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Puns and Word Games: An Analysis of the Localisation of Tales of Zestiria

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Puns and Word Games:

An Analysis of the Localisation of Tales of Zestiria

Emmy van Duuren

A master thesis submitted in partial fulfilment for the

degree of Master of Arts

in

Translation Studies

University of Amsterdam

Supervisor: Dhr. dr. E.R.G. (Eric) Metz

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Table of Contents

1.1 Video games ... 3

1.2 Research question ... 4

2. Theoretical framework... 6

2.1 Video games as a multimodal entertainment product ... 6

2.2 Localising (Japanese) video games ... 8

2.3 Transcreation ... 13

2.4 Translating Japanese ... 14

3. Methodology ... 18

3.1 Material: Tales of Zestiria ... 18

3.2 Data analysis method ... 20

4. Analysis ... 23

4.1 Story skits analysis ... 25

4.1.1 The fighting-style skit ... 25

4.1.2 Idioms ... 27

4.1.3 Change of personality ... 29

4.1.4 Clarification ... 30

4.1.5 Culture-bound translation ... 31

4.1.6 Language-bound translation ... 33

4.2 Discovery skit analysis ... 36

4.2.1 Culture-bound translation ... 37

4.2.2 Change of personality ... 38

4.2.3 Language-bound translation ... 38

4.3 Sub skit analysis ... 49

4.4 Etc. skit analysis ... 52

4.5 System skit analysis ... 56

5. Conclusion ... 59

Bibliography ... 61

Appendix: Glossing List ... 63

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1. Introduction

1.1 Video games

Video games have been around since the 1950s and have seen an exponential growth

in business in the last two decades. In 2016, there were a reported 1.8 billion gamers

worldwide and this number is expected to keep growing as the video game industry keeps

expanding. Hundreds of video games are released every year for PC, consoles, and mobiles,

and the value of the gaming industry adds up to 11.7 billion dollars in the US alone. This

growth of the industry is in part due to video game companies releasing their games in

multiple languages globally, maximizing the total worth earned per game. More companies

are releasing globally than ever before, American games are sold in Japan, Swedish games are

sold in the US and Japanese games are sold in Europe. The video game industry is a booming

business. Major title games, known as ‘AAA’ games, typically have over 100 people working

on the development and production (Egenfeldt Nielsen, Heide Smith & Pajares Tosca, 2008,

p. 15).

Video games are computer-based entertainment software, either textual or

image-based, using any electronic platform, such as personal computers or consoles, and involving

one or multiple players in a physical or networked environment (Hevian, 2007, p. 307). Video

games are multimedia products that combine elements such as spoken language, text, image,

sound and more to provide a gamer with a unique entertainment experience.

This multimodality has prompted research into video games as a new media product.

A product which combines many features of other media, such as literature, movies, and

series, whilst also incorporating uniquely new features, such as gameplay through different

types of controllers. Research done about video games has gone in depth about the

uniqueness of video games as a product and the need to further explore and research this to

better understand and develop the industry. One area of research that has had little exposure is

the research into video game localisation. Video game localisation is the process a video

game goes through when it is being translated and adapted to be released in a different

country (Mangiron & Hevian, 2007, p.307). Localisation of a video game includes not only

the translation of the written text throughout the game, but often also includes translating a

script to be used in voice-overs, changing the imagery to suit the target culture, changing the

music, and sometimes even includes changing parts of the story to better fit the target

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Video game localisation has become essential to the popularity of a video game, more

than ever before. Video games that are released globally can earn more money than video

games that are only released in the country they were developed in, as they are accessible to

more people. However, a bad localisation will damage a game’s popularity, not only in the

country the localisation was published in, but also decreases the popularity of a game in

countries it has not yet been released in. This is due to the internet being an important source

for reviews for many gamers. Video game localisation has undergone several changes over

the years, such as bigger video game companies changing from outsourcing, i.e. letting a

company they hired translate the video game, to establishing an in-house localisation team to

translate the game, often while still in development.

Localising video games is a difficult and complicated process, more so with certain

genres than others. One of the more complex genres of games to localise are Japanese

roleplaying games, or JRPGs, which is what they are called within the industry. These games

are dialogue-based games that more often than not take place in a fantasy world, with its own

creatures, plants, and terms. A popular JRPG series is the Tales franchise, spanning 16 main

titles and countless more spinoffs. Every title takes place in its own fictional fantasy-filled

world, with very little overlap between games, and follows a new protagonist on his/her

adventure to save their fictional world. Most modern JRPGs are either partially or fully

voiced and give the Western player the choice to play with the original Japanese audio or the

localised English audio. This poses a new challenge for translators of these games, as the

English script cannot stray too far from the original Japanese, as this would prompt negative

reactions by players that know Japanese and play with the Japanese audio on. JRPGs, like

most Japanese games, include a multitude of Japanese culture-specific elements, such as

jokes and wordplay, but also names of foods etcetera. Furthermore, most JRPGs include

many different types of texts, due to their elaborate and intricate stories. This can include text

eluding to the story, system settings/gameplay, humorous scenes to break up the seriousness

of the game, etc. These stories are so diverse that using just one translation strategy will not

give the best results. Localisers will benefit from using different strategies and techniques on

these varying text types, including sense-translation and transcreation.

1.2 Research question

Due to the multimodality of not only video games but JRPGs specifically, localisation

of these games is particularly difficult. In this paper I will analyse the translation of a JRPG

and how the multiple aspects of this game were localised. To do this I will look at Tales of

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Zestiria, which was released in 2015, and I will analyse how the different parts of the game

were translated, keeping in mind the added challenge for the translators that the Japanese

audio is still present in the localised version. This has resulted in the following research

question:

Do the different types of cutscenes in the Japanese Role-Playing Game Tales of Zestiria

determine its translation strategy and the use (or non-use) of transcreation?

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2. Theoretical framework

2.1 Video games as a multimodal entertainment product

As briefly mentioned above, video games are entertainment products that incorporate

many different media elements, including sound, text, image and touch (gameplay). One of

the first video games, Pong, was an arcade video game released in 1972 (Gillberg, 2012, p.

8). This game consisted of a black screen with two white lines on the sides that could be

controlled by the players and a white ball bouncing back and forth between the sides of the

screen. The aim was to not let the white ball touch your side of the screen and to make it

touch the opposing side. This fundamentally simple video game was released less than 50

years ago, yet the industry has progressed with leaps and bounds. Most typical video games

nowadays incorporate stunning graphics, elaborate soundtracks, complicated gameplay, be it

via a keyboard and mouse, a joy-stick controller, or a movement controller such as the Wii,

and a well-thought-out storyline to ensure an entertaining experience for the gamers. Video

games incorporate many elements from other media products to produce a unique genre of

entertainment products. The industry is still changing at a fast pace, with an increase in

incorporation of 3D in video games, and virtual reality becoming a new way of gaming.

Virtual reality places the player in the video game via virtual reality headsets and trackers to

track the player’s movements, which is then input into the game, making it seem as if the

player is actually in the game. These advances in the industry are constantly offering new

kinds of experiences to gamers.

Video games have a great range of possibilities, with countless genres, some

researchers enumerate as many as 42 different genres (Oxford, 2014, p. 3). For every person

there is a game-genre or games that incorporate multiple genres, that suits their interests.

From first-person shooters to multiplayer party games, from sports games to fantasy games,

the choices are endless. This variety is what makes video games such a diverse product,

compare two randomly picked games from different genres with each other and chances are

that they have very little to no overlap in terms of story, imagery, sound or even gameplay.

This diversity within the industry makes a standardization for localisation difficult to

establish, each video game needs its own individualised approach, as is often emphasized by

game localisers (O’Hagan, 2007, p. 5). Research has been done to establish if games within

the same genre are localised using the same translation strategies and techniques, but this

research ultimately concluded that due to most video games incorporating different elements

from different genres, it is impossible to even establish a standard approach within one genre

of games (Fernández Costales, 2012).

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Image, sound, and story are combined to offer the player a unique experience in which

they play the main role. Most video games nowadays have a story that the player will have to

follow, be it to fight in a war (first-person shooters), win a sports championship (sports

games), save a fantasy world (role-playing games), or solve a mystery (puzzle games). Video

games nowadays are typically not confined to one genre, but rather incorporate elements of

different genres. For example, Mass Effect, a well-known first-person shooter, also integrates

action, puzzle-solving and role-playing into its gameplay, thus putting the game in four

different genres. Super Mario Odyssey, the latest game in the Mario-franchise, is an action

and platformer game that incorporates puzzles, thus placing the game in three genres. Very

few modern video games fit perfectly within one genre, further complicating the

establishment of a standardization of video game localisation.

Japanese role-playing games, or JRPGs, the focus of this paper, are a genre of video

games that is distinct from other genres within video gaming. JRPGs are a genre that used to

not to be localised as often as other genres. This was due to the high costs of translation and

localisation that this genre requires, and the potentially marginal profitability of the title due

to these costs (Newman, 2008, p. 156). Popularity for this genre has gone up, thus prompting

more companies to localise their JRPGs. But this genre still typically requires the highest

amount of changes for localisation. Most JRPGs have little overlap with other genres, though

some JRPGs exist that do incorporate elements from other genres. Some of the key elements

of JRPGs are that they are heavily dialogue-based games that take place in a fantasy world in

which different types of fantasy monsters live as the setting of the game. The main character

sets out on a journey with a group of comrades to save the world from a threat. These games

have complicated storylines, with little to no similarity to any real-world elements. To defeat

the final boss at the end of the game and save the world, the main character will need to go

through many different sub-stories to grow stronger and wiser.

The gameplay typically involves strategic turn-based fighting, in which the player will

need to take advantage of each individual monster’s weaknesses and strengths, using the

correct equipment and elemental attacks to defeat the monster and earn experience points to

grow stronger. These games often include cutscenes at key points in the game, when the

player’s team has defeated an important monster or uncovered a new part of the story through

talking to different non-playable characters. These cutscenes are, in modern JRPGs, fully

voiced and subtitled, with the player being able to choose the original Japanese audio or the

localised English audio.

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Some well-known JRPGs are games in the Final Fantasy and the Tales series. Each of

these series have over 15 main titles, each taking place in its own new fantasy world, with

new characters and new enemies. Some staple monsters and items appear in all of the games,

but everything else is completely different from game to game. These video games have also

produced multiple movies, animated series, card-games, and countless spinoff games, both

console and mobile.

2.2 Localising (Japanese) video games

Video games are multimodal in the assets that are present in each video game that

need to be localised. Not only are there text and sound assets, but also art and printed assets.

Text assets in a video game include all in-game text-only messages, such as menus, system

messages, tutorials and dialogue messages that have no voice-over. Art assets are all the

images and graphics that make up the game, some of which may need to be changed to fit a

different culture, such as shop signs, maps, etc. Audio assets are all the sounds present in a

game, such as songs and voice-overs. When a game gets a full localisation, which means that

the text, voiceover, manual and packaging all get localised (Chandler, 2014, p. 288), these

voice-overs will need to be translated and recorded into a different language. The voice-overs

are often present during cutscenes, in which the characters are shown to be speaking, meaning

that the localised voice-over will need to match the lip movements of these characters. Printed

assets are all the elements on paper that accompany the game, such as the packaging and the

instruction manual (Hevian, 2006 p. 308).

There are two kinds of game localisation, in-house localisation, and outsourcing.

When a video game company outsources their localisation, the translation company that is

employed is sent a package of the game’s text files to be translated and sometimes, but not

always, some graphics of the characters and settings. Though the ideal localisation package

would include a working copy of the game and/or previous titles in the series and glossaries

(Jayemanne, 2009, p. 138), very rarely do the translators have access to the game to see what

their localisation looks like in the actual game (Hevian, 2007, p. 310). This, coupled with a

less direct communication between the translators and the developers, results in a less

creative and less accurate translation of the texts, because the translators were missing most

of the context for the scenes. These translators are also not always well-versed with video

game jargon. Outsourcing used to be the status quo of localisation, but due to bad reviews

specifically about the inaccurate translations of video games, many big video game

companies switched to an in-house localisation strategy. The company that developed the

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Final Fantasy series, Square Enix, had such bad reviews on the translation of Final Fantasy

VII, their highest grossing game in the series, that for the release of the next game in the

series, they established an in-house localisation team, to ensure better quality translation

(O’Hagan, 2009, p. 155). While most big companies no longer outsource their localisations,

smaller companies that are not producing games constantly are still outsourcing their

localisations. Establishing an in-house team is financially impossible for them, as smaller

companies tend to develop one game at a time, thus not always having a game ready to be

localised. This would result in their in-house localisation team not having work half of the

time, thus making it cheaper for the company to outsource the translation (Chandler, 2014, p.

195).

With in-house localisation, the video game company has its own localisation team that

is in charge of localising the games. This form of localisation has become more popular over

the last decade or so and is the way most major companies localise their games, such as

Nintendo and Square Enix. When a game gets a global release, localisation often starts while

the game is still being developed. The localisation team has full access to the game’s contents

and can make suggestions to the developers to improve the game to better aid in a

high-quality localisation (Hevian, 2007, p. 311). These localisation teams are also more

well-versed with the basic jargon of video games and often know the franchise more thoroughly.

Because of this, the localisation ends up being of a better quality than when the game is

outsourced to an outside company.

Another aspect of localisation that much research has been done for is the different

advantages and disadvantages of just subtitling a game or of creating new voice-overs, known

as dubbing. Whilst merely subtitling a game costs less money than completely redoing the

voice-over, there are also multiple disadvantages to this. First, and foremost, when subtitling

a game, translators have less freedom with the translation, because the source text is always

present whilst playing the game in the form of the original voices. Because of this, translators

cannot stray too far from the original text, as gamers that understand both the original and the

subtitles will have negative responses to the changes. Another disadvantage is that subtitles

can typically hold less information than the spoken text, unless the game uses an unusually

high reading speed, which would then result in the gamers not being able to read all of the

text shown (Mangiron, 2013, p. 48). This may result in the gamer missing vital information

on what they need to do, negatively impacting the reviews of the game. There are no general

guidelines when it comes to subtitling a game, which sometimes results in too long subtitles,

a reading speed that is impossible to follow, or too small fonts used, making the text illegible

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(Mangiron, 2013, p. 48-51). Another disadvantage is that gamers will always know that they

are playing a localised game and not an original, due to the original text being present during

gameplay. Whilst some gamers prefer to have the original text present in the form of the

voice-overs, there is also a large group of gamers that wish to have the feeling that they are

playing the original version or do not enjoy reading subtitles when playing a game. These are

mostly gamers that come from ‘dubbing countries’, where all media is voiced-over into their

language (Mangiron & O’Hagan, 2006, p. 4). Some dubbing countries are the USA, Germany

and Italy, all of which have a big gaming industry.

Whilst dubbing has a greater financial cost, there are some advantages to fully

localising a game. Firstly, translators have more freedom when it comes to translating

difficult topics, such as word-puns or cultural references, because the source text is no longer

present. There are also more possibilities for explanations of concepts that are well-known in

the culture the game was developed in, which may not be as well-known in the target culture.

A fully localised game will also provide the gamer with a more immersive experience, as they

are not reminded that the game was not originally made in their language. There are also

certain disadvantages to fully dubbing a video game. Not only is it costly, voice-overs also

have to be synchronised to the lip movements of the characters, which are often seen clearly

during cutscenes (Mangiron & O’Hagan, 2006, p. 4-5).

Most Japanese games published nowadays have a full localisation into English, and

subtitles for 7-8 other major languages, such as Spanish, French and German. More games

from bigger franchises are also getting a full localisation into the major European languages

(O’Hagan & Chandler, 2016, p. 310). The most recent game in the Legend of Zelda series,

Breath of the Wild, got a full localisation into English, French (French and Canadian),

German, Spanish (Spanish and Latin American), Italian and Russian. This means that all the

text and the voices were localised into these languages. This game also got a partial

localisation in other languages, including Dutch, Polish and Korean, with only the text being

localised. Most JRPGs offer a full localisation into English, with the option to use the original

Japanese voices or the localised English voices, and partial localisation for major European

languages, such as German and French. The game analysed in this paper, Tales of Zestiria,

also got a full localisation into English and partial localisation into other major European

languages. Most Japanese games are first translated into English and then translated into other

languages via the English translation (Mangiron, 2013, p. 46), though in previous research I

did, it seems that games from big franchises, such as The Legend of Zelda, are translating

directly from Japanese, even into non-English languages (Van Duuren, 2018, p. 11).

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When a game is localised from Japanese, a character-based language, into a Roman

language, such as English, problems with the space available for the text may arise. The

localisation of video games is on the intersection of technology and translation, which most of

the time forces the translator to maintain the fixed macrostructure of the game, aka the code

in which the text is written and that depicts how the text is shown on screen (Jiménez-Crespo,

2010, p. 187). Because Japanese is a character-based language, Japanese sentences can hold

more meaning than sentences in Roman Languages. For example, in Tales of Zestiria, the

main character always carries a book with him that contains information on ruins, murals and

other historically important things. This book is called the 天遺見聞録 (Tenikenbunroku),

which is written with the characters meaning ‘heaven, left behind, knowledge and record’. A

direct translation for this book would be ‘Record of knowledge left behind by the heavens’,

however, this is too long in English, and was thus translated as ‘Celestial Record’, omitting

the ‘knowledge’ and ‘left behind’ parts of the original Japanese name. This is a common

problem when translating from Japanese into a language using the Roman alphabet. Due to

space constriction in the text boxes, translators are forced to cut out information to make the

translation fit. This is due to most games’ codes being written static and non-changeable

(Czech, 2013, p. 18). Whilst some modern games by big companies are written with flexible

game codes that has the option to expand in order to fit a translation, most smaller company’s

video games do not have the resources to do this, as a flexible code is more complex to write

and will take more time, thus costing more.

Another aspect that localisers of video games need to deal with is the localisation of

image. Not all video games are developed with a global public in mind, and thus may contain

imagery that may be acceptable in the country it was developed in but is taboo in other

countries. An example for this is the use of swastika in Japanese games. In Japan the swastika

is a Buddhist symbol depicting good luck and is still used in some modern maps to depict

Buddhist temples. This symbol is also sometimes used in video games by Japanese

developers because they see the symbol as a Buddhist symbol. When localising, it is the

localiser’s job to point out the problems with any of these symbols, as American and

European gamers will link the symbol to Hitler and the Second World War. Localisers will

need to address this issue to the developers and new imagery will need to be produced for the

localised versions.

Symbols linked with hateful crimes are not the only localisation needed for imagery.

Localisers will also need to censor some video game imagery. Some Japanese video games’

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characters’ outfits will need to be changed to be deemed appropriate for an American

audience. This mostly revolves around giving underage characters less provocative outfits,

such as changing a crop top and miniskirt into a tank top and medium-length skirt. In Japan,

these outfits are seen as part of video game culture, not as something inherently sexual, but

America has stricter censorship laws when it comes to underage characters. Another type of

video game imagery that needs censoring due to strict censorship laws, is the toning down of

violence and gore in video games localised for Germany, and the removal of most blood,

even in horror games, in which blood and gore is a key element to the genre (Fernández

Costales, 2012, p. 391).

Lastly, some of the most difficult imagery that sometimes needs to be changed for

localisation, is the depiction of cultural specific elements, such as Japanese food or holidays.

Within the industry practice of game localisation, it is important to erase traces of the original

product, so they are not visible to the target audience of the localised version (Mandiberg,

2015, p. 229). If the localisation of a game confuses players, due to cultural elements of the

original game being present, the localisation is considered a failure (Mandiberg, 2015, p.

224). For example, in the visual novel adventure game Ace Attorney, in which the main

character is a defense lawyer, many changes needed to be made due to the overwhelming

amount of Japanese-specific cultural elements. Not only was the obsession of one of the

characters with ramen, a Japanese noodle dish, changed to an obsession with hamburgers,

some of the other imagery also needed to be changed. Colours of passports were changed,

time zones were changed and some of the evidence received slight modifications to better suit

localised version of the game taking place in the United States, as opposed to Japan. The

localisation team of this game chose to use a domesticating approach, due to Japanese culture

not being very well-known in America in 2001, when the first game of the series was released

in the West. Due to this choice, newer titles in the series also needed to follow this approach,

even though Japanese culture in video games is now more accepted and sometimes the

preservation of these elements is even preferred and used as a selling point (Jayemanne, 2009,

p. 143). However, while some players might desire these Japanese traces, localizers rarely

intend to leave traces of the original country’s culture that do not fit with the target country’s

culture. Some traces being left in the game are often due to a lack of funding that is needed to

localise the game’s imagery or storyline (Mandiberg, 2015, p. 243).

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2.3 Transcreation

Localisers not only need knowledge of the language and the conventions, but also an

understanding of game mechanics, game jargon, genre conventions, etcetera. They also need

the ability to interpret the effect that the original game intended to produce and to make a

functional equivalent (Di Marco, 2007, p. 7). Video games are a multimodal product and in

game localisation fidelity to the original product does not mean that the translators have to

convey the original story, but rather the overall game experience (Mangiron & O’Hagan,

2006, p. 6). Due to this, the translation and localisation of video games differ greatly from

that of other multimedia products (O’Hagan, 2009, p. 148). As shown above, localisers of

video games have to deal with many different elements and some of these elements need a

creative solution. This is not seen as a bad translation, even if the resulting translation

contains little of the original product. This freedom to creatively change the story and

imagery to better suit the target audience and utilizing this creativity, is known as

transcreation. Transcreation is a concept originally used by Mangiron and O’Hagan in 2006

to refer to the clean slate translators have in order to meet the skopos of preserving the game

experience in the target audience. Transcreation is used to localise the game experience,

sometimes having to change the story or parts of the story to do so. Researchers of the use of

transcreation in localisation note that some video game genres require more transcreation than

others (Fernández Costales, 2012, p. 398). Video games that are dialogue-based, such as

JRPGs, are more likely to need transcreation than action-based games, such as first-person

shooters. Transcreation is especially useful for JRPG games due to their complex and

intricate storylines. Researchers also note that, as far as transcreation is concerned, the

transfer between European languages does not require as much creativity and thus has less

use for transcreation. As opposed to translating games from a less related language like

Japanese, due to Japanese being a character-based language, as explained earlier in this paper.

Transcreation does not mean that localisers can completely ignore the original game, but it

means that localisers have the freedom to choose the best alternative in order to preserve the

game experience, as this is the most important (Fernández Costales, 2012, p. 399).

Some elements in video games that may call for transcreation, are elements that are

difficult to translate between two different cultures, especially cultures as different as Asian

and Western culture. This can include dialects, which evoke a certain stereotype about the

character speaking in dialect. For this the localiser will need to either find a suitable

alternative that also evokes that stereotype, create a new dialect, or remove the dialect

completely (Czech, 2013, p. 12). Too big of a change will result in the character being

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different, something which in JRPGs, in which the source text can be present if the gamer

wishes it to be, is a risky change due to possible negative reactions. Slang and profanity are

another element that may need to be transcreated, as it is rarely possible to directly translate

these words into the target locale (Czech, 2013, p. 12). Japanese is a language that is less

outspoken when it comes to insults, so calling someone an idiot (バカ baka in Japanese) has

more impact than in America. Localisers will need to find profanity that elicits the same

impact as the original did. The same is true for slang, which can rarely be translated

word-for-word, as they are very culture-specific and sometimes even within the culture they are

specific to a certain group of people. However, the most problematic terms that need

transcreation to be localised are single lexical items that cannot be omitted or compensated

for in another part of the text, such as neologisms (Czech, 2013, p. 13). These words will

need to be replaced with a suitable word from the target culture, or the rest of the sentence

needs to be changed to no longer need the word. Lastly, a translation problem many

encounter, is the translation of jokes, which are, more often than not, culture- and/or

language-specific (Mandiberg, 2009, p. 5). In gaming, jokes that are tropes to the gaming or

media culture in the original language are abundant. One joke that is often used in Japan is

‘それはこっちのセリフ’ (Sore wa kocchi no serifu), meaning ‘That is my line.’ This is a

line often used in games and animation in Japan when, for humorous effect, a character says

something someone else would usually say, to which that someone else replies with this line.

This is a well-established trope within Japanese media, and whilst its meaning is translatable,

the trope behind it is lost in translation. Therefore, some localisers choose to transcreate such

tropes into tropes from the target locale. This will result in a loss of meaning, but also in a

translation of effect, which is often the skopos of video game localisation.

2.4 Translating Japanese

Translating between languages has its difficulties, but when a product is translated

between two languages of the same language family, such as English and Dutch, the

difficulties present are typically due to a difference in culture and less due to a difference in

language-structure. Most research done into translation has been focused on the translation

between Indo-European languages, resulting in ‘universal’ translation theories that are not

applicable when translating outside of this language group (Wakabayashi, 1991, p. 414-415).

When translating from an Asian language to a European language, not only are there

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language to translate into a Western language, due to its major differences with Western

languages. I will talk about some of the main difficulties when it comes to translating

Japanese into English, as that is the focus of this paper.

One of the most obvious differences between Japanese and English, and one learners

of Japanese encounter immediately, is the difference in sentence structure. Whereas English,

and many other European languages, are subject-verb-object (SVO) languages, Japanese is a

subject-object-verb (SOV) language. The part that shapes the sentence, the verb, is placed at

the very end in Japanese sentences. Whilst this may not be a problem when translating a

Japanese novel, this becomes a problem when translating Japanese media, such as films and

games. In games, during cutscenes, if the player chooses to use the Japanese audio, there is a

possibility that the subtitles do not match what is being said, due to the sentence structure

being different. This occurs when characters use long sentences, with multiple subordinate

clauses. The translator will need to make the choice to either translate the whole sentence and

have the part of the sentence in the subtitles not match the part of the sentence in the audio, or

to cut the sentence into multiple smaller sentences to be able to match the dialogue better.

It is also not obligatory in Japanese to say the subject of the sentence if this can be

derived from context. Therefore, Japanese sentences can leave out pronouns completely, if

the context makes it clear who is being talked about. This is sometimes used in games to keep

the gender of a character ambiguous. In English, the subject is an obligatory part of the

sentence and cannot be omitted, this would result in a grammatically incorrect sentence. Due

to this difference, translators will sometimes be forced to reveal the gender, or perceived

gender, of a character, even if it was intentionally ambiguous in the original Japanese text.

There is also a difference in the use of verb-forms in Japanese and English. Whilst

English tends to use more transitive verbs, and only intransitive when necessary, Japanese

uses intransitive even when not necessary. Some linguistic researchers thus call English a

DO-language and Japanese a BECOME-language (Luk, 2014, p. 753). This is in part due to

the subject not being obligatory in Japanese, which results in more Japanese sentences using

intransitive verbs. Translators will thus be forced to shift the focus of sentences to make them

more natural in English. Japanese also has intransitive verbs that denote actions that must

involve an agent, such as the verb ‘to be found’, for which there is no English equivalent

intransitive verb, thus forcing translators to change the verb-form (Luk, 2014, p. 757).

In Japanese, there is the concept of yakuwarigo. This term was coined by Japanese

linguist Satoshi Kinsui in 2000 and means ‘role language’. He explains that this term refers to

the ability to imagine a specific profile via specific language use, such as vocabulary,

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expression, and intonation. One can derive someone’s gender, age, and nationality from this

language use. This principle can also be used vice versa, to imagine how a person would act

and speak based on their gender, age, and nationality. Many aspects of a person’s speech can

be categorised under yakuwarigo, from the tone of their voice, to how a person laughs, to

what words they use (Chiang, 2016, p. 12). For example, a person that uses a high tone of

voice, laughs quietly, uses the formal neutral pronoun 私 (watashi) and uses the formal

verb-endings, is likely a polite adolescent female. Whereas a person that has a high tone of voice,

laughs loudly, uses the male pronoun 僕 (boku) and uses informal verb-endings, is likely a

young pre-pubescent boy. These keywords and tones can thus be used to determine the

gender and age of people (Gillberg, 2013, p. 19). This use of role-language to convey certain

stereotypes is often used in video games to give characters more depth and to individualise

characters from one another. A brash young man with an abundance of self-confidence will

be more likely to use the arrogant male pronoun 俺 (ore) as opposed to the more neutral male

pronoun 僕 (boku). A very polite female will also be more likely to use the formal neutral

pronoun 私 (watashi) as opposed to the more informal female pronoun あたし (atashi).

English does not have these role languages, thus making it difficult to accurately translate

characters with as much depth as is present in the Japanese original. Localisers typically try to

compensate for this by having young boys speak with ‘wanna’ and ‘gonna’ to convey the

informal nature, though this still has less depth and less of a stereotypical image for the

gamers than the Japanese original does.

Japanese also has three different writing systems: hiragana, katakana, and kanji. Kanji

are originally Chinese characters adapted by Japan, in which each character has its own

meaning. Most, if not all, nouns and verbs have one or multiple kanji, though commonly used

nouns and verbs are rarely written with kanji. Hiragana is one of the phonetic systems, of

which each hiragana represents a sound. Hiragana is used for particles and sentence endings,

and some common nouns and verbs are typically written using hiragana, such as the verb い

る (iru, to be). Katakana is the other phonetic system, in which each katakana represents a

sound. Katakana is typically used for foreign words, such as loanwords, or the names of

foreigners. In video games however, these three systems are also used to define characters’

personalities and traits. Characters that are known for their wisdom will typically use more

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kanji, even for words that are typically not written in kanji in modern life. Young children

will speak with less kanji and more hiragana, to convey their innocence and lack of

knowledge of the world. Characters that are perceived as ‘cool’ may use more katakana, even

for pronouns and sometimes even verb-endings. This use of these three systems once again

adds depth to the characters, similar to the use of yakuwarigo mentioned above. This is once

again an aspect that is impossible to translate into English, thus forcing the localiser to

compensate with other traits, such as young children mispronouncing words to show their

innocence, or wise characters using archaic and uncommon words.

As can be seen in this chapter, translators of Japanese, and thus also localisers of

Japanese video games, are forced to take liberty when translating to produce a grammatically

correct and non-confusing product for the target audience. This would normally be seen as the

translator taking too many liberties and not staying loyal to the source text. However,

translators must take these liberties to change word order, verb form, paragraph structure and

sometimes even characters’ personalities if they want to produce a grammatically correct text

that is coherent for the target audience whilst achieving a similar effect as the original game

did.

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3. Methodology

3.1 Material: Tales of Zestiria

The main goal of this paper is to analyse the Japanese Role-Playing Game, Tales of

Zestiria. This video game is part of the Tales franchise mentioned earlier in this paper and has

its own unique story and characters. This game was chosen for multiple reasons, as I will

explain in this chapter.

First and foremost, this game was chosen because it is a JRPG. As explained earlier in

this paper, this genre of gaming is particularly difficult to localise into different cultures, and

thus most of the earlier JRPGs were never localised. Due to the complexity that is innate to

this genre, with its complex storylines, well-developed characters and unique monsters that

change with each new game, this genre is interesting to analyse for its translation and

localisation.

Another reason this game was chosen is because this game is fairly new at the time of

research. Tales of Zestiria was released in Japan in January 2015 for the PlayStation 3, and

later for the PlayStation 4 as well, and got a Western release in October 2015 for the

PlayStation 3, PlayStation 4, and PC. The game got a full localisation into English, with all

text and sound being localised, and a partial localisation into French, German, Spanish,

Italian, Portuguese, Russian and Chinese, with only the game’s interface and subtitles being

localised. The players have the option to choose between the Japanese and English audio,

allowing the gamers to hear the original text as well as the localised text. As mentioned

earlier, this poses an extra challenge for the localisers.

Just like all other JRPGs, Tales of Zestiria takes place in a fantasy world that shares

little to no features with the real world and has its own unique creatures. In this game, the

main character is Sorey, a male human interested in ruins that lives in a mountain village with

Seraphim, also called seraphs. Seraphs are magical beings that look like humans, but each

have an elemental property that falls under their control. All seraphs can control an element

and in the game seraphs using fire, water, wind, earth, thunder and void are seen. Seraphs can

only be seen by humans that have a high resonance, which the main character, Sorey, does.

The game begins with Sorey and his male seraph friend Mikleo investigating a ruin close to

their home when they find a female human, Alisha, passed out in the ruins. Sorey takes her to

the village and helps her get back on her feet. Because Alisha has low resonance, she cannot

see the seraphs living in the village and believes Sorey lives by himself. Once she is back on

her feet, she goes back to her hometown, forgetting to bring her dagger with her. Sorey and

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Mikleo encounter a beast, called a hellion, that seems to be after Alisha, and they decide to go

after her to give her back her dagger and protect her from the hellion.

Once they go to the world below the mountain, where other humans live, they learn

that the world has been thrown into chaos because of an increase in malevolence, a dark

energy that humans produce when they are in peril, and that can turn humans and animals into

hellions when they are inflicted by it. They learn that the legend of the Shepherd that they

learned whilst growing up is true, and that the Shepherd is a human that uses the powers of

seraphim to purify the world of malevolence. Due to humans losing their resonance over the

years, less and less people believe in the existence of seraphim and the legend of the

Shepherd. Sorey decides to become the Shepherd due to his ability to see seraphim and his

will for humans and seraphs to live together once again. To purify the world of malevolence,

he needs to employ a seraph of each of the four main elements and defeat the root of the

increase in malevolence: The Lord of Calamity. He is a hellion that was once a human who

was cursed to never die whilst losing everything and everyone he loves. Sorey goes on a

journey with his friend Mikleo, a water seraph, the fire seraph Lailah, the earth seraph Edna

and the wind seraph Dezel. Another human also joins the team, Rose, to share Sorey’s burden

of being the Shepherd and to help him purify the world. Dezel joined Sorey on the condition

that Sorey would help him execute his revenge on the seraph that killed his friend, which ends

up in him being killed himself. To replace him Zaveid, a different wind seraph that the team

has encountered multiple times at that point in the game, takes his place in the team. The

group goes on many quests to grow stronger in order to defeat the Lord of Calamity. At the

end of the game, the Lord of Calamity is defeated and Sorey goes into a century-long sleep so

that the ground can be purified of malevolence via his sleeping body.

Video games from the Tales franchise have their own unique feature that is not innate

to JRPGs, which are skits. In each game, there are 2D cutscenes in which the main character

and his/her team discusses a multitude of events. These cutscenes are called skits. In these

skits, the characters are drawn in 2D and have very little variation in their facial expressions

and body language. The character speaking is shown by having him/her lit up and in the

foreground, whilst the rest are in darker colours and are behind them.

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Figure 1 Tales of Zestiria skit example

These skits will be the focus of the analysis. The skits can be about many different

aspects of the game. In most skits the team discuss the main storyline, but there are also skits

about the way the game works, side-quests the team can go on, interesting buildings or

artefacts the team discovers, and sometimes about nonsensical things, such as the food at an

inn or the stay at a spa. Each skit is its own small, separated conversation. These different

types of skits have different skopos within the game. System skits are meant to explain a part

of the gameplay to the player, whilst nonsensical skits are there to make the gamer laugh and

to give them a break from the seriousness of the main storyline. This is the main reason that

this game was chosen for this analysis over other JRPGs, and why the analysis will focus only

on these skits. This difference in skopos may lead to a difference in translation strategy.

3.2 Data analysis method

For the analysis of this paper I want to look at the different types of skits present in

Tales of Zestiria and how they are translated. To do this, I employ Juliane House’s technique

for translation quality assessment, first introduced in 1977 and revised multiple times

thereafter. The goal of this paper is to analyse the translation and localisation, not to judge if

the translation is ‘good’ or ‘bad’. House’s register analysis, based on the Hallidayan register

analysis model, analyses not the formal and syntactical aspects of linguistic items in two

different languages, but rather focuses on the functional and pragmatic equivalence between

an original text and its translation (House, 2001, p. 247). Due to Japanese and English being

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languages that have little to nothing in common linguistically speaking, this type of analysis

is preferred to linguistic analysis.

In the data analysis, I will use House’s concepts of field, tenor and mode to assess the

translation strategy. In her theory using field-tenor-mode, field refers to the subject matter and

includes lexical items. Tenor refers to the nature of the participants, in this case the game and

the gamer, and also includes social attitude, namely formal and informal style in this game.

Mode refers to the channel in which the dialogue is delivered, aka written or spoken, complex

or simple, written to be read or written to be spoken. This also includes the degree of

participation between the addresser and the addressee, in this case the game and the gamer

(House, 2001, p. 248).

The localisation of video games can be seen as, in House’s terms, a covert translation,

in which the translation serves as a new original and its function is to reproduce the function

of the original in a different culture (House, 2001, p. 250). Whilst gamers of Tales of Zestiria

are constantly reminded that the game was originally Japanese, due to the option to choose

Japanese or English dialogue each time the player starts the game, the function of the

localisation of Tales of Zestiria is to entertain and engage the players as a new game, more so

than it is to offer a direct translation of the original.

For this analysis, the skits have been divided into multiple categories: story,

discovery, sub, etc. and system. Story skits are cutscenes that occur within the main story and

they pertain to the main storyline. Discovery skits occur when the team finds an interesting

mural, building, animal or otherwise, and they discuss this discovery. Sub skits occur when

the player decides to pursue side-quests that are not necessary for completing the main story,

and thus pertain to these side-quests. Etc. skits are cutscenes that have no relation to the main

storyline or side-quests and are there as comedic relief, such as the team eating food at an inn

or going to a sauna. System skits are cutscenes in which features of the game are explained,

such as how the battling system works and how to get the best weapons. There are 333 skits

in total, of which 111 are story, 63 are discovery, 80 are sub, 51 are etc. and 28 are system

skits.

For my analysis, I will analyse the skits using House’s assessment for translation

quality to analyse the amount of overlap between the original and the localised version. I will

then categorize them into three different types of translation: direct, indirect and transcreation.

A skit will be labelled as direct if field, tenor, and mode are all the same in the localised

version, focusing on the important lexical items within the skit. A skit will be labelled as

indirect if field, tenor, and mode are mostly maintained, but within field some of the lexical

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items are different, whilst the subject matter stays the same. A skit will be labelled as

transcreation if the field is not maintained and the subject matter and lexical items are both

changed. I will also label any individual sentences that are transcreated as transcreation, even

if the overall skit is labelled as direct or indirect. This is because not many skits will need to

be fully changed, or transcreated, but there are multiple instances in which one or two words

or sentences are changed completely. In my analysis I will not look at changes in grammar,

due to Japanese and English being such linguistically different languages.

In the course of the story, one of the characters, Dezel, dies and is replaced by a

different character, Zaveid. However, because the storyline is not static and the player can

choose to do certain side-quests before or after the death of this character, some skits have

two versions, one with Dezel, and one with Zaveid. Most of these skits are completely the

same aside from the one or two sentences these characters say. For the quantitative analysis, I

will count these two versions as one, unless the versions do not get the same label, i.e. one is

labelled direct and the other is labelled indirect.

In my analysis, I will look at the most interesting cases of translation to assess how the

localisers translated text that is difficult to translate, with a focus on language-bound text,

such as word puns, and culture-specific text. To analyse the word puns, I will use Peter Low’s

2011 theory on how to translate jokes between two languages. In this theory, Low analyses

the translation of jokes and how many leaps the translation is away from the original joke. He

then assigns a mathematical figure to these jokes, such as a square, pentagon, or circle, based

on how many leaps the translation is away from the original (Low, 2011, p. 63-64). This

method can show the possible steps the localisers took to translate the joke and their

thought-process, though there is no way of establishing if this truly is the process that was used. This

method will only be applicable in some of the examples, as a lot of the translations of the

jokes have no connections with the original joke anymore, thus making Low’s method

unusable in those cases.

For the analysis of the translation of the culture-specific elements, I will use Diederik

Grit’s 1997 methods of translating realia where applicable. I will explain these in the analysis

with the examples, as not all methods were used in the translation of Tales of Zestiria.

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4. Analysis

After taking out the double skits that were not labelled differently, a total of 313 skits

were analysed. 105 skits were labelled as story, 62 as discovery, 67 as sub, 51 as etc. and 28

as system skits. Overall, over 100,000 words were analysed. In this chapter I will discuss the

results of the overall analysis and the analysis per skit type, accompanied by examples. The

analysis of all the skits resulted in the following data, placed side by side:

Figure 2 Results all skit categories

As can be seen in this graph, a common theme can be found in the type of translation

strategy used between different types of skits. Both in the sub skit category, which deals with

information about side-quests, and in the etc. skit category, which deals with nonsensical

things such as food or playing a game, the majority of the skits were translated indirectly, i.e.

the sense of the skit was maintained, but the actual words used were different. The story skits,

discovery skits and system skits all share a similar split of direct vs indirect translation,

almost 50-50, with system skits having a slightly larger amount of direct translations. Also

interesting to note is the fact that there were no transcreated skits in the system category, as

was expected, due to the importance of these skits being translated according to their

meaning.

During my analysis I also kept track of the instances where transcreation took place,

which is when a few words or a complete sentence was completely changed during

translation. Most of these transcreations happened with sentences that had a play of words in

them, something which is impossible to translate using lexical items with the same meanings

0% 10% 20% 30% 40% 50% 60% 70% 80% 90% 100%

Story Discovery Sub Etc. System

All skits Tales of Zestiria translation strategy

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whilst maintaining the humour, or were sentences that contained idioms, which is once again

impossible to translate using lexical items with the same meaning. In this analysis, there were

87 skits that had instances of transcreation in them, though the skit in its whole was translated

directly or indirectly. Of these skits, 30 were story skits, 22 were discovery skits, 19 were sub

skits, 8 were etc. skits, and 8 were system skits. Later in this chapter I will show some of

these transcreations as examples, as those sentences were the most difficult to translate within

this game. This will give us a look at what decisions the localisers made regarding

untranslatable elements. For all of the examples, the Japanese original (JA), the Japanese

pronunciation in Roman alphabet (R), the gloss (G), the author’s translation which will stay

as close to the original as possible (AT), and the official English translation (EN) will be

shown. In the author’s translation, the official localised names for the game-specific

characters, creatures and objects were used, as the scope of this paper does not include

analysing the translation of these.

In my analysis of the larger categories of skits, I divided the skits according to what

was encountered regularly during the analysis, i.e. idioms, word play, etc. However, as all

skits deal with a specific event, item, etcetera, I kept examples that came from the same skit

together, even if it contained different types of examples.

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4.1 Story skits analysis

There were 105 story skits in total, of which 53 were translated directly, 50 were

translated indirectly and 2 were transcreated. This resulted in the following data:

Figure 3 Results of story skits

As can be seen in this chart, a slight majority of the skits were translated directly. I

will not show any examples of direct translation in this analysis, as they were fairly

straightforward and show very little interesting data. Instead, I will analyse some of the

indirect translations and mostly the transcreations, as these may show some of the difficulties

the localisers of this game had to deal with and how these were solved.

4.1.1 The fighting-style skit

In the first example, Sorey, the main protagonist, and Alisha, the human he is helping

get back on her feet, are talking about Sorey’s fighting style. Alisha asks what the name of his

fighting style is, to which Sorey replies with confusion. Alisha answers to his confusion with

the following:

Alisha:

JA: あるだ-ろう?師匠やその系統を表す名前が

R: aru da-rou? shishou ya sono keitou o arawasu namae ga

G: to.be COP-EMP? Master or that lineage ACC represent name NOM

AT: There is, right? The name of your master or that represents that lineage

EN: Yes. Isn’t there a name signifying the style? Your swordmaster’s name, perhaps.

50% 48%

2%

Story skits

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This skit was labelled as indirect and contained several similar sentences, in which the

English conveyed the Japanese information but in a different order and with different words.

In the English translation the word lineage was omitted, and Alisha clarified that what she

wants to know is the name of Sorey’s fighting style. This clarification may have been added

because the Western target audience may not know much about sword fighting styles and that

they tend to be named after the master or a lineage in Japan. Due to Japan’s prominent

samurai history, Japanese people are more aware of this than most of the Western public, that

do not have this history. Thus, the localisers chose to clarify by adding the first sentence, so

as not to confuse the new target audience.

Further on in this same skit, Sorey talks about how the prickleboars, boar-like

creatures that live close to his village and that he used to hunt, are the ones that taught him

how to fight.

Sorey:

JA: その毎日がオレに戦い方を教えてくれただからウリボアがオレの師匠で恩人 R: sono mainichi ga ore ni tatakai hou o oshiete

kureta dakara uriboa ga ore no shishou de onjin

G: That every.day NOM I DAT fight way.of ACC teach-GER be.given-PST because prickleboar NOM I GEN master as contributor

AT: Because that everyday taught me the way of fighting, the prickleboar is a contributor as my master.

EN: But it was those days that taught me how to fight. There’s no better teacher—no more exacting taskmaster—than the humble prickleboar!

In this example, the English localisation split the sentence in two shorter sentences, instead of

one long sentence like the Japanese. Contributor was changed into taskmaster, as a setup for a

play on words later in the skit, and the second sentence has a completely different feeling

behind it than the original. In the original, Sorey simply states that the prickleboars are his

masters, because they taught him how to fight. This was changed in the localisation into

Sorey saying that the prickleboar are the best teachers for learning how to fight. This change

was most likely made as a setup for the play on words present later in the skit, for which the

English localisation chose to use taskmaster, thus having to incorporate this into the skit. The

following example is this play on words, an instance of transcreation within a skit not labelled

as transcreation:

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Sorey:

JA: あ。恩人じゃなくて、恩ウリボアだな

R: A. onjin ja-naku-te, on-uriboa da na G: EXP. contributor COP-NEG-LK, favour-prickleboar COP SFP AT: Ah. It’s not contributor, it is favour-prickleboar

EN: But I guess I should say „tuskmaster“.

As can be seen, the original Japanese play on words would not work in English if translated

directly, as it would not make any sense. The Japanese word for contributor,

恩人

(onjin), is

composed with the kanji for favour and human. In the Japanese play on words, the kanji for

human is replaced with prickleboar. This is possible due to the use of kanji in Japanese and

their combining of kanji to create new words. This is not present in English, in which very

few words are combinations of words, and every word has its own meaning. Therefore, the

localiser compensates by changing taskmaster into tuskmaster, eluding to the tusks of the

prickleboar. As will be seen in further examples, a play on words is often transcreated, thus

losing the exact meaning of the sentence, but maintaining the humour.

4.1.2 Idioms

Idioms are culture-specific sentences, or parts of sentences, that translators often

cannot translate directly into another language. In the next example, Sorey and Mikleo have

set out towards the human world and are leaving their village for the first time in their lives.

On their way they stop at a cliff that overlooks the human world below and they discuss the

adventures that may await them.

Mikleo:

JA: 見た目じゃ計れないものだろうな。。。今はこの景色を楽しむのも悪くない R: mitame ja haka-re-nai mono da-rou na... ima wa

kono keshiki wo tanoshimu no mo waruku-nai

G: Appearance only measure-able.to-NEG EMP COP-EMP SFP... Now TOP this scenery ACC enjoy GEN also bad-NEG

AT: You can’t measure just on appearance. Enjoying this scenery now it also not bad.

EN: Well, don’t judge a book by its cover, as they say. But for now, at least we get a nice view.

In this example the meaning of the Japanese is conveyed in the English, but in a modified

way. The first sentence was translated into an idiom, even though the Japanese sentence is not

an idiom. The use of idioms makes the speech more natural, especially considering the

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English translation is also the script for the English voice-over. The localisers thus had to not

only translate the meaning of the original, but also make it into natural-sounding speech when

spoken. The second sentence was also translated by maintaining the meaning, not the literal

words. In the Japanese version, Mikleo states that it is not so bad to enjoy the scenery, whilst

in the English version he says that at least they have a nice view. Whilst the base meaning,

the field, of these sentences are the same, aka enjoying the scenery, the lexical items used

differ slightly, thus marking this as an indirect translation.

Later in the same skit, Sorey asks if Mikleo is excited, or pumped in the English

translation, to go to the human world for the first time, to which Mikleo reacts with the

following.

Mikleo

JA: いいよ。そういうことにしても

R: ii yo. souiu kotonishi-te mo G: Good SFP. such decide-LK also AT: Okay. Also if you decide to do as such.

EN: Pumped? Well, mildly inflated, at least.

In this example, the Japanese version and English version differ greatly. In the Japanese

version, Mikleo does not react to Sorey’s question, but rather comments further on something

they discussed earlier in the skit. In the English version, Mikleo reacts to Sorey’s question

and a joke was added into it by him saying he is ‘mildly inflated’ instead of ‘pumped’. This

change may be due to the difference in Japanese and English culture and their way of

speaking. In the Japanese version, it is clear what Mikleo is referring to when he says: ‘if you

decide to do as such’, in which the such refers to an earlier part of the skit. In English, the

localisers would have to add in the subject again, because it would not be clear what Mikleo

is referring to if he just says ‘such’. This would result in a much longer sentence in the

localisation. Whilst the localisers did have the possibility to extend the time a character is

speaking, as will be seen in a later example, the localisation team was most likely told to keep

these to a minimum due to production costs. This sentence in Japanese does not carry any

important meaning, so omitting it completely and substituting something else does not alter

the story. The localisation team most likely chose to add a word pun here to compensate for

the instances where they were unable to replicate a word pun, and to keep the overall humour

of the game, which includes a significant amount of play on words.

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In the following example the team are in the lair of slime hellions, who are known to

be picky eaters. Rose comments that slimes would probably love to eat Zaveid, as he wears

very few clothes and the hellions would have less to spit back out. Zaveid answers with the

following:

Zaveid:

JA: そうそう、よく言われるんだ 「食わせ者だ」ってな

R: sou sou, yoku iwa-reru n da [kuwasemono da] tte na

G: that’s.right that’s.right, often say-PAS GEN COP [hypocrite COP] QUOT SFP

AT: That’s right, that is said often. “You are a hypocrite”

EN: I get that a lot! „Zaveid you’re only an egg or two away from being a delicious omelette! “

In the Japanese version, Zaveid retaliates with a Japanese idiom that includes the word ‘to

eat’ (食う, kuu), but the idiom means ‘a hypocrite’ or ‘an imposter’. This idiom was not

translatable into English whilst maintaining the joke of Zaveid boasting about a negative

thing in order to make a joke because the word includes the verb to eat. The localisers were

likely unable to find an idiom that included the word eat or food that have a negative meaning

to it, so they chose to make up a sentence that included food. This is an example of an

element being untranslatable and the play on words not being translatable either, thus forcing

the localisers to make something up, even if it makes little to no sense. The localisers were

likely pressed for time and did not have the freedom to spend a long time on one sentence, as

there are probably other ways to translate this that would make more sense.

4.1.3 Change of personality

In the next example, Sorey, Mikleo and the newly joined seraph Lailah are at an inn

and Sorey and Mikleo are eating dinner. Lailah comments on this with confusion, as seraphs

do not need food to survive, though they are able to enjoy the taste of it. Sorey does not know

this, so he answers with confusion when she asks about Mikleo eating meals.

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