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TLS Presents: On the Way to a Smile Audiobooks – Official Trailer

Posted on April 1st, 2010 at 2:11 PM by Cthulhu

Long-time community member and visual designer Pixel released a trailer for his On the Way to a Smile Audiobook project, a fan project based on the On the Way to a Smile book translations by XComp. The books have largely been translated, but now, with this project underway and currently being edited, they have also been spoken out loud.
Of course, we’ll keep you updated on the progress of this project. You can also follow it yourself by keeping up with the project on the forums.

Credits where credits are due:

On the Way to a Smile Audiobooks

Written by Kazushige Nojima
Original Translations, LH Yeung “Xcomp”
Narrated by Ryushikaze

Aerith - rinrin0rikuriku
Cloud - strykinglight
Tifa – Christina McBride / AnimazingGamerGirl
Barret - psylentknight
Sephiroth - RemovableAspirations
CidTwistedpuppet
Yuffie - Mizura
Vincent - danyetman
Red XIII/NanakiJoseph Vitaliano
ReeveConVito

(Temporary Note: This is NOT an April Fool’s Day joke).

This just in: The Love Triangle Debate- over.

Posted on January 22nd, 2010 at 1:32 PM by Ryushikaze

Final Fantasy Seven’s love triangle debate has been raging for the better part of twelve years now, and caused no end of interfandom tensions. For those of you unfamiliar with the whole debacle, I first congratulate you on your luck in remaining free, and I next explain that it is the debate over which of Tifa or Aerith Cloud Strife loves. Many a year, and countless hypotheses have been spent trying to argue that Cloud and Tifa are not a couple despite all the best evidence, and that Cloud and Aerith have a relationship despite the latter’s unfortunate condition. For some time, the love triangle debate has been in what could aptly be described as its death throes. Today, hopefully, we can perform a mercy killing.

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Translated interview with Takahiro Sakurai from the FFVII 10th Anniversary Ultimania

Posted on May 8th, 2009 at 10:52 PM by Makoeyes987

One of the new additions to the re-release of the FFVII 10th Anniversary Ultimania, is an eye opening interview with Takahiro Sakurai, the voice actor of Cloud Strife. A big thanks to our forum member Defade for translating this interview. Enjoy reading about the man behind the fictional hero!

cloud-advent-children takahiro_sakurai


To me, FFVII was something that left a great impression.

-Did you play FF7 when it first came out?
Sakurai: Absolutely. I was a gamer ever since the Famicon era, and I’ve played every FF game starting from I. VII was my favorite among those. Even if those polygons seem outdated now, the prospect of playing a game with such quality back then was like a dream. I was impressed by the impact it had. I rushed to buy it on the release day, and ever since then my life has been about playing FFVII.(laughs) I even bought a playstation just so I could play VII. I had to get a part time job in a game store to save up money.

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New Famitsu Interview with Tetsuya Nomura on FFVII Advent Children Complete

Posted on March 25th, 2009 at 8:02 PM by Makoeyes987

The Tetsuya Nomura interview from the March 21 weekend release of Famitsu has surfaced online and hitoshura has translated the important portions of the dialogue in reference Final Fantasy VII Advent Children Complete, its release and the Compilation of FFVII. Below are the key points from the interview.

EDIT: Hitoshura has now translated the interview completely. Not just key points anymore. Below is the actual dialogue that could be made out from the scan. Enjoy reading Tetsuya Nomura’s thoughts on Advent Children Complete! Big thanks to Hitoshura for squinting his eyes out for this!
cloud-complete

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Dirge of Cerberus: Online Mode Events 7-12

Posted on January 28th, 2009 at 7:53 AM by Ravynne

The following script is from the Online Multiplayer Mode of Dirge of Cerberus. Since it only exists on the Japanese version of the game, there is no English version of these scenes available. The script was graciously translated from its original Japanese by Souya so that English-speaking fans can experience the events of Dirge of Cerberus’s multiplayer mode.

Please note that while creating your character for the Multiplayer Mode, you have the option to be either male or female. However, for simplicity’s sake, throughout the script the player character will be referred to solely as “she.”

 

 

Event 7 – Let’s Play, Shall We?

*Screen fades to black and a young girl is seen looking very happy.*

*As the screen is being overtaken by the static noise, the girl is seen lying on the ground looking around for help.*

Young Girl:  Big sister…  It hurts…  H-help me…

_____

*The screen fades black again, and the scene returns to the Lobby. The officer has his back facing the player and it seems he is talking to someone.*

Officer:  What?  Yes yes, understood.

*Realizing the player is there, the officer turns around.*

Officer:  Err… um…

*The officer coughs, recollects himself and speaks again.*

Officer:  A m-message fr-from the great and the fearsome ones.  They have something for you.  They have summoned you…

Officer:  If there ar-aren’t any problems, they w-would like to have you participate in an up-upcoming mission…

Officer:  Seiger, P.S.!

*The Officer salutes after speaking in a timid attitude.*

_____

*Deepground SOLDIERs are getting attacked by Rosso.  One after another they fall. Rosso laughs as she sees this.*

Rosso:  Oh what a great reaction this is.  Haha…Hahahaha… AHAHAHAHAHAHAHA!!

*The player is seen with Usher who are looking at Rosso from a place not too far away.*

Usher:  Rosso, the Crimson… the Blood stained, the Undead, the Genocide… one who is called by many names.
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Dirge of Cerberus: Online Mode Events 1-6

Posted on January 17th, 2009 at 11:41 PM by Ravynne

The following script is from the Online Multiplayer Mode of Dirge of Cerberus.  Since it only exists on the Japanese version of the game, there is no English version of these scenes available.  The script was graciously translated from its original Japanese by Souya so that English-speaking fans can experience the events of Dirge of Cerberus’s multiplayer mode.

Please note that while creating your character for the Multiplayer Mode, you have the option to be either male or female.  However, for simplicity’s sake, throughout the script the player character will be referred to solely as “she.”

 

 

Opening Movie – A SOLDIER’s Awaking

Deepground.

A secret facility that was built underneath Midgar…
Even in Shinra, there was only a few who know of its existence.

That place… it ignores and defies all morals, asking the question,
“To what extent will humans go to become stronger?”
The experiments and research has been undergoing for a long time……

Those who are being abducted and brought to this place……
Those who are injured and being transported to this place……
Those who were here as far back as one can remember……
Those who appeared in this place on a certain day all of a sudden……
Those who knew what that place is……
Those who didn’t know anything……

Various people are gathered there.

Deepground…… Shinra’s Dark Secret……

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Dirge of Cerberus: Interview with the Creators

Posted on January 8th, 2009 at 6:20 AM by Ravynne

The following interview is featured in the Dirge of Cerberus Official Complete Guide and was translated from Japanese by Souya.  The guide was published on February 17, 2006.

 

Dirge of Cerberus Interview Part 1 – The Birth of DC

Yoshinori Kitase – Producer
Takayoshi Nakazato – Director
Tetsuya Nomura – Illustrator/Character Designer
Hiroki Chiba – Scenario

Please tell us what is involved through the course of making Vincent the main character in this game.

Kitase: I really like the original characters of FF7, and his name always made a presence in my mind. And this time, since we were thinking about wanting to make a gun action game, we decided on Vincent, who uses guns as his weapon of choice.

Nomura: I heard it from Kitase that he wanted to make a FPS (First Person Shooting) game, and that he wanted to use characters from the past FF series. And though within those characters in the past FF series, there were many suitable candidates; I have in mind that Vincent is the most suitable out of all of them, so I suggested it as well. There were others like Yuna, Barret, Irvine, basically, we’ve thought about all the past FF characters who used guns as their weapon of choice. However, with the release timing of AC and BC, as well as the mass depth and mysteries that are being covered [in AC and BC], it would be great if we can use Vincent as a way to smoothen [elaborate] the plot; and that’s what we thought about and it came true.

 

The genre that is called FPS, is not a really common thing [system] to the Japanese gamers. So during the development of this game, are there any uncertainties that are in mind?

Nakazato: When we made our press conference during the Square-Enix party, people who got to come into contact with this product were shocked. We realized [have in mind] that there were people who mainly play KH type genre of RPG, and the way they finish off an enemy is by approaching them up front to attack. However, in FPS, you can’t just run up to the enemy and assault them. So bearing in mind this experience, we realized the concept of FPS is not very well instilled in most gamers’ mind. Since we have this issue, we figured that we should include a Easy mode for people who just play pure RPG to understand and manage through this game.

Kitase: And to balance it out with the issue mentioned [by Nakazato], there was a dispute in terms of where the focal point should be, until the very end [of the production]. We didn’t want to make it into a first person POV, so we decided that at least we have to see Vincent from waist above, and able to see somewhere from his shoulders when the camera rotates. Though it is better if we want to make it like a real FPS and have the camera set around the height of the shoulders, there are still people who are new to the whole FPS concept and it is better to give them a full character view so that they can control the character easier. Moreover, when and how characters should be seen, and how it must not be seen on the screen, in certain instances, is quite difficult to manipulate.

[Basically, he is saying how hard it is to go from one view to another view without making the players having confusions as to exactly which one they should stick to, so they spent a lot of time debating and disputing this issue.]

Nakazato: Yes, to obtain a balance in that area was hard. Especially we don’t even know who is standing next to Vincent, and with considerable trouble [effort] about Vincent moving around, we have to make him look fascinating. And because we wanted to see it, so we added visual effects along with the mantle.

[He is saying how it is hard to present Vincent when he is in full view on the screen.]

 

This is about Vincent’s mantle. It seems that it’s the same mantle that is seen on Grimoire. What is the origin/concept of this mantle?

Kitase: Oh right. So when I was talking to Nomura about the design, I said, “Make something that people could see on the first sight that they are father and son.” From then on, it became a discussion about whether or not using the mantle is a good idea. Grimoire’s scarf somehow became Vincent’s turban [the hairband], it’s basically the same thing, but it’s worn in a different way. And that’s why we think that if we put something that can relate those two together, when people see it, they will go, “Oh! This is the father!”

Nomura: When I was asked to make a conceptual drawing about Grimoire Valentine, I was only then told on the spot that he is the father of Vincent, which made me quite shocked and surprised *laughs*. However, I am not exactly the person who is responsible for the making of Grimore Valentine [/I don't have the final call]. Instead, it was Nakaaki, the sub character and mechanic designer who drew the general appearance of Grimoire; but since [we have different styles] the look [on the face] is far different than Vincent’s, so Grimoire’s facial detail had to be redrawn by me. About his clothing, it’s basically what Kitase have said [so I won’t repeat the same speech again].

 

The gun that Vincent uses is quite impressive and striking. Are there any specific designs or origins about Vincent’s gun, Cerberus?

Nakazato: Oh, there aren’t any bases. When Nomura who is responsible for character design brought me the conceptual drawings, Vincent is already seen with the gun. I saw it and said, “Oh, so this time it’s this type of gun.” *laughs*

Kitase: After all, since this is a Gun Action game, the gun he’s holding must be special in a way. Bearing that in mind, we decided that it should be somewhat different than the previous productions.

Nomura: If Cloud has his Buster Sword modified, and this time, it’s Vincent who is being the main character, I want to give him some sort of weapon to show this significance. Vincent used to be one of the Turks, and Turks are said to be Shinra’s dogs… However, Vincent is no longer [a personnel] working for Shinra, instead he is bound by his past, so it came to me that he has an image of being chained in some form. Also, with regards to Vincent’s diabolic image, while we are talking about the hell hound, Cerberus, we think that it is quite suitable for him. So when that image became concrete in my mind, I drew it out with 3 barrels to imply the idea of the 3 heads Cerberus has, and everything started to take its place. And what is left is the revolver [bullet chamber], there are three of them too. Even though it is said that in most occasion there can only a limited number of bullets coming out, in this game, I worked with an interesting idea, “If there are 3 barrels, there must be three revolvers.”

 

 

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New Advent Children Complete Trailer & Translated Dialogue

Posted on December 22nd, 2008 at 11:15 PM by Makoeyes987

Jump Festa was this weekend, and of course, Square-Enix debuted a new trailer for Advent Children Complete. Hitoshura has been so kind as to translate a synopsis and script of said trailer so you can read for yourself the new footage contained therein. Enjoy!
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