theradicalchild: (Japanese Self-Defense Forces Flag)
2022-04-21 09:54 am

Editorial - The Tricky Art of Localization

Back when I was a young gamer limitedly experienced with videogames, particularly RPGs that consume the bulk of my gametime nowadays, one thing I took for granted in titles of Japanese origin was their translations and/or localizations, the former defined as the conversion of text from one language into another, and the latter more concerned with truly adapting the game dialogue for another culture. In this editorial, I’ll explore the complex, sometimes tricky, art of videogame localization, and occasional obstacles with regards to the translation of things that normally don’t translate well to other cultures.

My very first JRPG was Dragon Quest on the NES, then titled Dragon Warrior for legal reasons, when I was unaware of the game’s Japanese origin. Back then, I didn’t give much thought to the narrative of the game, given that before I didn’t have much concern with the stories of videogames, which I found to be largely brainless diversions from a hectic scholastic life. At the time, I did notice that the game had an odd style of dialogue I would later discover to be Renaissance-era English, eventually finding that the works of William Shakespeare chiefly incorporated such a textual disposition.

Breath of Fire on the NES’s sixteen-bit successor system, the Super NES, would be the game that really got me into RPGs, with those of Japanese origin, as with today, being the chief source of my playtime, alongside games of other genres, whether of Western or Eastern conception. Again, I didn’t give a second thought to the Japanese origin of the game, let alone whatever translational foibles it might have had, which I would eventually come to realize decades later were somewhat more problematic than average for a game enduring the process of converting Japanese dialogue into English.

Back then I was still unaware of the localization process of videogames, and would play its sequel Breath of Fire II on the same system, although at the time I did notice thanks to an issue of Nintendo Power covering the game listed its single negative point as “Poor English translation”, and thence I began to realize, thanks to the magazine, that many of the games I had been playing were of Japanese origin. The second game in what was then Capcom’s flagship RPG franchise definitely had translation issues, given the narrative’s religious themes, and from then I gave some care as to how games handled their dialogue, although I was still unaware of the tricky localization process.

Later in the sixteen-bit era I would discover Final Fantasy VI, then known in the Anglosphere as Final Fantasy III due to many of the game’s numerical precursors not leaving Japan, and at the time I began to realize that it contained one of the better localizations of its era, thanks in part to translator Ted Woolsey, although I wouldn’t be aware of his name until generations later. Another 16-bit RPG released late in the SNES’s lifespan was Chrono Trigger, which unbeknown to me Ted Woolsey also handled, had dialogue more capable than usual for a game of its time, and I would very much concur with contemporary opinion that its translation was well above average for its time.

Which brings me to the school of localization mainstream gamers would dub the “Woolseyism.” However, I disagree with this nonminer, since Woolsey’s translations, in my opinion, were far from the infallible masterpieces, given various issues at the time. One was Nintendo of America’s draconian censorship policies that purged translated videogames of content regarding politics, religion, sexuality, profanity, blood, and so forth. TVTropes defines the term Woolseyism as consisting of pragmatic changes to a videogame’s linguistic content in cases where a direct translation would be unfeasible.

There were also issues with some of Woolsey’s dialogue sounding unrealistic, with another game he translated, Secret of Mana on the Super NES, having to compress what was to be a CD-based game into a sixteen-bit cartridge, given the fallout of Nintendo’s attempted negotiations with Sony for a compact disc addon to their base system, and Secret definitely had its share of awkward speech, despite getting content past Nintendo America’s antireligious censors such as a reference to “the gods” during its iconic backstory-revealing cutscene. Regardless, the game did very much have one of the far better localizations of its time.

Which brings me back to Final Fantasy VI, indeed sporting a number of changes that were indeed pragmatic, such as his change of protagonist Tina’s name to Terra, given that Terra sounds more exotic to Anglophone gamers as Tina does to Japanese players. Other name changes such as Lock to Locke were acceptable as well, given the potential reference to philosopher John Locke, although some seemed random, such as Edgar’s brother Sabin, known as “Mash,” a nickname of “Macias,” when, even given the text space limitations of the game, Woolsey could very well have easily just stuck to calling the martial artist Macias in the English version, since Mash, of course, is a bit of an asinine moniker.

Woolsey did make errors, for instance, regarding gambler Setzer’s motivations, the character one time saying, “The Empire’s made me a rich man.” The original Japanese text in this particular scene used an idiom meaning “business has dried up,” which he assumedly misinterpreted as “gone up,” and future iterations of the sixth Final Fantasy beyond the PlayStation port would fix this. There were, however, dialogues Woolsey did well, such as his description of the enigmatic Shadow as “He’d slit his momma’s throat for a nickel,” with a later version using the quote, “He’d kill his best friend for the right price.”

Chrono Trigger was also one of Woolsey’s revered localizations, many name changes being pragmatic, such as antagonists Vinegar, Soysau, and Mayonnai to Ozzie, Slash, and Flea, condiment names for characters in Japan generally being humorous, but Americans would more recognize the names of the musicians Woolsey changed them to. Same for Gurus Melchoir, Gaspar, and Belthasar (coming from the Magi that brought gifts to the infant Jesus), called Gasch, Hash, and Bosch in Japan. One unnecessary change, though, was Grand and Leon and the sword they form, Grandleon, to Masa and Mune / Masamune, the latter moniker being fitter for a Japanese katana like Crono’s.

In summation, there were many things that Woolsey did well, such as many of the name changes for characters in the Japanese RPGs he translated, although there were other areas where he didn’t do well, such as villain Kefka’s “Son of a submariner!” in the original SNES version of Final Fantasy VI, when dialogue such as “Son of a…they’ll pay for this!” would have sounded more natural. Thus, I think the translation term Woolseyism would be fitter as “translation pragmatism.” One good example of this would be the change of Nusutto Park to Burglin Park in EarthBound, with the former coming from “nusumu,” the Japanese term for thievery, and the latter in English being self-explanatory.

On the other end of the translation spectrum is the “Blind Idiot” Translation, where the translators of games to English just didn’t seem to care about their quality, with many spelling and punctuation errors, name inconsistences, and/or odd dialogue, among the prime examples of these being the original PlayStation version of Final Fantasy Tactics, with dialogue like “A gang of tortured thieves is trying to sneak into this town,” and so on. Sony’s American branch was especially prone to these, particularly when it came to Final Fantasy VII and the aforementioned Tactics, although Square’s American branch would eventually take over its games’ translation duties.

Another translation type that deserves special mention is the Cut-and-Paste Translation, where translators make major changes to a script, edit scenes, and implement other alterations due to things such as cultural differences and fear of attracting ire from the moral guardians. Fans tend not to care much for this, referring to such efforts as “Macekres” (pronounced like “massacres”) after localization producer Carl Macek, who effected changes to anime he localized that didn’t exactly sit well with those who hold their original Japanese version in high regard, and tended to go hand-and-hand with Bowdlerization, a process named after Thomas Bowdler, who created “family-friendly” versions of Shakespeare’s scripts, for instance.

On the subject of Bowdlerization comes the former policy by Nintendo of America to purge games especially during the eight and sixteen-bit era of all religious content, although in the former case, the first two Zelda titles got away with crosses, although they backtracked with A Link to the Past, going so far as to censor symbols of a religion hardly anyone has practiced for millennia (the Hylian language). Even in modern times has there been censorship of religious content in games, such as Mastiff Games’ purging of all Christian symbols from their translation of La Pucelle, and the PlayStation Portable’s remake of the first Star Ocean having a cross indicative of healing magic censored to appear more monolithic.

Much debate has arisen regarding the localizations by Working Designs whether they qualify as pragmatic or cut-and-paste, given their tendency to inject popular culture references into the scripts of what they localized, with many things changed that one couldn’t properly term them translations, and changes here and there such as in the Lunar games, where, for instance, “Mel governs Meribia” became “Mel founded Meribia.” There were also lines that somewhat felt unserious such as Ghaleon’s “My coming-out party can finally begin! Send in the clowns!” and “The world will once again be mine on a delicious half-shell.”

While the overall quality of videogame translations has somewhat improved in the past two decades, there are still many kinds that localization teams still don’t adapt well for Anglophone audiences, such as the tendency of dialogue in battles not to sound natural, such as characters unrealistically shouting the names of their abilities, which may sound really cool in Japanese (unless they’re botching English words), but sounds out of place in English. There are also dialogues outside battle that sound really odd to English speakers, for instance, such as “More, more!” when gathering items in Etrian Odyssey V, and “Mrr-grr-grr!” in the Bravely Default games.

I would like to mention English anime dubs, and one of the biggest issues I’ve seen with them is not translating the opening and ending credits, although I can somewhat understand not translating their respective themes. The mentioned issue of characters calling special moves again doesn’t translate well, and there are other things like Hawk the pig constantly uttering “Piggy trot!” when running in the anime adaptation of The Seven Deadly Sins, which may sound cute in Japanese, but really sounds out of place in the English dub, and simple huffing and puffing would have sounded far better.

Moreover, the English dubs of animes that clearly occur in Japan tend to use actors without a drop of ethnic blood, and what’s more, titles like Persona games leave the Japanese honorifics in the English dialogue, which sound unnatural and oftentimes lend the impression that the voice actors don’t actually know what they mean. Some argue that using ethnic actors would have issues of its own, although animated films such as Disney and Pixar’s Turning Red show that the use of Asian actors to voice characters obviously having their origins in that part of the world can still sound great.

Lamentably, some contemporary videogame localizations demonstrate that translation teams don’t wholly have enlightened attitudes towards that particular portion of gaming. For instance, titles such as The Legend of Zelda: Ocarina of Time have dialogue like “Yahoo! Hi, Link!” (Who says “yahoo” anymore?) and Link’s Awakening “Annoyance! You are only getting in the way!” Games such as Tales of Vesperia also occasionally feature anachronisms such as “I plead the fifth,” a reference to the American Constitution’s “right to remain silent,” which won’t make a lick of sense to non-American Anglophones, and is vastly out of place in a game that doesn’t even occur on Earth.

Back to the issue of character and location names, occasional changes aren’t typically too big of an issue, although one issue I pointed out years ago in an editorial was that Anglophone players are sometimes in the dark as to their pronunciation. For instance, I had absolutely no idea “Cait Sith” was pronounced “ket-she” instead of “kate sith” until I delved into the world wide web and became knowledgeable as to how the Japanese pronounced character names. Thus, translation guides certainly wouldn’t kill the English versions of Japanese RPGs, be they without voicework.

On another note, RPGs may use onomatopoeia in dialogue, constituting the use of words mimicking their sounds, such as laughter, huffing and puffing, groaning, and the like. Rendering this while making translations sound professional can sometimes be tough, for instance, writing laughter as “ha ha ha ha ha,” screaming as “aieeeeeee,” and so on. There are occasional oddities in this regard mainly in Japanese RPGs, where, for instance, in Mario and Luigi: Bowser’s Inside Story, a pudgy toad says “Oog…” My personal preference here would be to use terms like (groan), (laugh), (pant), and so on.

A final point to make on regional differences between videogames is difficulty changes, making them easier or harder. Since I don’t like hard games, especially artificially so, I much prefer the former option, but in some cases, like with Working Designs, they tended to increase the challenge of their games, sometimes making them unplayably difficult, and even they admitted forcing players to pay magic experience to save the game in the Sega CD Lunar: Eternal Blue was a bad idea. Making games more accessible, though some will disagree, in my mind would be ideal to localization.

In summation, what does constitute a competent localization, particularly from Japanese to English? In my opinion, one by translators who have an above-knowledge of the original language as well as significant experience with English and writing, perhaps with regards to composing fictitious works, and generally remains faithful to the initial script. However, I definitely don’t mind a little cutting and pasting, particularly if the initial dialogue wasn’t good to begin with or sounds really unnatural. Voice actors also need to question bad writing and be competent in that regard. Overall, while the tricky art of localization has significantly become more refined, translation turkeys still exist, and the points I made in this editorial would go a long way in continuing to polish the process.
theradicalchild: (Super Nintendo Chalmers)
2022-04-16 04:44 pm

Editorial - Videogame Reviews: Whom to Trust?

As a videogame reviewer, I absolutely do not trust review scores for major and minor releases, and often disagree with not just the numbers, but also the logic, in many instances illogic, behind them. In fact, there have been countless instances in which I’ve purchased and played games that have gotten wonderful scores, even universally with some “professional” critics even calling them “the greatest of all time,” only to experience one disappointment after another, given common gameplay issues that reviewers either downplayed or outright didn’t mention in their critiques. In fact, there really seems to be an epidemic of this, which I aim to analyze in this editorial.

Given my constant crusade to go back through games I’ve originally beaten and reviewed, one can guess that I consider videogame reviewing to be a living, breathing art constantly evolving, and I firmly believe that even older games should be subject to contemporary scrutiny, even if many gamers, professional and casual, suggest that such titles were “good for their time,” rather than given permanent scores from many publications online and offline that don’t ever change, thus remaining skewed for years or in a few instances decades or more. The text of such reviews very much matter as much as, if not more than, the scores their authors assign.

However, just as much as there is rampant bias in mainstream political news, so too is there a pandemic of subjectivism in videogame journalism. For one, videogames tend to receive more favorable reception than other media such as books and movies, with most mainstream reviewers, just like I, tending to use an out-of-ten scale for scoring, although in my case, zero is the lowest score I assign to certain aspects of a game and overall, whereas mainline journalists tend to use one as the lowest assignable metric. An /10 scale with 1/10 as the nadir of grading somewhat diverges from typical scholastic grading in America where students can potentially score zeroes on various assignments and tests.

Speaking of school, websites that use out-of-ten, or out-of-a-hundred, scoring scales tend to suffer from the curse of scholastic grading, where scores seven through ten or seventy out of a hundred are passing, and the seven-based numerical scores are “average”, and anything below tends to be failing. This leads to an issue where websites such as Metacritic that collect scores from countless publications online and offline don’t consider what exactly the numbers entail, especially if videogame reviewers such as I actually use the full spectrum of review scores rather than going by school grading, have skewed amalgamations of numerical opinion ratings.

For instance, in the case of websites such as GameRankings (now fused with Metacritic), they would assign a game with one as the lowest review score on an /10 scale a ten-percent percentage rating instead of a zero percent, and in instances such as a score of one on a /5 scale, they would assign a twenty percent, and so on, which would account for inflated overall scores. When GameRankings still existed, the lowest overall score a game received hovered somewhere between twenty and thirty percent, which I attribute to the most-negative reviews with the lowest scores rarely, if ever, ever coming to fruition due to things such as reviewers not being able to finish certain games.

Speaking of which, another issue with game reviews is how much time reviewers actually spend with games. For the most part, I attempt to complete whatever games I begin, although there are occasional cases where I don’t want to continue playing, with Anna Marie Privitere of RPGamer, to which I once contributed before going rogue, having a “five-hour rule” where if she wasn’t enjoying a game after that time, she would cease her time with the game and move on to other titles, believing there’s no shame in not finishing a game. I’ve attempted to adopt a similar methodology, with the last time I successfully applied it being with Super Mario Sunshine, which was way too hard even with a guide.

However, there are instances where a few hours alone aren’t enough to gauge a game’s overall quality, since there are many times where games start out good but decline in quality later on, or in the rare instance, vice versa. For instance, I was having a decent time with Bravely Default II, although at the twenty-three-hour mark, where I was just in the second of seven chapters, and had levels high enough so visible enemies indicating encounters ran away from the hero on the overworld and in dungeons, I still had an incredibly-difficult time with a story boss, and decided I had had enough.

On a similar note, using the internet and a detailed walkthrough isn’t anything to be shameful about, either, if reviewers note their playthroughs necessitated the use of a guide. As far as my own reviewers go, I firmly believe that needing to use a guide to at least see the standard ending of a game is not an indicator of sound design and do my best to mention that when I write my critiques. For instance, while I’ve had a positive experience with Shin Megami Tensei IV, I’ve often needed to use a walkthrough on the internet to advance the central storyline, in addition to many sidequests, and believe as well that poor direction is a strike against the narrative in addition to the gameplay.

Back to the matter of time spent on games, I believe too that reviewing and scoring a game at least necessitates a playthrough to the standard ending credits, although playing the game to absolute one-hundred-percent completion, in my opinion, is a different matter. However, there have been many cases in which “professional” reviews of games accompanied by scores had their basis in incomplete playthroughs, which would be akin to grading a college essay based on the first few paragraphs. Should I find myself unable to finish a game, I write what RPGamer termed a “deep look” that has no scores but at the end a recommendation, usually average or negative, about whether the game warrants play.

Another issue with videogame reviews, which I’ll admit I’m somewhat guilty of, is bias, with many cases in which it seems “professional” gaming news sites allow reviewers with obvious biases, positive or negative, to critique big-name titles, such as having a journalist who doesn’t care much for JRPGs review one, or a big fan of The Legend of Zelda do the same for the Nintendo franchise’s latest entry. If websites insist on letting such reviewers critique games, they should have another writer with an alternate bias write one as well, or have multiple authors collaborate on individual reviews, as RPGamer has rarely accomplished.

That videogame reviews most of the time tend to reflect one writer’s subjective opinion is one of the primary issues with mainstream game journalism, and while the average consumers would think amalgamations of scores would indicate “collective” opinion, in reality they’re collections of individual biased opinions instead of, more ideally, an assortment of group critiques. Even reviewers written by average janes and joes tend to be unreliable, as well, and RPGs that I primarily play are one of the far-more-favorably reviewed gaming genres among both “professional” critics and audiences, and the latter’s overall scores tending to experience inflation too.

A further issue with videogame reviews from both “professionals” and average gamers is the possibility of not getting one’s facts straight. For instance, I once read a review of the Gameboy Advance title Onimusha Tactics that erroneously said that it had its basis in Chinese mythology when in reality it had roots in Japanese mythos. Some may argue that such errors “don’t matter,” but they most certainly do, damage a writer’s credibility and can easily con average consumers into playing titles with game-breaking flaws. As the late Daniel Patrick Moynihan said, “Every man is entitled to his own opinions, but not his own facts.”

Other phenomena include reviewers downplaying or outright failing to mention serious flaws or conversely exaggerating trivial issues with games. For instance, most positive reviews of the strategy RPG Final Fantasy Tactics from “professional” critics and average gamers (even the Wikipedia article, and as they consider independent reviewers such as I “unreliable sources,” my attempt to mention the flaw in the text the admins reversed) don’t even mention the inability to undo movement, which was to me a serious issue, and as an autistic gamer, I tend to notice things mainstream neurotypical reviewers overlook or don’t think are big problems.

Perhaps one of the biggest hurdles in the way of negative reviews for big-name titles is the fear of online harassment from audiences, to which I can definitely attest from personal experience. Even if reviewers are civil, positively or negatively, in their opinions, many average gamers and users on gaming websites will absolutely refuse to face criticism of their beloved games, and make excuses when others politely indicate flaws in them, frequently gaslighting those with whom they disagree, which really hurt me since I’m autistic. In one case, when I posted an average review of Demon’s Souls on Amazon, it got downvote-bombed by the game’s apologists.

To repeat the question posed by my editorial’s title, whom exactly should players trust when it comes to videogame reviews and both purchasing and experiencing games old and new? The answer is themselves, and whomever reviewers, if they can find any, happen to share their particular perspectives on games. As a high-functioning autistic with unique perspectives, I have yet to find a videogame critic whose tastes align with mine, and thus I tend to trust my instincts and experiences with particular series, positive or negative, and those like-minded should form their opinions as such. As the late Hans Rosling quipped, to conclude, formulating your views based on minimal sources would be akin to judging a person based on a photograph of their foot.
theradicalchild: (Disney World War II Navy Bear)
2021-10-30 07:58 pm

Deep Look - Bravely Default II



Bravely Frustrating

In 2012, Square-Enix published the Nintendo 3DS title Bravely Default, which many videogame critics hailed as a throwback to instalments of the Final Fantasy franchise of old. It would receive a sequel for the system, Bravely Second, which continued the story of its precursor. The Nintendo Switch would take the 3DS’s place as a hybrid handheld and home console, with the company releasing Bravely Default II, which has no connection to the original game or its direct sequel, and continues the franchise’s tradition of turn-based battles with an emphasis on classes. It also sports some interesting changes, but are they for the better?

As mentioned, Bravely Default II, much akin to its brethren franchise Final Fantasy, has no narrative connections to other games in the franchise, and follows four playable protagonists: the enigmatic main character Seth, the refugee princess Gloria, the traveling scholar Elvis, and the mercenary Adelle. They embark on a quest to retrieve four elemental crystals while dealing with adversaries who utilize Asterisks, giving characters the ability to change classes. The sequel isn’t shy about its story’s resemblance to that of the original Final Fantasy, and is one of its primary detriments, although the background is decent.

The localization is mostly legible, although terrible decisions such as naming one of the protagonists “Elvis” really distracts from its okay quality, along with unnatural dialogue like “Protect! Protect! Protect!” and so on. The old-world speak is decent, and there’s a notable deficit of spelling and grammar errors, but the translation team could have given this aspect a once-over.

That leaves the gameplay to shoulder the burden, with the general mechanics containing many similarities to the prior two entries of the series. Rather than having an adjustable encounter rate, however, this entry contains visible enemies wandering dungeons and the overworld, with fights naturally triggered through contact, Seth able to slash foes on the field to give his party the advantage. Battles start with Seth’s party facing an entourage of enemies, with speed determining turn order, this mechanic somewhat different from the traditional turn-based structure of prior games. Characters and foes instantly execute their commands, akin to titles such as Final Fantasy X.

Rather than having a turn order gauge, however, Bravely Default II opts for having enemies show exclamation point icons to indicate their turns are imminent, with Seth and his party having active time gauges that determine which character goes when, and given some necessary foresight, an actual meter showing command order would have definitely been welcome. The sequel sports mechanics bequeathed from its precursors such as being able to Default, which serves as defense and accumulating one Brave Point, characters and enemies able to have a maximum of three Brave Points, and able to get extra commands within their turns.

As in prior entries, the game caps the number of executable orders per character and enemy turn at four, and it’s possible for both sides to have negative Brave Points, where they have to wait until reaching zero, recovering one Brave Point per turn, until they are able to execute another command. Much of the gameplay meat comes from the Asterisks the player acquires from defeating bosses who have them, which allows Seth and his companions to change classes, each with twelve abilities, passive and active, that they learn through leveling the class until mastery at level twelve for each vocation.

Characters have standard experience levels alongside class levels, with victory against the toughest bosses far more dependent upon which abilities the player has from their classes. Commands aside from Defaulting and executing supplemental turns include attacking with equipped weapons, using HP or MP-consuming abilities obtained through class mastery, using consumable items, or attempting to escape from the enemy, which naturally doesn’t work all the time, particularly against foes whose levels are on par or higher than the player’s. Victory nets all characters who are still alive base level and class experience, as one would expect.

Outside battle, characters can equip a subclass in addition to a primary class, which allows them to access that subclass’s abilities provided they have acquired a few levels in the vocation. For instance, players can have a fighting monk that can cast the white mage’s healing spells. Furthermore, the player can adjust the difficulty level, although even on Casual mode, bosses can still be walls preventing players from advancing the main storyline, having tons of HP, powerful enemies fighting alongside them, lots of cheap tricks, and taking upwards to an hour to complete, with failure resulting in an unceremonious Game Over and trip back to the title screen, largely necessitating online guides for strategies.

Control is superficially decent, with a fair save system, skippable cutscenes, clear direction on how to advance the central storyline and even subquests, auto-dash, the ability to see how prospective equipment affects stats before purchasing it, easy menus, a skill allowing to see how many treasure chests remain in an area, and so forth, although dungeons would have seriously benefitted from maps, their absence inexcusable given that even games from several generations past such as The Legend of Zelda: A Link to the Past had this feature. There are also plentiful load times, unskippable startup company screens, and the absence of a soft-reset or actual ability to pause the game, but in the end the controls are passable at best.

The soundtrack is probably the strongest aspect of Bravely Default II, with a number of solid tracks such as the overworld theme’s variations, the town themes, the battle music, and so forth. Sound effects are believable as one would expect from a game of its time, and there is voice acting as well, though its quality is somewhat mixed, especially in the case of a few annoying accented characters such as Elvis, who sounds somewhat like the eponymous ogre from the Shrek films.

The visuals are more of a mixed bag, with a three-dimensional chibi style similar to prior games in the franchise, which generally look decent, although there are some hiccups such as the player’s characters and enemies not making contact when attacking one another, some blurry and pixilated texturing, and a great deal of choppiness that somewhat bring them down.

As I didn’t complete the game, I can’t accurately gauge the time necessary to play it to completion, although at twenty-three hours, I was still partway through the second of seven chapters, so one can expect to spend quite a while if they wish to see it through to the end.

In the end, Bravely Default II is another Japanese RPG that I really wanted to like, but it just didn’t love me in return, given the various JRPG screw-yous in its gameplay mechanics, control issues such as the total lack of maps for dungeons, the generic narrative, mixed voice acting, and average visuals. It does have a few positive aspects such as its music, although frankly, that’s reason to purchase a soundtrack, not a videogame, and I can safely say there are far better Nintendo Switch RPGs out there, and won’t be revisiting this franchise anytime soon.

RECOMMENDED?
NO
theradicalchild: (Japanese Self-Defense Forces Flag)
2021-10-17 08:05 pm

Gaming Update, 10/17/2021

Currently Playing

Bravely Default II - This game has somewhat jumped the shark for me, given the tendency of boss battles to be long and occasionally cheap even on the easiest difficulty, but I'll still see it to the end...maybe, since the job system is okay.

Shin Megami Tensei: Persona 2 Innocent Sin - Actually not bad, even if battles are somewhat slow (I remember the PlayStation version of Eternal Punishment allowing players to turn off animations in normal battles) and I need a guide to get tarot cards from the enemies.

In My Backlog

Baldur's Gate & Baldur's Gate II: Enhanced Editions - Low priority.

Learn Japanese to Survive! Kanji Combat - Next to play, unless my younger brother loans me another Switch game.

Slime Forest Adventure - I'll save this educational RPG for after I finish the Learn Japanese to Survive! series since it instructs in all Japanese character systems.

Ultima II: Revenge of the Enchantress - Until I can find I'm able to play the game with a workaround for the errors when starting a new game and not have to restart whenever I screw up, this one's on the shelf.

Ultima III: Exodus - Likewise.
theradicalchild: (Purple Dragon)
2021-10-02 09:34 pm

Gaming Update, 10/2/2021

Currently Playing

Bravely Default II - A loan from my younger brother. Pretty good with extremely fast battles.

Learn Japanese to Survive! Hiragana Battle - A pretty decent Japanese language-learning RPG which I'm playing mostly to refine my knowledge of Japanese.

Backlog

Baldur's Gate: Enhanced Edition - Low priority.

Baldur's Gate II: Enhanced Edition - Also low priority.

Slime Forest Adventure - I had trouble playing this one but got into easy contact with the creator, so I may or may not play it next.

Tales of Phantasia: Narikiri Dungeon X - Low priority too.

Ultima II: Revenge of the Enchantress - I tried playing it, but got stuck immediately after starting a new game, and I've found mixed advice on what to do to start from scratch, and I get a weird "not a blank player disk" error, so I'm putting this on hold until I find an effective solution.

Ultima III: Exodus - Likewise on hold.