Tales of Localization: Revisiting Persona 4

Persona 4

Over the past few months, I've partially returned to my former life as a localization writer/editor, completing several freelance projects that I can't talk about just yet (don't get too excited, though -- unless you're a 14-year-old girl, you're probably not the target audience for most of 'em!). But localization isn't just translating, so I thought I'd take this opportunity to give a little insight into the various types of projects I've been working on.

Obviously, localization conventions vary by company. The bigger publishers have top-notch in-house translators, which makes the entire process a whole lot easier. For a localization editor like me who's almost exclusively dealing with outsourced translations, though, there are more or less three types of editing jobs:

1) The brush-up

Congratulations! You've found a translator who happens to be a great writer. The editing job boils down to tightening sentences and adding commas between two independent clauses. Definitely the easiest project, but it doesn't allow for much creativity.

2) The punch-up

A technically competent translation, but it just doesn't capture the spirit of the original Japanese. This requires a bit more work, often changing the translation to something less literal so that the intention -- always the most important part of the original Japanese text -- is preserved.

3) The rewrite

Uh-oh! You've hired an incompetent translation company, and someone's gotta clean up their mess. Either that, or the translation's fine, but it's way too literal, referencing obscure Japanese cultural touchstones (contrary to what many Japanophiles might think, they are not the target audience for most of these games). While these projects are probably the most fun because of the creativity involved, they're also the most difficult. I've seen a couple of cases where the original translation was so bad that I had to play through the segment in Japanese to actually understand what the hell was going on -- and I'm not exactly fluent.

I mention all this because these past few months have given me a new respect for the Japanese role-playing games I spent the past few years reviewing. Specifically, the localizations. While my previous career helped me understand the process more than the average reviewer, I'd also been away from that side of the industry for about three years, so I'd actually forgotten how difficult it can truly get -- which is why I have an especially newfound respect for Atlus' job on Persona 4. We're talking about a game that takes 100 hours to beat, let alone localize! Sure, Square Enix and Nintendo have tackled projects of similar length, but they also have a lot more resources and money. Atlus isn't the tiny operation they once were, but they're certainly approaching these gargantuan projects from a minor disadvantage.

So if you enjoy the work of Atlus -- or any other niche localizer, for that matter -- please let them know. Because there's one more thing these past few months have taught me: Localization can be a pretty solitary job without a lot of direct feedback.

Comments (8)

These are interesting insights, Andrew. I think a lot of gamers don't realize the difference between localization and translation, especially the effort that goes into making a good localization.
Jason Wilson , June 19, 2009
I've always appreciated a quality localization of a jrpg. I remember back in the day it seemed like Working Designs was the only company putting 100% effort into doing a true localization of games, as opposed to a "competent" translation like other companies.

It's great to see more developers giving their games proper treatment these days.
Paul Sandhu , June 20, 2009
The Phoenix Wright games have always stood out for their excellent translations. It has to be a difficult job for sure. I'd like to give it a crack some time.
Aaron Thomas , June 20, 2009
Interesting article. But I'm wondering about one thing. I really like Atlus games cause the value of the games. So what I'm wandering is what RPG game exactly Square or Nintendo has localized that can be compared with almost any Shin Megami Tensei game i length? or size? Maybe I'm picky, cause Square and Nintendo of course also makes great games, but for example any final fantasy game has about 25-45 hours of playtime, compared to Persona 4's 75-100 h. And the other SMT games it probably around the same.
Anyhoo active playtime is not everything to a game, but when you get a game thats as good as Persona 4 i don't mind ^_^
Rafael , June 20, 2009
Good insight, Andrew. It's a pity some people are still resilient in just going for the original Japanese dub of RPGs rather than for the English dub and translations. Persona 3 & 4 must have been tough nuts to crack, but people back in my hometown in Malaysia are still picky and opt to go for the modded "Japanese dub with English text" versions of these games.

They totally missed out; Persona 4's localization is awesome!
Jonathan Leo , June 20, 2009
Yay, it looks like Andrew localized Bratz 2.
Brian Shirk , June 20, 2009
I don't play JRPGs, but damn, translating doesn't look easy. You're a real man, Fitch.
Michael Burridge , June 21, 2009
I loved those geeky touches in P4 - "Critical hit to the nads" and "epic fail" made Yosuke look like as much of a nerd as me. They were propbably something completely different in Japanese.
Alex Martin , November 15, 2009

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