Showing posts with label censorship. Show all posts
Showing posts with label censorship. Show all posts

Sunday, 7 July 2013

If my heart had wings

"If my heart had wings" is a visual novel on PC, and it's supposed to be really good. A translation is out in English, and Play Asia have been advertising it to me for months. Today I notice it's also made its way to Desura, which to me means it's almost mainstream.

Things hop from Desura -> Steam Greenlight, and as it's got modern, high definition graphics, it could do well.

However.

I found out that it's been heavily censored. Excerpt from: http://visualnovelaer.fuwanovel.org/2013/07/why-i-wont-be-buying-if-my-heart-had-wings/

To put the scope of the cuts in perspective:
  • H-content: The original game had 17 H-scenes: 3-4 per heroine. Obviously these were cut entirely.
  • Written content: The localized release has 12% fewer lines, reflecting a considerable content gap that was not filled.
  • Art: An estimated 50% of the CGs were discarded or modified. This is based on a breakdown of ero / non-ero CG in the original, and includes small variations on the same CG. Take it with a grain of salt.

Now, censored images leave the story intact, but missing 12% of the text... well, that's a large chunk missing when you think you're going to get a full game.

I also read this page with someone complaining about the translation: http://imgur.com/a/pA57s/noscript#0

And it does contain some typos, but mostly this came across as an American reader outraged by the fact that the localisation is not from Japanese into American, but Japanese into English. As spoken in England.

Here, it is normal for someone to say they are moving house, or that they are in two minds about something. Normal, everyday speech. Many of the screenshots highlighted as bad grammar seem perfectly natural to me.

It made me wonder, "does this person complain about the grammar used in Fable games? Do they complain about Stephen Fry's poor grammar when he's narrating Little Big Planet?"

But it makes me want it. So badly. To have a game localised from Japanese into my flavoursome and colourful native language rather than American dialect.

In the page complaining about translation, the writer says they would have translated "in two minds" to "torn between". To me, there is a distinction - "in two minds" means you could go one way or the other and logically they are both equally good/bad outcomes. "Torn between" means you have a emotional conflict between two outcomes, and that's why it's difficult to make a decision.

I'm torn between wanting to buy a critically praised visual novel that's been localised into English for non-American people, and choosing not to support a localisation company that would cut 12% of all lines out of a VN.

Perhaps I should download the demo.

Friday, 16 January 2009

Fahrenheit (video game; Xbox version)

I played a game to completion between Sunday and Tuesday this week. It was Fahrenheit, and I played the PAL Xbox version (though it has come out for PS2 and PC as well).



It is a few years old now but the game is set in January 2009 so now is a good time to play it!

The game is by a French company called Quantic Dream, and it plays as an "interactive film" and starts off really well. In fact, that's underselling it. It starts out really really amazingly well. For all the dozens of games I've played that call themselves interactive films, this one got the balance most right. Sometimes I'm left thinking "I don't really feel like I'm playing", or "this is just an ordinary game", but this one started with the balance exactly right.

It starts off as a detective story with you acting in one scene as the murderer, panicking and clearing up the bloody mess, then in the next scene as the police, finding all the clues. You spend time evading yourself, then hunting yourself down, and it's really entertaining and well done. I got to thinking "if only the Shenmue games had been crafted this well". There was always an atmosphere of pursuit, never letting up, and that's good - a lot of games let you wander off, do sidequests, collect gatchapon figures or whatever, and that might be fun but it makes the story lose its momentum. And it feels unreal, back to cliché game mechanics. In this, the pressure was on and you cannot escape. Well, it does in some scenes, but then you find yourself thinking how easy the police have it while the guy they are chasing is having a terrible time, so that's good.

The action sequences are all done with what I call "Quick Time Events" ever since Shenmue, even though the mechanic existed long before and was the staple of things like Dragon's Lair and Space Ace, as well as dozens of Mega CD games. An action sequence starts and you have to push the joypad analogue sticks in the directions shown on screen. In a lot of games, this mechanism is often flawed - in Dragon's Lair it required too much trial and error. In a lot of games that show arrows, you are paying so much attention to the arrows on screen that you never get to really watch the scene to find out what happened. In this game, you see two translucent four-sided shapes in the centre of the screen and the side you need to move sticks to lights up. This is fairly unobtrusive, so you get to watch the scene. There is another mechanism too - sometimes you are asked to press the trigger buttons alternately to build up an on-screen bar. Another issue with the "QTE" game mechanic is often that these sequences are often one-chance scenes - that is, if you mess up one arrow you fail the scene and get game over and have to repeat the scene. In many cases at the start, Fahrenheit was forgiving; sometimes you would not get as good an outcome to a scene if you had not completely succeeded, but it would be catered for in the story and it felt natural. Stopping and beginning a scene from last save point is often jarring.

The acting seemed good, and the character movements are also very natural and human; they used an awful lot of motion capture on this game, and the result is that even if the characters have jaggedy edges to their bodies, they move like real people. The facial expressions are realistic too, really good.

Unfortunately, though, the game did not continue as brilliantly as it had done all the way through to the end. It was excellent as a detective game with occult / supernatural overtones to it, but after that part of the story was complete, it became a completely over-the-top superhero film. I do enjoy superhero films a lot, but it did not suit this game as the atmosphere and emotional impact of the story was lost, the multitude of elements they added seemed too cliché, and all of the action scenes are played out with QTEs which seemed to drag on too long by the end. The thing where you get a sudden "Game Over" and restart from last save started appearing, and did so fairly often! Mostly it's the sudden change in tone that made the end seem poor.

Still, I'm glad I played this game! It took me just under 6 hours total (according to the in-game timer). The company who made this also made a game called "The Nomad Soul" which I bought the PC version of many years ago but never got round to playing. I think I will look for it and see if I can get it running! They are also working on a new game called "Heavy Rain" which is going to be for PS3 and is much anticipated, so I hope that turns out well; I will follow reviews when it comes out.

BTW - one last point. I read on wikipedia that Fahrenheit came out in North America under the name of "The Indigo Prophecy" and was edited so that the sex scenes were removed. That seems a bit strange; that they would leave in the brutal violent and bloody ritual murder right at the start of the game, but cut out the short scene with two consenting adults having sex. Granted the first one was a bit embarrassing, having to move the joystick to make the guy thrust, but strange that it should be censored. It's not that explicit, and the game got an overall age rating of 15 here, completely uncensored. Odd.

(Actually, it was the implied sex at the end of the game that I found distasteful... but that would have been left in as nothing was seen...)