American Lawyers and Japanese School Students: a Comparative Analysis of the Localizations of Ace Attorney and Persona

Total Page:16

File Type:pdf, Size:1020Kb

American Lawyers and Japanese School Students: a Comparative Analysis of the Localizations of Ace Attorney and Persona American Lawyers and Japanese School Students: A comparative analysis of the localizations of Ace Attorney and Persona Maloe de Goeij A master thesis submitted in partial fulfilment for the degree of Master of Arts in Translation Studies University of Amsterdam Supervisor: Dhr. Dr. E.R.G. Metz June 2018 TABLE OF CONTENTS 1 Introduction .................................................................................................................................... 3 2 Theoretical Framework ................................................................................................................... 6 2.1 Translation Theories ............................................................................................................... 6 2.1.1 Frame Semantics ............................................................................................................. 9 2.1.2 Japanese-English translation ......................................................................................... 12 2.2 Video games .......................................................................................................................... 14 2.2.1 Video Game Localization and transcreation ................................................................. 15 2.2.2 The influence of the internet ........................................................................................ 16 3 Methodology ................................................................................................................................. 19 3.1 Data scope and acquisition method ..................................................................................... 19 3.2 Data analysis method ............................................................................................................ 20 4 Case study ..................................................................................................................................... 21 4.1 The games and game series: Ace Attorney and Persona ...................................................... 21 4.1.1 The story ....................................................................................................................... 21 4.1.2 The gameplay ................................................................................................................ 22 4.1.3 The localizations ............................................................................................................ 23 4.2 Presentation of the data ....................................................................................................... 23 4.3 Analysis of the data ............................................................................................................... 26 4.3.1 “False” frame match ..................................................................................................... 27 4.3.2 “False” frame mismatch ................................................................................................ 30 4.3.3 Frame mismatch: option or servitude?......................................................................... 33 4.3.4 Frames differ, slightly to greatly ................................................................................... 37 4.3.5 Ambiguous cases ........................................................................................................... 42 4.3.6 Puns and jokes .............................................................................................................. 43 4.3.7 Names ........................................................................................................................... 49 4.3.8 Japanese language specific expressions and words ..................................................... 52 4.3.9 Translation mistakes ..................................................................................................... 59 5 Conclusion ..................................................................................................................................... 61 References ............................................................................................................................................ 65 Appendix ............................................................................................................................................... 67 Glossing abbreviations ...................................................................................................................... 67 Frame created for this research........................................................................................................ 67 Research data from Phoenix Wright: Ace Attorney .......................................................................... 68 Research data from Persona Q: Shadow of the Labyrinth .............................................................. 105 2 1 INTRODUCTION To the uninitiated, video games may seem like a trivial form of pastime or a waste of time. Since their emergence and rise to popularity, people have even wondered whether (some types of) video games could be detrimental to our health. However, no matter what your opinion on video games is, it is undeniable that – especially in the wealthier countries of the world – video games are more relevant and present in our lives than ever before. Whether it is in the form of the millions of apps on smartphones, the newest developments in virtual reality gaming, or the rising popularity of edutainment (education in the form of entertainment), fact is that the video game industry is thriving. However, it is not just these new areas of the video game industry that have enjoyed success in recent years. Now markets have started to recover from the 2008 global economic crisis, both home entertainment and handheld video game consoles are back on the rise and captivating audiences all over the world. As a result of this, when video game giant Nintendo released their latest console, the Nintendo Switch (which is actually a hybrid between a home and a handheld console) in March 2017, the company could not keep up with the demand for the system. For months stores around the world dealt with stock shortages because of the unexpected popularity of the Nintendo Switch (Martin 2017). Despite this, the company managed to sell an impressive 7.63 million units of the console worldwide by September 2017 (“CONSOLIDATED FINANCIAL HIGHLIGHTS” 2017, 8). Considering this, it is not surprising that the academic world has finally started to notice that there is a significant lack of research on most aspects of video games (Newman 2008, 8). Video games are no longer a simple, one-dimensional phenomenon. Unlike the first video games which usually consisted of a limited menu interface and a 2D image relaying the often simple and repetitive gameplay to the player, modern video games exist of an array of different assets, varying from life-like 3D models to lengthy clips of spoken dialogue and vast world maps the player can explore. These physical assets can oftentimes be experienced with multiple players, both live as well as online, in co-op or versus format. This multitude of facets and aspects make modern video games a relevant subject for a variety of different types of research. The majority of pre-2000 research on video games focuses on the (mental) health risks they could potentially pose to players (Ricci et al. 1998; Funk 1992; Scott 1995). However, since the start of the new millennium, scholars have started to recognize video games as a multi-faceted medium that can be studied from various points of view and is relevant to multiple fields of study. Some of these include sociology (Bryant and Vorderer 2006; Gabbiadini and Greitemeyer 2017), educational 3 studies (Khine 2011; Ru-Lan Hsieh, Wen-Chung Lee, and Jui-Hsiang Lin 2016; Gee 2003) and – as I will be doing in this thesis – translation studies. Translation studies itself is a relatively young field of study which has mainly concerned itself with literary translation between Indo-European languages, and only recently started to adopt multi- disciplinary studies and methods (Costales 2012, 391). One of these new fields of study focuses on the translation of video games, or as it is called within the video game industry, video game localization. Video game localization is a complex process (which I will elaborate on in chapter 2) and it poses a wide variety of translation problems to the translator. As Bernal-Merino (as cited in Czech 2013, 5) states in his 2007 article, while video games do not include any text types that are not also found in other media (e.g. computer software, films and series), the challenges involved with translating a video game are indeed very different from other media. Translators have to deal with complex storylines that may be extremely fragmented and presented in a non-linear format, context in the form of pictures and video they may not have access to at the time of translation and making sure not to change too much or too little during translation to avoid backlash from video game fanatics. This last matter of deciding to significantly change an aspect of a source text during translation is something that is quite uniquely prevalent to video game localization, and within the industry it is commonly referred to as transcreation. While loyalty to the source text – whether this is loyalty to the information presented or loyalty to the style – is usually considered the most important factor for assessing the quality of a translation,
Recommended publications
  • A Influência Do Tarô Na Construção De Personagens Na Franquia Persona1
    Intercom – Sociedade Brasileira de Estudos Interdisciplinares da Comunicação 42º Congresso Brasileiro de Ciências da Comunicação – Belém - PA – 2 a 7/09/2019 A influência do tarô na construção de personagens na franquia Persona1 Ana Raquel Romeu AGUIAR2 Ricardo Jorge de Lucena LUCAS3 Universidade de Fortaleza, Fortaleza, CE RESUMO Esse artigo procura mostrar como o tarô, mais especificamente o Tarô de Marselha, teve impacto nos personagens de Persona, sendo isso mais evidente nos três últimos jogos. Para isso, cada Arcano será explicado de acordo com Kaplan (1972), Nichols (1995) e Peradejordi (1993). Depois, será mostrada a sua aplicação nos personagens dos jogos, que pode variar de seu background ao character design, passando pelas habilidades. PALAVRAS-CHAVE: Persona; Personagens; Tarô INTRODUÇÃO Tarô é um assunto complexo. Não se sabe a origem exata. Há diversos tipos, com cartas extremamente diferentes, e pode ser comparado a diversos jogos, do xadrez às cartas indianas, passando pelo jogo indiano e pelo Fez, que é marroquino. Nota-se que o tarô foi bastante forte na Itália, já que os Tarocchi de Mantegna, de Veneza, de Bolonha, bem como o Minchiate de Florença e o baralho Vinconti-Sforza, são nomes de cidade do país. Para esse trabalho, focaremos em um dos principais, que é o Tarô de Marselha, porque é o mais evidente nos jogos estudados. Além disso, pode ser considerado o tarô mais tradicional e é fácil de achar comercialmente (PERADEJORDI, 1993, p. 23). Foi bastante popular no sul da França, e foi baseado e modificado dos baralhos italianos mencionados no parágrafo anterior. As cartas são enumeradas de 0 a XXI e normalmente possuem figuras coloridas.
    [Show full text]
  • Persona 3 Fuse Get More Persona 5 Royal News at Gamespot
    Persona 3 fuse Get more Persona 5 Royal news at GameSpot. Log In Sign Up. Keep me logged in on this device Forgot your username or password? Don't have an account? Sign up for free! Ask A Question. What do you need help on? Cancel X. Popular Recent Questions. How do I use stamina kits? Tech Support What do I need to fuse Phoenix? Side Quest List of enemies on mementos by floors? Wow, Okumura's boss fight: worst designed boss fight in a jrpg ever Does anyone actually like Teddie? It's a pity they didn't went all out with Ryuji and the gay guys So about how this takes place after vanilla.. Best Starting 3 Was there a connection with User Ratings. Your Score. More statistics and details. Updated Feb 23, GameSpot After Dark Ep. Keep me logged in on this device. Forgot your username or password? Tech Support. What do I need to fuse Phoenix? Side Quest. List of enemies on mementos by floors? Saying goodbye to Kasumi on the last day? Main Quest. Wow, Okumura's boss fight: worst designed boss fight in a jrpg ever. Does anyone actually like Teddie? It's a pity they didn't went all out with Ryuji and the gay guys. So about how this takes place after vanilla.. Was there a connection with How does Persona 4 Golden Fusion work? So that's why I've put together this Persona 4 Fusion guide to demystify the process. Here I'll be breaking down what Fusion is for Persona beginners, how it works, with some tips on how to get the most from this arcane mechanic, create powerful Personas, and take out the monstrous Shadows.
    [Show full text]
  • Comparative Analysis of Storytelling Technique in Kingdom Hearts II (2005) and Persona 3 Portable (2009)
    International Journal of Academic Research in Business and Social Sciences Vol. 10, No. 12, 2020, E-ISSN: 2222 -6990 © 2020 HRMARS Comparative Analysis of Storytelling Technique in Kingdom Hearts II (2005) and Persona 3 Portable (2009) Shazwin Bt. Sahmir, Norlela Ismail To Link this Article: http://dx.doi.org/10.6007/IJARBSS/v10-i12/8357 DOI:10.6007/IJARBSS/v10-i12/8357 Received: 18 October 2020, Revised: 12 November 2020, Accepted: 28 November 2020 Published Online: 26 December 2020 In-Text Citation: (Sahmir & Ismail, 2020) To Cite this Article: Sahmir, S. B., & Ismail, N. (2020). Comparative Analysis of Storytelling Technique in Kingdom Hearts II (2005) and Persona 3 Portable (2009). International Journal of Academic Research in Business and Social Sciences. 10(12), 583-596. Copyright: © 2020 The Author(s) Published by Human Resource Management Academic Research Society (www.hrmars.com) This article is published under the Creative Commons Attribution (CC BY 4.0) license. Anyone may reproduce, distribute, translate and create derivative works of this article (for both commercial and non-commercial purposes), subject to full attribution to the original publication and authors. The full terms of this license may be seen at: http://creativecommons.org/licences/by/4.0/legalcode Vol. 10, No. 12, 2020, Pg. 583 - 596 http://hrmars.com/index.php/pages/detail/IJARBSS JOURNAL HOMEPAGE Full Terms & Conditions of access and use can be found at http://hrmars.com/index.php/pages/detail/publication-ethics 583 International Journal of Academic Research in Business and Social Sciences Vol. 10, No. 12, 2020, E-ISSN: 2222 -6990 © 2020 HRMARS Comparative Analysis of Storytelling Technique in Kingdom Hearts II (2005) and Persona 3 Portable (2009) Shazwin Bt.
    [Show full text]
  • User-Centered Approach in Creating a Metadata Schema for Video Games and Interactive Media
    User-centered Approach in Creating a Metadata Schema for Video Games and Interactive Media Jin Ha Lee, Hyerim Cho, Violet Fox Andrew Perti University of Washington Seattle Interactive Media Museum Mary Gates Hall, Suite 370 305 Harrison St Seattle, WA 98195 Seattle, WA 98109 +1 206.685.0153 +1 518.653.5864 {jinhalee, chohr113, vfox}@uw.edu [email protected] ABSTRACT whether originating from traditional library settings (e.g., FRBR Video games and interactive media are increasingly becoming [Functional Requirements for Bibliographic Records], RDA important part of our culture and everyday life, and subsequently, [Resource Description and Access], or LCSH [Library of of archival and digital library collections. However, existing Congress Subject Headings]) or from commercial settings such as organizational systems often use vague or inconsistent terms to game-related websites. They tend to focus only on providing describe video games or attempt to use schemas designed for basic descriptive information about games such as title, platform, textual bibliographic resources. Our research aims to create a publisher, etc.; their metadata elements and indexing terms are standardized metadata schema and encoding scheme that provides often not defined or explained at all [14], [22] (e.g., what does an intelligent and comprehensive way to represent video games. “genre” mean and what accounts for “strategy” games?) We conducted interviews with 24 gamers, focusing on their video Moreover, it is often unclear where these organizational systems game-related information needs and seeking behaviors. We also are sourcing their metadata from (i.e., is it the packaging such as performed a domain analysis of current organizational systems the box or the manual? Or is it from playing the game itself or used in catalog records and popular game websites, evaluating another secondary source?).
    [Show full text]
  • Game Narrative Review ======
    Game Narrative Review =============== Game Title: Persona 3 Platform: Playstation 2 Genre: Japanese RPG Release Date: August 14, 2007 Developer: Atlus Publisher: Atlus Game Writer/Creative Director/Narrative Designer: Yuichiro Tanaka Author of this Review: Allan Ryan Overview______________________________________ _______ Persona 3 is a Japanese RPG, or JRPG, that takes place in a fictional Japanese city and revolves around the exploits of a group of high school students who are investigating a strange new phenomenon known has “The Dark Hour”. During The Dark Hour creatures called Shadows roam the city feeding on its inhabitants. This particular group of students takes it upon themselves to fight these Shadows by summoning personification of their inner selves, called Personas. Armed with their Personas they make it their mission to unravel the mystery around The Dark Hour and the Shadows that appear during it. From all outward appearances Persona 3 follows the standard JRPG outline, a group of young people whom, because of extreme circumstances, must band together in order to save humanity. While this concept is pretty cliché among JRPG, Persona 3 manages to breathe new life into the concept by utilizing a vast array of narrative techniques to really immerse the player into the story and characters. The most notable of these techniques are an emphasis on psychology, both to give the characters psychological depth and to reach the player on a subconscious level, a truly unique form of characterization which draws from classical archetypes and Tarot, and an emphasis on character development through a Social Link system. By combining these narrative techniques Persona 3 offers a truly exciting and entertaining experience.
    [Show full text]
  • Midsummer Knight's Dream
    FOR IMMEDIATE RELEASE January 12, 2015 Aniplex of America Announces Distribution Plans for Shin Megami Tensei Persona3 THE MOVIE #2 (Import Blu-ray) © ATLUS ©SEGA/PERSONA3 the Movie Committee *Artwork subject to change “Midsummer Knight’s Dream” is Coming this March Including 4 Minutes of Never-Before-Seen Footage! SANTA MONICA, CA (January 12, 2015) –Aniplex of America announced today that they will be distributing the Shin Megami Tensei Persona3 THE MOVIE #2 Midsummer Knight’s Dream on both collector’s and standard edition Blu-ray imports in over 50 territories starting March 11th. Pre-orders can be made beginning today on Aniplex of America’s official Persona3 THE MOVIE website (www.AniplexUSA.com/p3m) Midsummer Knight’s Dream is the second installment of the Persona3 feature film series which originally premiered in Japanese theaters last June. Along with the first film, Spring of Birth, these theatrical features are an adaptation of the popular RPG game series with the same name originally created by ATLUS. Both editions of this import Blu-ray features the Director’s Cut Version of Midsummer Knight’s Dream, including 4 minutes of never-before-seen footage. Both editions include numerous bonuses including the Original Theatrical Version, the audio commentary, trailers, and commercials. The Collector’s Edition will also feature an Original Soundtrack CD (including the theme song “Fate is in Our Hands”), exclusive box art by Keisuke Watabe (Character Designer/Animation Director), newly illustrated cover art, a deluxe 48-page booklet, 10 Super P3 Stickers, and 3 key art illustration cards. Customers who purchase the Collector’s Edition of Midsummer Knight’s Dream from Aniplex of America’s official retailers will receive a special translation booklet for the deluxe booklet.
    [Show full text]
  • Aniplex of America to Release Shin Megami Tensei: Persona3 the MOVIE #1 Spring of Birth (Import Blu-Ray) This May
    FOR IMMEDIATE RELEASE April 5, 2014 Aniplex of America to Release Shin Megami Tensei: Persona3 THE MOVIE #1 Spring of Birth (Import Blu-ray) this May © ATLUS ©SEGA/PERSONA3 the Movie Committee *Artwork subject to change Seven Minutes of Newly Created Exclusive Footage Added! SANTA MONICA, CA (April 5, 2014) –Aniplex of America announced at their industry panel at Kawaii-Kon their plans to release Shin Megami Tensei: Persona3 THE MOVIE #1 Spring of Birth for sale in over 50 countries starting May 20th of this year. Spring of Birth premiered in Japanese theaters last November and is the first film in the Persona3 trilogy based on the highly popular RPG game series by ATLUS. Aniplex of America plans to release both the Collector’s and Standard Editions of the Import Blu-ray. Both editions of this import Blu-ray feature the Director’s Cut Version of Spring of Birth, with seven minutes of extra footage newly created for this release. Both sets will include numerous bonuses including the Original Theatrical Version, the audio commentary, trailers, and commercials. The Collector’s Edition will also feature an Original Soundtrack CD (including the theme song “More Than One Heart” by Yumi Kawamura), exclusive box art by Keisuke Watabe (the Character Designer/Animation Director), newly illustrated cover art, a deluxe 48-page booklet, 10 Super P3 Stickers, and 4 key art illustration cards. Customers who purchase the Collector’s Edition of Spring of Birth from Aniplex of America’s official retailers will receive a special translation booklet for the deluxe booklet. The Shin Megami Tensei: Persona3 THE MOVIE #1 Spring of Birth will be distributed in limited quantities and will be sold only while supplies last.
    [Show full text]
  • A Feminist Content Analysis of Female Video Game Characters, and Interviews with Female Gamers
    “Pretty Good for a Girl”: A Feminist Content Analysis of Female Video Game Characters, and Interviews with Female Gamers Cardiff University School of Journalism, Media, and Culture Master of Philosophy (Journalism Studies) 2018 Elizabeth Munday Abstract Feminist media scholars have long sought to understand the representations of women in the media, in which women are consistently depicted as secondary to men, which they have used to highlight issues of gender relations. My research involved the analysis of representations of female characters in games and explored how female gamers make sense of them, providing a more in-depth look at women in the media, whilst also addressing issues of gender such as leisure time. The gendering of leisure is important as it provides a wider basis for my more nuanced arguments about video games and those who play them. Throughout my research I endeavoured to study not only how women are represented in video games, but also the experiences of female gamers and how they continue to interact with the gaming community. Drawing widely from existing feminist media research, I studied the common representations of women in video games, and what female gamers thought of them. I also researched their experiences as female gamers within the gaming community – how they had been treated as “gamers”, but also how they continued to engage and interact with the gaming community. In order to gather this information, I utilised Content Analysis to gather and analyse game content through further Visual Analysis. This provided me with a range of insights into common patterns in the representations of women across a wide range of currently popular games, such as the role of healer.
    [Show full text]