TheSporkWithin
Member
A localization and print editor by the name of Connor Krammer has put together a site looking at some of the issues with the game's translation. We previously had a thread here discussing some of these problems, but it was rather mud-slingy and often went into tangents about pronunciation and subtitling, which are separate issues. This is a much more focused and insightful look at not just the issues in the game, but also a fresh perspective on the localization industry.
Here's the link: http://www.personaproblems.com/ (There is an optional grey theme if the red is difficult to read. Click on "Toggle theme: Relaxed" in the first section)
It features specific examples (with both the English and Japanese text) with clear commentary on the problems.
But the point isn't just to nitpick the game's script, or to say that it's complete trash and you're garbage for enjoying it.
The point seems to be to shine a light on the localization and translation industry itself. What game localization is, why it matters, and how we got where we are today. I think it's worth a read for anyone interested in how games transfer from Japanese to English, even if you're not interested in picking holes in Persona 5's localization specifically.
He starts by laying out a lot of things clearly for people who may not be familiar with the industry.
He also goes into a lot of the reasons that poor translations have such a strong hold over some people. It's not wrong for you to hold that opinion, per se, but it's actually possible to argue that it's disrespectful to the creators.
As someone who is deeply interested in this industry, I'm glad to have this coming up as a real topic of discourse. I'm also really grateful that someone put it all together so nicely in a way that anyone in or out of the industry can easily read and appreciate.
Give it a look!
Here's the link: http://www.personaproblems.com/ (There is an optional grey theme if the red is difficult to read. Click on "Toggle theme: Relaxed" in the first section)
It features specific examples (with both the English and Japanese text) with clear commentary on the problems.
But the point isn't just to nitpick the game's script, or to say that it's complete trash and you're garbage for enjoying it.
The point seems to be to shine a light on the localization and translation industry itself. What game localization is, why it matters, and how we got where we are today. I think it's worth a read for anyone interested in how games transfer from Japanese to English, even if you're not interested in picking holes in Persona 5's localization specifically.
He starts by laying out a lot of things clearly for people who may not be familiar with the industry.
What is translation?#1
I'll start with what translation is, and what translation is not.
Translation is:
Adapting text from one language to another
Ensuring that the adapted text is faithful to the creator's original intent
Conveying foreign concepts gracefully and without distortion
Allowing readers to enjoy the same experience in both languages
Translation is not:
A word-by-word conversion of language A to language B
Removing content that is difficult or controversial to readers
Leaving content untranslated because it is challenging to convey
Changing content to suit the translator's subjective preference
Localization is a broader process, and involves adapting content so it's more easily understood in different regions. This generally involves translation, and may involve other adjustments—such as converting between regional measurement systems or exchanging obscure pop culture references for ones appropriate for the target audience.1
Localization tends to be a much more controversial term because of how video game translation and consumer awareness of it have evolved over time. Despite misconceptions to the contrary, good localization will never violate the principles of translation listed above.
You can find more information on the topic under the ASK item ”What does good translation look like?"
1: The trick is to ensure that the reference is equally obscure both before and after, relative to the given audience. A common British reference might be literally impossible to understand for a Japanese reader, so a localizer will attempt to find a common ground that clicks with the target audience without culturally undermining the text. Localization is hard.
He also goes into a lot of the reasons that poor translations have such a strong hold over some people. It's not wrong for you to hold that opinion, per se, but it's actually possible to argue that it's disrespectful to the creators.
”I like that I can feel the Japanese behind the translation."
It's definitely great to get to experience the cultural aspect of a piece of foreign writing. However, that foreign nature should be expressed by the text's content, not by the text's awkwardness.
This goes back to creator intent. If the original creator were perfectly fluent in English, would they have made their writing intentionally awkward just so readers could feel how ”foreign" it is?
Probably not. And thus, neither should the translator.
As someone who is deeply interested in this industry, I'm glad to have this coming up as a real topic of discourse. I'm also really grateful that someone put it all together so nicely in a way that anyone in or out of the industry can easily read and appreciate.
Give it a look!