🔴 Este domingo, en vivo 🔴
Repasamos las noticias más relevantes de enero: industria, lanzamientos, cifras y algunos temas que dan para debatir.
Los esperamos para comentarlas juntos.
👉 https://t.co/IKtYeqFxSR
@akio_1963 Have you ever considered writing a book with all your anecdotes? It would be a treasure for those of us who enjoy learning about the behind the scenes of games 🤣
@FinalFantasy I have to say that when I first saw images of this game, I hated it because it moved away from everything I thought a Final Fantasy should be. Later I gave it a chance, and now it’s my favorite in the series along with VI ❤️
Final Fantasy XII turns 20!
From Rabanastre’s bustling streets to the Great Crystal. From setting the first Gambit to taking down Yiazmat, the journey with Vaan, Ashe, Basche, Penelo, the leading man Balthier and Fran lives on even today. Artwork by Ryoma Ito.
Satisfying Whip Action ⛓️🏰
The iconic whip returns with renewed purpose. More than a weapon, it now serves as a vital tool for traversal, allowing players to swing across diverse areas to uncover hidden rooms, and reach previously inaccessible areas.
#Castlevania#CastlevaniaBC
Though once human, they're now mere shadows of their former selves...
Today we're looking back at 30 years of zombies - a staple of the Resident Evil series. Can you name all the games featured in this clip?
#ResidentEvilRequiem#ReturnToRaccoonCity
@Genki_JPN I get where some people hesitation comes from, but the team has been clear from the start about what this revision is meant to be. The title “Reimagined” leaves no room for doubt. If you don’t like it, no one’s forcing you to buy it. Just don’t go after those who do.
Richard Honeywood says it was his idea to introduce British voice acting to Dragon Quest to differentiate it from Final Fantasy, but he received pushback from Square and Yuji Horii:
"Final Fantasy in the West was basically cyberpunk. You can get away with using American English even in sometimes classical settings, because it's got that cyber element. While Dragon Quest is more traditional fantasy. In fact, the original translations on the NES were sort of done in a faux-Shakespearean feel, even though it was American translators.
The development team wanted to change that, but I knew we needed to be careful because sometimes we're going to have references across games, and we need to keep the names consistent. So again, I needed to solve those types of issues. Because it was a comical, lighthearted fantasy, I really wanted to use British humour, which didn't fly with the American office; they couldn't understand it, and they really hated it.
Even Yutaka Sano was adamant against it. He says, 'If you let British English in, it's going to change everything, and it's not going to sell in America.' He was adamant about it. So I said, 'I respect that, I'll make it British English lite." So he was like, 'Okay, punctuation, spelling, phrasing, you can have two of the three for an American audience,' which is like the dumbest rule ever; it's either British or it's not. So if you look at some of the later games like Dragon Quest Heroes: Rocket Slime, for instance, he didn't allow us to use British spelling, but the punctuation and phrasing could be British. So we'd avoid the word colour, because it has a "u" in it, and say 'hue' instead.
So they [Level 5] were totally on board when I asked, 'Can we add voices to a game? But Yuji Horii was adamant, 'No, we're not going to add voices to Dragon Quest.'
He said, 'Dragon Quest is a traditional old-school game. We don't need voices.' So we had to say, 'Even like Final Fantasy has voices. We've got to keep up with the times.' He basically signed off, just see how it went, with the idea being that if it doesn't work, we won't do it again, but then Dragon Quest 8 went out and sold really well. After that, [Koichi] Sugiyama, Akira Toriyama, and Yuji Horii met, the musicians and Sugiyama-san said, 'Adding voice to the game really makes it feel different. We should do that going forward.' So they totally turned around 180 degrees when they saw the success. And that's why, on Dragon Quest Swords, they added voices to the Japanese version of Dragon Quest for the first time."
https://t.co/21MKK4QsJ1
Richard Honeywood says working on the localization of Xenogears was a nightmare:
"You have to remember that the content was quite formidable: it's not only packed with references to Jungian and Freudian psychology, but it's also a game about killing god. At the time, I was a Jehovah's Witness, so that part of the subject matter was already kind of hitting my conscience, but some US staff were also scared about what the response would be. For instance, they wanted us to remove the word Church, with a capital, because it might appear to be the Catholic Church. So I was even having to go to the development team before the Japanese version launched, and I was telling them, 'Please tone down some of this stuff.'
Initially, Brian and Nobby were working on the project in the US, along with Michael Baskett. While this was going on, there were some other changes in the US office. As I said, Final Fantasy VII had sold crazy amounts, and I think Michael wanted a bit more respect inside the company, but the Japanese management wasn't having any of it. So there was a falling out that I wasn't fully aware of, and I wrote to Nobby to find out what was happening. He said, 'It sounds like Michael's quitting.' Although they had only finished the first batch of text to translate, both Brian and Nobby made it clear that, for various reasons, they wanted off the project at that point. We moved Brian onto Chocobo Dungeon 2, I believe. I let Nobby help out on some other projects that needed to be done (but I later brought him back on Xenogears to help with QA), and that's where I had to become a lot more hands-on with the translation myself.
Because I was in Japan, I didn't have access to English books, let alone German books, so I had to go to the National Library, where some of these foreign books were housed, to research these concepts and try to find out what they were in English. Remember, the internet was only just becoming a thing at Japanese companies back then. At that time, we had just gotten an intranet at the company, so we could email our American office, but we still didn't have fast data sharing. Even our QA bug reports had to be done by fax! We couldn't just go on Wikipedia and research some of this stuff, so, as you can imagine, it was a total nightmare!
In the end, I nearly killed myself on that title, and people knew it. People saw me sleeping in the office every night and coming up like a zombie. We got to the point where I hardly ever went home, and I was just trying to get that out. At that point, they realized, 'This guy really is passionate about our titles and cares about them.' So we're not giving it to some foreigner who will just turn around a shoddy translation."
https://t.co/1s8EQMe3hX
🔴 Este domingo, en vivo 🔴
Repasamos las noticias más relevantes de enero: industria, lanzamientos, cifras y algunos temas que dan para debatir.
Los esperamos para comentarlas juntos.
👉 https://t.co/IKtYeqFxSR
@supaflavin@_Gemuki Played the demo on the highest difficulty and honestly, the QoL improvements feel like a fair trade-off for those of us with less time to play. I don’t mind spending a whole year on one game, but I won’t say no to being thrown a bone every now and then.