Localization


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Introduction

A localization is the process of adapting something from another region to fit in the region it's being ported too. A popular version of this is localizations from overseas media such as Japanese anime and video games to English in countries like North America. There are some discussions over the usage of localizations that shall be discussed here.

The following will be setting standards to how we treat and handle such situations.

Localization Beliefs

There is debate over the validity of localizations, with some good reason as to why.

For example:

These are very strong examples against ever using localization, however, there is some context dependent scenarios to where localization can and can't be used.

If anything, localization changes can takeover to make it just as canon as the original.

For example:


It should be understood that while older localization is far less usable as there was far less effort put into it, Nintendo of America localization is specifically infamous for this. Modern localization has the process start during development of the game, where a team of translators and writers will receive updates and explanations from the developers of how certain scenes and characters are meant to be portrayed, then the localization team starts to make sure it feels natural in the new language while keeping the same spirit and idea of the original language.

Standards

A misunderstanding from bad localizations is if a dialogue is said in localization but not in the original version then it cannot be used whatsoever, as it's a "mistranslation", however this isn't completely accurate. Localizations are made to make text feel nature and carry the same spirit and idea, not the exact same words. So if a character says or does something different from the original but it still is something they would say or do, then the localization is perfectly usable. The issue is when the localization contradicts the original source or goes against it, sometimes even being retconned by the original source in future installments. Thus there needs to be standards for how localizations should and shouldn't be used.

Conclusion

In conclusion, localizations heavily are dependent on context for when they can be used even if the original language script didn't have them, as localization itself is a just as important part of working on a product as everything else, with creators and companies looking over it, there will understandably be mistakes and incorrect things depending on the company, state of the localizers, and more, but this is where mere research and observation works best.

References

  1. Scott Pilgrim vs. the World
  2. Sonic Adventure Egg Hornett Boss
  3. Super Mario 64 Shindou Edition Intro
  4. Final Fantasy VII Supernova US
  5. Final Fantasy VII Supernova JP
  6. Super Smash Bros. Ultimate Sephiroth Final Smash
  7. Night Warriors Darkstalkers' Revenge Pyron Winquote
  8. Castlevania: Portrait of Ruin