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SMT IV Apocalypse has unlocalized lines, QA too good, might not be fixed

RDreamer

Member
It surprises me that the process of localizing a game is still so primitive in this day and age, and that localizers aren't given better tools and support so things like this wouldn't happen. But I guess that would require a bigger investment than publishers would be interested in.

I'm sure it depends on the developers. Altus JP really doesn't seem to give a shit about NA. They seem to throw Atlus NA the scraps and say do with it what you will. Persona 5 proved that to me.
 
Quick slightly off topic question. I know IV:A spoils a good bit of IV and is pretty much a sequel. But is it 100% necessary to finish IV before going into IV:A?
Or is it just simply a good idea?
 
While the "QA too good" thing is a cute story, it's irrelevant. It's not QA's job to be good at the game. It's QA's job to do... quality assurance. That means going through grid testing - not trying to beat a boss as best you can. This displays a weird level of ineptitude on the part of the people making the statement and presumably the people in charge of QA.

I almost don't believe it - because if that's how the QA testers do their job then you'd actually expect a lot more problems than just two lines of untranslated dialogue.
That is my feelings on the matter as well.

As QA you're supposed to play the games in multiples way to be sure everything is fine.
That didn't happen here
 
They've charged $50 for, I think, every one of their games starting with SMT4.
NX handheld games will most likely be $60. Handheld games have really eclipsed the cost of $40 with their production values at this point

granted, a variable pricing model is still the only real answer, console = $60 handheld = $40 doesnt work
 

duckroll

Member
Our testers, who have been with the company for quite awhile, and who are well-versed in all things SMT (I think a few of them also were QA for the original SMTIV) were so good, they never ran into the situation of having an unconscious partner during the fight, and henceforth the dialogue in question.

We never realized that there was a specific set of circumstances for the text to appear in-game, and so it never got localized.

Real sentences. From real professionals. Bravo.
 
What an overreaction. It's what, three difficult to find lines that made it unscathed? Give me a break. The process of patching this in is probably pretty difficult, and with apparently very few people ever finding these lines in thousands of other lines of dialogue in this game, it probably doesn't need to be patched urgently anyways.

Atlus made the tiniest of mistakes and suddenly this above all else is "inexcusable"? foh


Pricing their games at $50 is an entire different issue here. It's ridiculous that people are getting this worked up over a few lines that even the devs couldn't find.
 
Why wasn't a document provided to QA, and by extension to Atlus USA, outlining all the possible dialogue trees and cases that should be tested?

Are they really black-boxing these games during localization and QA?
 

Danny Dudekisser

I paid good money for this Dynex!
I know there's some complicated explanation that some ass came up with as to why the game is $50, but when you're charging $10 above what normal games retail for, shouldn't you do a good job?
 
This is probably what's happening.
Did my time as a loc qa, there's way too many unused text not marked no longer in use or something.

People would be surprised by how much unused text pops up in excel files either marked, not marked, or incorrectly marked. It can be absurd at times, depending on the game.
 
Meh, doesn't bother me, as long as the entire boss fight isn't in Japanese, I can live that. QA testers aren't perfect or else try getting paid $10/he to be a EA QA tester and see how fun it is. We're all human.
I expected the product i'm buying to be properly localised.
QA is no fun but QA should still be done well.
It wasn't in this case
 

duckroll

Member
What an overreaction. It's what, three difficult to find lines that made it unscathed? Give me a break. The process of patching this in is probably pretty difficult, and with apparently very few people ever finding these lines in thousands of other lines of dialogue in this game, it probably doesn't need to be patched urgently anyways.

Atlus made the tiniest of mistakes and suddenly this above all else is "inexcusable"? foh

I think the actual problem (the untranslated lines) is a non-issue. It's something most people will never see and it's nothing to really worry about. I do however think that their explanation for how it happened reflects very poorly on the process of their work.

Saying that the QA team is "so good at the game" that they never tested a possible semi-fail state condition trigger is nonsense. QA isn't about playing a game well, it's about testing all possible cases to determine if they work as intended. If there was a bug that would crash the game if certain party members died on a certain boss, are they suggesting that it might not have been caught because the QA team was "zomg too good at the game"?

And saying that they flat out didn't know such a condition was possible suggests that the localization process isn't as professionally handed over between companies as we should expect. Atlus Japan and Atlus USA are both companies under the same group umbrella. This isn't some case of an obscure licensing deal with a developer who might be unavailable for assistance. They don't have proper documents listing all possible triggers?

The explanation is more embarrassing than the actual problem.
 

Zolo

Member
Yeah, this definitely isn't a big deal.

It was cool of them to apologize but it isn't even necessary. In fact, i'm surprised this blew up the way it did when you see this happening all of the time in many of their handheld RPGs.

I think it has to do with the fact that while it is pretty conditional, this line of dialogue in particular is with one of the final bosses instead of a random npc line.
 
QA being too good is a ridiculous reason.

QA not through enough/not testing all possible situations is the correct reason.

In this particular case I wouldn't call it "too good" but I do think it's a reasonable thing for QA to miss in the normal course of business -- this isn't a type of circumstance that occurs throughout the game, so it's entirely possible to not realize different behavior is possible in that scenario and not test it. In order to actually be thorough with what's usually a small staff, QA people need to be able to figure out what's worth their testing time, so this is definitely the kind of thing that gets missed.

The real question is why they didn't have a program or something that scanned their finished script for Japanese characters and alerted them that there were unfinished strings....
 
I like the people pretending to be outraged.

If Atlus had said nothing, you would have bought the game and never found out about it. So, basically, people are mad because Atlus was forthcoming about their mistake.
 

Producer

Member
I like the people pretending to be outraged.

If Atlus had said nothing, you would have bought the game and never found out about it. So, basically, people are mad because Atlus was forthcoming about their mistake.

Like others have already said, its more their explanation than the actual issue. Coupled with the fact that they're charging a premium for the game, i can see why people would be annoyed.
 

TrutaS

Member
Doesn't sound like a problem people should care about too much. Try to value that these games are getting localisation, and hopefully more will come. Backlash over a couple of missed lines you will never see will only bring bad press to Atlus, and make the industry even more scared about investing in localisation.
 
If Atlus had said nothing, you would have bought the game and never found out about it.

Nah, stopped buying Atlus handheld games for a premium price since DS2, and I got that because the rest of the store just had a price hike while that game didn't, so in the end the weak CDN made all the games the same price.

Doesn't sound like a problem people should care about too much. Try to value that these games are getting localisation, and hopefully more will come. Backlash over a couple of missed lines you will never see will only bring bad press to Atlus, and make the industry even more scared about investing in localisation.

Yes, how dare we speak against something like this. We should be grateful they even localize those games.
 

Moonlight

Banned
Pricing their games at $50 is an entire different issue here. It's ridiculous that people are getting this worked up over a few lines that even the devs couldn't find.
I don't see how it's an 'entirely different issue' at all. If you ask for a premium price, you should deliver a premium product. It's not unreasonable to expect better if they ask for more. Especially when games that ask for less deliver more polished scripts under more complex scenarios.

No one mentions anything about what 'the devs' could or couldn't find either? This was entirely on the QA, and more specifically a failure to find something they should have been specifically looking for.

It would be significantly less big of a deal if this game didn't cost 10 more dollars for reasons that apparently had nothing to do with creating the best possible product.
 
Critical path testing is straightforward. You can count on manual testers to be able to do it fine, especially people who are already familiar with the style of the game, the systems, etc. Edge cases like this should be called out in a document with big, bold letters and bullet points. It sounds like communication broke down at some point in the process - and/or the US project manager(s) just didn't have a comprehensive grasp of all the possible cases.
 

Kirye

Member
Doesn't seem like a big deal, it happens. At the very least if you do see it you'll know how bad you are at the game? :p
 

jonjonaug

Member
Considering the absolute dogshit that passes for scripts from various localization outlets that almost never get called out, this seems rather minor. It's two lines that most players will never even see.

The complaint over the price because of only these two lines is laughable. NISA's currently charging 50 dollars for the Psycho-Pass game, and while I still enjoyed playing it there were frequent and obvious errors in every single scene.
 

Tempy

don't ask me for codes
Documenting all possible outcomes could also be lacking. These things happen way more often than you think.
 
Considering the absolute dogshit that passes for scripts from various localization outlets that almost never get called out, this seems rather minor. It's two lines that most players will never even see.

The complaint over the price because of only these two lines is laughable. NISA's currently charging 50 dollars for the Psycho-Pass game, and while I still enjoyed playing it there were frequent and obvious errors in every single scene.

Thought that was because it was the limited edition.
 

Yousefb

Member
Man I wanna buy this game through Amazon right now cause with prime it's only 40$. But, I gotta be strict on myself and hold off. Still playing TMS:#FE, which i literally bought last week. Keep it together man!
 
This isn't that big of a deal honestly.

It's not likely that this is going to stop people from buying the game or hinder their gameplay experience(s).

That Walter part is so true. Made me chuckle.
 

CSX

Member
I believe there was an issue similar to this with the shop menus in persona 4 iirc.


Is the pic floating around the only instance of an untranslated line or have there been confirmed more lines?
 

jwhit28

Member
It's nice to see PR address an issue, own up to it, apologize, explain how and why it happened, give a timetable for a fix (even if it isn't a good one), and talk about how to avoid it going forward. They did it all without sounding like a robot.
 
The original P3 had a couple instances of this too. I forgot what triggered the one I found. It had something to do with talking to party members during a dungeon.

People are acting like this is Ar Tonelico II level of bad. This seems fairly minor...

The localization of that game made me so mad. Especially the half-dub, since what little was there was great.
 
It surprises me that the process of localizing a game is still so primitive in this day and age, and that localizers aren't given better tools and support so things like this wouldn't happen.

They are -- when they work for global publishers who actually design games for multilingual release. The people working on Assassin's Creed don't have this problem. Smaller devs don't either when they use middleware like UE4, which includes a powerful localization module that can save people from having to work in Excel.

No one mentions anything about what 'the devs' could or couldn't find either? This was entirely on the QA, and more specifically a failure to find something they should have been specifically looking for.

No this absolutely isn't QA's fault. The description of the scenario makes it very clear that normal, correct quality assurance testing would not catch it: you need an NPC who auto-revives to be dead on the exact turn that the final boss says something. QA testers absolutely shouldn't be spending their time on that sort of thing unless they have an indication that there's likely to be odd behavior there -- otherwise you have your limited staff hours going to people running into walls and swapping inventory items 30,000 times and such instead of actually catching issues that come up in typical playthroughs. As others have mentioned, the responsibility here is on the developers to identify that this is a discrete behavior path, so the QA know to try it out.
 
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