Localization
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:
- Persona 1's localization changes the characters to look more westernized in art and gives them more Western-esque names as a way to have them relate to the Western audience.
- In the Ghost Stories dub, where they told the actors to say and do whatever making the story radically different from the original source.
- The NoA version of Paper Mario: The Thousand Year Door attempted to remove any mention of Vivian being transgender, despite the original and every other translation acknowledging it. Later on the updated English version for Paper Mario: The Thousand Year Door for the Switch completely acknowledged Vivian being transgender.
- Testament is always referred to as a "he" in the English versions of Guilty Gear, when the Japanese version refers to them as "they", directly being noted to be agender.
- LGBT representation in general tends to be more muddled and removed in English localizations of Japanese media.
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:
- Pac-Man's original name in Japan was Puck-Man though it was changed in America[1], turning Pac-Man into his name mostly known worldwide. This only existed within localization yet it was enough to change the original canon.
- Mega Man was originally named Rock Man in Japan, both names are equally still used even in modern times in both medias, making them equally canon. This is a case where the localization change has equal canon to the original.
- Eggman was called Doctor Ivo Robotnik in America while he was always Eggman in Japan, with America and Japan merging the names together[2]. This is a case where localization and original canon merged.
- In America, Peach's name was Princess Toadstool, though in Super Mario 64's Shindou Edition, Japan added in Princess Toadstool as another name of hers[3]. This is another case where localization and original canon merged.
- In Final Fantasy 7 Sephiroth's Supernova in America[4], is a completely different animation from the one in Japan[5]. Though both are acknowledged, with even crossover fighting games like Smash using the US version of Sephiroth's sueprnova[6].
- Poison was originally made a transgender female character in localization while she was a cisgender female in Japan, where in Street Fighter dual gacha game she is considered a pre-opt transgender female character so she cannot be used in a female achievement.
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.
- Localizations can be used if:
- The source isn't attempting to change dialogue or characters in an attempt to culturally change the context (as shown with Persona 1 & Ghost Stories). If it's simple changes that aren't in the original version, they should still be usable.
- Examples of this could be characters saying terms not in the original Japanese version but holds no true contradictions from it. Some examples are:
- In Final Fantasy X's ending, Yuna claims "I love you" to Tidus in the English version while she instead said "Thank you" in the Japanese version, however they both hold the same meaning and both are equally usable.
- In Night Warriors Darkstalkers' Revenge english localization Pyron notes to have crushed stars[7], though the Japanese version says nothing like this, though in this case this would still be usable. The text change is very likely done to give him more villainous dialogue and his control over the cosmos and growing even larger then stars would be enough reason to allow it.
- In Castlevania: Portrait of Ruin, Charlotte notes how a painting is a multilayer quantum-space barrier[8], though in Japanese she notes it's a pseudo-space barrier. In this case, the localization is fine to use as not much is changed and the same meaning and context is there.
- Examples of this could be characters saying terms not in the original Japanese version but holds no true contradictions from it. Some examples are:
- The source isn't attempting to change dialogue or characters in an attempt to culturally change the context (as shown with Persona 1 & Ghost Stories). If it's simple changes that aren't in the original version, they should still be usable.
- Localizations can't be used if:
- The localization greatly contradicts what's said in the source, changing aspects and elements that don't exist in future games.
- Examples of this include completely changing characters personalities, having them say things they wouldn't originally say, and trying to cram in "meme" humor into media. Some examples are:
- The localization greatly contradicts what's said in the source, changing aspects and elements that don't exist in future games.
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
- ↑ Scott Pilgrim vs. the World
- ↑ Sonic Adventure Egg Hornett Boss
- ↑ Super Mario 64 Shindou Edition Intro
- ↑ Final Fantasy VII Supernova US
- ↑ Final Fantasy VII Supernova JP
- ↑ Super Smash Bros. Ultimate Sephiroth Final Smash
- ↑ Night Warriors Darkstalkers' Revenge Pyron Winquote
- ↑ Castlevania: Portrait of Ruin