
There's been a lot of discussion over this topic on Twitter recently, thanks in part to the recent release of Fire Emblem Fates and its somewhat controversial localisation by Nintendo of America. There's a lot of noise and ill-informed opinion being thrown around by both "sides" of the debate, so I thought it would be a good time to stick my own oar in and muddy the waters still further.
There are basically two sides to the argument over Fire Emblem specifically. It's actually a little more complicated than that, but for the sake of simplicity we'll look at two core beliefs.
On one side, you have people who are arguing that they want a literal, authentic recreation of the Japanese original, only in the English language. They want character names to stay the same; they want conversations to unfold in the same way; they want all the same content that the Japanese players had in the game.
On the other, you have people who are arguing that during the localisation process, changes are both necessary and inevitable in order to fit the needs of the new market. The exact definition of these needs varies according to who you speak to — some suggest it's to do with a corporation (Nintendo of America in this case) wanting to continue curating a very specific brand image, while others suggest it's a cultural thing: things that are acceptable, palatable or recognisable to the original Japanese audience may mean nothing to an English-speaking demographic.
Both sides have their points. I've enjoyed localised games that err very much on one side or the other. Slice-of-life visual novels, for example, very much benefit from remaining true to the original Japanese as much as possible: interpersonal relationships in particular unfold in very different ways in Japan, and maintaining things like the honorifics in a text help to reflect the different ways people defer to one another according to perceived social hierarchy. Along the same lines, role-playing games that are very much steeped in Japanese culture — the Persona series is a good example — also benefit from remaining as true as possible to the original Japanese script as much as possible, since, like visual novels, the relationships between characters are often dependent on Japanese societal norms rather than Western ones.
On the other side of the fence, some more drastic localisations have been very good, too. Few people would argue that the Ace Attorney series is extraordinarily well written in its English incarnation, but it's very different to its Japanese counterpart, largely because a lot of the puns and jokes in the original Japanese simply wouldn't make sense in English. Same with the Neptunia series, whose original translation by NIS America is the source of some ire for more die-hard fans, but which has also remained the standard by which the series continues to be localised today. And the same with Final Fantasy XIV, whose floridly Shakespearean script was so good in English a lot of the changes actually ended up backported into Japanese.
Personally speaking, my priority for the most part is getting to play games that I wouldn't otherwise have the chance to play. I don't like content being cut and I don't like feeling that the experience I'm having is noticeably inferior to the Japanese original, but if it's a game I want to play and the changes are relatively unobtrusive — Dungeon Travelers 2 is a good example, since this is technically "censored" in places through the modification of a few images, but the changes are minor at best, and the game probably wouldn't have seen release if they hadn't been made — then I'll happily support the efforts of companies who attempt to bring games over as unscathed as possible.
I can't say I feel massively strongly about Fire Emblem Fates in particular because I have no real attachment to the series, but there are a number of issues with the localisation that I really don't like. One is the removal of content that wasn't offensive in the first place — the "head-patting" minigame, which is a reflection of the Japanese tendency to use head-pats as a sign of affection — not necessarily attraction or lust — between characters. Another is the outright butchering of the script that has taken place in a number of parts, most notably the support conversation between two characters which was an in-depth discussion of finding common ground, honour among thieves and whatnot in Japanese, but which has been replaced with four screens of them going "…" to each other in English. That is not, in any way, acceptable localisation, because it's completely changing the original intent of the scene.
Now onto the point I wanted to make with the title of this post: the "localisation means changes" brigade have a couple of favourite arguments. Let's take them in turn.
You want a literal translation? Run the script through Google Translate and see how you like it.
This is by far the most common, and it's based on a flawed assumption: the fact that people asking for a "literal" translation are literally asking for a literal translation, when they're not. In a way, it's their own fault for using the word "literal" perhaps incorrectly; "authentic" or "true to the original" might be a better description, but "literal" is the term that people tend to prefer to use, so let's stick with that for now.
No, as I discussed above, the people who want a "literal" translation are not asking for the text to be run through Google Translate, because, among other reasons, the differences in grammar between languages butchers the original intent of the scene beyond all recognition. What they are asking for is the scene to be correctly translated into its closest possible English equivalent, without any changes based on perceived appropriateness according to Western cultural norms. What they are also asking for is the maintaining of the text's "Japaneseness" as much as possible: that means maintaining the use of honorifics and concepts with no direct translation such as senpai and the use of onii-san/onee-san to people who aren't your brother/sister.
That's not a particularly unreasonable ask, is it? Doesn't that show a degree of respect to the original creators, an awareness of your audience and also has the added benefit of potentially teaching people about another culture? Some games actually run with this concept; visual novel Steins;Gate, for example, features an interactive hyperlinked glossary of Japanese terminology used in the game, including Japanese Internet memes and slang as well as more widespread cultural concepts.
So no. People asking for a "literal" translation aren't asking for the script to be fed through the mangler that is Google Translate. So stop responding to arguments they aren't making.
You want the authentic experience? Just learn Japanese. Oh, I forgot, learning a language is more difficult than complaining.
The whole point of localisation is so that new audiences have access to works from other cultures. Through a culture's art, we can learn about them, understand them, appreciate them — or, in some cases, be happy with what we've got ourselves! By mangling the cultural authenticity of a text, be it by inserting random Internet memes — which not only spoil the character of the piece in most cases, they also date it horribly — or by stripping out elements that made it authentically "Japanese" in the first place, you're doing a disservice to the original work, and to the audience who wants to know more about another culture that they find fascinating.
Moreover, a lot of people who argue in favour of drastic localisation changes are the same people who are constantly bleating on about buzzword of the moment "diversity" — used here to mean "celebrating anything that isn't by a white man". Isn't stomping all over the text of another culture using Western sensibilities the very antithesis of the "diversity" that seems to be the Holy Grail among progressive types at the moment?
Anyway. Asking people to learn Japanese isn't a terrible argument: not only does it let you play the original versions of localised games, it also gives you access to a huge library of titles that never make it across the ocean. But it's also not a particularly practical option for a lot of people. Japanese is a complicated language that takes a long time to learn, and some people simply don't have the right kind of mindset to effectively study a new language, particularly if they're a little older and their brain finds it more difficult to take in entirely new language-related information. Should people who are unable to study Japanese for whatever reason be denied access to authentic experiences? No, of course not.
I've seen both sides of this argument unfolding recently and it's frankly getting rather tiresome — mostly because many of the arguments, as we've seen above, are based on mistaken assumptions. This has been a worryingly growing trend over the last few years, and it's this, in part, that has led to the overwhelmingly negative atmosphere a lot of online interactions carry over their heads these days; everyone is afraid to offend everyone else.
In this instance, I would be inclined to defer to the opinions of people who passionately consume Japanese games and other media, and who want an authentic experience from their localised material. It's not as if we're short of Western experiences for people who find heavily Japanese titles "too Japanese" or otherwise inaccessible for some reason, and ultimately keeping things as true to their original form as possible helps everyone to understand each other that little bit better, which is surely the best possible outcome to all this.
But I'm sure this argument will keep raging and no-one will pay any attention to what I've said here, so what do I know…
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I liked this article, it's a great job, but there's 2 points which I don't fully agree with :
– the use of honorifics in certain case, I really think that it's a bad localisation decision if you want to target mainstream media, or at least a larger audience. I can understand it If your targeted market is niche japanese game/anime enthousiast who is aware of this and how it works, but it won't help broaden the appeal of the game and you're retraining the audience by default. I know it's difficult in some case to translate or find adaptation since a japanese unique thing, but having a wiki in game that have to explain each specific terminology to you can kinda get you out of the game, and it's a shame.
– the ace attorney example, while I totally agree about the fact that it's well written, with funny puns and clever text, There's something that bugs me a lot with AA localization : the delocalization of the action, making the setup in america instead of japan. It's wrong, because an adaptation shouldn't decide that "people wouldn't get into a game that take place in a totally different cultural environment, let's make it that way", you shouldn't lose the cultural background or setting of a game, but make it understandable for foreigners.
Also, that bite them in the ass later on in the French version of AA3, because it take place in france, but then, there's a french restaurant which seems peculiar in this place, that makes sense if we're in japan, but not anymore in france, and they used a weird twist which I don't really remember.
But my point is, getting the point and the cultural background accross, which is a hard task (even more with japanese media which is a totally different culture), but that's why even more effort should be put into the localization of those games, and not having to warp it.
I really hate censorship and edit in game, but I can accept some minor change if it's necessary, like in Dungeon travelers 2 even if it makes me cringe. And to me, localization team and editor have to accept and take responsability for the game they decided to bring over to the western market. That's what to some extend, I really respect IFI decision to not bring over some games if they have to make change, it's sad and we might miss some fine games, But I find it even more sad that my only 2 options are to get a totally sugar coated/badly written/cut down version of a game I want, or the japanese edition.
Agreed! Not saying that there should always be honorifics or indeed that I wouldn't have preferred Ace Attorney to still be Gyakuten Saiban (that's so much fun to say out loud) but it's something that needs to be taken on a case-by-case basis, I think.
Ultimately a lot of people defending the Fire Emblem localisation aren't as invested in the overall Japanese games landscape as, say, you and I. Does that make them wrong? Hard to say, but I'd be inclined to take the opinions of the people who are buying and playing the most Japanese games over attempts to appeal to the mainstream every time.
But then, I don't run a business, so. 🙂
I like the use of honorifics and other cultural milestones of the Japanese language. However you can have cases of extremely good English translations that are so good they are reverse imported, such as Final Fantasy XII and Dragon Quest VIII, two of the most famous translations ever. But in general, I will always be against cut content. I really don't care who it offends if you have a character that is "underage" in one culture but not another. I want the choice to be able to purchase it as the creators envisioned it originally. Yes, I am slowly learning Japanese, but I also have a busy life. So it would be nice to have my content and in my native language. That said, I'm not much into complaining about it. I just make decisions with my wallet. When a game cuts things that I want to have in it, I just don't buy it. Happened with Xenoblade X, and happened again with FE.
The English language translation of FFXII is one of the primary reasons why it's my favorite game in the series. So stylized. So gripping. I was hooked the moment the narrator first spoke. I wax nostalgic about alot of games, but FFXII is the only game wherein language is part of that.
I don't even go to this website any more, Pete definitely knows why as we have discussed it a lot. But this article was one of the best they ever had there. http://www.usgamer.net/articles/a-voice-for-ivalice-the-localization-and-voice-acting-of-final-fantasy-xii
Chris doesn't go there any more for much the same reasons as you 🙂
This is true. lol. I clicked on the link anyway, because I'll swallow my pride and go anywhere for fresh insight on FFXII . . . . but I forgot that I straight up blocked the site on my computer to prevent myself from giving them clicks in such moments of weakness.
Video game are in a weird place when it comes to foreign content.
If we were talking abut movies or books, usually there's no question. They're almost always brought over in the most authentic way possible unless we're talking about kung fu flicks from the 80's and 90's. And I guess foreign book translations were changed throughout the 19th and 20th centuries. Today though, everyone recognizes appreciation of foreign media like that as a respected art house niche. Most of the time a Japanese film never even attempts to hit the American mainstream, just the niche that will reliably watch it.
Foreign video games don't usually get this treatment I think because of the roughly 25-year period when Japanese console games WERE the mainstream, and publishers didn't think of them as art. Nintendo probably still operates that way. Companies like NIS or XSEED are a bit closer to Janus Films or the Criterion Collection or something. Square Enix is more on the mainstream side. Like OyaTama said, it's really about the audience the localization company is targeting.
Let me put out some examples to contrast though to point out differences between translation and localization:
One franchise that shifted from one to the other is Metal Gear Solid. The PS1 version of MGS1 as I understand was heavily localized and later praised for that localization. All later entries had more authentic conversions of the original Japanese dialogue which in my opinion had the same effect a lot of anime dubs have of sounding like odd, stilted English. It simply doesn't sound like colloquial English despite being perfectly understandable. What's most odd is that in most of the settings in the games the characters are supposed to be speaking English anyway.
The Persona games are a weird mix in my opinion. The characters in the English versions of Persona 3 and 4 talk like believable American teenagers (they didn't even shy away from an M rating)… except their speech is peppered with Japanese honorifics. They still probably heavily localized the dialogue because it's filled with references western audiences would more easily understand, but the game still doesn't shy away from the fact that it's set in Japan. Personally I like the balance that game struck.
Here's what I think my ultimate preference is at right now, and it concerns a distinction I haven't seen many people make: If we're talking about a full dub, some degree of localization is probably better, but if we're talking subtitles to original Japanese voice acting then there's no reason not to go with the authentic translation. I don't know if any games (or anime) that actually have two different sets of subtitles (one for the hearing impaired) for that purpose. I think the Studio Ghibli movies do but that's it. If the audience chooses a dub, they probably want to hear standard English. If the audience chooses subs, they probably want a more authentic experience.
"Japanese is a complicated language that takes a long time to learn"
Complicated? No 🙂 Time consuming? Yeah.
Anyway, nice entry, I linked it in my blog.
If it comes to honorifics, well, sometimes it's a dealbreaker for me, especially in drama/romance/slice of life or general games/series settled in Japan. There is no option, honorifics are just too important for dropping them. Same goes to other cultural things.
And I don't understand some people which are arguing that "it's too Japanese" etc. Why they want to play/read/whatever Japanese story, settled in Japan in the first place?