gacha game” nature of this game, but that has nothing to do with the gacha. No, this is just your standard mobile game tactic. It’s a perfectly valid complaint, but we need to understand what it is: the fault is that this is a mobile game. For some reason folks got the impression that this was a mmo, or something along those lines. But it’s your standard mobile game, just with a nice coat of paint that’s worthy of a pc. But you need energy to do all the grindy stuff – get resources for leveling and advancing characters and gear. You only get so much, which regenerates over time. Pretty standard stuff, but I guess people weren’t really expecting it, so they are mad (well, more mad than they would have been with the correct mindset – it’s not a particularly good implementation of an energy system).

And I think, as a bit of meta commentary, is a big problem. People aren’t coming in with that right mindset. They expect a “main game” – something they can play for hours and hours, and stay entertained throughout. Frankly, I’m surprised it had as much ready going in as it did – most games of this sort would be envious of just that first area’s worth of content. As it is, the game gives 30-40 hours of good content, before getting terribly grindy – very good, actually. But still, mobile games like this have this trouble at launch, and early on – good start, but then an incomplete, unsatisfying “mid”-game, with no real end-game yet. I’m sure these problems will be addressed in the future – they tend to be, in successful games. But we’re going to have to wait.

One thing that does really concern me, with that mobile-game mindset, is the frequency of updates and events. Six weeks is a good amount of time for major updates. But there should be events and the like between those updates, to keep players going. New characters should come at a good pace, and I’m not really seeing it here. Significant events should come at a decent clip (at least once a month, if not slightly more often at first), but again, not seeing it here. Personally, I’d like to see story events, but even events without stories would be something. We have had one event so far in the game, and it wasn’t much (and again, takes energy to get rewards – though the rewards definitely weren’t worth the energy here). This can be a problem with immature games (and make no mistake: despite the high level of polish, this is a very immature game right now), but it doesn’t make it not a problem.

To sum it up, this is a good game. Just keep in mind that it’s a mobile game, with all the normal mobile game issues, and you can be happy with it.

Craftopia: A First Look

I was really excited for this game when it first was announced. A survival/crafting game, but anime? Sign me up!

And I’m still excited for it, when it comes out. Because it isn’t here yet. Sure, you can play it, but…let’s just say the game puts the “early” in “early access”. I’ve played some early access games, and they usually weren’t this incomplete. Buggy, sure, but there was more to them than this. Still, it’s a good introduction to the game, and it was still several hours of fun – and I’ve not yet completed what’s there to be seen.

The game begins with the above: Earth blows up, and apparently you are responsible. But the gods decide to give humanity – and more importantly, you – a second chance. This time, you have the responsibility to make things work.

Just in case you didn’t get it the first time. You will be reminded again, just to make you extra guilty.

And that’s it. That’s the story. As I said, early access – they don’t even have any quests put in. The game is very up-front with this though – as soon as you open the game, the devs are quick to point out that things are missing – including some translations (it’s a Japanese game) that are either just not there, or have machine-translated placeholders.

As far as the gameplay goes, if you’ve played a survival game, you know how it works. Get materials to make things to get more materials to make more things. It has a fantasy RPG aspect to it, unlike many of the more realistic settings. I’d say it’s most similar to Conan Exiles, of the games I’ve played. The only real survival aspect at this time, though, is hunger. You don’t need to sleep or any of that. Most of the crafting right now, at least for early game, seems focused towards food production, and combat (RPG, remember).

More healthy than raw meat.

Essentially, what’s in the game right now is the tutorial, or perhaps a demo. You get the first few stages of crafting, which basically lets you do what’s in the trailers. You get machinery in the third tier of crating, which seems a bit soon – it goes along with the loom and swords. I’m guessing those were made available just as proof of concept, to see if the players could get them to work. I’m not quite there yet, in terms of materials, but I have access to hoverboards and motorcycles.

All in all, this is a game to look forward to. I can see what they’re doing here, and expect good things. It’s just the wait that’s disappointing, but it isn’t like I have a lack of good games to play right now, and in the near future.

I look forward to the dragon balls.

September to October

Too lazy to turn this; I thought google drive had an editing option, but I guess not.

As far as this month goes, it’s been pretty boring, at least to talk about. I’ve been playing basically the same games the entire time. Not much has happened in my life. Though there are a couple things to discuss, at least in brief, so I’m making this post.

First, an update on a post from wayy back in April. Thus, the picture of the scale above. As of yesterday, I hit my weight goal! I haven’t been this light since I was 20, if not earlier. Feels good, man. Sure, it took the better part of six months to make the half of progress, but I’ve lost 40-45 lbs with basically no exercise. Now, to be fair, I look it – my arms and legs might as well be those of a child, if it weren’t for the excessive hair on them. And I’ve still got too much of a gut. But my face looks good (well…not fat, at least), and I’m just chubbster now. Of course I celebrated by going out to eat (with a milkshake!).

So, what next? Well, the diet shall mostly continue. I see no reason to change much now; it works for me. I will change the “no snacking” rule to “no buying snacks from the store.” Meaning, I can snack, if I make them myself (or if I go to an actual baker and something really stands out). Which I don’t see myself doing much. I don’t even have the cooking implements to do so. I looked at a stand mixer a couple of weeks ago (kinda want to get into baking), and yah, that’s not happening right now.

Also, I need to exercise more. I know that’s not a goal, it’s an idea. But I’m too lazy to set up something concrete. I have weights in my office now, presumably to use while I’m watching videos on my lunch break, but I barely use them. (Doesn’t help that I hurt my right arm, and am in pain doing much of anything – it almost certainly wan’t caused by me using my mouse at an 80-90-degree angle to the right instead of in front of me; no sir, couldn’t be that.) Could also, like walk or whatever before work instead of grazing Twitter. But yah, that’s something to be doing.

I’m pretty sure the voiceover said “you look cuter without your glasses,” which is absolutely correct.

In game news, I’ve been keeping up with the usual daily stuff. Granblue had its X-million accounts celebration, which meant more things to do. That’s over now, so I mostly just do some daily things. Dragalia Lost is having its second anniversary, just after a major gameplay update. It’s pretty good stuff. The even added sparking, right before a big limited rush. Very nice. Getting better at Bandori, to the point where I can clear almost any Hard song on first try without heals. ESO and STO are back on the backburner, though I’m still doing their events too.

The big one is Assassins Creed Odyssey. I’ve been playing that basically every day, yet still am not close to done. I’ve played well over 100 hours at this point. At this point I want it to be done, just so I can play other games! But this one is too fun to just drop, and the story is surprisingly compelling too (at least the Greek parts – the Assassin’s Creed stuff is lame, though barely there at this point so whatever). I haven’t discussed it much, because I want to make one big review post. But who knows when I’ll actually finish, so that might be in a while.

HOWEVER, there is a new contender: Genshin Impact. This is another really fun one. I finally got out of reroll hell, on account 8. Got two SSR at once, though they were both Jean. Also got Fish, so that’s a really good account. As I was breezing through for rerolling, last night I just went to play for a few minutes before getting on other games, going over those areas I ran through. Ended up playing for over an hour. Fun, fun game.

As for next month…I basically want to do what I was going to do last month before ACO took way longer than I expected: finish ACO, get into Craftopia and Genshin Impact. Play more vidya!