Comments 21

Re: Review: Giga Wrecker Alt. - A Puzzle-Solving Mega Man-alike From Pokémon Masters Game Freak

Plainclothes_Man

@GrailUK Yeah. I've seen a few games use it to good effect, but the bigger and more detailed your sprites, the worse it looks. With these tall and detailed anime-style characters, you expect traditional animations, not rotating limbs.

I think "split pin" (is there a proper name for this? If not, can we use this one?) animations works well for shooters where the PC's arms need to point in any direction (e.g Enter the Gungeon, but it would work in a more Contra-like game), but even there it would not be the choice for every animation in the game.

Re: Have A Listen To Fire Emblem: Three Houses' Epic English Theme Song

Plainclothes_Man

@ALinkToMyProfile
My main issue with the English lyrics is that they don't fit naturally into the meter of the song. It seems like a case where the translator was not working directly with a composer to make sure they flowed naturally when sung. The SSBU song suffers from this as well.

Still, I wouldn't tell anyone they aren't allowed to like 'em!

Re: Have A Listen To Fire Emblem: Three Houses' Epic English Theme Song

Plainclothes_Man

Has the same issue as the Fates and SSBU songs where the lyrics are awkward and literally translated. Moreover, the melody is written for Japanese and the English lyrics feel clumsy.

It's a little hard to put into words, but these songs just didn't get localized well. I thought the original Lost in Thoughts Alone was brilliant, but when I finally heard the English version... I was kind of ready to never hear it again. Ah, well, c'est la vie. That's what the OST is for.

Re: Fantasy RPG Bonds Of The Skies Is Flying Onto Nintendo Switch

Plainclothes_Man

@derty Basically it's just a matter of how many games they make with essentially the same RPG Maker engine. Their assets are bland and the battle systems are not particularly interesting. They don't have engaging stories and it can be hard to pick them apart in a crowd, but on the other hand they're certainly playable and some people dig that RPG Maker niche. If you liked "Cthulhu Saves the World," chances are you might like a Kemco game.

They claim to be 16-bit throwbacks, but have none of the aesthetic chops that made the best games of the type memorable. Also, like Kairosoft, they keep re-releasing mobile games on consoles at a significant markup.

Re: Random: Here's What The Game Boy Might Look Like If It Was Designed Today

Plainclothes_Man

@BanjoPickles "The old consoles were iconic, distinct. Now? They seem to come in black, grey, and white and they all have very unremarkable designs."

Err, the NES, SNES, and Gameboy were all gray... The N64 was black--but came in a variety of limited edition colors as well.

All of the Mega Drive and Master System models are black (except for the silver Master System II) as were Ataris and Intellivisions (though these included faux wood grain!). The Turbografx was also black, except in Japan where it was pc beige.

So your comment seems to miss the mark somewhat, at least from where I'm sitting...

(tbqf, the Famicom is quite colorful)

Re: The English Translation of Super Mario RPG Cut Many Japanese Pop References

Plainclothes_Man

@edhe I have to say, your chosen avatar perfectly suits the generically scummy, yet smug tone of your posts. I don't know if that was intentional on your part, though.

You just seem to be a little frustrated over a post which does not directly reference you - until you start making the same points that the OP was poking fun at.

For what it's worth, I've noticed this behavior on several gaming blogs myself. Everybody's fine if a bunch of allusions get cut, but if a skinship minigame (or something like the Bravely Default bikini) has to go, there's a ton of vitriol and anti-censorship rhetoric. I've seen many calls for boycotts and nearly as many news posts that have had to shut off comments because of it.

Anyways, I'm not making a value judgement here. I can see where the anger comes from even if I don't condone the way it gets expressed.

Food for thought: Words are part of the artistry of a game. Dumb Otaku references may be just that, but they show the game's writers putting a little bit of themselves into the game they're making, especially on a system where they're quite limited on text space. How does localization change or obfuscate the self-expression of the game's creators?

(just for comparison's sake, in manga translation references and the like are preserved as much as possible, while in anime dubbing and game translation the focus is more on presenting something clearly understandable to native speakers. Each medium's limitations directly affect the way in which they are localized)

Re: The English Translation of Super Mario RPG Cut Many Japanese Pop References

Plainclothes_Man

@Preposterous It's more due to the number of different ways there are to phrase the exact same line that makes quotes so much easier to identify the original character. Pronoun choice and mode of speech mean there's more identifiers for the original character within the line itself.

Contrast "I'll be back," an iconic line from The Terminator (I've heard this quoted hundreds of times in my lifetime, but without the signature Arnie voice you wouldn't think it was an allusion), to Gato's "Solomon! I have returned!" [Solomon yo! Watashi wa kaete kita!] line from Gundam 0083 (referenced in the game).

When the mass-produced Mack references this line, I can basically hear Gato coming through the text because of the specific way it's been phrased. He doesnt need to use a Gato voice because part of that character's voice is already in the way he phrases things.

Hope that explanation makes sense!