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attackotter

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  1. There's no such thing as "more" or "less" localized. Translation is inherently localizing to a different language. There are different styles of adaptation, but that's all it is, styles. And ultimately we just have different views on what being true to the original is. I think being true to the original is trying to make a translation as seamless as possible so that the translation reads as naturally in its target language as the Japanese read to native Japanese readers, reflecting character personalities and writing style over trying to match every literal word. You prefer a style that leaves things more stilted, with explanations inserted into the text for readers to learn from over adapting the translation to match the original in a different language.
  2. As I stated earlier, the version of the joke you prefer is itself a localization of the joke. It's one that translates the joke literally and adds notes to explain the wordplay, but it's still a style of localization.
  3. I can understand your view, but at the end of the day, keeping something untranslated that can easily be adapted into something with the same effect goes against the point of a translation in the first place. There are cases where adapting something may be unfeasible (i.e. the Epitaph in Umineko), but for simple wordplay and banter, it's in a translation's best interest that the humor be conveyed in the target language, instead of an awkward explanation that can interrupt the flow of a scene or even muddy the dynamic between characters. There are of course situations where a literal take on a joke can have the same amount of humor as an adaptation of that joke, but that's situational and I'd argue doesn't work in this case. In this case, it's a scene ultimately leading to a cringey pun, which doesn't really come across in the furigana as well as it does in the adapted joke.
  4. I'd personally view those as going into the level of teaching tools. They're not a bad idea, but they don't really have a place in entertainment-focused translation and would ultimately take resources away from already pretty slim translation budgets. I definitely think JP-learning through media consumption would be a lot more accessible with an approach like that though. The original intended way to read the work was made under the assumption that the reader would be a native speaker of the language the joke is made in. Humor does not translate on a literal word-for-word level and providing explanations instead of adapting them to the target language actively works against what the creators were making: a joke. Understanding where the joke came from in its original language is a great teaching tool, but is not at all great for entertainment. Also reading the work in a language other than Japanese is itself going against the original intention of the work, so your argument doesn't stand.
  5. Choosing to leave it as furigana that explains the joke is also a form of localization. Japanese readers don't need translation notes or jokes explained through furigana, so adding that in is a form of localization that disregards the intent of the original. It's more authentic to the original experience to create wordplay that works in the language of the translation than it is to add explanations that weren't there originally.
  6. Heya! Alex from twitter. Didn't realize anyone would pay attention to my tweet. Sorry if my tweet came off as abrasive. I was just disappointed that someone who could think up something that funny would ultimately throw it out in favor of furigana explanations. You should definitely be more confident in yourself and your choices, because that localized joke is really funny. Shared it with a few of my loc industry friends and they liked it a lot, too. Keep on truckin!
  7. A friend and I have been discussing the possibility of a fan translation for Fuuraiki 3. He's a Japanese to English translator, and a huge fan of the series. I'm a hobbyist graphic designer, and I'll be the image editor and project manager for this fan translation. We've hit some major roadblocks on the technical side of things and would really appreciate any help we can get in overcoming them. Fuuraiki 3 was published for PSVita by Nippon Ichi Software, and as such uses NIS's archive formats. Existing tools for NIS games are able to unpack and repack the files with few problems, but there are a few major issues that get in the way of us committing to this translation. Current Issues: Reinsertion/Repacking: The English script files cannot be larger than the Japanese files or it overwrites other files in the archive. Font: The default font sucks, plain and simple. There aren't really any tools to work with this font format, and the one I have found, I haven't gotten to work. Text: The game supports plain English characters but is unable to display regular space characters unless preceded by a quotation mark. Full width space characters have been used as a workaround, but they waste a lot of the limited space available. The scripts are text files contained in the archives "sinario.dat" and "kigi.dat" (both DSARC FL). These are contained in the "dat1.dat" (FAFULLFS) archive. Below are our current attempts at text insertion. Nagisa Sayo Izumi Akari Blog and Twitter features
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