Starting work on fixing the stuff I missed in Eternal Blue. Don't know how long that'll take, but I'll look into the non-English versions of Alundra at some point during or after that.
Being hearing impaired, lack of subtitles in voiced scenes annoy the heck out of me too. I don't know how you're gonna add them in though.
Based on a little experimentation, I think the cutscene format is flexible enough that I can just add in the extra graphics and commands to display them without having to adjust much else, but I shouldn't get too far ahead of myself.
When it comes to Lunar... I know a lot of people prefer TSS over SSSC, but I admittedly know I'd personally really love to see the Complete versions get proper treatment too. I quite like the Sega CD games, but they aren't the ones that got me into the series originally.
You know, balance changes are such an interesting topic to me in general when comparing regional versions of games. I've sometimes had suggestions made about (mostly very minor) balance changes for things I've worked on professionally, though rarely did anything make it in. When I worked on Bunny Must Die's official English PC release, though, it was really interesting because I was handed a version with way different balance and various changes compared to the version people knew to begin with, even before the localization process begin.
I wonder how many times stuff like that ended up being a case of that? It certainly has been the case many times, for games that were basically "further finished" for their overseas releases. I find it fascinating.
Edit: vvv Sort of! The PS4 version of Bunny Must Die had a lot of the changes that had been made in the version I worked on, including the Arranged Soundtrack I personally got approval for and directed! Thing is, it also had way, way more changes, too, and it didn't use the English translation I'd worked on at all, opting for a brand-new one instead that has... a much different angle to it.
Heh, my most distinct memory of playing BMD (with the unofficial English patch, years and years ago) is giving up at the final boss after a great deal of agony and probably screaming. Guess I can understand why they might have wanted to tweak that a bit...
Yeah, the Complete versions are a lot more popular, and I'll probably end up taking a look at them sooner or later. I'm not planning these out at all, so we'll see when my interest drifts that way.
While original developers certainly do their own tweaks -- the numerous "International" Final Fantasies are an excellent example -- I'm reasonably certain that in this case, Working Designs was usually the one who asked for the difficulty changes. At the very least, Vic stated that was the case for Exile II, and I doubt that was the only one. By 1996, they'd hired their own programmer and had source-level access to the games, so at that point they were definitely the ones responsible. I do think that for the earlier games, some of the changes might have been done beforehand by the original developer, like how you can only gain one level per battle in the Japanese version of The Silver Star but more than one in the US version.
Wait you seriously are not aware of this? Yeah game rentals are still illegal in Japan. Here is an article on it.
You were aware that it was a standard industry practice for the US releases of games to be altered to be harder right? One infamous example is Battletoads, but the entire video game industry did this at the time. If you weren't aware that might explain why you think this is a WD thing. Here is a post on NeoGAF all about it.
He is getting a "hate torrent" not for the patch itself it is what he says in his opening, notes and other posts. If he was respectful to the original producer of the translation (You know the people who put their money where their mouth is and put in the work to bring the games over and do the voice acting in a time when that was a brand new thing.) no one would complain. As the old wisdom states: "Don't start none, won't be none."
Personally I actually like the patches themselves. The sole problem is Supper's attitude coupled with what seems to be a lack of knowledge of the history of the industry at this time. I can also honestly see wanting to go back and do a more literal translation too, but you can't forget this game is over 20 years old and that the industry was different then. Shitting all over a team made up of enthusiasts who poured their soul into bringing over games they wanted to see in the US, anime games from before Pokemon made anime mainstream in the US, because they don't meet your standards 20 years later is not cool.
The funny thing is, again, Victor Ireland is not some cloistered figure in some unassailable corporate ivory tower. He just has a small team and is not hard to contact. If Supper were actually respectful he would probably be getting heartfelt support from the original translator. He could actually get some answers to his questions but since he is so focused on hating them it is never going to happen.
If the OP wasn't enough here are a few other egregious entries from the patch notes.
Incidentally the Vay patch notes are fine. I can't find anything to complain about. I imagine Supper got more diplomatic after realizing he was upsetting a lot of people.
For anyone who wants some context you can read the thread yourself. (He is talking about Lunar being in our future btw, not Popful Mail.) Victor is pretty frank about the changes and why they occured. Probably the most relevant quote.
But yes, please keep insulting him by taking one quote out of a full conversation and calling him insane. That will make things better.
Or for those who do not read Japanese the Lunar changes can be found below.
Lunar The Silver Star English<>Japanese differences Compilation
Lunar Eternal Blue English<>Japanese differences Compilation
Lunar Silver Star Story Complete English<>Japanese differences Compilation
Lunar2 Eternal Blue Complete English<>Japanese differences Compilation
Whoa, I totally missed this post! Sorry for not replying earlier. I'd rather be programming than having an argument, but since you're twisting my words quite a bit here, I suppose I have to set the record straight.
You're going quite a bit out of your way to interpret what I said as heinously as possible. When I expressed approval of "removing the obnoxious Working Designs credits", I was referring to the fact that unlike every other game publishing company I've ever seen, Working Designs insisted on listing their own staff in the most prominent positions at the very top of the credits, displacing the credits for the game's actual directors, producers and so on. As I explicitly stated, removing those credits was a side effect of copying over the cutscene from the Japanese version rather than some malignant action on my part. I have absolutely no desire to withhold credit from anyone involved in the production of the game, and Working Designs certainly did. If those had been the only credits in the game, I would have taken more care to leave them in, but the fact is that the game has no less than two other staff roll sequences in which Working Designs receives full credit.
Despite your assertions to the contrary, I do, in fact, hold a great deal of respect -- of a kind -- for Working Designs and Victor Ireland. The guy went to Japan, made contacts, hashed out licensing deals, and made all the arrangements to have these games translated, dubbed, and reprogrammed for release in the US. That takes a level of effort and organization far beyond anything I could ever manage, and in that respect he's an admirable figure. The problem is that all that effort ultimately went into creating gag translations that fundamentally misrepresent the original games. "Enthusiasm" and "it was 20 years ago" are not excuses for ruining someone else's creation, and I know of no other company that engaged in the kind of egocentric, wholesale script replacement that Working Designs did. The Working Designs rewrites are incredibly
disrespectful to the authors of the original works, and I will not apologize for rightfully disparaging them.
Increasing games' difficulty in the West, though it certainly happened, was hardly "standard industry practice" -- there are hundreds of examples of contemporary games that were left untouched or even made easier for international release (especially in the 32-bit era and beyond -- Final Fantasy VII and VIII didn't have their difficulty cranked up in the US, but Alundra and Silhouette Mirage sure did!). But putting that aside, I do understand that Working Designs had a substantial commercial motive: to make money, they needed to reduce rentals and sell strategy guides, and making the games harder was an excellent way of facilitating those goals. Now, I hardly think Vic was using the money to line his own pockets -- the point was to keep the company solvent and able to release more games. Unfortunately, that does nothing to mitigate the fact that the increased difficulty of the games makes them -- to my tastes -- less enjoyable than the originals, which is why I'm making these patches in the first place.
My point with all this is that Working Designs was not simply "following the crowd", as you would have me believe. Their releases of games pervert the originals in a unique and disgusting way far beyond any of their contemporaries, and they deserve all the criticism they get for doing so. It's great that they brought the games to the US at a time when no one else would, but it's absolutely appalling how they did it. If Victor Ireland's come to acknowledge that, great! (From what people are saying about Gaijinworks and Summon Night, it doesn't sound like it, though.) But frankly, I don't have anything to ask him that he hasn't already made crystal-clear.