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W/ help from the epic @rainofthetwilight, I wrote out the three named Djinn's names in Arabic!
(The first is Arrakore, the second is Nadakhan, and the last is Khanjikhan!)
#dont ask about inconsistencies in how the letters are written#i do be writin arabic like i do be writin english#poorly#ninjago#ninjago dragons rising#ninjago nadakhan#nadakhan ninjago#arrakore ninjago#ninjago arrakore#khanjikhan ninjago#ninjago khanjikhan
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On the topic of nfcv and its inconsistent; i tend to feel im harsher on nfcv and it's usage of representation since i dont tend to pay much attention to it ( It is good to let ppl see themselves on screen and its important to not fall into harmful sterotypes but it wont make or break a show for me unless its really bad). And castlevania has multiple historical/mythological inconsistencies (Matthias Corvinus rolling in his grave) and could have better representation ofc (the only poc main character i can think of is Ortega the were-lion antagonist from Legacy of Darkness the obscure n64 game). But you know? Cv's half goofy tone from it's origins as a monster smash makes it work w that, plus it's not the main focus. Meanwhile a huge selling point for nfcv has been it's ""gritty realism"" and ""seriousness"", and it's been praised to hell and back for it's "representation", when said rep isn't really good. So, i can be fine w SotN using a funny n completely historically innacurate mummy boss or having an skeleton serpent named Qetzacoatl (even if you can debate how those stereotypes can be harmful like egyptologists having to debunk the mummy curse myths), but the whole Sekhmet catgirl n aztec Orlox parts just makes me roll my eyes bc it will be blindly praised. I fear to be hypocritical here so that's my argument, and apologize for rambling in your inbox i swear this was shorter in my mind-
Pd: Yes Ortega is the og catboy, respect for him
I use this logic for Isaac lol. Yes, he relies on old and potentially offensive gay stereotypes, such as being in-your-face sexual, kinky in a creepy way, and even effectively molesting Trevor in the stabbing scene with his little kiss. And he's the villain contrasted with the more masculine hero. And he dies in the end. Yeah.
But aside from the fact that the game series overall is old-ish so outdated writing is to be at least expected, I don't get the feeling that this is meant to be "representation". And I'm certainly not meant to ohhh and ahhh at it. It is what it is, you know? The story says "here's the antagonist, he's very fruity", and you decide how to take it.
NFCV wants to be praised, and it is praised, for representation, for adding POC and gay people and cultures from all over the world, and it does so in a far less goofy setting that forces me to apply real-life logic to it. It also began in 2017, definitely at a time where writers were asked to pay attention to what the hell they're writing.
CV as a series was born as a love letter to Hammer horror movies, so it's a mishmash of monsters without rhyme or reason. NFCV wants to have a serious, real-adjacent world building, so that's why I ask "why is a Hungarian vampire worshipping an ancient Egyptian sun god"? Why are there Japanese people in Europe about a century before Europeans contacted Japan? Why is your idea of bi representation a threesome turning into rape?
So yes, I do believe that the show, in its arrogance, needs to be put at a higher standard than games written between the 80s and the 2000s. Not that they're exempt from criticism, ofc, I will always complain about stuff like the fridged women. Just... The games don't expect an applause for what they did.
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Wait cql lawyer/law school AU
i got you my pal dont worry!!
law school, im gonna be honest and say i know like nothing about law or law school so pls ignore any inconsistencies or inaccuracies
lwj goes to law school and he is definitely the top student in his class. they’ve been there for like a month and everyone already knows he’s gonna be the best
his one and only competition is this dude called wei wuxian but lwj isn’t particularly worried about him
so far they’re still in the stage of the course where they do the fun things to sucker people into doing the class for the semester so there’s been some practise debates and arguments and stuff in their tutorial classes
wei wuxian has that Charisma and like yeah all of his arguments are perfect but also he has an amazing smile and people are like yes i can trust him
(he’s definitely the sort to be like hm, the easy way to argue this case would be to quote some laws and use precedence to justify this but that’s boring)
lwj is also good at that sort of stuff because his arguments are perfect and everything is so perfectly researched that there should be no ground at all for someone to lodge a counterargument
(wei wuxian manages somehow and it makes lwj so mad)
but that’s whatever lwj thinks,, a lot of people join law thinking it’s gonna be like the tv shows and books and then get completely blindsided when it comes to the rote learning part or like the actual laws
and for all of wwx’s confidence, lwj hasn’t actually seen wwx so much as touch the textbook/s and he always studies in the law library so he knows that wwx has probably never even been there bc he hasn’t seen him even once (why’s he looking? bc he needs to see which books wwx uses to study,, bc there has to be something going on there,, obviously)
then they do their first like proper written assignment and lwj and wwx tie for the highest scores and now lwj has a Rival and he refuses to lose to someone who thinks that putting a ‘-us’ sound at the end of a word makes it latin (did wwx say habeas corpus and then point at a soft drink and go sprite-us can-us,,, maybe,,,,)
anyway! lwj and wwx are kinda rivals for the top spot and it’s one of those situations where one test lwj wins by a point but then the next test wwx gets full marks and they just keep exchanging the top spot in class
and this whole time wwx is like The Worst to have in class. he’s always interrupting to ask questions or just straight up not listening and spends the class doodling pictures of rabbits (they’re cute but wwx is terrible and he’s not allowed to make cute drawings)
so after a few months the most horrible thing happens.... they get put together in a project and lwj is like ugh. internally of course but his face is also saying ugh
the first time wwx and lwj get together to work on the project, lwj is prepared with a proper list of tasks to do all nicely split up between the two of them and a schedule for when they should get certain parts done by.
needless to say, lwj does not expect wwx to be ready, but wwx is definitely on top of things
he rocks up and is like yeah let’s do this, this and this and have them done by this time - basically proposing to do everything that lwj has already written down
and lwj is pleasantly surprised and is like hm maybe i misjudged wwx and decides to like re-evaluate his opinion on him
in doing so he realises that when he’d never seen wwx studying, it wasn’t an exaggeration at all. he’s never seen wwx so much as touch a textbook or spend more than a minute on a laptop doing something that wasn’t minesweeper or solitaire
but wwx is also making all of their deadlines and even adds extra information and resources to their document that could be useful elsewhere and sometimes he shows up to their study sessions and he looks absolutely exhausted
eventually lwj manages to get the truth out and wwx is just like yeah it’s easier to get worse grades than a genius but if you both study and you still get lower grades, it’s not easy,, for jc or for me
so wwx usually studies at night when his brother is asleep and lwj is like that’s bad, you can’t keep that up and just when wwx is about to go off at him lwj is like you can come study at my place
and thus begins the wonderful time where everything is alright and lwj falls in love with wwx
they work really well together and wwx is strangely considerate and nice? when he finds out lwj likes rabbits, he goes out and buys bunny post-it notes for lwj and starts to always bring him a doodle of bunnies every time he comes over. he always gets his work done on time, early even, and his work is always so brilliant and every time wwx smiles at him, lwj feels warm inside etc etc
for a long while lwj is like yes (: this is friendship (: bc he’s never had a crush before but then on the day they submit their project wwx is like hey,, the two of us make a great team,, we should always work together,, now and next year and even when we graduate,, i want to help the innocent people who need our help and i think i’d like it a lot if you joined me and lwj has his oh moment
they get a perfect score on the project of course and even after it finishes, wwx keeps coming over to lwj’s place to study or just hang out and lwj is just falling more and more for wwx each day
they’re best friends now and everyone gets used to seeing them work together on projects and then turn around to try and decimate each other when they’re working one on one and lwj thinks that he might just be the happiest he’s ever been
but then one day wwx doesn’t show up to class. it shouldn’t be strange but wwx has never missed class even once and he ends up hearing from lxc who heard from jgy that wwx was caught sabotaging some other student’s work (the other student was jzxun, who had a fondness for playing devil’s advocate and other than wwx once telling him that his argument was shit, wwx never spoke to him or seemed to know who he was but lwj is a bit too angry to remember that)
he manages to find wwx outside of his dorms as he’s moving out and he’s just like why did you do that? and wwx is like oh y’know,, bc he’s not really sure what’s happening himself,, one second he was at the top of his class and the next he was being brought before a board and being told that he was being expelled but he’s not going to tell lwj that bc lwj would definitely try and stand up for him and then they’d both get expelled
but lwj is furious and just spits out well if our dreams meant so little to you then maybe it’s a good thing you failed now,, bc his mother was a lawyer who took all these little jobs that helped people who actually needed the help and lwj was looking forward to doing that with wwx and he doesn’t even seem to care that now they can’t do that
wwx flinches and then smiles at him and just cheerily says, that’s me and leaves. he doesn’t look back and lwj doesn’t chase after him.
lwj doesn’t see him again for years (you can do 13 or 5 or however long you feel like)
lwj is a fully licensed lawyer and he’s working for the family company and he spends half of his time working on cases and uses the rest of his time to do like outreach programs where he goes and visits schools and runs sessions on what it’s like to be a lawyer, how to apply, and to provide assistance to any students who decide to study law at uni
and then at one of these programs he meets this kid, wen yuan, who is ridiculously bright and enthusiastic and has a smile that seems oddly familiar
at the end of the second session he comes up to lwj and is like mr. lan, is your name lan wangji? and lwj just says yes, expecting the kid to be a fan of one of his cases or something but then wen yuan is like oh wow! i thought i recognised you from my dad’s photo!
and lwj isn’t expecting much but he asks what the photo looks like and wen yuan pulls out this photo from his pocket and lwj immediately recognises it,, it’s the only photo he has of him and wwx
your father is wei ying? lwj asks him and wen yuan is like yes, hesitates, and then asks, would you like to see him?
and that’s how lwj finds himself following wen yuan to some dinky little office that has a plaque outside that reads wen and wei
(wen ning is the nicest and sweetest person ever and lots of people underestimate him but then he’s an absolute monster on court. he gets up and completely decimates the opponent and then at the end is like (: it was so nice to meet you!! i am baby!! and all that,, you know our boy)
anyway they walk in and wwx turns to greet wen yuan but then he sees lwj and is like woah! you! and he’s not sure whether to hide or go and hug lwj so he just gives him a fist bump,, like a bro,, and immediately wants to shrivel up and die
anyway they get the reunion stuff out of the way, swelling music, tender wrist holding, lots of staring, lwj silently declaring his wholehearted love for wwx and refusing to believe rumours about him again even though he doesn’t actually know what happened, you know how it goes
from wwx’s side of things,, after he got kicked out he went to some small uni. good in its own right but not known for their law program and ended up specialising in family law
the first case he ever won was for the wens to have the right to keep custody of a-yuan and the first case wen ning ever won was to let wwx adopt a-yuan bc i’m soft like that
so wwx has just been kinda vibing,, being a single dad, living with the wens and helping to make that difference he always promised he would
now this isn’t gonna be some au where lwj goes oh my! i must give up my high salary job and work with wwx! bc lwj has been doing good stuff at his current job and for all of his family’s stuffiness, they run a fair and just company
but! he does end up helping wwx when wwx gets a letter with a bunch of information about the jins and how they’re actually super corrupt and evil (big surprise,,) and how wwx was maybe definitely framed bc he was doing some casual work on the side and stumbled across some bad shit on the jins back in uni
lwj ends up being the one to take the case officially but wwx is definitely the guy leading it and so lwj ends up spending most of his time at the wen-wei office
lwj definitely bonds with wen yuan, who also wants to go into law, and writes him recommendation letters and helps him edit his applications and stuff
(and one day wen yuan is like leaving you was the hardest thing dad ever did and i dont think you appreciated how much he cared about you. he really did think that he annoyed you ‘til the end and lwj is like no! he didn’t! and wen yuan is like yeah i know but you gotta tell him and lwj really does mean to but the time is never right or something like that but also wen yuan is all but calling lwj dad at this point)
anyway they end up going to court, side by side, working as a team just as they promised to do and just as they finish their final day on the case, ended with the jury ruling jgy guilty and wwx’s reputation all but saved, wwx turns around and flings himself at lwj
is he crying? is he laughing? a bit of both tbh but wwx ends up confessing right then and there, still on record and everything (is that how that works??? idk! let’s say it does)
and what can lwj do but make out with him?
did a news crew come in to film the results of this massive court case just to end up with five minutes of wangxian kissing?? maybe! but when it played on tv it meant wwx and lwj didnt have to actually tell anyone they got together
(and does lwj eventually pop the question using wwx’s bad latinification? yes and wwx is too busy laughing to accept at first but he does and they end up being the worst possible tutors for wen yuan as he goes through law school bc they keep being all gross and lovey-dovey and acting like law school is the most romantic place in the world)
#mdzs#Anonymous#modao zushi#wei wuxian#lan wangji#wangxian#cql#the untamed#mo dao zu shi#all of my understanding of law comes from the pelican brief which i read over 10 years ago and one seminar on law courses at uni#so sorry if it's bad#):#lan sizhui#also i stand by wen yuan#let him keep his last name!#my aus#asks
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i'm not sure how to say this but how are we supposed to know what is the definitive version of a character? i dont mean it just with dick or batfam but in general how can we know which version of a character is the true version of that character? what indicates that? i really want to know bc with comics a lot of different writers write for the same characters and at times they're v inconsistent with the character they're writing that it makes you think they didn't read what came before their run
This is a really interesting question and hard to answer universally. There are always going to be different interpretations and with comics characters they’re also not in a ‘closed’ canon (the current continuity anyway, Post-Crisis is now closed).
Here’s a little bit of my thoughts on this:
Who was this character established as?
This is the first thing you should look at, because this goes back to the character as established by their creator/reinventor (depending on if they’re new to the canon or being reintroduced to a new continuity or back from the dead, etc etc).
Characters change but if you’re reading a character that has absolutely no similarities to who they were when they were created, it’s time to ask some questions about why, because while people change over time, complete personality transplants are hard to handwave, especially when you can spend 20 irl years moving comics time along only 3 years.
Example: Consider who Damian was when Morrison introduced him, who Jason was in the beginning of Post-Crisis, etc.
Does this characterization make sense, based on what we know of this character before? Does it directly contradict previous characterization with no explanation?
Characters change, and a well-written story can take a character like Damian as written by Morrison and develop him to the point where he’s Damian as written by Tomasi. If it’s well-done, you can see the changes happen to the character and why. It makes sense based on the development and experiences the writer has Damian experience. He didn’t go straight to a more sympathetic and softened Damian without giving us the experience.
Compare with Jason’s portrayal as the ‘angry, bad robin’ with the victim-blaming implications that he caused his own death. All you have to do is go back to his Robin run and Death in the Family and you’re left with an obvious disconnect between what DC is trying to sell and what’s actually been presented. DC did have Jason spiraling at the end of his Robin run, but it was far more nuanced and accidentally sympathetic than they expected, and also totally explained within context. We can also see from context that this was Jason with a death wish and in a really bad place, this was not a bad, angry kid, it was a kid who desperately needed help.
The victim-blaming of Jason started well before the retcons made him an angry, bad boy stereotype. Reading Jason’s run and then post-death mentions of him after his run shows a very obvious contradiction. Some writers portrayed it properly, “Jason was the best” and the like, and taken all together you just don’t buy into the victim blaming if you don’t just take it at face value.
Retcons and Agenda
Retcons happen and they can effect characters and their personalities, but they don’t happen in a vacuum. While you can try to make a definitive chronology out of only retcons and canon onwards (i.e. starting a dick grayson read with robin year one and nightwing year one) generally comic readers don’t experience comics this way. Retcons happen to already established characters so readers will know right away if they’re going to accept it or not.
It’s also fairly obvious when a change has happened because DC needs to get something done. Jason is the definitive example of this. We have interview upon interview of a writer and editor admitting they deliberately tried to get him killed off numerous times and attempted to make him increasingly dislikeable to do it (funnily enough it didn’t really work as intended, we know the phone poll was tampered with and if it hadn’t been Jason would’ve lived, and letters to the editors proved that Robin Jason was still popular with little kids who were sad he died. New fans continue to be on Jason’s side of the balcony debate as well–the story and the nuance was dark for the time but hilariously it fit in with the later darker and grittier comics Post-Jason’s death).
For characterization in comics, context is key. Who were they, who are they, does it make sense how the writer got them here, how abruptly did this happen, does this retcon work, why is DC pushing this.
#asks#anon#long post#meta: dc comics#meta: characterization#um this is really complex so it's hard to answer succinctly#here's a starting point i guess
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The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
You may have heard – Shovel knight has finally made his way across the ocean to Japan! We’re very excited about the leap. We’ve invested a lot of time making sure our localization is fun and smartly done. Wait, what is localization? It’s the process of translating text and adapting a game for a local market, of course! We partnered with the super cool experts at 8-4 to make our localization the highest quality possible. Today, we wanted to talk about some of the neater changes we’ve made to the game to really go the extra mile for Japanese gamers.
History
But before we jump in…it’s time for a history lesson! Way back in the day, game localization was the wild west. There was no standard or ruleset for what was appropriate in localizing a game. Sometimes developers would make translation changes that were absurd and riddled with typos, and other times, developers would put so much effort in that they’d completely change the name and create a whole new series.
(On the left is Bubble Bobble’s poorly worded text. On the right is Wonder Boy, a Japanese game that was changed to Adventure Island when ported to the NES/Famicom. The game actually split off into two distinct series.)
(Update 8/1/16: It’s come to our attention that Adventure Island was converted from Wonder Boy during its port from arcades. We were confused because often porting and localization are intermixed due to Famicom->NES transition. We apologize for the error!)
This inconsistency created a lot of interesting localization changes in games as developers learned with each title what were the appropriate changes to make. Also, due to the restrictions of the NES, lots of changes were required when bringing them from Japan. Some issues including complexity in fonts, technical limitations, or game design observations and learning that happened post-release. We’re going to discuss just a small sampling of the changes they made to games back in the day, so you can see where the reasoning came from for the changes we’ve made to Shovel Knight for Japan.
Before you read any history from us, it’s best to learn from the expert himself, Clyde Mandelyn: http://ift.tt/1bVVtHS. He’s put together really awesome pieces (and books!) on some famous game localizations and the changes they made post Japan release.
Common Japan to North America Localization changes
Obviously, lots of small or large text changes happen when localizing a game as a result of the complexities of translation. But we’re going to instead show some of the visual, sounds, and gameplay changes that you might have seen during the NES/Famicom era.
Graphic Changes
Of course, usually one of the big changes to a game was the title screen. Sometimes this could be a complete replacement, or sometimes it was just the removal of some Japanese text.
Sprite changes were very common in the NES days. Often, the logic was that players might not understand Japanese specific sprites like food:
Or alternatively, North American localization teams might think the Japanese characters or sprites wouldn’t be appealing. Below Power Blade, known as Power Blazer in Japan, changed its main character to look cooler instead of cute.
Common 80s Knowledge: Arnold Schwarzenegger makes every game sell.
Sometimes these changes were made to make the gameplay more clear and understandable:
Oh hey! I didn't know there was an enemy there before!
Super Mario Bros. 2 (known as Doki Doki Panic) in Japan is a case where Nintendo of America went to great lengths localizing the game. It’s a great example of what was typically changed at the time…they turned a game that wasn’t Mario into Mario!
In some cases, they decided to change sprites so they were now animated! Below is an example of one change where it made the gameplay objects really stand out:
Maybe I should pull those plants up!
Sprites could also be changed to be less or more complex. Or maybe they’d be changed to improve over the Japanese version. Here’s an animation change of that kind from Mario 2:
Sometimes these animation changes were due to restrictions in hardware between the Famicom, NES, or Famicom disk system. Here’s an animated sprite (actually a background tile that appears animated) in Zelda 2 that was removed in the NES version as the NES wasn’t able to manipulate VRAM in quite the same way as the FDS:
Wow...I actually believe it's water now!
Font changes
Fonts were often a big area where changes were made. Creating a game in Japanese was difficult due to the common character set, Kanji, being nearly impossible to contain on the small amount of memory that the NES could afford. Kanji can contain thousands of characters (a common newspaper might include 2500+)! To get around this issue, sometimes games chose to use the smaller Kana character set (up to around 100 characters), or they decided to use the much smaller English character set! English is somewhat common in Japan, so it didn’t make the games completely unplayable as you might expect (especially given the typically small amount of text in NES games). Here are some examples of Kana text on the NES/Famicom:
Here’s an example of Zelda using English in the Famicom version:
Notice the difference in font here. The NES had a standard 8×8 thick font, so the North American text was re-appropriated to use what players were accustomed to seeing. You might also be realizing that all the letters are in uppercase! This is to cut the number of characters needed in half. Shovel Knight already does the same thing!
In cases where text readability was very important, the developers dedicated more resources to represent more complicated text. Below, you can see how Final Fantasy on the NES broke the lower case barrier:
Ah! Much easier on the eyes.
You may notice the odd looking ‘g’ in the letter king. This is due to NES/Famicom games only having space for 8×8 characters. A lowercase g, to be properly spaced would break this boundary, so they’ve instead positioned the character higher. This is another reason why Kanji was so hard to represent on the NES/Famicom. Each character’s complexity is nearly impossible to represent clearly with only 8×8 pixels. But there were limited cases where developers were still able to pull off Kanji on the NES/Famicom. Take a look at Faxandu:
As you can see the font is much larger than the typical 8×8 size. This is due to how Kanji’s complexity is almost impossible to clearly represent with an 8×8 pixel block. Faxanadu doubles the size using 16×16 blocks (where the characters fit in 14×14). On the Super Famicom/SNES, developers had a little more freedom, so Kanji fonts often were 12×12:
Audio
It wasn’t just visuals that were changed, sometimes game localization teams changed the sounds associated with a gameplay object.
[embedded content]
And they even went as far to change music compositions. This was sometimes due to differences between the hardware for a Famicom, NES, and Famicom disk system. Or as we’ve stated previously, this could be due to the difference of the actual cart technology. Check how different Castlevania 3’s soundtrack is between versions:
[embedded content]
Gameplay
Finally, sometimes the NES transition from Famicom would go as far to changing gameplay. This could be anywhere from making the game easier or harder, removing glitches, accounting for hardware differences, or simply trying to make the game more fun. Here are a couple of rooms from Zelda where they decided to add bats!
And infamously in Zelda, Pols were weak to sound in the Famicom version, but the NES controller didn’t have a microphone, so they were instead weak to arrows:
[embedded content]
Shovel Knight Localization Differences
So when we went about localizing Shovel Knight, we wanted to recreate some of the fun differences you might find between regions. We even went through the process of trying to “reverse” localize it. That meant to us, asking what features Shovel Knight would have had if it started out as a Japanese game. We had a few rules in all our changes though: 1) We wanted the gameplay to remain consistent 2) We didn’t want any significant change that made you feel like you missed out by not playing the original version 3) We didn’t want to do something that was traditionally considered bad localization. To us that meant, no typos or bad English, and nothing that would diminish the quality of the game. We also didn’t want to change too much! In the end, we wanted create a great localization by today’s standards. But we had to add a little fun! So we made a few subtle changes here and there that we think really made a big difference!
Graphic Changes
The title Screen is an obvious one. We wanted to match what you’d expect out of a Japanese game in the era, which meant having Japanese text alongside the English logo:
After that, we made some more changes to the static sprites. Below you can see that when upgrading your health, Gastronomer sometimes will randomly serve up a Rice Ball dish.
Additionally, the Midas Coin now has a hole more representative of some Japanese coins:
Also, the Hall of Champions statues have an alternate design.
We also made some slight color changes. Certain Wizzem and Iron Knight palette types have changed as you can see below:
The final static sprite change we made was reworking the character portraits for Reize, Baz, Polar Knight, and The Enchantress. We tried to make them have a slightly more anime-esque art style.
After that, we decided it was time to make some static art be more animated – really show off the power of the Famicom! First up, in Plains, we decided to animate the grass:
For Dragon Whelps (green and blue), we originally created sprites with a lot of frames in their flying animation, but decided to cut it back as it didn’t look like something that could appear on the NES. But we left it in for the Japanese version!
For the Village Fountain, we created a different design and animated it to flow with water!
And the last graphic change we made: sleeping Shovel Knight at the Campfire now has a snooze bubble!
Font Changes!
Font was a really tricky decision for us. We wanted to use Kana characters because that was most representative of the NES era and its limitations. That said, most Japanese players would rather play the game in Kanji. Kanji can be considered nostalgic and retro as well as it was widely used on the Super Famicom. Additionally, Kanji would require us to redo every text box in the game, as we created our menus, dialogue boxes, etc to fit 8×8 font characters. So obviously the easy way out would be to do Kana…so after much deliberation, we caved and decided to do both!
The game has officially been translated into both alphabets, and supports the player switching between both on the fly:
You might see that we opted for 12×12 pixel sizes on the Kanji font. This allowed us to get a look most closely aligned with the Super Famicom.
Notice also, that we haven’t changed the HUD text from English. We felt it was very common at the time to use English words for the HUD, and we decided to stick with what we had:
Sounds Changes
Not much to go on about here. We already took the Famicom route with themusic and included a VR6 chip. So we instead decided to change a few sounds:
Gryphon death SFX and Bubble Dragon death have been swapped
Wizard Fire (and Shovel Knight’s fire rod) uses the burner SFX instead of magic SFX
Fairy enemy plays different SFX when attacking with a bite.
Extra Cheats!
We couldn’t just stop there! We decided to add a few more extra bits. Remember the X&BUTT cheat code? Well, butt is sadly not exactly the funniest word in Japan, so we’ve come up with a different replacement scheme. Along with text replacement, the cheat also enables two new graphic replacements that we thought were a little too far for the graphic changes in the main game.
Carrots are replaced with Daikon Radishes:
And Gold coins are vertical, more closely resembling koban style coin.
We’ve also made it so this Japanese specific cheat turns on localization changes in all languages. Pretty cool, huh! But if you don’t want to use a cheat, you can switch to Japanese at any time to see all the changes!
Thank you
Hope you enjoyed a little look at the extra efforts we put into the Japanese localization. Translating a game is a ton of work, and we hope more people will now see how much love goes into each and every release of a game. You should give it a shot once our update with the Japanese changes are out in the wild!
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You may have heard – Shovel knight has finally made his way across the ocean to Japan! We’re very excited about the leap. We’ve invested a lot of time making sure our localization is fun and smartly done. Wait, what is localization? It’s the process of translating text and adapting a game for a local market, of course! We partnered with the super cool experts at 8-4 to make our localization the highest quality possible. Today, we wanted to talk about some of the neater changes we’ve made to the game to really go the extra mile for Japanese gamers.
History
But before we jump in…it’s time for a history lesson! Way back in the day, game localization was the wild west. There was no standard or ruleset for what was appropriate in localizing a game. Sometimes developers would make translation changes that were absurd and riddled with typos, and other times, developers would put so much effort in that they’d completely change the name and create a whole new series.
(On the left is Bubble Bobble’s poorly worded text. On the right is Wonder Boy, a Japanese game that was changed to Adventure Island when ported to the NES/Famicom. The game actually split off into two distinct series.)
(Update 8/1/16: It’s come to our attention that Adventure Island was converted from Wonder Boy during its port from arcades. We were confused because often porting and localization are intermixed due to Famicom->NES transition. We apologize for the error!)
This inconsistency created a lot of interesting localization changes in games as developers learned with each title what were the appropriate changes to make. Also, due to the restrictions of the NES, lots of changes were required when bringing them from Japan. Some issues including complexity in fonts, technical limitations, or game design observations and learning that happened post-release. We’re going to discuss just a small sampling of the changes they made to games back in the day, so you can see where the reasoning came from for the changes we’ve made to Shovel Knight for Japan.
Before you read any history from us, it’s best to learn from the expert himself, Clyde Mandelyn: http://ift.tt/1bVVtHS. He’s put together really awesome pieces (and books!) on some famous game localizations and the changes they made post Japan release.
Common Japan to North America Localization changes
Obviously, lots of small or large text changes happen when localizing a game as a result of the complexities of translation. But we’re going to instead show some of the visual, sounds, and gameplay changes that you might have seen during the NES/Famicom era.
Graphic Changes
Of course, usually one of the big changes to a game was the title screen. Sometimes this could be a complete replacement, or sometimes it was just the removal of some Japanese text.
Sprite changes were very common in the NES days. Often, the logic was that players might not understand Japanese specific sprites like food:
Or alternatively, North American localization teams might think the Japanese characters or sprites wouldn’t be appealing. Below Power Blade, known as Power Blazer in Japan, changed its main character to look cooler instead of cute.
Common 80s Knowledge: Arnold Schwarzenegger makes every game sell.
Sometimes these changes were made to make the gameplay more clear and understandable:
Oh hey! I didn't know there was an enemy there before!
Super Mario Bros. 2 (known as Doki Doki Panic) in Japan is a case where Nintendo of America went to great lengths localizing the game. It’s a great example of what was typically changed at the time…they turned a game that wasn’t Mario into Mario!
In some cases, they decided to change sprites so they were now animated! Below is an example of one change where it made the gameplay objects really stand out:
Maybe I should pull those plants up!
Sprites could also be changed to be less or more complex. Or maybe they’d be changed to improve over the Japanese version. Here’s an animation change of that kind from Mario 2:
Sometimes these animation changes were due to restrictions in hardware between the Famicom, NES, or Famicom disk system. Here’s an animated sprite (actually a background tile that appears animated) in Zelda 2 that was removed in the NES version as the NES wasn’t able to manipulate VRAM in quite the same way as the FDS:
Wow...I actually believe it's water now!
Font changes
Fonts were often a big area where changes were made. Creating a game in Japanese was difficult due to the common character set, Kanji, being nearly impossible to contain on the small amount of memory that the NES could afford. Kanji can contain thousands of characters (a common newspaper might include 2500+)! To get around this issue, sometimes games chose to use the smaller Kana character set (up to around 100 characters), or they decided to use the much smaller English character set! English is somewhat common in Japan, so it didn’t make the games completely unplayable as you might expect (especially given the typically small amount of text in NES games). Here are some examples of Kana text on the NES/Famicom:
Here’s an example of Zelda using English in the Famicom version:
Notice the difference in font here. The NES had a standard 8×8 thick font, so the North American text was re-appropriated to use what players were accustomed to seeing. You might also be realizing that all the letters are in uppercase! This is to cut the number of characters needed in half. Shovel Knight already does the same thing!
In cases where text readability was very important, the developers dedicated more resources to represent more complicated text. Below, you can see how Final Fantasy on the NES broke the lower case barrier:
Ah! Much easier on the eyes.
You may notice the odd looking ‘g’ in the letter king. This is due to NES/Famicom games only having space for 8×8 characters. A lowercase g, to be properly spaced would break this boundary, so they’ve instead positioned the character higher. This is another reason why Kanji was so hard to represent on the NES/Famicom. Each character’s complexity is nearly impossible to represent clearly with only 8×8 pixels. But there were limited cases where developers were still able to pull off Kanji on the NES/Famicom. Take a look at Faxandu:
As you can see the font is much larger than the typical 8×8 size. This is due to how Kanji’s complexity is almost impossible to clearly represent with an 8×8 pixel block. Faxanadu doubles the size using 16×16 blocks (where the characters fit in 14×14). On the Super Famicom/SNES, developers had a little more freedom, so Kanji fonts often were 12×12:
Audio
It wasn’t just visuals that were changed, sometimes game localization teams changed the sounds associated with a gameplay object.
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And they even went as far to change music compositions. This was sometimes due to differences between the hardware for a Famicom, NES, and Famicom disk system. Or as we’ve stated previously, this could be due to the difference of the actual cart technology. Check how different Castlevania 3’s soundtrack is between versions:
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Gameplay
Finally, sometimes the NES transition from Famicom would go as far to changing gameplay. This could be anywhere from making the game easier or harder, removing glitches, accounting for hardware differences, or simply trying to make the game more fun. Here are a couple of rooms from Zelda where they decided to add bats!
And infamously in Zelda, Pols were weak to sound in the Famicom version, but the NES controller didn’t have a microphone, so they were instead weak to arrows:
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Shovel Knight Localization Differences
So when we went about localizing Shovel Knight, we wanted to recreate some of the fun differences you might find between regions. We even went through the process of trying to “reverse” localize it. That meant to us, asking what features Shovel Knight would have had if it started out as a Japanese game. We had a few rules in all our changes though: 1) We wanted the gameplay to remain consistent 2) We didn’t want any significant change that made you feel like you missed out by not playing the original version 3) We didn’t want to do something that was traditionally considered bad localization. To us that meant, no typos or bad English, and nothing that would diminish the quality of the game. We also didn’t want to change too much! In the end, we wanted create a great localization by today’s standards. But we had to add a little fun! So we made a few subtle changes here and there that we think really made a big difference!
Graphic Changes
The title Screen is an obvious one. We wanted to match what you’d expect out of a Japanese game in the era, which meant having Japanese text alongside the English logo:
After that, we made some more changes to the static sprites. Below you can see that when upgrading your health, Gastronomer sometimes will randomly serve up a Rice Ball dish.
Additionally, the Midas Coin now has a hole more representative of some Japanese coins:
Also, the Hall of Champions statues have an alternate design.
We also made some slight color changes. Certain Wizzem and Iron Knight palette types have changed as you can see below:
The final static sprite change we made was reworking the character portraits for Reize, Baz, Polar Knight, and The Enchantress. We tried to make them have a slightly more anime-esque art style.
After that, we decided it was time to make some static art be more animated – really show off the power of the Famicom! First up, in Plains, we decided to animate the grass:
For Dragon Whelps (green and blue), we originally created sprites with a lot of frames in their flying animation, but decided to cut it back as it didn’t look like something that could appear on the NES. But we left it in for the Japanese version!
For the Village Fountain, we created a different design and animated it to flow with water!
And the last graphic change we made: sleeping Shovel Knight at the Campfire now has a snooze bubble!
Font Changes!
Font was a really tricky decision for us. We wanted to use Kana characters because that was most representative of the NES era and its limitations. That said, most Japanese players would rather play the game in Kanji. Kanji can be considered nostalgic and retro as well as it was widely used on the Super Famicom. Additionally, Kanji would require us to redo every text box in the game, as we created our menus, dialogue boxes, etc to fit 8×8 font characters. So obviously the easy way out would be to do Kana…so after much deliberation, we caved and decided to do both!
The game has officially been translated into both alphabets, and supports the player switching between both on the fly:
You might see that we opted for 12×12 pixel sizes on the Kanji font. This allowed us to get a look most closely aligned with the Super Famicom.
Notice also, that we haven’t changed the HUD text from English. We felt it was very common at the time to use English words for the HUD, and we decided to stick with what we had:
Sounds Changes
Not much to go on about here. We already took the Famicom route with themusic and included a VR6 chip. So we instead decided to change a few sounds:
Gryphon death SFX and Bubble Dragon death have been swapped
Wizard Fire (and Shovel Knight’s fire rod) uses the burner SFX instead of magic SFX
Fairy enemy plays different SFX when attacking with a bite.
Extra Cheats!
We couldn’t just stop there! We decided to add a few more extra bits. Remember the X&BUTT cheat code? Well, butt is sadly not exactly the funniest word in Japan, so we’ve come up with a different replacement scheme. Along with text replacement, the cheat also enables two new graphic replacements that we thought were a little too far for the graphic changes in the main game.
Carrots are replaced with Daikon Radishes:
And Gold coins are vertical, more closely resembling koban style coin.
We’ve also made it so this Japanese specific cheat turns on localization changes in all languages. Pretty cool, huh! But if you don’t want to use a cheat, you can switch to Japanese at any time to see all the changes!
Thank you
Hope you enjoyed a little look at the extra efforts we put into the Japanese localization. Translating a game is a ton of work, and we hope more people will now see how much love goes into each and every release of a game. You should give it a shot once our update with the Japanese changes are out in the wild!
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