![]() Next, here’s the short answer to the question: We have to remember that “bad” localization is everywhere, and it’s just always going to exist, even now that we have professional teams dedicated to localization, so long as humans aren’t perfect, time crunch is standard in the gaming industry, and we all have our own definition of “good”. Even a surface look into old localizations like this one tells a very long story. Bad localization has always existed, in fact that’s pretty much all we had in the 80’s and somewhat into the 90’s until it became clear that video games were going to become very complex in story and text going forward. ![]() If anyone wants to follow up on one particular issue for more info, or know more about something I didn’t discuss here, please do! I’d love to round out my argument.įirst off - a little history just to get our minds situated into the history of localization. So I stuck to 5 topics to give a basic summary. I’m not entirely satisfied with this answer, but if I tried to discuss everything I have in mind about the Fates localization at once, I’d never be done. ![]() Whew, this ask has been sitting in my inbox for actual months! Sorry for taking so long to respond! It’s probably unsurprising, but there’s so much to unpack here, and just deciding what to write had me going in circles for a long time. ![]()
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