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Localization News: DQXI


Imutone
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1 hour ago, david said:

You, are a part of the problem. people like you saying that cursed line about "personality" that is a damned slap to the face of the creators. 

Dude, I already stated outright that Yuji Horii himself loved the direction of the localizations, and loves the puns.  There are ample interviews covering this for DQ's 8 and 9, and he seems rather excited about us playing DQ11 as well.  This suggests that they LIKE the personality the localizations add to the series.  The unique flavour, flow, and feel of the games.

Look.  It's simple.  I hated them to, when DQ8 was announced.  I griped on this board with a lot of us with DQ9's cringeworthy puns.  You know what we did?  We started really getting into ...omg, there's that new pun, there's that one...wow, that's actually kind of clever.  Cringy, but clever.  Then wham, appreciation, and from that point forward, almost all of us were on board with Platty, who was the only one at the time who adored the translation, the rest of us either liked it, or felt it was cringe.  Now I rather enjoy them as I found a reason to like them, then they grew on me from there.

That said, the game is the experience you're looking for, and the story behind the language used, the story you're interested in.  So it's kind of silly to just avoid the game off of your own personal bias over what is essentially a nothing.

Again, nothing in the context of the game was changed.  Everything fits, and nothing censored or removed.  It's just a flavour coating.  It's like M&M's or Reeses.  You love the Chocolate and Peanut Butter, and meat of the game, the story and characters, the gameplay and exploration, but you also get the candy coated flavour enhacer on top.  That localization makes the games stand out.  They give a certain aesthetic and charm that you have to admit, on some level it fits the whimsical aesthetic of the music, the cartoonish graphics...especially the enemy designs, and the lighthearted approach the stories take to serious and dark topics (often darker and more serious than almost any other game...slavery...child trafficking...rape...murder...demon possession...psychopathic killing because an NPC enjoys watching people die or wants your death, or feels your death helps them as a sacrifice...torture...genocide) and gives it that lighthearted touch.  The puns fill in that gap and heighten those elements.

Plus the accents fit well, again, with the idea of a real world with multiple regions of unique people...who all look and dress the same.  That inverse element really makes those accents stand out...it gets to me everytime. I know that's not your issue, but I'm kind of bringing things together as a single package.

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You got some good points. but i'm still not buying a new copy. i'll get it later on at a cheaper price. and you calling me personal bias a "nothing" is insulting. it means something to me. i'm  sorry for not just conforming to the damned localized version.  

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7 minutes ago, david said:

You got some good points. but i'm still not buying a new copy. i'll get it later on at a cheaper price. and you calling me personal bias a "nothing" is insulting. it means something to me. i'm  sorry for not just conforming to the damned localized version.  

You don't have the right to complain about being insulted given your attitude. It needs a major adjustment.

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45 minutes ago, david said:

You got some good points. but i'm still not buying a new copy. i'll get it later on at a cheaper price. and you calling me personal bias a "nothing" is insulting. it means something to me. i'm  sorry for not just conforming to the damned localized version.  

I didn't call your personal bias nothing.  I said your personal bias was based on nothing.  It's a rather wide distinction.

Saying it's nothing means you don't matter and your opinion is crap.  Saying it's based on nothing means you're making something small into something much larger than it should be.

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13 hours ago, david said:

I don't get it. what is to appreciate to changing name that drastically. if they was related, eh ok. but infernus crab to F-ing crabber dabber doo? what?

In order to get the reference to the nonsense phrase created to help Paleolithic War veterans with PTSD, the player has to have a better understanding of UK English. Many European dialects pronounce a word ending with "a" with "er." For example, "idea" is pronounced "ideer." A couple other names and references in DQ IX also get caught up in this and many US players don't get the joke.

Always wondered how that dialect came about. "A" and "ER" sounds are completely different, so I never understood why people get them confused.

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3 hours ago, Dwaine said:

In order to get the reference to the nonsense phrase created to help Paleolithic War veterans with PTSD, the player has to have a better understanding of UK English.

I thought for sure you were gonna do the Rick and Morty meme when I saw this.

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4 hours ago, Dwaine said:

In order to get the reference to the nonsense phrase created to help Paleolithic War veterans with PTSD, the player has to have a better understanding of UK English. Many European dialects pronounce a word ending with "a" with "er." For example, "idea" is pronounced "ideer." A couple other names and references in DQ IX also get caught up in this and many US players don't get the joke.

Always wondered how that dialect came about. "A" and "ER" sounds are completely different, so I never understood why people get them confused.

It's accent and pronunciation due to inflections in the tone and voice that probably led to such changes.  English accents today are nothing like they were in Shakespeare's time, but you can see the distinctions in the various regions of England, where those with thicker accents follow this rule, while those with more ..."Americanized" accents pronounce a as a with an elongated "eeee", sounds a little like the Canadian "eh."

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17 hours ago, ignasia said:

It also means Agility plays a larger role as stat than in previous games.

I think you could argue it actually plays a smaller role. In the original round-based format you had to select your actions ahead of time which means you had to plan around the agility stat. "This guy is slow so I better heal ahead of time" etc. Now that you get to choose your action immediately before the action is performed, that element of planning around your agility is basically gone now.

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1 hour ago, Hopeful Death said:

I think you could argue it actually plays a smaller role. In the original round-based format you had to select your actions ahead of time which means you had to plan around the agility stat. "This guy is slow so I better heal ahead of time" etc. Now that you get to choose your action immediately before the action is performed, that element of planning around your agility is basically gone now.

That would generally depend on one detail for the PS4, however DQ's use a randomizer system that generally takes Agility down to 0~Agi (DQ1/2/3/4), 1~Agi (DQ5, 3r, 4r), or between 50% ~ 200% (6, 7, 8, 9).  So even carefully planned setups based on AGI can easily slap you in the face without wide berths, unlike other RPG's...say Tales or FF or Xeno-whatever or even in terms of attack rates or downtime in other games, where the values are rather fixed with far less variable room if any.

@Michi in the PS4 version, if your character has a higher agility level, can they go multiple turns before other characters and monsters?  Or does it just force characters to go one at a time regardless, just stopping for each character to take an action, and round action rate is pre-determined by a round system that you just never see...as in the game never breaks for the standard all-in-one DQ round?

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3 hours ago, eal said:

I thought for sure you were gonna do the Rick and Morty meme when I saw this.

Nope. Had to go and reference a comic, like, five people read.

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2 hours ago, Dwaine said:

Nope. Had to go and reference a comic, like, five people read.

What was it?

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4 hours ago, ignasia said:

That would generally depend on one detail for the PS4, however DQ's use a randomizer system that generally takes Agility down to 0~Agi (DQ1/2/3/4), 1~Agi (DQ5, 3r, 4r), or between 50% ~ 200% (6, 7, 8, 9).  So even carefully planned setups based on AGI can easily slap you in the face without wide berths, unlike other RPG's...say Tales or FF or Xeno-whatever or even in terms of attack rates or downtime in other games, where the values are rather fixed with far less variable room if any.

@Michi in the PS4 version, if your character has a higher agility level, can they go multiple turns before other characters and monsters?  Or does it just force characters to go one at a time regardless, just stopping for each character to take an action, and round action rate is pre-determined by a round system that you just never see...as in the game never breaks for the standard all-in-one DQ round?

It's the former. Erik (Camus) especially will often go twice in a row early on because of his high agility as a thief-type character. It's no longer tied to rounds at all, yeah.

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@Michi you mentioned you’ve Platinum’d the Japanese version. Were any of the trophies based on stuff like “do this ridiculous thing in this sequence this way,” the kind of trophy you have to go out of your way to earn, or were they all just “collect all the stuff, do all the side quests” type of things?

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38 minutes ago, Michi said:

It's the former. Erik (Camus) especially will often go twice in a row early on because of his high agility as a thief-type character. It's no longer tied to rounds at all, yeah.

YES, thank you.  Then it is FF10, and I wasn't imagining what I saw in vids.  So that really does change the nature of Agility and utilization of Agility seeds as well as equipment to improve starting rounds, and number of chances to heal, or number of potential steal chances per round, or which character you prefer getting into Zone...very cool :)

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I'm not sure where you guys are getting that from but every character is still limited to one action per 'round'. If you see a character go twice in a row it's just them going last on the former round and first on the next round.

Edited by Hopeful Death
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On 5/1/2018 at 7:46 PM, david said:

Thats what i meant earlier by saying that it seems most DQ fans just lay back and accept these changes. Going by that if i want to enjoy the game i just have to learn to accept the changes brought on us by the localization team. I would love to just be able to switch my love and care for the series past 8 off and be done. i wouldn't even be here. 

We do lay back and accept the changes. Because we like them. Love them even. Give me MORE puns, please. Tons more! And for the love of all things good, don't ever change like FF. 

I respect your opinion, you've got a unique one. But that's just it, it's unique. We're not there with you, sorry not sorry. 

Perhaps post more in other parts of the Den about things we do have common interests in. 

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1 hour ago, Hopeful Death said:

I'm not sure where you guys are getting that from but every character is still limited to one action per 'round'. If you see a character go twice in a row it's just them going last on the former round and first on the next round.

Well, if Erik can often go twice in a row, as in back to back, that's definitely the way Michi and Iggy describe it.

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On 5/1/2018 at 9:18 PM, ignasia said:

Dude, I already stated outright that Yuji Horii himself loved the direction of the localizations, and loves the puns.  There are ample interviews covering this for DQ's 8 and 9, and he seems rather excited about us playing DQ11 as well.  This suggests that they LIKE the personality the localizations add to the series.  The unique flavour, flow, and feel of the games.

Look.  It's simple.  I hated them to, when DQ8 was announced.  I griped on this board with a lot of us with DQ9's cringeworthy puns.  You know what we did?  We started really getting into ...omg, there's that new pun, there's that one...wow, that's actually kind of clever.  Cringy, but clever.  Then wham, appreciation, and from that point forward, almost all of us were on board with Platty, who was the only one at the time who adored the translation,  

They turned the game into what the dialogue in my classroom sounds like. 

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25 minutes ago, Sword_of_Dusk said:

Well, if Erik can often go twice in a row, as in back to back, that's definitely the way Michi and Iggy describe it.

It's not.  It happens often early on because you only have 2 party members.

Go ahead and take a 999 agility character up against a slime and watch how many turns in a round you'll get against it.

Hint: It's one per character.

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34 minutes ago, Hopeful Death said:

It's not.  It happens often early on because you only have 2 party members.

Go ahead and take a 999 agility character up against a slime and watch how many turns in a round you'll get against it.

Hint: It's one per character.

Ah, I see, so it's just a tweaked/mixed version of DQ standard with FF10/Grandia/FFT, but each round just handles each character and action individually for that "round," but you get a standard round?  Thanks for the clarification.

That means the old format of Agility having a random value added to it would likely still factor in.

That's still cool.  I was rather hoping another game would take up FF10's system again, as it's by far my favourite version of Turn-based.

From earlier, you would be correct in that matter.  It changes little in terms of the value of Agility, with the exception of who goes first to clean up early, reducing the number of entered inputs for normal battles.  Does change boss tactics a bit though, as it means less planning per each round, but rather reacting per character.  So that helps.

1 hour ago, Plattym3 said:

They turned the game into what the dialogue in my classroom sounds like. 

Heh, I think I remember you mentioning that.  No wonder, the familiarity must have felt like home ;).

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4 hours ago, eal said:

What was it?

The Flintstones by DC.

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6 hours ago, Dwaine said:

The Flintstones by DC.

You’re right. Literally 5 people read that. Heard it had some good political commentary though.

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It's too dark sometimes, but worth your time.

Praise Gerald.

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Looks like I missed the big pun discussion. As with most things, I think the correct answer lies somewhere in the middle.

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