@Runex2121 There is definitely a modern trend of an angry minority complaining loudly about any semblance of localization being automatically bad, and insisting that stilted "literal" translations are the way to go when they obviously sound unnatural to a native English speaker.
Working Designs isn't that though. It's not taking a joke from the Japanese script and rewriting it to something a westerner would understand. It's stuff like replacing an entire segment about a floating city falling from the sky with a Tootsie Pop commercial for no reason https://legendsoflocalization.com/articles/lunar-silver-star-references/
So sounds like "tweaks" to the localization rather than redoing it from scratch? Earlier coverage gave the impression it was completely divorced from Working Designs, so that's disappointing. At least the gameplay "adjustments" WD made sound gone.
@Matt_Barber Your definition of a "frame" being displayed includes data from two actual frames being generated by the console though. The system is outputting a new frame every 16ms regardless of how you want to describe what you're seeing.
I can play the original any time I like and frequently do. It looks beautiful. The remake looks good as well, in screenshots when nothing's moving, but again waiting 20 years and running half as well doesn't appeal to me.
@Matt_Barber Super late reply but again calling it "30FPS" on a 480i display is super pedantic. It was a 60 FPS game being displayed at 60 fields per second, which like you say in your edit, couldn't be fully resolved by a 480i display. You would have gotten 1 interlaced field per frame, basically halving the vertical resolution from what the set could resolve. The two interlaced fields drew two different frames rather than aligning to one full-resolution picture like it would with a 30 FPS source. Saying the game ran at 30 FPS, even on a 480i CRT, is incorrect. The game always ran at 60 FPS on GameCube regardless of how much of that your TV could resolve, and it remains an absolute shame that the Switch port 20 years later targeted half that on much more powerful hardware.
Would want confirmation of a re-translation (dated jokes and my general agreement with the concept of localization aside, Working Designs completely made up a ton of lines in their "translations") and that the difficulty balance is based on the Japanese originals.
Working Designs messed with everything they touched, and would then claim the opposite in the games' manuals. Kind of pathetic to see Victor Ireland still trying to make money off these awful translations 20+ years later too.
So everyone seems to agree there's no way Toriyama did the Monster Wrangler design before he passed? I feel like it's possible he contributed to it, production timeline-wise (game's been in dev a long time), but they're definitely not drawing any attention to it one way or another.
I also gave it a 7. By the end of this week I'll have gotten an S rank on every challenge and after that the online modes that take a full week to cycle really don't have much appeal at all. Fun small compilation, I love NES games, but it really doesn't seem like it'll have legs to be played much at all in the future.
If I brought a friend over and played them in it I'd just trounce them, not very fun for either person really.
@Matt_Barber That's not how 480i works unless you want to be extremely pedantic. The game ran at 60 fields per second, with each field showing 1/2 of a new frame. You can absolutely tell the difference between a 30fps and 60fps game even with a 480i output.
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Re: Review: Lunar Remastered Collection (Switch) - Two Of The Most Charming RPGs Ever Get A Fair, If Flawed, Port
@Runex2121 There is definitely a modern trend of an angry minority complaining loudly about any semblance of localization being automatically bad, and insisting that stilted "literal" translations are the way to go when they obviously sound unnatural to a native English speaker.
Working Designs isn't that though. It's not taking a joke from the Japanese script and rewriting it to something a westerner would understand. It's stuff like replacing an entire segment about a floating city falling from the sky with a Tootsie Pop commercial for no reason
https://legendsoflocalization.com/articles/lunar-silver-star-references/
Re: Review: Lunar Remastered Collection (Switch) - Two Of The Most Charming RPGs Ever Get A Fair, If Flawed, Port
So sounds like "tweaks" to the localization rather than redoing it from scratch? Earlier coverage gave the impression it was completely divorced from Working Designs, so that's disappointing. At least the gameplay "adjustments" WD made sound gone.
Re: Round Up: The Previews Are In For Paper Mario: The Thousand-Year Door (Switch)
@Matt_Barber Your definition of a "frame" being displayed includes data from two actual frames being generated by the console though. The system is outputting a new frame every 16ms regardless of how you want to describe what you're seeing.
I can play the original any time I like and frequently do. It looks beautiful. The remake looks good as well, in screenshots when nothing's moving, but again waiting 20 years and running half as well doesn't appeal to me.
Re: Round Up: The Previews Are In For Paper Mario: The Thousand-Year Door (Switch)
@Matt_Barber Super late reply but again calling it "30FPS" on a 480i display is super pedantic. It was a 60 FPS game being displayed at 60 fields per second, which like you say in your edit, couldn't be fully resolved by a 480i display. You would have gotten 1 interlaced field per frame, basically halving the vertical resolution from what the set could resolve. The two interlaced fields drew two different frames rather than aligning to one full-resolution picture like it would with a 30 FPS source. Saying the game ran at 30 FPS, even on a 480i CRT, is incorrect. The game always ran at 60 FPS on GameCube regardless of how much of that your TV could resolve, and it remains an absolute shame that the Switch port 20 years later targeted half that on much more powerful hardware.
Re: Lunar Remastered Collection Brings Classic JRPG Series To Switch This April
Would want confirmation of a re-translation (dated jokes and my general agreement with the concept of localization aside, Working Designs completely made up a ton of lines in their "translations") and that the difficulty balance is based on the Japanese originals.
Working Designs messed with everything they touched, and would then claim the opposite in the games' manuals. Kind of pathetic to see Victor Ireland still trying to make money off these awful translations 20+ years later too.
Re: Square Enix Reveals New Character Art For Every Dragon Quest III HD-2D Remake Job Class
So everyone seems to agree there's no way Toriyama did the Monster Wrangler design before he passed? I feel like it's possible he contributed to it, production timeline-wise (game's been in dev a long time), but they're definitely not drawing any attention to it one way or another.
Re: Poll: What Review Score Would You Give Nintendo World Championships: NES Edition?
I also gave it a 7. By the end of this week I'll have gotten an S rank on every challenge and after that the online modes that take a full week to cycle really don't have much appeal at all. Fun small compilation, I love NES games, but it really doesn't seem like it'll have legs to be played much at all in the future.
If I brought a friend over and played them in it I'd just trounce them, not very fun for either person really.
Re: Round Up: The Previews Are In For Paper Mario: The Thousand-Year Door (Switch)
@Matt_Barber That's not how 480i works unless you want to be extremely pedantic. The game ran at 60 fields per second, with each field showing 1/2 of a new frame. You can absolutely tell the difference between a 30fps and 60fps game even with a 480i output.