Games with Famous Bad Translations into Japanese
legendsoflocalization.com
legendsoflocalization.com
Several times over the years I've had the "hey, were you aware that virtually every English song rhymes from start to finish?" conversation with a number of native JP speakers, and in every case so far they were very surprised. And even when the person is quite fluent in English, although they get the concept intellectually they always have a lot of trouble discerning the rhymes unaided.
The second is that there are only five Japanese vowels and each one creates a single syllable nucleus, so every character rhymes with 20% of every other character, so there's no real skill, and hence, no real point in rhyming? (Whereas English has far more syllable nuclei and words can vary between one to many, many syllables, so certain words are quite hard to rhyme)
There are two aspects to meter; the placement of stressed syllables and the placement of syllables of different lengths itself. Actually English as opposed to Greek and Romance languages that are not French has stress patterns that are highly dependent on the phrase rather than on syllable position in words, and so traditional forms are felt to be quite artificial in English, and perhaps this encouraged the development of free meter in modern English poetry.
Anyway, the stress aspect of meter I don't think features greatly in Japanese poetry. On the other hand, meter still features prominently in Japanese standard poetic forms; are characterized as having a set number of syllables in each line, but renku looks instead at the number of morae (short syllables have one; long have two).
So do Italian words, but we still have plenty of rhymes. From my almost non-existing Japanese knowledge, I don't really get what you mean.
I just wanted to establish that Japanese poems were characterized primarily by # of syllables or # of morae, and were quite free in their distribution of stressed syllables or long/short (heavy/light) syllables, as opposed to most European forms.
I'd also like to address a misconception of the original comment I was responding to that rhyming in poetry is prevalent in a language because it takes skill. It's primarily a matter of poetic tradition whether a language's poetry cares about rhyme. As darkwater's comment points out, Italian has plenty of rhymes and its poetic forms use rhyming extensively.
Rakim (of Eric B. & Rakim) was one of the first to take this to new heights.
An example from "Lyrics of Fury", with the rhyming words emphasized in caps:
The SCENE of the CRIME every NIGHT at the SHOW
The FIEND of the RHYME on the MIC that you KNOW
https://genius.com/Eric-b-and-rakim-lyrics-of-fury-lyricsIn her talk, she stressed the importance of actually playing through the game while translating, but said that the finished game often wasn't available and that deadlines or low translation rates could make that unfeasible.
I was a freelance translator myself at the time, mostly doing business-related texts, and her talk did not make me want to go into video game translation.
Not quite the same thing, but another consequence of the person creating the final dialogue not having access to context, and there's really no excuse for that. Even if the dialogue is only available as a spreadsheet, the writer should have included context cues and stage directions.
One interesting one is we had translations for status indicators (Red, Amber, Green) The real translator had translated these to the Japanese versions of Red, Yellow and Green but google translated had picked the word for "fossilized resin" rather than the color.
Since google translate is not using any context it has no way to know if I meant the color or the material.
As an alternative, https://jisho.org/ is super easy to use and hasn't let me down yet.
The thing with my Japanese skills is that my grammar is excellent, but my vocabulary is limited, so a gloss of the kanji in a sentence is _massively_ useful to me (and kanji is a double-edged sword: I recognize far more words in hiragana (or when spoken) than in kanji, but kanji is pretty much necessary for a dictionary to have any decent idea of what the word is).
I'll have to give Jisho a try though.
This is something I assume translators would be able to catch that would be much more difficult for translation software.
It's a good read. They also were working with massive spreadsheets, but also with a huge franchise that required a lot of internal consistency.
[0]: https://kotaku.com/the-curse-of-kiseki-how-one-of-japans-big...
[1] IEEE 1394 — FireWire.
Closest Norwegian equivalent to getting burnt I can think of is "å få lang nese" which translates into "to get a long nose", e.g. you get a long nose when someone tricks you. So in that case the cable should be called IEEE 1394 — LongNose.
Translation is difficult..
Given how context-heavy Japanese is, it was nearly impossible to translate exactly what was going on as the Google Sheets only contained the additional content and not the full game script. Even if I did have the game script, there are still certain contextual things which are only realized when seeing what was happening to the characters on the screen.
I ended up watching an entire "Let's Play" of the series in order to get the gist of the story, get the character names correct, and see how the original translators localized everything. I took cues from their localization and did the best take I could at the time in order to translate it while balancing heavy workloads at school.
I'm both somewhat proud of the translation and somewhat disappointed in it. I feel as if I could do a much better job if I had more free time to update it, but localization is kinda like an art. Very few people will translate the same content the same way - even the same person might translate the same lines differently at different points in time.
I do something completely different these days and don't get to utilize my Japanese nearly as much, but I'd definitely be up for another game translation again. While you may be bound by certain external forces (pre-localized content you need to mesh with, author's wishes, censorship, etc), there is still a lot of freedom and liberty in localizing. After all, it's your job to retell this story as best you can to your target audience, and it requires both knowing the source material's culture, as well as your own. In fact, it probably requires knowing your target culture even more so, and it's this type of creative challenge that really got me excited back in the day.
That said, translating jokes can be very, very difficult. Sometimes you're lucky and there's a low hanging fruit to grab, a pun that works in both source and target languages, or a similar idiom that's recognizable if you switch out a word with another one in the same category. All too often with language pairs as distant as English and Japanese, you just end up writing your own joke.
Having grown up with "spoony bard", "this guy are sick" and many other memorable zingers, it is somehow ironic, somehow comforting, to know that bad translations aren't a one-way street.
Without her constant prodding at you, I think the game would lose both charm and player motivation. I'd imagine the pacing takes a hit as a result.
Here's one of my favorite examples of a bad translation to English: https://www.youtube.com/watch?v=gFg6QOlV-EE
It's an NES game, but before I spoil it for you, try to figure out which one by letting the music play out.
It would have been merely old-timey in Japanese, but in English it's rendered as centuries-old vernacular. "Spoony" ceased to be common language in the 19th century. "Bard" in the 18th, except in limited senses referencing archaic usage. No one is that old!
It's not wrong, just a little too far.
It's still included because it's an iconic gag at this point. It's still a bad translation, but they know fans love it, and that's okay.
And as fenomas pointed out, it was exclaimed in a fit of violent rage. That is not the kind of thing one would bark out in a situation like that.
The reason why it's in every single FF4 translation is because it's such a ludicrously bad translation that it came out the other side and ended up funny. It wasn't intended to be a comedic scene, but it's become one in the minds of English-speaking fans.
(Also, Woolsey never translated FF4... he just did FF6, plus a TL of FF5 that never saw the light of day because Square pulled the plug on the US release on account of the game being "too complicated" for Americans. And while Woolsey is a master of dialogue who contributed a lot of iconic lines, his Japanese comprehension was actually pretty poor, and his FF6 introduced a number of plot holes that weren't in the JP version. The GBA translation is objectively better, and if you want both a good TL _and_ Woolsey's dialogue, there's a romhack out there called the Ted Woolsey Uncensored Edition that combines the most iconic lines from Woolsey's script with a translation based on Legends of Localization's thorough analysis of the script.)
Also, I honestly thought Woolsey wrote that line because it was so his style. Apparently this is a common misconception.
https://finalfantasy.fandom.com/wiki/You_spoony_bard!
> Tellah
> original: きさま あの時の吟遊詩人! きさまのせいでアンナは!
> literal: You! You're that damn bard! Because of you, Anna's...! (The word used for both instances of "you" is "kisama", the single rudest way to say "you" in Japanese. Because of its harshness, "kisama" is somewhat akin to "you bastard" or "you son of a bitch" in English.)
> SNES: You're the bard! You did this to her!
> Edward
> !?
> Tellah
> original: きさま よくも娘を・・・・
> literal: How dare you do this to my daughter... (Again, "kisama" is used for "you".)
> SNES: You swindler!
> Edward
> original: ちがうんです!
> literal: It's not like that!
> SNES: Please! Listen!
> Tellah
> original: なにがちがうと いうのだ!
> literal: How the hell could it not be like that!?
> SNES: You spoony bard!
I'm all for localizations that take liberties with the translation (see: the best parts of Woolsey's dialogue in FF6), but looking at this in context, it makes no sense. Woolsey's famous lines, like "Welcome to my barbecue!", belonged in context and didn't look out of place. This is just a non sequitor.
If you asked me to give a localized angry response to "Please! Listen!", I'd probably go with something like "I'm not listening to YOU!". Or if I wanted to be silly with it, "Why would I do that, bard-brain?" (OK, I'm not the best dialogue writer...).
On the contrary, I’ve found it’s something that most other Asian countries get really well, so the difficulty seems to mostly be limited to Japan.
It brings up an interesting question though - do we care about the outcome(the film being funny) or about being "correct". After all, Polish translation of Shakespeare doesn't change the meaning just to be more relatable to Poles. But then again, books like Harry Potter had plenty of changes to work in Polish(like the Sphinx's riddle being completely different in Polish just so it would make any sense - I would argue that one was kind of necessary though).
Likewise, when Baudelaire translated Edgar Poe, the translation literal as it would have been a failure to convey the poetry of the text.
Happens to me with the Simpsons.
There's a few specific cases of this that I quite like — the English translations of Asterix did a tremendous job of renaming all the characters in a way that's consistent with the spirit of the (idiomatically french) original jokes.
A personal favourite of mine, though, is a particular dialogue from Austin Powers[1] where the Portuguese subtitles found a joke that was just not there in the original. "It's a bit nutty" doesn't have a good idiomatic translation, so they instead translated it as "Tem muita borra" — Literally, "there's a lot of grounds in this", but "borra" can be read as either "grounds" or "poop".
1. https://www.moviequotedb.com/movies/austin-powers-the-spy-wh...
And you can get translations of some of the comics into various German dialects as well.
The interviewer asks what the localizer thought about all the weird Japanese dialog and copy in the English version of the game, and he answers to the effect that: a lot of the text would definitely be out of place in a Japanese title, but on the other hand it kind of fit with the game's off-kilter style. He likened it to the way Hollywood movies often indiscriminately mix Asian cultures together, saying he was fond of the effect, and that "fixing" everything in localization might break the humor. So when Blizzard asked him for input he says his answer was "Frankly the Japanese is pretty messed up but let's go with it".
source (JP): https://www.gamespark.jp/article/2017/03/17/72229.html
it's all a bit odd of course, because in typical japanese fighting games (or even chinese wuxia films) the characters normally yell the name of the skill before doing their special skill, like "wave fist" or "dragon subduing 18 palms", rather than yelling something the hero intends to achieve. they'll never say something like "die!" because that's just not heroic.
the game is nice, but those two characters just feel very not-japanese, even with all japanese work for them.
For the rest, I'd guess it's a simple matter of Blizzard not having anybody in house who can check content. They've never done JP versions for any of their games, and the mistakes they make tend to be of the "copy/pasted from Google translate" variety. Also the 3rd-party localizer in the interview mentioned Blizzard asking him to check their Japanese, even though that would have been pretty late in the process.
(One also suspects that the JP voice lines may largely be the work of the voice actors. That would explain why Genji (voiced by a native speaker) has tons of Japanese voice lines, while Hanzo speaks only English outside of his ult.)
While, yeah, calling your attacks is common, I've also seen Kurae! ("Eat this!") in anime and toku more times than I can count. Honestly, that would make a good translation for those phrases...
You remind me of something I noticed while reading the Temeraire novels. The protagonist receives a Chinese dragon, and there's a plotline in which they travel to China to argue that he should be allowed to keep his dragon. This introduces enough Chinese dragons that we can get a feel for how they are named -- there is a very regular system.
Each dragon is referred to by a combination of their species and a given name. Temeraire is a celestial dragon, 天龙, and his Chinese name is 龙天翔 (in the book, "Lung Tien Xiang"). "Lung Yu Ping", 龙玉平, is a jade dragon, 玉龙. They're all like that except for 龙李白. (李白 is the name of a historical person who, in the world of the novels, was a dragon instead. I guess it's possible that there's a "plum dragon" variety, but no such species is mentioned - I doubt the author put that much thought into it.)
This bothered me the whole time, since two parts of the system are backwards. First, obviously, the species name gets flipped around in the name of the dragon. Second, normal Chinese practice is to put titles after the name, not before.
But I asked a Chinese friend about this and her response was: yes, it's weird for the species name to be flipped around. However, the style the book uses sounds nice compared to the normal way.
So yes, sometimes random bungling can produce something that natives appreciate for stylistic reasons.
it looks like they're using personal name conventions for the dragons rather than species names. for example, in the name 龙玉平, 龙 would be the surname/family name, and 玉平 would be the given name.
the 'family name' is shared amongst all dragons, while dragons of the same species share the same first syllable in their given names. this mirrors how chinese siblings will often share a syllable in their given names (sometimes known as 'generation names').
not sure if any of this is intentional, of course - but from my perspective, those names work well to humanize the dragons.
Well, when I described the system to my friend, her very first response was to ask 不应该叫天龙翔,玉龙平吗 ["shouldn't they be called 天龙翔 / 玉龙平?"]. So based on my single informant, I don't quite agree that the system in the novels sounds "more natural" to natives. Something can be good style without being the most natural way of expressing the concept.
Unfortunately, many mono-lingual people don't realise that language does not map perfectly from one word/phrase to another.
When I used to translate people in the office would come up and ask me "What's xxxxx in English?". I would reply "Well, what situation is this?". More often than not they would switch off at this point.
I think it's time we develop some cool telepathy tech.
1. How would you say it in [original language?]. This is on the off-chance I know what they’re talking about, or can reasonably guess. Sometimes this is good enough that they get what they want out of it. Also, I get to learn a little bit more of their language, if it’s one that I’ve also learned a bit about :)
2. What are you trying to say/what’s the context? This is to get around the X/Y problem, because usually the question isn’t so simple.
It’s rare to have a straight up, correct answer the moment someone asks how to translate. And if it does come up so easily, they were already speaking good English in the first place. Just needed the vocab.
Has this requirement been dropped, or are diploma mills able to graduate students who can speak a little Spanish but do not understand the important bits about how human languages work?
The best one was the "Brutality Bonus," which after re-translation from the developer's Japanese, came back as something like "Allowance for Atrocities." Not wrong, but hilariously off-kilter. It still makes complete sense, but it utterly fails to convey the original tone.
I can see, at some remove, why this stuff is funny!
For example, if you use "psychopath" on Magikoopa, the English translation is "That's... my child?" which makes zero sense. A better localization would have been "You're that baby from that one time!?" - a reference to Super Mario World 2: Yoshi's Island.
There's also a Donkey Kong-looking enemy named "Guerilla" whose psychopath text is "Don't confuse me with someone else!" In Japanese though, the enemy's name is more like "Dankey Kang" and his psychopath text is "This character has no relation to any persons, living or dead. Any resemblance is purely coincidental." (apparently this particular case was more due to memory constraints than the localization team "not getting it" though)
You can read more here: https://legendsoflocalization.com/the-pop-culture-obsessed-m...
from English -> Japanese, there's Transformers: Beast wars
I can't find subtitled clips of them, so I'll just link to discussions on what changed.
https://tfwiki.net/wiki/Beast_Wars:_Transformers_(cartoon)#J...
https://www.reddit.com/r/transformers/comments/8zqixk/why_is...
In the other direction, you have Ghost Stories. I'll let this clip compilation do the talking
Japanese friends would ask why this was so horrifying sounding. I gave up explaining what "tissues" meant beyond Kleenex. So I eventually asked them to consider how you might get a "tissue of puppy", perhaps by freezing the puppy and then slicing very thinly. They got the idea.
Here is an image. The orange one has the type, while on the others it seems to be corrected. https://img.alicdn.com/imgextra/i3/948158/TB2nUm9ni0TMKJjSZF...
https://www.youtube.com/watch?v=jQE66WA2s-A
Growing up in the 80s I remember thinking that this was just a quirky aspect of vidja games. I mean I understood it and it was weird. but it didn't register as bad English until I was older.
a winner is you!
Translation and interpretation belong to a nuanced inter-lingual skillset. One cannot expect anyone who speaks two languages fluently to correctly translate text between the two.
There is also localization, which is what Clyde (the article author) does, and it incorporates both translation and cultural understanding.
He'd evidently typed his food offerings into a translator, and printed the result on his banner.
* Translation is hard. If you needed something translated to Japanese how would you know it was well done? Maybe you personally have a bunch of Japanese friends or colleagues but most people don't. And so it is going the other way.
* Especially for games/movies/books translation is not enough. The content needs to be localized. For example jokes need to be funny in the target language. Subtle innuendo in the original language needs to be translated into subtle innuendo in the target language. Cultural references need to be translated into relevant cultural references in the target culture, etc. One company that specializes in game localization (not just translation) is 8-4.jp. They handle not just translation and localization of text but even managing voice work etc...
* I've always wished RockStar would make GTA Tokyo (they'd need a ton of local input or a local team). I bring up GTA because so much of those games, at least for me, are full of things that have not been localized and would be nearly impossible to localize unless the game itself took place in the target country. The hardest part is probably the radio stations. Driving around in GTA3 (and the sequels) brought back for me some uncanny feeling of actually driving with the radio on. The DJs, the ads, the different channels from talk channels to the various music genres. You'd need local DJs making local sounding comments about locally popular songs or parodies of those songs, local talk radio, local public service announcements, etc, etc, etc... Also the posters, signs, store names, around the city would all need to be localized so they evoke the same feeling of being in on the joke. And of course hearing local actors voice the characters vs just subtitles. Subtitles for characters dialog is the only thing that's been localized in any GTA game so Japan has never actually experienced one. I'm not even sure the random NPCs get translations but all of that would need to be made into something locals would get. I have no idea if a full localization would be a hit, especially now given console/PC games in Japan are mostly dead, but I've been disappointed that I could never share that experience with my Japanese gamer friends.
https://www.polygon.com/2019/7/18/20696081/metal-gear-solid-...
http://news.bbc.co.uk/2/hi/7702913.stm
https://www.walesonline.co.uk/news/wales-news/man-responsibl...
1. koin wo ikko irete kudasai 2. koin wo ikko ireru no da! 3. koin ikko irete! 4. koin ikko ireru no! 5. koin ikko irenai? 6. koin ikko irenai ka? 7. koin wo ikko ireru to purei dekiru
1. "koin ikko ireru" is wrong because of the verb conjugation. The reason it is wrong is that "ikko" is something kids say to each other, or that parents say to their kids, and is weird/incorrect to say in a context where teens and adults are involved. It is also missing the "o" (or "wo," if you prefer).
2. "koin o ireru" is incorrect, again because of verb conjugation. There is nothing wrong with this phrase.
Of course, you could say コインを入れてください, コインを一つ入れる, コインを一枚入れる, コインを入れる, Insert Coin, and other variations on that theme. My only point is that the two asserts above are incorrect in the article.
If I search Google for "リンゴ1つ" (one apple) it automatically matches it with pages that use "リンゴ1個". Also, the latter is much more common than the former looking at the first 10 results, and the latter appears in otherwise formal-sounding phrases like "りんご1個は、中くらいのサイズで300g前後なので、1個あたりのカロリーは、約183kcalとなります。"
I do this when I am using google translate even if I am familiar with a language
I think its English name was “Magic Circle Guru Guru” or Magic people Guru Guru