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Juno016
Joined: 09 Jan 2012
Posts: 2573
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Posted: Fri May 29, 2026 10:02 am |
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| Quote: | | I love the .hack games' conceit of your party members being other players, making some of them unavailable during certain stretches of the game. But in the GU titles, this unfortunately works against it: you rarely have the characters you want available. The IMOQ games worked around this by giving you a ton of characters to play around with, all with their own unique personalities. You've got fewer folks to play with in GU, so even Piros the Third is barely around when you want him. What a shame. |
When I was younger and most games were single-player/not online, this actually added to the feeling that these were people with real lives and I was experiencing a real MMO. Lol I guess it's an idea that worked well for its time, but pitted against today's norms, can be annoying.
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LinkTSwordmaster
Joined: 23 Dec 2005
Posts: 814
Location: PA / USA
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Posted: Fri May 29, 2026 10:27 am |
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I think .hack// is probably at its most purest form in Fragment on PS2. Enough of it is translated and if you can get it up and running, it's a fun novelty to see if they really would have pushed the pseudo-MMO element to their farthest, how neat a concept for a game it actually is.
The issue with GU, and this is even more prominent on the re-release due to them condensing some things down, is that its more sandbox-ish elements that the first line of games had, got toned down a bit so that the storyline could be a lot more structured and guided. It's ultimately a difference where INFECTION feels like you legitimately could be playing an online game and it's hard to tell if the other avatars are real people or not, but then on GU, you're kinda clearly experiencing an anime story set to the theme of an online MMORPG. And there's a lot less stat-management & inventory burning happening to a point that GU feels a lot more like a traditional anime action game from that era.
There's a new .hack// game in the works and I'm very interested in seeing it, but at the same time, they need to present the story the sort of way an Elden Ring or Dark Souls does - the way that the earliest .hack// games kinda of leaned, or it's likely just not going to feel right. Ultimately I think GU has the more solid story presentation, but it's also got the less-interesting world of the mainline PS2 games.
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wolf10
Joined: 23 Jan 2016
Posts: 983
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Posted: Fri May 29, 2026 10:35 am |
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I've never really been a DQ fan per se, but I've played around one of every four of the games in the series and keep up at least some awareness of when games are coming out (and which bad-end timelines the spin-offs take place in). I second that the new hero looks cool, and that the new subtitle sucks.
English localization for DQ has basically one job, so a phoned-in subtitle does not give me hope for eventual quality of the rest of the script. DQIX's English release was notably delayed for around a year just because of the sheer volume of wordplay that needed to be conveyed. I get that simultaneous worldwide launches typically come with some tradeoffs in overall accuracy, as the source script is often finalized very late in production with not enough time left for the adapted versions to check for context or consistency. (I like to point to Tales of Arise's entirely made-up English script for the final dungeon that completely buries crucial foreshadowing for the ending.) On top of the the production restart, I get the feeling DQXII is not being done any favors by the new global approach. I'd really like to be wrong on this.
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FireballDragon
Joined: 17 Nov 2014
Posts: 737
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Posted: Fri May 29, 2026 11:41 am |
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The Mana series is underrated. In a time where JRPG battles were almost exclusively turn-based random encounters, this was one of the few that pioneered real-time overworld combat. While I still personally prefer turn-based, I don't miss random encounters at all. Especially in a game like Xenogears that has a bunch of platforming sections in it. You'd think Square would've understood those don't mix after making Super Mario RPG.
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Silver Kirin
Joined: 09 Aug 2018
Posts: 1742
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Posted: Fri May 29, 2026 11:59 am |
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- Yujiro Hanma in Tekken 8: considering that the Tekken series, and other fighting games, have been influenced in some aspects by fighting manga series like Baki, Yujiro's inclusion feels right at home, especially compared to other guest characters that have appeared in the past. Now that Kenshiro is also joining City of the Wolves, I was thinking if SNK could make a Saint Seiya team for King of Fighters XVI, considering that both KOF and Saint Seiya are incredibily popular in Latin America and China, it could draw a lot of people's attention;
| Quote: | | And then there was the tragic Visions of Mana, whose studio was shut down by NetEase and Tencent the day after the game launched. While it's still available on PS4, PS5, Xbox Series X|S, and Steam, there's no Switch port and probably won't ever be one. |
Man, not trying to go off topic, but I remember there was a little controversy when Visions skipped the Switch, despite the fact that the Mana games that were released on Nintendo's console apparently performed quite well. Some people argued that Square-Enix was aiming for a more ambitious game, so they couldn't downport it to the Switch and that it'd probably arrive on the Switch 2, but the game underperformed and for some reason some people blamed Nintendo saying that Visions was meant to be a Switch 2 launch title, but Nintendo delayed the launch of the Switch 2 and that affected the game. Now, that doesn't make any sense, S-E just didn't have Nintendo in mind when they announced Visions and the I believe the Switch 2 was never delayed.
- Dragon Quest XII: speaking about Square-Enix, there's been a lot of debate about the state of the company and if it affected the development of DQXII, but I believe is one of those things that most people believe their speculations to be the truth, but the thing is that, in my opinion, there wasn't a lot of concrete information about DQXII's development aside from some vague comments from Horii, I can sort of believe that maybe Yuji was influenced by some of the other games made for S-E like FFXVI and maybe wanted to appeal to a more international audience, but I guess the pandemic and the passing of both Koichi Sugiyama and Akira Toriyama made him decide to change the tone of the game, we probably won't never know how the original Flames of Fate was going to be, but just comparing its logo to the Beyond Dreams one kind of tells the tone was probably very different.
Having said that, I feel things at Square-Enix aren't going as smoothly as they probably want, while Final Fantasy VII Remake Part 3 is probably going to be announced soon, now Dragon Quest XII is probably going to release in a couple of years and we haven't had any updates on Kingdom Hearts IV, and I don't think they have started on the development of FFXVII. Maybe we're going to see some smaller scale remakes (at least compared to the Final Fantasy VII Remake series) and remasters for games like DQ, FF and NieR.
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AiddonValentine
Joined: 07 Aug 2006
Posts: 2913
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Posted: Fri May 29, 2026 12:25 pm |
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-Mana: Ah, always good to see more Mana. I actually played through Legend earlier this year and while playing it, I was thinking on how much it felt like a SaGa game. Then I saw one of the producers was Akitoshi Kawazu, so guess that answers it.
-DQXII: Okay, even if we don't have an idea what the battle system or story are gonna be like. Interesting they show a robot so early. I know Toriyama said he was frustrated at times having to stick solely to medieval stuff as he felt it was very limiting. I almost wonder if they're gonna do a light world-dark world thing with the lizard protagonist.
| Silver Kirin wrote: | | -
- Dragon Quest XII: speaking about Square-Enix, there's been a lot of debate about the state of the company and if it affected the development of DQXII, but I believe is one of those things that most people believe their speculations to be the truth, but the thing is that, in my opinion, there wasn't a lot of concrete information about DQXII's development aside from some vague comments from Horii, I can sort of believe that maybe Yuji was influenced by some of the other games made for S-E like FFXVI and maybe wanted to appeal to a more international audience, but I guess the pandemic and the passing of both Koichi Sugiyama and Akira Toriyama made him decide to change the tone of the game, we probably won't never know how the original Flames of Fate was going to be, but just comparing its logo to the Beyond Dreams one kind of tells the tone was probably very different. |
I guarantee you this was 100% not the case, especially FFXVI as you don't tell Horii what to do and could care less about "the market." That man does what he feels like, oblivious to what whineos on Reddit caterwaul about.
-DQ Monsters: I'm just gonna blow past the typical monster taming kerfuffle because we already resolved this years ago (i.e.: people complain about Pokemon because they just want to be twelve again and that's never gonna happen, hence why they never try other titles in the genre). I noticed the logo for Withered World has a sun and moon emblem, so I wonder if Bianca and Nera might have two different campaigns like Monsters 2. As for Deborah, I expect a series of side quests where she goes 100% gremlin culminating in her being the super boss of the post game.
Now back to the digital fentanyl known as Ball X Pit and the Disney Afternoon Collection
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Silver Kirin
Joined: 09 Aug 2018
Posts: 1742
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Posted: Fri May 29, 2026 12:40 pm |
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| AiddonValentine wrote: | | I guarantee you this was 100% not the case, especially FFXVI as you don't tell Horii what to do and could care less about "the market." That man does what he feels like, oblivious to what whineos on Reddit caterwaul about. |
Well yeah, after reading some information about it I can accept that it was mainly due to Horii's own decision, but there's a lot of discussions in various forums, social media and YouTube who claim the decision came directly from Square-Enix, or that is a response to the success of Expedition 33, which makes even less sense.
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AiddonValentine
Joined: 07 Aug 2006
Posts: 2913
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Posted: Fri May 29, 2026 12:46 pm |
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| Silver Kirin wrote: | |
Well yeah, after reading some information about it I can accept that it was mainly due to Horii's own decision, but there's a lot of discussions in various forums, social media and YouTube who claim the decision came directly from Square-Enix, or that is a response to the success of Expedition 33, which makes even less sense. |
And they are all wrong. There is a rule at SqEx: you don't tell Horii what to do. You let the man cook, because he's the one with the keys to the cash cow. The only other team with as much leeway as him is Naoki Yoshida's team who do FFXIV.
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Doubleclouder
Joined: 07 Jan 2024
Posts: 153
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Posted: Fri May 29, 2026 1:08 pm |
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| wolf10 wrote: | | English localization for DQ has basically one job, so a phoned-in subtitle does not give me hope for eventual quality of the rest of the script. DQIX's English release was notably delayed for around a year just because of the sheer volume of wordplay that needed to be conveyed. I get that simultaneous worldwide launches typically come with some tradeoffs in overall accuracy, as the source script is often finalized very late in production with not enough time left for the adapted versions to check for context or consistency. (I like to point to Tales of Arise's entirely made-up English script for the final dungeon that completely buries crucial foreshadowing for the ending.) On top of the the production restart, I get the feeling DQXII is not being done any favors by the new global approach. I'd really like to be wrong on this. |
I actually do hope that is a sign the localization for Dragon Quest might be getting fixed after so long. It always strayed way too far from the Japanese script so if it ends up being a lot closer to the Japanese script I'm sure a lot of people would finally be happy. While other Square-Enix properties have their own localization quirks Dragon Quest always stood out as being the black sheep of just how much localization and rewriting they did to that series to basically erase any kind of Japanese or anime tone to it. It's probably time to leave such bowdlerized localizations in the past.
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wolf10
Joined: 23 Jan 2016
Posts: 983
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Posted: Fri May 29, 2026 1:40 pm |
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I mean, there are certainly issues with some of SE's localizations on a corporate level (like how an inconsistently-applied age-bump in Bravely Default's global version accidentally turned Tiz into a child-murderer), but there wasn't really anything dramatically altered with XI (a while ago, granted) besides the occasional name being radically different (i.e. "Camus" becoming "Erik"). Japanese is a much more lyrical language by default than English, where you have to work at it a little to not sound rubbish. (While I concede that some people will use that as an excuse to make alterations they really don't need to, that's a discussion for another time entirely.)
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BadNewsBlues
Joined: 21 Sep 2014
Posts: 7150
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Posted: Fri May 29, 2026 2:29 pm |
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| FireballDragon wrote: | | The Mana series is underrated. In a time where JRPG battles were almost exclusively turn-based random encounters, this was one of the few that pioneered real-time overworld combat. While I still personally prefer turn-based, I don't miss random encounters at all. Especially in a game like Xenogears that has a bunch of platforming sections in it. You'd think Square would've understood those don't mix after making Super Mario RPG. |
It worked in SMRPG the only negative was the fixed camera that could make certain parts tedious but not too difficult.
| Silver Kirin wrote: | |
Maybe we're going to see some smaller scale remakes (at least compared to the Final Fantasy VII Remake series) and remasters for games like DQ, FF and NieR. |
They’re a bit behind on that Romancing Saga 3 remake that hopefully is less obnoxious than the original game/remaster and also doesn’t have that low framerate glitch with NPCs in the overworld that the RS2 remake had.
And we definitely need a Chrono Trigger remake even if some might consider heresy that’s hopefully in 3D and not 2.5D
| AiddonValentine wrote: | | And they are all wrong. There is a rule at SqEx: you don't tell Horii what to do. You let the man cook, because he's the one with the keys to the cash cow. |
Considering some of the more iffy parts of the DQ games I think it’s high time to reassess things.
| Quote: | | It's got issues (you can't attack diagonally, but enemies can), |
Has anyone cataloged all the video games with weird (why is this a thing) gameplay mechanics that developers especially Japanese ones have made it’d be a hella of read if the confusion and rage left anyone with apoplexy.
| Quote: | | Even Yūji Horii described her as someone "nobody in their right mind would choose to marry. | "
At least you have an option we have to put up with Maribelle’s bullshit in VII.
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EmeraldSaucer
Joined: 31 Jan 2025
Posts: 916
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Posted: Fri May 29, 2026 7:06 pm |
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| LinkTSwordmaster wrote: | |
The issue with GU, and this is even more prominent on the re-release due to them condensing some things down, is that its more sandbox-ish elements that the first line of games had, got toned down a bit so that the storyline could be a lot more structured and guided. It's ultimately a difference where INFECTION feels like you legitimately could be playing an online game and it's hard to tell if the other avatars are real people or not, but then on GU, you're kinda clearly experiencing an anime story set to the theme of an online MMORPG. And there's a lot less stat-management & inventory burning happening to a point that GU feels a lot more like a traditional anime action game from that era. |
While I agree with this sentiment to a point (such as comparing the gradual degradation of The World across all of IMOQ to how much the Third Network Crisis happens off-screen and you're only told about the cataclysmic things supposedly happening), I think GU still had plenty of sandbox elements and moments where you are guided more by just doing random dungeon crawls than any central story that still maintained the MMO feel. Certainly a whole lot more than Link, which basically jettisoned any notion of the game-within-a-game feeling like an MMO with other people besides Tokio playing it
And at least in the original PS2 releases the inventory management absolutely was maintained from IMOQ (and tbh I don't think having a bunch of junk to sell between dungeons because you barely have any space really adds to the experience, vs Last Recode just giving you all the space you need)
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FishLion
 Crazy Fangirl
Joined: 24 Jan 2024
Posts: 856
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Posted: Sat May 30, 2026 12:13 pm |
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| wolf10 wrote: | | I mean, there are certainly issues with some of SE's localizations on a corporate level (like how an inconsistently-applied age-bump in Bravely Default's global version accidentally turned Tiz into a child-murderer), but there wasn't really anything dramatically altered with XI (a while ago, granted) besides the occasional name being radically different (i.e. "Camus" becoming "Erik"). Japanese is a much more lyrical language by default than English, where you have to work at it a little to not sound rubbish. (While I concede that some people will use that as an excuse to make alterations they really don't need to, that's a discussion for another time entirely.) |
Yeah, DQXI eleven had a parade across the land to reunite party members after everyone got separated, which is about as over the top and "anime" as I could imagine. Not to mention a ton of other tropes that read as very heavily anime to me. People have all sorts of standards for good translation though so it's unsurprising that people have varied opinions.
Also I loved My World, My Way! It was such a fun concept! I would also love a game that's a much more expansive version of that concept that includes more dialogue and character interaction too, because despite the fun character there wasn't a ton of time to see her interact with the world in that aspect.
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FinalVentCard
ANN Reviewer
Joined: 28 Oct 2018
Posts: 919
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Posted: Sat May 30, 2026 2:34 pm |
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| Juno016 wrote: | |
When I was younger and most games were single-player/not online, this actually added to the feeling that these were people with real lives and I was experiencing a real MMO. Lol I guess it's an idea that worked well for its time, but pitted against today's norms, can be annoying. |
It's one of my favorite bits of the .hack games in general. My only problem with its execution in GU is that you just don't have enough characters. In the IMOQ games, you got a ton of characters from other classes that were otherwise unimportant towards the greater scheme of things--I had to look up their names because it's been so long, but you had characters like Gardenia and Natsume and Nuke Usagimaru that would join your friends list if you did certain quests. And by no means where they important to the story, they never had bespoke cutscenes or anything. But they were player characters, you had email chains with them, and if the "main" characters like BlackRose or Mistral or Elk were never around you could bring them in to fill in for them. (And they had fun personalities, too. I really liked Gardenia.)
GU doesn't give you any dupes--or at the very least, hasn't had any in its first game. It's just nose-to-the-pavement go here, get email, log out, read mail, log in. It's one thing if Mistral isn't available for a bit because she's pregnant and she doesn't want to risk her baby, it's another when you're just in some downtime but out of your eight-person friend list literally everyone except for Silabus and Gaspard is "offline" or "busy."
| wolf10 wrote: | | I get that simultaneous worldwide launches typically come with some tradeoffs in overall accuracy, as the source script is often finalized very late in production with not enough time left for the adapted versions to check for context or consistency. (I like to point to Tales of Arise's entirely made-up English script for the final dungeon that completely buries crucial foreshadowing for the ending.) On top of the the production restart, I get the feeling DQXII is not being done any favors by the new global approach. I'd really like to be wrong on this. |
I dunno, the past few Dragon Quest games have had worldwide releases, and they've done fine. The Erdrick Trilogy weathered that pretty well, especially since those games added a ton of extra stories and characters to the originals (so it's not like the process was "easier" by way of just using an older script). And Dragon Quest VII Reimagined was also a wholly-new script.
| Doubleclouder wrote: | |
I actually do hope that is a sign the localization for Dragon Quest might be getting fixed after so long. |
The DQ localization we have now IS the fixed one! It's been as close as we can get since the brand was able to be sold in the US as "Dragon Quest" with DQ8! The titles, the spell names, the enemy names... all that's from Japanese, man. Ironically, we had a Dragon Quest that changed the localization to something closer to the Japanese with the GBC Dragon Warrior remakes: those games stuck with "Loto" for the hero's name instead of "Erdrick"... but spell names were still the edgelordy "Fireball" and "Sleep" instead of "Sizz" and "Snooze." But even Square Enix decided to stick with Erdrick from DQ8 onward, on top of the changed spell names. That's just how the brand is now. Ironically, cutting out stuff like the regional accents in the English translation means making the games less tonally-accurate to the Japanese versions, because even in Japanese, Dragon Quest has never met a pun it didn't like.
| Doubleclouder wrote: | |
It always strayed way too far from the Japanese script so if it ends up being a lot closer to the Japanese script I'm sure a lot of people would finally be happy. While other Square-Enix properties have their own localization quirks Dragon Quest always stood out as being the black sheep of just how much localization and rewriting they did to that series to basically erase any kind of Japanese or anime tone to it. |
Gonna need a big fat [citation needed] for that "a lot of people would finally be happy" bit Also, "removing the anime tone"? "Removing the Japanese tone"? That kind of thing works with Persona or Neptunia, but you're talking about Dragon Quest--the most "Japanese" thing about these games is Toriyama's art. You're talking about games where the whole thing, from the ground-up, was inspired by the extremely-American Ultima and Wizardry games. And as been pointed out, these games may have emotional vignettes (which are still there, unless you play the games with your eyes closed), but they're still comedic to their core.
Like, I'd understand this complaint for something like Tales of..., but you're trying these dead horse arguments with Dragon Quest. Maybe Dragon Quest just isn't for you? It's okay to not like it.
| wolf10 wrote: | | but there wasn't really anything dramatically altered with XI (a while ago, granted) besides the occasional name being radically different (i.e. "Camus" becoming "Erik"). |
Yeah, and any change on that level is rubber-stamped by the guys upstairs in Japan. So the suits in Japan, Horii included, approved Camus becoming Erik. And Horii's got the last word, for better or worse.
| BadNewsBlues wrote: |
| Quote: | | Even Yūji Horii described her as someone "nobody in their right mind would choose to marry. |
"
At least you have an option we have to put up with Maribelle’s bullshit in VII. |
I dunno, I liked Maribelle. It helps that Keifer and (I named my protagonist "Arus") can be genuine knuckleheads and she's the only one with any sense between them. She seemed to mellow out a ton as DQ7Re went on. And she was too useful a spellcaster for me to want to bench her.
| FishLion wrote: | |
Also I loved My World, My Way! It was such a fun concept! I would also love a game that's a much more expansive version of that concept that includes more dialogue and character interaction too, because despite the fun character there wasn't a ton of time to see her interact with the world in that aspect. |
Ah, good, someone else remembers it! I discovered My World, My Way in the pages of Play Magazine way back when, back when it hadn't been retitled from "The World Revolves Around Me!" TWEWY sure caused a major kerfuffle with game titles [/spoiler]
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wolf10
Joined: 23 Jan 2016
Posts: 983
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Posted: Sat May 30, 2026 3:55 pm |
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| FinalVentCard wrote: | | I dunno, the past few Dragon Quest games have had worldwide releases, and they've done fine. The Erdrick Trilogy weathered that pretty well, especially since those games added a ton of extra stories and characters to the originals (so it's not like the process was "easier" by way of just using an older script). And Dragon Quest VII Reimagined was also a wholly-new script. | I don't worry too much about Square-Enix releases, typically. There was a period where it seemed like they were putting out more yearly than their internal localization department could handle, and some of the unlucky outsourced projects suffered for it (Neo: TWEWY still hurts to think about; a lot of smaller deliberate changes kind of snowballed into a less satisfying and cohesive experience). That was five years ago now (I actually had to check), and I think in general the ship has been righted. That said, the worst (read: sloppiest) localization they've put out in recent memory (that I played, l anyway) is FFXIV: Dawntrail, and that was done in-house so the same excuse doesn't apply. I just hope Evercold is treated better.
But I've also picked up the "bad" habit lately of just flipping to Japanese text when it's available and I have no prior attachment to an English version. I did all 150 hours of Octopath Traveler 0 in the original language, not because the localization was bad, but because I own all 5 volumes of The Game Devil in Japanese and just really like Kakunoshin Futsuzawa's writing. (It's very theatrical, and the top-down presentation is a perfect fit.)
I do still want fans in all regions to get a quality DQ experience, but for myself I may just play it in Japanese and hope that I'm not experiencing something so different it becomes impossible to join in on English-language discussions. I'm fine with keeping track of multiple names for the same character, but less fine keeping track of multiple personalities. (Not that I think that will happen for a modern Dragon Quest game, but there have been plenty of other series I played in my "rabid import-gamer" years that I could never talk about with English-speaking fans once they finally got a stateside release.)
Which reminds me...
| FishLion wrote: | | People have all sorts of standards for good translation though so it's unsurprising that people have varied opinions. | In ages past, it was enough for a release to feel complete and coherent unto itself: as long as everything sounded good and people could walk away happy, it was good, and nobody was really thinking about its nature as a translated work. That stopped really working once fan-groups once separated by vast distances got connected by this little thing called the Internet, and enough tools were available that people could have conversations across traditional language barriers.
In the modern age, I think my metric for a "good" localization is that fans playing in any language version should be able to swap stories and tips with fans playing another language version without feeling like they're talking about entirely different games. I came to that conclusion a few years back when I game I was playing (and actually let myself join the discourse on, never doing that again) had vastly differing reactions from players in different regions, and even just comparing between English and Spanish it was pretty clear we were being sold a different experience as far as characters and events.
Unfortunately, so much is being put out now that a lot of games fail to meet my above "old" standard for quality, let alone my arbitrary new standard that facilitates cross-cultural communication between fans. Not sure if that will ever catch on, but I can dream I guess.
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