#mira being able to cast three EMs at once
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caithyra · 8 years ago
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Imagine...
...If we got Kogyoku and Ja’far teaming up against Zepar’s trial? And Zepar makes fun of Ja’far always dancing to Sinbad’s tune, and how Kogyoku is a silly, naive, idealistic princess, spoiled by her noble blood and palatial life (he also tries to drive wedge between her and Ja’far, because Ja’far knew what Sinbad was doing to her, and she doesn’t even hesitate to say that she forgives Ja’far, but Ja’far still feels guilty, which Zepar preys on), who doesn’t truly understand Sinbad (and he thinks; “Like another princess...” with Serendine’s phantom standing behind Kogyoku), and how alone he’s been all this time.
Imagine Ja’far faltering and Kogyoku seeing this and seeing red (she can forgive Sinbad treating her like trash, but treat anyone else like that? Heeelll no), and refuses to have her experiences redefined by Sinbad’s ignorance and arrogance, and points out that unlike her, Sinbad has always had someone at his side, from his parents, to Yunan, to Hinahoho, Drakon, Ja’far and the rest, meanwhile she was taken from her mother and forgotten in a corner in the palace for years until her household showed up, and that she cannot allow Sinbad to discard his household member like that (Zepar believes that Kobun was just using her, and she points out that not only did Kobun gain a household vessel immediately when she got Vinea, but that his vessel is a healing vessel, not something that will grant him glory and status in the Ko Empire, and that Zepar, as a djinn, should know better than anyone what that means, she also adds that Kobun would have fooled her too, because she is not as naive and trusting as everyone thinks, if not for Vinea).
Kogyoku then redefines the trial from being about Minds and Puppetry to be about Sorrows and Isolation, and Vainel Ganezza becomes an actual tomb of water (Ganezza means Funeral) enclosing Zepar!Sinbad and leaving him voiceless like she was growing up, watching as he sinks away from everyone into the darkness no matter how he tries to reach out, and outside, Kogyoku raises her blade, remembers how happy she was in Sindria with her new friends, how cute she found Zepar!Sinbad during the exhilarating spar, and lets it fall and the tomb of water turns from blue to red.
And as she does this, Kobun arrives and heals Ja’far and asks if he hasn’t the best king vessel in the world, and because Zepar and Sinbad are both cheaty cheats, he resurrects and attacks Kogyoku from behind and Ja’far stops and ensnares him in the blue snakes of his household vessel.
Only, they are made of water instead of lightning. And looks like mini-Vineas.
Because it is possible to admire more than one person at a time, and to lose loyalty and respect through one’s actions. Consequences are a pain, aren’t they, Sinbad?
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memoriesoffear · 4 years ago
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Dear Memories of Fear staff: What were some of your favorite games to translate?
We have written down our favorite games to translate underneath a cut.
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KulaRose:
Of the games we worked on, I can easily pick out my top three that I adored as a translator:
Toilet in Wonderland: - This one was a challenge due to the memey quality of it, but I loved the utter crack nature of the game, and translating scenes like that of the Soccer Kid and his Doctor Dad was a load of fun. Even the non-translation aspects, like Mira herself and the overall world made it a treat to work on and made me excited to translate it.
Peret em Heru: For the Prisoners: - Honestly, this was very likely my favorite title to work on, both for its setting and because I had way too much fun translating Tsuchida and Kuroe's interactions. I can’t think of any other duo where the dialog just came to life right in front of my eyes as much as those two’s speech that was just dripping with underlying aggression. The rest of the cast’s little quirks were a lot of fun to translate as well and it just left me wanting more Peret em Heru. It’s a game that I was really sad to see come to an end, both as a game and as a translation project.
The Mystery Files of Detective Inaba No. 2: - Characters, characters, characters. That’s the name of the game here. Just like with Peret em Heru, I loved translating the characters and, again, just like Peret em Heru, I LOVED translating the aggression between Tsubaki and Natsume. I think I just have a thing for barely contained rivalries/rage. But yes, once again, I love translating characterizations and this game had it completely in spades. So much is going on beneath the surface of this case which gave many chances for the characters to shine. Naturally, Inaba and Arimura’s natural ability to play off of each other was amazing in this game and highly enjoyable. You should notice a trend at this point that I really enjoy translating a ragtag group of misfits a lot.
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enigmaopoeia:
Here are the games I have personally loved working on: Ghost School: - This game stood out to me because of the graphic work I had to put into it. There were a couple of disembodied voiced lines in this game which had no subtitles provided because it was meant for an audience who would understand the language. Thinking on how to handle this, I was inspired by XSEED Games’ work on Corpse Party (PSP) where they provided subtitles on the upper corner of the screen whenever this happens. So taking that inspiration, I was able to insert subtitles into the game to help the many players who do not understand spoken Japanese, that way they can obtain the same full experience as those who do understand the language. Because I feel it is important to make sure all dialogue is understandable, any time I am faced with a game with spoken dialogue and no subtitles, I will do my best to provide them every time.
Peret em Heru: For the Prisoners: - It was my first time working with the RPG Tkool Dante 98 II engine and I really enjoyed learning it, especially when there were no English written tutorials out for it. There is still a lot I would like to learn about the engine, but I am happy with what I have accomplished thus far. While it's probably not possible, it makes me wish that I could port CORPSE-PARTY (PC-98) to that same engine, since it's a much easier engine to work with.
The Mystery Files of Detective Inaba series: - I am a big fan of murder mystery stories, so it was a lot of fun for me to work on these games. So much so that I even wrote out timelines for No. 2 and No. 3 that way when I worked on it, I could make sure there are as few plotholes as possible. I also loved helping out with the bug fixes and I would send my reports back to Inui, the game developer, of Suika Bar. If I had to choose one game that in the series I loved working on most, it would be The Mystery Files of Detective Inaba No. 2 due to the amount of characters and interactions.
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Ajogamer:
CORPSE-PARTY ZERO: - This one was my second playtesting project ever, so because of that, it made it enjoyable simply due to my mindset, where playtesting still felt fresh and new me, but I was also a bit more confident due to having a prior project under my belt. In addition, CORPSE-PARTY ZERO was a project where I wound up finding a lot of issues to report, but they were usually simple enough that re-testing them and making sure they were fixed didn't wind up becoming frustrating. As a result, the project was one that felt fairly satisfying to work on. I also liked that the game had a lot of variations with its events, which made it feel like there was a good amount to explore and consider while testing.
Toilet in Wonderland: - This one was rather enjoyable for a couple reasons. For one, I was rather happy to simply have the chance to work on it at all, since it was a game that seemed relatively obscure and with little info on it even among the Japanese RPG Maker fandom, so when I first discovered it and played it for the first time, it almost felt like I was uncovering something lost. As a result, helping Toilet in Wonderland get localized in English was exciting, since it was an opportunity to give this little-known game another chance at some exposure. The game itself was also fairly fun to work on, since with how odd and surreal it was, its plot and dialogue were more of an unknown than usual, going into it. As a result, I was initially a bit unsure how much the dialogue would add, but I wound up being really pleased by its dialogue, since it was just as goofy and humorous as the game's its surrealistic visuals and events, and it felt like it made me appreciate Toilet in Wonderland anew. Between its surreal areas and that consistently silly dialogue, it was also fun to work on. It made polishing up its dialogue feel a bit different than with our previous, projects (which were generally a bit more serious in tone), and I even found replaying the game (as is always necessary as a part of the QA Process) a lot of fun, since its silliness never failed to make me smile.
The Mystery Files of Detective Inaba No. 2: - While The Mystery Files of Detective Inaba series was fairly enjoyable to work on in general, The Mystery Files of Detective Inaba No. 2 was my favorite to work on of the bunch, since it was a game that really emphasized its writing, along with having a large cast of characters, most of which had plenty of dialogue. As a result, I felt like there was more of a need than usual to consider each character's unique way of speaking, and there was a bit more time spent tweaking dialogue to make sure that was consistent all throughout. In addition, it was interesting making sure all the story details and character accounts were properly conveyed and matched up in our translation. The game also had some nice jazz music, which was pretty catchy and pleasant to listen to even on my 2nd and 3rd times running through the game to playtest it. Peret em Heru: For the Prisoners: - This one was exciting to me for a few reasons. For one, Peret em Heru was another where the character voices were a bit more of a consideration, since its characters are pretty distinct and with some stronger personalities in the mix, so it was fun seeing their unique voices shape up in English, and then helping tweak and polish up their dialogue (especially so for the characters that were a bit more cheeky or blunt, which is quite a bit of the cast, heh). In addition, Peret em Heru was a game with a good deal to see and test, between the different characters to make use of in combat, their variable fates, and the entire command-based system for dealing with obstacles and solving puzzles, all of which made the playtesting process interesting and fun. Being a PC-98 game, it also felt like a more unique project to work on, since it makes it feels a bit different than your usual RPG Maker game, and well... I also just really love the PC-98 aesthetic. Speaking of, I really loved this game's aesthetics and atmosphere in general, and they never failed to suck me in each time I replayed the game to playtest. Lastly, Peret em Heru is also a game that especially impressed me, so I was also just excited to get a chance to work on it and bring it to an English audience!
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