Tales of the Abyss is why JRPG localization needs to change

Default_picture
Thursday, March 01, 2012

Something about the subtitles in this sketch from Tales of the Abyss seems off:

Japanese role-playing games adopted a very disjointed and often grating storytelling method early in the PlayStation 2's lifecycle that did not localize in a comprehensible way. These story skits cause otherwise sincere or serious characters to interact in ways unrelated to the plot and their personalities.

Tales of the Abyss, which originally came out in the U.S. in 2006, is highly regarded by fans of the series for its complex and interwoven story. Unfortunately, it's marred by the very worst examples of nonsensical skit conversations that make the recent 3DS re-release difficult to play.

 

I feel Persona 3 changed the RPG formula. It embraced all the character interaction laid down by Final Fantasy X and the skits in the Tales series without descending into unintelligible madness. Characters often interact in side stories that actually complement their personalities rather than making them seem superficial and comical. You learn a great deal about NPCs and party members in a way that is not only interesting, but actually impacts how successful you are during dungeon segments.

I very much want to enjoy Tales of the Abyss, and now 20 hours in I'm finally starting to, but it does absolutely everything I hate about 2000s RPGs before Persona 3. Beyond the skits, Abyss is front loaded with a great deal of exposition that goes absolutely nowhere. The story is indeed complex, but the first five hours are nothing but characters alluding to their histories and your past and promptly following it with "it's classified" or "you don't need to know."

Abyss meanders and tries to play up political intrigue but undoes all of this every time your party starts making fun of each other. I do believe humor can exist alongside serious drama, but the "funny" moments in Abyss often revolve around the main character abusing the good-natured magical animal he's been saddled with for no reason other than that it's annoying, and making fun of the man who is almost offensively afraid of women.

I fear localization has warped what these scenes were originally trying to convey. It is difficult to translate both meaning and significance at once, and that's understandable. Some cultural elements cannot be conveyed succinctly between languages. English expressions, philosophical concepts, and emphasis does not easily shift, say, into Japanese or even other European languages. And the reverse is true for bringing foreign concepts into the English vernacular.

It isn't impossible to convey both intent and significance in a translation, but it cannot be done with a literal interpretation. I am very fond of Atlus games because their localization teams go the extra mile when attempting to present complex and often strange cultural concepts to new audiences. While this dedication is integral to many of the games they release (certainly the Shin Megami Tensei series) it should become a standard for all publishers and developers.

Again I say that I am enjoying Tales of the Abyss, but it was very difficult to overcome how antiquated it already feels. It is a glaring example as to why companies trying to sell JRPGs outside of Japan need to re-evaluate how they present them. If I could, I would love to play this in Japanese and verify the suspicions I've had since the PS2 release.

But, alas, my Japanese is only good enough to get me to a train station and/or ask for someone's phone number.

 
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Comments (13)
Bmob
March 01, 2012

I can't speak for Abyss, but there were very few times that I didn't enjoy Vesperia's skits. They certainly didn't impact on my drive to complete the game—indeed, ToV is the only game in which I've truly wanted to save the world... right now.

Pict0079-web
March 01, 2012

Hmm...I had to change the previous comment I posted. Localization can actually do wonders if it is used properly. I realize that I'm one of the few types of people who enjoys goofy dialogue such as this section. Everyone else probably thinks that this is weird.

I mean, the Lunar series actually benefited from plugging in references to WWF and whatnot. It helped to make the cartooney moments a little more bearable. You'd think that Namco-Bandai would try something else to improve it. After all, Bandai is the same group that made their own spin on the Super Sentai series with their goofy American Power Rangers.

Well, at least they're leaving it uncut, so that we know how bizarre this game was back in the days. I guess. *cough cough*

Jotarosteam
March 02, 2012

Hopefully this isn't being pedantic, but I feel the need to point out that Bandai did not create Super Sentai or Power Rangers, they just produce merchandise based on them. I'm sure they have some level of influence, since these shows make most of their money off toy sales, but it's still Toei in Japan creating the premise and Saban in the US deciding how to adapt it.

Fun fact, though, I think there are more Power Rangers games than Super Sentai for whatever reason.

Pict0079-web
March 02, 2012

Haha, I always forget the history behind Super Sentai. All I know is what I hear from my old anime club, plus something I glanced at in Otaku USA magazine.

I know that Bandai was part of the first Power Ranger game, though. From what I remember, that game was pretty funny to play through. Sometimes I wish Bandai woud devote more work at localizing their more recent niche products.

Jotarosteam
March 02, 2012

Oh, they've done all the games, both for Super Sentai and Power Rangers. However, the PR games were actually created expressly for the US market and based directly on Power Rangers; what Super Sentai games Bandai has released are completely different. For instance, there were several games based on the original Mighty Morphin' Power Rangers, but not one featuring the corresponding Kyouryu Sentai Zyuranger.

Basically, while I agree they should put more effort into localization, I didn't feel Power Rangers really supported your point, as there really wasn't any localization on Bandai's part.

Edit: For some reason I totally blanked on this, but there was a Zyuranger game on Famicom. Still, it was fairly outnumbered by MMPR games.

Pict0079-web
March 02, 2012

They should have tried to improve the anime games they released, though. Eureka Seven Vol. 1 wasn't especially great. Some of their anime-based products also seem fishy. I always wonder which ones Bandai worked on. Not that I buy those obscure products anyway...

Jotarosteam
March 02, 2012

As someone who has wasted way too much money on lousy Gundam games, I can tell you that anime games are often in the same boat as movie games. Definitely tread with caution there. Bandai is probably one of, if not the largest, producers of licensed titles; a depressingly small percentage are actually good. Their best are probably the Super Robot Wars series, which marries a solid if unremarkable SRPG framework with scores of licensed characters (and tends to stay in Japan because of it), and the Gundam vs. series, which is probably good mostly because it was created in association with Capcom. Sadly, they seem to have given up on bringing Gundam games to the US, even the good ones.

While we're on the topic, I would recommend a few of Sega's anime-based titles. Their Astro Boy game for GBA was a phenomenal action side-scroller made by Treasure, who also put together a couple of quality fighters based on Bleach for DS. I'm sure I could come up with more hidden gems, but this is quite aside from the subject of the article.

Default_picture
March 05, 2012

The translation/localization for the Lunar series was the stuff of legend. I will always be thankful to the people at Working Designs for going that extra mile.

100media_imag0065
March 02, 2012

Great read. I've always tried to play JRPG's many times over the years. The main reason why I just can't get into them is the story and characters. Everything is so pretentious and obtuse. Conversations can last 10 minutes without a single characters saying anything of even minor importance. In a western game, if the developers wanted to convey the importance of the situation, they would just say it...

"This is going to be tough. Everything will be on the line. We can't mess this up"

In a Japanese game they will take 20 times as long to say the same thing, meanwhile most of it makes about zero sense...

"The crystal is calling...I can feel it...We are one now, and I must find a way to join it for the sake of the world. Mazera has his soul covered in darkness today and forever...this is the end, the end of our world, life, force, and soul. Understand that our forefathers wanted us to stay as one...to stay away, both mind and body, in order to come together and take down the dark souls. Mazera has called the life force of the world with his song of darkness, each one singing a melody of destruction..."

There, I wrote tha paragraph above in about 20 seconds. Never stopping to think about what I am going to say next and emulating what every Japanese RPG sounds like to me. It is so obtuse it is infuriating and I can't stand it. Layer on top of that the fact that all of the characters drive me nuts. The fact that guys need to look like girls (Not that theres anything wrong with that...but in every single damn game!? Really!?!?) and girls need to be oversexualized pieces of meat. Or the fact that they never shut the hell up.

I like the combat it JRPG's a little more each time I play them, but I am never able to get past the characters and story. It just gets in my head and starts dragging its nails down a chalkboard. Oh and don't ge me started on all the nosies they squeak out every five seconds "Wha!" "Oooh" "Huh?" "Eeeh" "..."
 

Pict0079-web
March 02, 2012

I think the anime conversation style always bothers people. They tend to overintellectualize a lot of things. In bizarre robot fantasy games like Xenogears, it works. In extended Tri-Ace affairs, it can drain the life out of a great game.

The noises are supposed to express innocent curiosity. It works in the anime world, where the animators can show more frames of animation to keep the girls from appearing scatter-brained. In the video game world, they can become irritatingly ditsy.

The character design of the guys who look like girls is supposed to be an expression to purposefully make them feminine. It's supposed to make them look more youthful and less gruff, but that entire image is a contradiction in itself. The reasoning behind the image has a lot to do with internal desires and whatnot.

The colloquialisms were a lot more mellow back in the Super Nintendo/Famicon days. I think something was lost after the characters gained actual voices. I'm sure that the genre will gain its groove back, but only after a long period of bickering and fussing.

100media_imag0065
March 05, 2012

The JRPG's of the SNES days are a lot easier for me to swallow. Many of them were so well designed, and the focus wasn't on pretentious characters and obtuse scripts. It was on gameplay. Back then it just didn't seem like they were going for what they are going for today. By that I mean all the things I complained about above.

When I play any number of JRPG's on the SNES, I don't feel the same annoyance I feel with 3D ones. I guess it was a more innocent time back then. Even when the localization was terrible, the games were endearing. Today, they're just nonsensical.

Pict0079-web
March 05, 2012

I felt the same way, especially during the PS1 era of RPGs. The 3D was nice, but the characters just didn't charm me the same way as Secret of Mana or Final Fantasy 6.

I recently played Ys 1 and 2 Chronicles. It brought back many of the fond memories I had of Secret of Mana and Illusion of Gaia. The action was blazing fast. The script wasn't too complicated. It reminded me of how much I loved the good old days.

After Final Fantasy 7, everyone expected more complex themes from a Japanese adventure. I sometimes wish they spent less time on epic scale of the storyline. If that happened, though, I wouldn't have been able to watch monsters burst out of the moon in a goofy FMV in Final Fantasy 8. At least the scriptwriters are losing their minds creatively with these new stories.

:P

Default_picture
March 03, 2012

Your complaints seem to be directed at the content and structuring of the game, and not the localization.

I don't think any amount of localization will change the silly anime-like content of the skits and in-game dialogue.

Also, I thoroughly enjoyed the video and the suggested videos linked to it.

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