At the time of writing, the world is gearing up for a fourth official installment in the Bubble Bobble series.
Wait a minute, I hear you ask, fourth? What happened to the third? I don’t judge you too harshly for asking this question; I know some people who weren’t even aware that Rainbow Islands was the second Bubble Bobble game, so for you to be unaware that there had already been a third one is entirely understandable.
It doesn’t stop it being a huge shame, however, because 1991’s Parasol Stars: The Story of Bubble Bobble III is a wonderful game; one of my all-time favourite single-screen “kill ’em all” platformers, in fact, beaten only by Rod-Land. And yet, for various reasons, very few people either know it exists or remember it.
Continue reading Parasol Stars: The Bubble Bobble Everyone Forgets
If you’ve been gaming as long as I have, you probably remember an outfit called Working Designs.
Working Designs was an American publisher from the PS1 era that specialized in the localization of Japanese games — particularly RPGs, strategy games and shmups — and quickly gained a reputation at the time for being one of the best in the business.
The primary reason for this reputation was the fact that Working Designs’ Western releases of Japanese hits weren’t just straight word-for-word literal translations — rather, they were genuine localisations that made appropriate use of Western slang, turns of phrase and even popular culture references to give them a unique feel all of their own.
While opinions on this approach to localisation vary today, the effort the team made to make these games as approachable as possible was very much appreciated by the audience of the time.
This article was originally published on Games Are Evil in 2013 as part of the site’s regular Swords and Zippers column on JRPGs. It has been edited and republished here due to Games Are Evil no longer existing in its original form.
Continue reading From the Archives: On Two Working Designs Classics
Localisation is, it seems, a somewhat thorny issue these days — but it’s one worth discussing.
Before I begin today, I’d like to emphasise that by no means am I attempting to present a “definitive” opinion here. By its very nature, this is a topic that is highly subjective and a matter of opinion, and that means you may not agree with my views. And that is, of course, fine; all I’m attempting to do here is to highlight one possible perspective and provide some food for thought on a complex issue with no “right” answers.
Preamble over and done with, then; let’s talk about localisation, beginning with a little personal context that may go some distance towards explaining why I feel the way I do about all this.
Continue reading Some Thoughts on Localisation