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Localization News: DQXI

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14 minutes ago, david said:

Yes, Dragon Quest at its core is good. as long as its in a language you understand eh? so if all the dialog when completely off track like a parody dub it would be cool right? 

See, this to me reads like a trap question. Like you want me to say "Yes," so you can go, "Well that's exactly what the translations past 8 are," or something similar. So I'll politely decline to answer that.

Besides, it seems like you're reading too deeply into what I said of you're asking me something like that at all. I'm not really a story/character focused kind of RPG player, so how those elements are told to us isn't a huge issue for me. I want something that will keep me coming back for the experience of the gameplay, and Dragon Quest has always delivered on that front. There are some games where I get attached to the characters or might have a favorite town story, but all I want to really do is get back to exploring, fight battles, maybe do some side quests...all that good stuff.

 

I don't know why you're so bent out of shape about the translations man, but there are better things to worry about.

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Oh i know there are other things to worry about. it doesn't help that i can be a deep thinker or read between the lines too much. this can be a beautiful place we live in but at the same time there are so many stupid problems. which makes me hate this place at times. and i guess when one of my top favorite games has changes that break my immersion like a clown coming in honking the horn, hitting me in the face with a pie, sprays it off, all the while laughing like a maniac screaming thats the joke get it? get it? hahahaha! kind of ruins it just a bit, you know.

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3 minutes ago, david said:

Oh i know there are other things to worry about. it doesn't help that i can be a deep thinker or read between the lines too much. this can be a beautiful place we live in but at the same time there are so many stupid problems. which makes me hate this place at times. and i guess when one of my top favorite games has changes that break my immersion like a clown coming in honking the horn, hitting me in the face with a pie, sprays it off, all the while laughing like a maniac screaming thats the joke get it? get it? hahahaha! kind of ruins it just a bit, you know.

But see, that’s your hangup, not ours. You shouldn’t come in and be disrespectful to people just because they don’t have a hissy fit over something the way you do.

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14 minutes ago, eal said:

But see, that’s your hangup, not ours. You shouldn’t come in and be disrespectful to people just because they don’t have a hissy fit over something the way you do.

I wish the people on Gamefaqs would understand this.

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2 hours ago, david said:

It hurts, but i may be done with the series. at least the localized version. The more i see of this new one the more it just looks like a lesser DQ8 with standard graphics. more and more i can see how FF is doing better, and it's heart breaking. this really hurts. but some big changes must happen i think. for DQ to be taken seriously outside japan. the series may have to go on a break here then after sometime make a refreshed come back.

You're clearly not paying even scant attention if you're stating this.  A lesser DQ8 in what way?  Or if you are paying attention, I'm very confused as the two seem like totally distinct games, and all statements made by people who have played both indicate there are gulfs of differences between them.   Yes, DQ8 is the basis for DQ11, but you're already committing the ultimate sin of hypocrisy by equating DQ8 as being something Western gamers ARE NOT interested in, and as somehow a negative aspect.  Yet DQ8 is THE DQ most quoted as the favourite, both for the life-sized characters and large world, but also for the character growth system.

You're asking for drastic changes, and pointing out their needs, and yet DQ has gone through quite a few that you're dismissing outright.

1) Refined skill system that started with DQ8, expanded with DQ's 9 and 10, and is further refined again and altered somewhat with DQ11.  It's still more complex than the development system that FF15 has, and yet is easier to manage and figure out.  If anything DQ11 borrows a lot from FF10, 12, and 13 with its current character building system.

2) You see enemies on screen, which started with DQ9, but has been expanded greatly with DQ11.  DQ8 3DS added this feature, but unlike DQ11, you cannot attack enemies ahead of time, or target them with your own vehicle, if you don't feel like getting in a first strike with your sword.

3) DQ11 PS4 uses FF10's battle system.  DQ11 3DS uses either a crossbreed of DQ5+6 for the 2D, or DQ7 3DS + 9 for the 3D.  So the PS4 is designed explicitly with Western gamers in mind, as each time a person's action comes up, it's individual.  You choose that action, then the next person pops up, and this alters DQ tactics as you can plan per individual's round rather than plan ahead for the whole round, as is standard for DQ.  That means you're more tactical rather than strategic.  Faster process of in the moment thought, and with more streamlined numbers of actions it would feel more like an FF game in limiting your options up front.

4) Pretty graphics, and a rather huge draw distance, even for a PS4 game.  The climbing aspects is something wholly unique to the series, or do you recall other DQ's where you climb all over the place, and walk tight ropes.  Most of this so you can see the complex towns and landscapes around you, and in the overworld offers a lot more variety in terms of aesthetic design and nooks and crannies.

5) You can jump.  Yes, jump, it's a feature of both versions, and a rather significant element as it grants you more direct control.

6) More vehicles that are accessed in some pretty cool ways, like in battle, where you slay an enemy and can use that vehicle to help you travel and traverse the world...or run faster.  Horses are included if you hadn't noticed, and going back to point 3, you can strike enemies ahead of time almost like an Action RPG.

7) Due to the extra camera feature and the strike ahead of time, it has some ARPG elements, but retains its TB roots and standard system...only again, we get that FF10 style gameplay that is faster-paced as well as giving the impression of more direct control.  It also means Agility plays a larger role as stat than in previous games.

8). Since DQ9 we've had a more standardized element system and since DQ8, spell scaling.  Meaning you have not just immunity, resistance, and lacking resistance, with fixed damage, but Wisdom boosting of damage and even healing (9 onward).

9) The Zone System, the new reworked Tension system is a cross combination of Tension + Coup/Co-op de Grace that works a little more like a Limit Break than all previous systems.  Though Coup-de-Grace was definitely a limit-break-esque system and one of the finer points and most well liked elements of DQ9.  Probably why it was brought over again and tinkered and reworked again to the current system.  The fact that Zone state carries over between battles to be used later on, and can be manipulated ALA FF8/10/13's methods of getting your limit break or boost mode...oh and I forgot, FF15 has a similar format, yeah, I think that definitely changes things.  It offers some strategic thought process in a more tactical environment.  When to use Zone, when not to, to use it singularly, or dually, or with three people, or with your full party?

10) You can switch members in and out of party.  Wow, that's a new feature =p.  You seem to be totally clueless dude, and seriously, you must be cherry-picking elements to pay attention to and avoiding the bulk of what is written, because everything I've read, just nixing all the fans who have talked about both games, suggests entirely the opposite that you fee, and should definitely alleviate your fears.

11) We get a special extra difficulty setting.  Which, while the main game is already supposedly easy, but well balanced (in terms of bosses...ala DQ6/7/9 more so than 8), the main game is rather easy.  It's the post-game (DQ post-game standard, though 7 3DS nerfed BB1 to half-baked status) and late-game bosses that are already difficult, and from what I can find, quite punishing (more like 2, 3, and 6 in that respect...and due to the number of defense ignoring attacks...more like 8, but Fatterthorne is pretty easy even with them, these are apparently still difficult).  So essentially, this will mean even those already very hard bosses, and the harder post-game enemies will become brutal by comparison.  Should be fun.

---

I don't recall DQ8 having even half of those features.

There are a few other things that I can't think of off the top of my head, but essentially DQ 11 has quite a lot going on.  Nevermind the vastly expanded casino system, the horse racing system, and...while sadly no monster arena, there is an arena, and you participate in it directly.  Meaning YOU control the Arena outcome this time.  That was one pet-peeve most people had about the monster arena's two incarnations...given RNG is RNG.  Sounds like they really paid attention to both Western and Japanese fans had to say.

My only personal gripe with the game is the lack of a class system, but that's not as significant here, unless classes are more streamlined (like 9).

What I do not know is if they reused the combo system from DQ9.  I don't think so, which is sad because that was one of my favourite features.

If anything this game is like any DQ...takes from the past, tinkers, adds on, and expands upon.  This game expands upon what DQ8 started, and expands upon a lot of other elements, while doing MANY things unique and different, and stuff that would be more appealing to a wider audience, especially in the West.  You should really look into Project COE's videos covering this.  He really understands this well enough to encapsulate why DQ11 PS4 is designed explicitly with Western gamers in mind, and may be the game that changes direction for the series here by being the first breakthrough hit.

It's also the most connected to the rest of the series...in so many ways.  Rehashed sound effects, rehashed themes, easter eggs galore, nuanced story elements, nuanced NPC's that tie-in or are reminiscent of...and yet it's very much its own storyline.  The only sad part is the largest connecting points for the series are present only in the 3DS version (hopefully the Switch, which is possible), where you literally go back into the past games and do things behind the scenes there that assure those particular heroes fulfill their own destinies.

Edited by ignasia

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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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So I figure that I am going to get the Gamestop version as the buttons could make a nice additions to my DQ shelf.

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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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