It's not bad, RPGOne's script, admit it.
I already did. It's much better than the DQIII SNES translation--I'll certainly say that.
And it does make me feel. It makes me feel I'm in some kind of Late Middle Ages or in some kind of Shakespearian era; not very exagerated, though. Here they didn't write the Thou's and Thee's (in the NES official version they overuse them; they never use You or Ye singular for polite situations or courtesy as it happened in Shakespearian English, what shows a stereotyped way of archaic English; RPGOne's translation doesn't do that, it's far from that, actually).
I'm not sure where you pick this up. RPGOne's script strikes me as pretty contemporary in its language approach, as it should be if the objective is to be faithful to the Japanese. The Japanese game is almost completely written in standard style, not medieval / archaic.
There's something about redoing his job that makes me feel bad, man! As if I was stealing a lollypop to a child or something. That's not good! I feel pity (or sadness, I don't know how to describe). I feel it's an injustice.
He is even dead!
Ok, that last quip even has me feeling a little bad now.
But okay, put me examples of RPGOne's dialogs and the way you'd had translated them, with its Japanese original counterpart, to see if it's true that oldie work needs to be redone.
I need to see something objective!
I've frequently lamented to nejimakipiyo that we should have kept a tight account of every error we uncover and fix in every other version, because, obviously, we were going to be questioned and doubted at every turn by those who are fiercely loyal to the near perfection of this version or that version.
I already gave you two examples of errors. Either missing (or censoring) the scandalous Inn text with the princess in DQ1 & the line about Hargon himself growing enormous (instead of what should be his ego) in DQ2. When I recently played through DQ1 for bugs, I ignored nearly all the NPC text. I just spent a few minutes visiting a few towns quickly. A few observations: yes, the writing in general is pretty decent. Also, the translation of enemy & item names is pretty decent, but I did pick up on a few problems quickly. "Token of Roto." The underlying Japanese word could mean token or emblem. I think it could be agreed that emblem makes more sense in English for what that item is. Also, the enemy name, "Meda", which they left untranslated--probably not knowing what to do with it. At first glance, it's a nonsense word in Japanese, but a closer look reveals that "Medama" is the Japanese word for "eyeball", and the eye is probably the most prominent feature of that creature. Our translation, "Eyeba", actually translates the word in an equivalent manner (eyeball truncated). Other issues: they translated the blue colored dragon as "Kiss Dragon", which is both awkward and incorrect. That Japanese word is an odd one, but the options would seem to be Keith or Kith. We went with Kith. One last thing: they refer to the shrines as monoliths; I'm not sure why. The meaning of that Japanese word is pretty clear.
I'll promise you one thing. If we ever do publish a retranslation (or possibly merely a revision) of this game's script, we will do so with utmost respect to the RPGOne team, as we are all indebted to them for their labor and, as you say, the good job they did, all things considered. That respect will be made loud and clear in the way that we publish. I'll probably even say that the version we create is not intended to supersede or eclipse that which came before, but to offer an alternative reading, and one that's in line with our past work and ideals.
And for the record, I won't be saying all that about the current DQ3 SFC English script. That thing is a straight up hot mess.