TurquoiseHammer
Pro Adventurer
Sorry, should have quoted the earlier post.I don’t follow. Can you spelll out what the possible translations could be, ambiguity included?
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Sorry, should have quoted the earlier post.I don’t follow. Can you spelll out what the possible translations could be, ambiguity included?
I have just checked the German version."Upper floors...maybe near the top...That's where you are."
This scene in German:in French (just checked) she says "We know how you feel, but please..." (to Cloud's "It's as if destiny was calling me. I must go." which is yet a little different from the JP but does convey something else too than just Aerith's resolution)
Hmm.Sorry, should have quoted the earlier post.
I am invested in the technicalities here because i hate the idea of multiple characters running around. I just don't think that is what is happening in the story.
Anyway, when I see that line about "[an] Aerith who is closest to memories of the future," I take it to mean that "our" Remake Aerith, at the time she is imprisoned in the Shinra Building, is now more in touch with her future sight (i.e., connection to the Lifestream memory continuum or whatever you want to call it) than at any point in the story before. This is borne out by her speech at the beginning of Chapter 17, where we get a sense that her abilities have drastically increased, to the extent that the whispers are now targeting her for "correction" and trying to siphon her visions away.
It's worse given the OG. Where sometimes the English is so far removed from what the JP is saying you wonder how they got there from the JP. Which for the OG, at least that was in the early days of video-game translating and the localizers didn't even have the scenes in order or knew what was happening in the story.It's honestly ridiculous at this point how the English can go against theory making, no fun.
I think part of the difficulty would be having to go through the process with at least the three primary localization teams. You'd then have to hope the staff stay for the lifetime of the project and don't cycle out, otherwise you're kind of back to square one. It's a big ask from technical and general program managers, and when you consider that only a sliver of your fanbase is passionate enough to seek out discrepancies in the presentation of lore between native and localized versions, you can see why executives would vote not to make the effort.It's not THAT impossible considering how SE has their localization team setup—any information they'd need is a lot more accessible than we think. On a more micromanaged level however, it just depends on whether it occurs they need it or not. Which like, completely depends on what the text and context is of what they're translating. In most cases it isn't as apparent that it'd be needed until situations like this where people are wanting to make theories that conflict with what the ENG localization wrote, which may or may not even be contextually off concretely. (as in, is it the accepted notion to believe for the scene as well)
Edit: Btw, did anyone see anything in the Voice Scripts in the Ultimania about that scene? If there'd be any underlying information, like hinting at Jenova being the one calling, then it might be written there based on how I've seen other sections written.
● Surely the FFVIIR localization team also used the latest translation tools and techniques. Can you give any examples of how changes in localization culture over the last several years played into the FFVIIR project?
Sabin (English):
Way back when, it used to be that a translator somewhere was given the text files for a game and just told to dig in. Nowadays, many of the titles we translate are done by people in-house who often sit near the writers and programmers. This not only allows for a freer flow of information between translators and developers, but also gives us an opportunity to be more involved in the project as a whole. For example, multiple songs were only sung in English, and we were often tasked with taking lyrics the director had written and turning them into English (complete with a line-by-line explanation of our choices). I also remember cooperating with the developers to help standardize location names between the Japanese and English versions of the game. Even if we ended up using different terminology, at least all parties involved knew where the other was coming from. I don't think that level of collaboration was possible when games were first being translated.
Sautière (French):
20 years ago, we had to work with simple text files that were often organized in an inconvenient order, so we had to puzzle a lot of things out. Nowadays, although things aren't perfect yet and we still sometimes have to try and find what goes where (but such is the nature of video game development), we have internal localization tools with powerful search functions and other conveniences that make things way easier.
Ueda (LPM):
Whereas games were often localized after everything was complete in Japanese, many are now localized while development is ongoing so all versions can be released simultaneously. As is the nature of game development, myriad instances of the Japanese source text can change drastically throughout the development process, and keeping up with the vast amount of changes while still making sure to hit the release date is no small feat.
One thing that helped for this game was our use of the translation file management tool Byblos, developed by the Localization Division. Its tracking features enabled us to stay updated on both the many changes made to the Japanese text and the progress each language was making.
It's a tough balancing act for sure. Idiomatic localization should be the goal; but the problem is that the localization staff don't have access to the canon and roadmap that the native writers share, and so while there is room to be flexible with translations, the localizers do not and almost always cannot know which direction to take. The solution is to have localization teams who are completely debriefed on the lore and subtext and maintain a clear channel of communication with the scenario and dialogue writers; but that's basically impossible from a fiscal and logistical standpoint.
Laurent Sautière (French Translator):
Unfortunately, the French version of the original game isn't renowned for its quality, so even though we wanted to stay as true as possible to the original, we had to make a lot of changes. We did sometimes think about including some weird lines from the original French version as Easter eggs, but it's not an easy task, as things have to make sense for people who never played the game before.
This seems to be something slightly different. And probably is linked more to Nomura, Kitase and Nojima's *initial* plan of not having a lot of changes from the OG in Remake. There is a lot of notes in the Ultimania Plus of places Zack would have been mentioned or referenced and Cloud would have gotten headaches and mini-flashbacks to him. And almost all of those instances wound up being cut from the final game.This line was also not in the game but it was placed in the script during the moment where Hojo says Cloud is not a soldier. So maybe Cloud's headache blocked it out. Is there anything in the Ultimania script for this scene?
- In regards to the story's important key points, there must be a flashback scene from here on out, right?
Nomura: At first, the direction we took was that we did not want to put any of these hints while still in Midgar.
Nojima: Right, we originally planned to have the storyline diverge only slightly.
Nomura: We thought to have only a subtle change where in the ending you see Biggs alive,which makes you think, “Wait, this is weird..." and gives a slight sense of unease. But then thestaff thought, well if there's room for more scenes, then let's just add it (laughs). When we didthat, there were scenes that we had to say, “No this won't do,” and removed it from the story. We didn't add too many new things, but we did leave a few scenes in.
Nojima: I myself added about two or three scenarios to that too....I'm not too sure what happened to those scenarios at the end. (laughs)
Oooh that's neat. I know that scene isn't in the Ultimania because I went looking for it in the hopes it would indicate whether Hojo could see the whispers, which is ambiguous in the Japanese.ev_sbil0_2721_0010_zax_0You'll be my living legacy.Zack
This line was also not in the game but it was placed in the script during the moment where Hojo says Cloud is not a soldier. So maybe Cloud's headache blocked it out. Is there anything in the Ultimania script for this scene?
A theory going around is that they were initially going to be there and Zack *wouldn't* have been shown at the end of the game as being alive... And when it was later decided to be shown that Zack *would* be shown in the end, those scenes/references were cut as they would have given away that Cloud and Zack were related too soon or it would have gone overboard. The fact that they *were* in the script so late they got localized even though they were cut later is very interesting.
There's... a lot of people who played the OG who don't like the Compilation characters because they feel so different, and that's probably one of the main reasons why.
FFXIV all but did this for literal *years* before Covid hit. It's also not a coincidence they also have a *very* different development style and philosophy than the FFVII Remake devs have. So I know it's possible (and that the localization that results from it is a lot less problematic when it comes to getting lore concepts across accurately). They're also *very* open about not doing literal translations but instead wanting to get across the *idea* of what is being conveyed in all the languages to the point it would be really hard to tell it wasn't originally written in whatever language you're reading it in.The solution is to have localization teams who are completely debriefed on the lore and subtext and maintain a clear channel of communication with the scenario and dialogue writers; but that's basically impossible from a fiscal and logistical standpoint.
Lol it certainly was wild. I remember people freaking out because they thought Genesis was the black cloak that leaked. Don't remember what they based that theory off of, but I guess they weren't happy about the banora apples and mentions of G-types in the script.I was around for a lot of the datamined stuff from back then... There was some seriously fun stuff in there and seeing how people reacted to it at the time (particularly the stuff that turned out to be *canon* to Remake) was... wild.
SweetYeah I think the error was just caused by Cloud, Barret, and Tifa wrecking the machine. Don't think there was any sort of sabotage or other stuff going on behind the scenes.
When I get back home tomorrow I'll list out the scenes for which scripts have been provided in the Ultimania Plus and link any full or partial translations by the community, just so everyone is on the same page.