2019-06-01_PC_Gamer

(singke) #1

you hear regularly in localisation, and Strichart explains
why. “This game is set in Japan, and I would never want
to lose its sense of place and culture at the cost of a little
confusion over street food with no one-on-one translation.
Maybe you’ll even learn something from the game!
Generally speaking, English is a more idiomatic language,
so finding idioms that still match the intent of the
Japanese dialogue without necessarily matching the line
word-for-word is the touch of magic we bring to the
game in hopes of making it sound like good dialogue to
the English ear.”
I bring up a scene from Yakuza Kiwami 2, out for
PC this month, that serves
as a good example for the
magic Strichart is talking
about. In it, Kiryu gets
invited into a club where a
gang of adult men roleplay
as toddlers. When he
refuses to play along, the
gang leader shouts, “Let’s
pacify this bitch!”
“The line was originally ‘Let’s crack this bitch’ in
Yakuza 2, but Jon Riesenbach, my editor for Kiwami 2,
reallytookittothenextlevel.See?Magic.”


changing accents
Localising also means finding a way to approximate local
ways of speaking. Dialects use specific words and accents
limited to one country. Western Japan’s Kansai dialect
used in the series by characters such as Majima is famous
throughout the country, but there’s no singular way to
localise it, mostly because any accent (such as the


Southern American accent Ace Attorney uses in its place)
is also specific to one location. Scott weighs in on the
tricky question of how to provide a consistent tone in a
text several people work on.
“I made a point to overhaul Majima’s accent starting
with Yakuza 0. I aimed to remove any direct correlation
one could make to an American South accent and embody
what is generally perceived as being the root of the Kansai
dialect – faster speech, colourful language, and high
energy. This accent actually proved problematic, because I
was the only one who could really write in it.
“Sam Mullen, our director of production, recently
came down on me for it,
joking that if I got hit by
a car, Majima would have
to be written out of the
series. I have since written
an internal series accent
guide and someday, I’ll be
forced to let someone else
write him.”
There will always be instances in which a reference
is so specific to its culture that fitting idioms just don’t
exist. Strichart says that even when a few Japanese puns
are lost, there are enough ways in which the localisation
team can make up for it elsewhere. I appreciate Strichart
for shedding more light to a part of the game-making
process that we tend to take for granted, especially as
English speakers.
Good localisations don’t just give us something new to
play,theyalsohoneour intercultural skills, allowing us to
takeapeekattheworld behind a game.
Malindy Hetfeld

FAR LEFT: The
writing and the pose
convey that Kiryu is
the cutest maid.

LEFT: The yakuza’s
aggressive behaviour
extends to their form
of speech.

Cultural Changes Localisation also addresses the following


gore
To ensure games receives a certain
content rating, gore may be removed or
turned into an optional component.

symbols
Certain symbols may be forbidden. The
ban on swastikas in Germany is a good
example that also applies to games.

offensive material
Insensitive material or slurs may be
removed. Future Yakuza remakes will,
for example, cut transphobic content.

DialogueforDubbing
Dubbed dialogue in games isn’t always
identical with written text. To make it
natural, words are changed or omitted.

“ImadeapoInttooverhaul
majIma’saccentstartIng
wIth Yakuza 0”

NewS | OpINION | DeveLOpmeNT

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