The First ‘Actual’ [International Edition]

At the Tokyo Game Show Square-Enix informed the public about the release of Kingdom Hearts: Birth By Sleep Final Mix. Like the rest of the International Editions this will include English voices; unlike Kingdom Hearts II: Final Mix+ it will likely not include the theater mode with both English and Japanese cinematics; unlike all previous International Editions this one will be playable in other regions, which is to say, internationally.

The known so far is that it will be released with the North American edition’s (English) voice acting, have a sticker system, a new boss and new enemies, and possibly a secret ending. This mostly comes from the unrecordable video in the Square-Enix booth at the Tokyo Game Show, and the Famitsu page [1], both of which have been blogged across the net. Other than these details most is unknown, but a few things can be deduced/guessed.

Because Birth By Sleep is a PlayStation Portable game a few interesting things can happen. The first is that the data disk is more limited than a DVD. Therefore, the direct implementation of both voice tracks is unlikely (or impossible). This means that the theater mode from KH 2:FM+ will likely not happen, and it also means that there will not be multiple selectable vocal tracks, which only Star Ocean: The Last Hope International (for PS3) has had in the past. The most common thread across the English blogs following this line of thinking is that the game has no release date in the US and it will most likely not be brought over like the other Final Mixes. However, what they’re missing is that because Birth By Sleep is on the PSP it becomes easily playable internationally, and the recent Sony announcement of cross region sales on the PlaystationStore [2, 3] make this even more interesting.

Unlike the PS, PS2 and PS3, the PSP does not use region encoded data disks, which means that a player has almost no restrictions on what s/he can play. That which becomes a restriction is availability. However, with Sony’s cross country sales implementation this also will be less of an issue. Less because what is put up on the store is a limited selection of what actually has been released on disks. The fact that all of two games were uploaded to the store in the first update shows the problem here.

However, regardless of the PlayStation Store’s implementation people around the world will be able to play the new “International Edition,” Kingdom Hearts: Birth By Sleep Final Mix, and likely be upset with its naturalized global English. Of course, such availability/downloadability could force Square-Enix to make available truly International Editions that fully support multiple languages through downloading (after all, there is no size limit to an SD card). This is, of course, and unlikely eventuality, but I can only hope…

References:

  • [1] ファミ通.com. “東京ケームショウ特集: 始まりへとつながる眠りの物語が再び紡がれる『キングダム ハーツ バース バイ スリープ ファイナル ミックス』.” Accessed: September 25, 2010. http://www.famitsu.com/news/201009/25034046.html
  • [2] Chen, Grace. Playstation.Blog. “PlayStation Store Update.” Posted: September 20, 2010. Accessed: September 25, 2010. http://blog.us.playstation.com/2010/09/20/playstation-store-update-157/
  • [3] Kotaku. “The PlayStation Store to Start Selling Japanese Imports This Month.” Posted: September 16, 2010. Accessed: September 25, 2010. http://kotaku.com/5640254/the-playstation-store-to-start-selling-japanese-imports-this-month

二ノ国 : Impressions and Localization Expectations

Day 1: Initial Impressions

I was discussing Japanese manuals and their translation at a game developers/producers bar gathering. Specifically, I was being told that translating them is incredibly boring as they are routine, have little of interest, et cetera. This struck me as odd at the time because my informant was referring specifically to Japanese manuals (although he then added that English manuals have similarly become boring), but also vaguely true in that manuals are very chunked up in terms of translation. They are incredibly redundant and simplistic. As Gee has noted they make no sense at first, but become sensible after playing. There are so many “problems” with manuals its amazing that they’re still there and haven’t been replaced by in-game education (by which they have partially been replaced).

To my informant I asked if it had something to do with reading and Japan. Their answer was that such was a relativistic statement as it’s no harder to read in Japanese as a child due to furigana as it is in English. I demurred, but still questioned. I’m still not sure what the answer is, but having just seen Level 5 and Studio Ghibli’s upcoming Nintendo DS title 二ノ国 [ni no kuni] I’m writing about how that manual will turn out in relation to this whole idea of manuals in particular and translation in general.

Technically, I’m not even sure if the 352 page book next to every DS unit filled with characters, items, story, et cetera is a “manual” that comes with the game or an extra for the Tokyo Game Show, but I can’t imagine the latter as during my 15 minutes of play I was required to go into the tome (to page 61), retrieve the phrase “いでよなべまじん!”, and input it into the game to summon the genie-like boss/enemy.

So, the question here is two-fold: First, is it really an integral 2nd half to the game? If it is, then what does a 352 page required reading tome do to “video gaming?” Second, how will that tome be translated!?

Both of these questions are fantastically interesting on various levels. The first to theories of “game” and “play.” Where is the story, and where is the play? They’re overlapped in that to play the game one must understand the story. Narratology has a vague revenge on ludology. Does this interaction of book and game encourage kids to read? Is all of this intentional?

The second is of course particularly interesting to me in that a 352 page tome is so far from both the standard practice of manual translation and the standard type of game localization that to translate it almost requires a translation and not a localization. Will the job be distributed? As Ghibli has previously even gone to Neil Gaiman for celebrity/professional rewriting style translation will that be the avenue of choice? And how will that then effect the actual localization element of the game?

Sure, 二ノ国’s manual is hardly “usual,” but it’s exceptional qualities bring out the very questions that came up with the original conversation of manual translation. Is reading ability, which is to say “literacy,” a target of this game spearheaded by a company whose head has a penchant for hating new media in particular and technology in general?

Let us simply say that I am looking forward to the translation/localization of this title, and I hope I can talk with the localizers. For that matter, Im’ not sure that a localization has even been announced…

Day 2: Further Thoughts and Localization Expectations

I went back to Level 5’s 二ノ国 DS title today and confused the hell out of the staff by not playing the game at all. No, I don’t want to put on the headphones, and no I don’t want to choose one of the two demos. I just want to peruse the book. So here goes my further impressions and expectations.

It’s a 352 page book divided into 7 chapters (魔法指南, 合成指南, 装備指南, 道具と食べ物, イマージェンと魔物, 伝説の物語, and 色々な地方), and those chapters have an amazing amount of stuff from how magic and alchemy work, to information about equipment, tools, food, and creatures, to legends and stories of the world, and finally various extra information about characters and places. And of course there are pictures throughout. The book is really beautiful, but its truly amazing in that it forces the player to read it! They must peruse it at least enough to get information, but its beauty encourages them to read the rest. Yes, it’s a carrot and stick situation involving children and literacy.

This book alone would make translation an interesting task as it would be translation, not localization. But the particular use of language within the game makes it even more complicated. The in-game alphabet is based off of the Japanese 46 character syllabary with corresponding characters including “, ° and っ. Such a one to one choice is far from unknown: FFX had a similar trick with the アルベドalphabet but it was largely a non-issue due to the bulk replacement and lack of visual use of the language in the game. The particular use in Final Fantasy is to take the language, mix it around and voila, a “different language.” Because . The issues with 二ノ国 are heightened by the visual representation of an alternate language and the writing of characters during play. If the player does not write them it is less of an issue, but still a great difficulty.

To give an example, the book itself is called Magic Master, which transliterates to まじっくますたー, which transliterates to English as majikku masutaa, or Magic Master. This is on the cover of the book and there are paragraphs of the game language throughout the book at various points. One expects it is in the game world as well. To localize the game the ties between the in world language and the player’s language must be untied and then retied. To do that for English the 46 characters must be weeded down to 26, which is easy enough on a surface level, but  more difficult if anything in the game uses some of the 20 deleted characters in an interactive way.

So, who is taking on this task? I asked one of the Level 5 booth workers and was told it is not being localized. It’s possible he was missing my point and thinking I was asking for an English version on the spot, or he didn’t know, or he couldn’t answer due to legal restrictions, but I’ll take the general ‘no’ for now. After all, what company would want to take on a task that highlights the difficulties and unruly ties between localization and translation? This is not to say I don’t want it to be released in other countries, just that it will be both interesting and problematic when it eventually comes up for localization.

Localizing Visibly Ideologically Material

Is it possible to localize America’s Army? How about Under Ash? Finally, what about Kingdom Hearts? The initial answer for both America’s Army and Under Ash is generally ‘no.’ It is not considered possible to localize such strongly ideological games because the ideological elements for these games are such a central feature, the content, and yet to localize a game is to take out such particulars and make it legible to an alternate audience. In order to localize America’s Army it would be necessary to take out the America element. Similarly, to localize Under Ash it would be necessary to remove the Hezbollah part. Subsequently it would be necessary to insert similarly understandable, equal yet different, elements in their place. Such a task is generally considered, if not impossible, incredibly difficult.

However, I want to answer that, yes, it would be possible to localize either game using the standard process of localization, but that the results would be meaningless. Both an America’s Army that did not help recruit cadets for the Army and an Under Ash that did not demonstrate a way to fight against incursions in Palestine would be so far divorced from their original text that calling them translations, or in any meaningful way related to the original text, would be false. And yet, that is largely what the localization of Kingdom Hearts, a story within the Japanese cultural context, but localized and transferred to America, does.

This statement is building off of arguments I have made previously with William Huber at the blog Gummi Ship, so I will skip going over those arguments extensively. The gist is that the allegorithmic (Galloway 2005) logic of Kingdom Hearts reproduces American Imperialism within the 20th century. Your main task within the game is to enter and control the entry into other worlds [countries] in order to aid/redirect their cultural politics in a manner highly reminiscent of developmental theory (Rostow 1960, Schramm 1964). But the point for Kingdom Hearts is that while barging into the countries is problematized within the games especially by having the Japanese player act the role of the American side, and through the mixing of Japanese and English in the so-called International Final Mix, thereby highlighting the problems of American exceptionalism, the localization removes these elements, places the American players within their own standard role, and eliminates any element of internationalism that was otherwise visible through the mixture of languages.

The point here is that Kingdom Hearts is just as ideologically charged as America’s Army and Under Ash even if this ideology is slightly submerged below the surface. However, even with that it is translated/localized without consideration. Importantly, however, is that such ideological changes happen with the localization, but they are not considered as really being changed.

So, I suppose my point is that translating ideologically prone games is impossible, but localizing them is certainly possible and done where you least expect it. But again, is that a good thing or a bad thing?

References:

  • Galloway, Alexander R. Gaming: Essays on Algorithmic Culture. Minneapolis: University of Minnesota Press, 2006.
  • Rostow, W. W. The Stages of Economic Growth, a Non-Communist Manifesto. Cambridge [Eng.]: University Press, 1960.
  • Schramm, Wilbur. Mass Media and National Development: The Role of Information in the Developing Countries. Stanford: Stanford University Press, 1964.

Heavy Rain in Japan

Heavy Rain has recently been lauded for its adult nature and its story/narrative. What hasn’t been noted in the US game press is that the characters are very much Western. Such an element to a game released in the US is unremarkable and as such it goes unmarked.

I have not yet looked into the press reaction in Japan, but the game itself has had little localization from what I can see. Or rather, the characters, vehicles and setting are all the original, which is to say not Japan. Further, the language they speak and think is still English.  Essentially, it’s a very foreignizing translation/minimal localization.

According to the industry and most localization experts who write in English about Western localizations such a foreignizing translation is bad and will be bad for the eventual take. According to the random Japanese teenager playing the demo in Tsutaya it’s a resigned fact of life: いや、外国のゲームだから別に… And when asked if he’d rather the voices be in Japanese he didn’t have an opinion.

Obviously, the single player is hardly a good sample for anything other than a musing blog entry, but there’s something about the lack of care that’s interesting. The blunt knowledge, and lack of care, about the fact that it’s a foreign game is very different from localization’s drive to hide a game’s production home.

Do we really want games that just attempt to represent our locale? Is that good for us?