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Tales of Innocence Interview with Absolute Zero Translations (Part 2)

Thu, Jul 8th, 2010, 8:39 pm (EST) by Shawn
Tales of Innocence Interview with Absolute Zero Translations (Part 2)

As many Tales fans might already know, Absolute Zero Translations recently released their Tales of Innocence translation patch. We recently asked for questions for the people behind the effort, and we've gotten back the answers. We spoke with the project lead, Matt, otherwise more commonly known as throughhim413, about the the translation, what obstacles they had to overcome, and even what their favourite Tales character is.

This is the second part in a multi-part interview. Last time, we spoke to Matt about what went on behind the scenes during the translation effort and what sorts of challenges the team faced. In the second part of our interview, we find out what key lessons aspiring fan translators should look out for, what the team's future plans are, and what might have happened if the team hadn't received donations during the duration of the project.

Tales Union: It is common knowledge that Absolute Zero Translations is working on Phantasian Productions on Tales of Destiny for the PS2. Are you currently working or are planning on translating any other games, and if so, would it consist of the same team as Tales of Innocence and/or is it another Tales game or another series entirely?

Matt: That's kind of the eternal question. "Now that you're done, what are you working on next?" My plan is to get back to work on Tales of Destiny after a bit of a break. Kingcom will be going back to focus on Super Robot Wars J for the DS next, I believe. This will certainly not be the last time we work together. We don't know what our next project together will be or when it will happen, but we hope that you'll all join us again when the time comes. In the mean time, we both have more than enough work to keep us busy.

Tales Union: You have a donation page on the Absolute Zero Translations website. Was there ever a time during the Tales of Innocence translation that a lack of donations put the project at stake?

Matt: When Kingcom's computer broke, we might have been in trouble if we hadn't had donations to fall back on. We would have solved the problem either way, but we would've had to pay out of pocket and it would've taken more time. Our goal isn't to make money on the projects, but we do prefer to avoid losing any. We always try to put the donations toward the project in some way. Some of the things that Innocence donations went toward were an Innocence guidebook (now well-worn and probably my single most helpful tool in this project), part of the cost of replacing my DS when it broke, a second flashcart to attempt to test the wireless, fixing Kingcom's computer, and registering the Absolute Zero web domain. Until people asked for a place to donate, I never even offered one. We're really not in this for the money (and if we were, we'd be in trouble).

Tales Union: You’ve stated before that Odin Sphere was a prime example of how to do a localization. While there’s probably a bunch of lessons that could come from the game, what’s a specific lesson that you think other translators should pay attention to?

Matt: Leverage your setting. You cannot change the setting that the game gives you, so make it work for you. The thing that stood out to me most in Odin Sphere was the way they got creative with what would've otherwise been throwaway phrases. Reapers became Halja and the magical weapons became known as Psyphers. These are not changes, but they enhance the way that the player interacts with the world. It's not that reaper or magic spear would've stood out in a bad way, but our purpose at translators should always be to try and immerse the player in the experience.

We have the ability to translate in a way that makes the game world even more complete than the Japanese vision. Knowing your setting and your audience intimately is common sense for any translator, but Odin Sphere taught me that I needed to approach games in an entirely different way. There were so many new angles that I could look at each game from. After Odin Sphere, it was no longer about problem and solution. From the moment I played that game, I started to see the endless potential of each word and phrase.

Tales Union: On the subject of other translators, what other fan translation would you considering as the best example of fan translation?

Matt: That's a question I usually try to avoid. Truth be told, I haven't played many of the more recent fan translations because I've had my own stuff to work on and because I have a huge gaming backlog as it is. In spite of the fact that I haven't played their translations, I do have a lot of respect for Tomato of Mother 3 fame and for Tom, probably probably best known for his work on Persona 2: Innocent Sin. I followed their projects (several of them in Tom's case) and I was very impressed with what I saw. They were doing some amazing work. When I get around to playing the Mother and Persona games, I'm certainly looking forward to using their translations.

Tales Union: What experiences did you gain from your Tales of Phantasia and Tales of Innocence translations that you will carry into future video game translation efforts?

Matt: I'll try to keep this answer brief. Looking back, I feel like Phantasia gave me the tools and the confidence that I needed to take on Innocence. Without that confidence that I could see the project through and that I was capable of bringing the characters to life in a whole new way, I'm not sure the patch would've turned out as well as it did. So more than anything, I guess Phantasia helped me to believe in my ability as a translator. Innocence taught me the importance of taking my time and doing things right, it taught me just how essential it is to test the game thoroughly, and it allowed me to make the jump from translation to localization.

As for what I'm going to take into my future translation efforts? Everything! Being a translator means that you never stop learning. Whenever I watch or read anything in English or Japanese, I try to pick out the best parts and incorporate them into my arsenal. It's really not a stretch to say that I become a better translator every single day. It's that endless learning experience that keeps me coming back for more.

Be sure to check back tomorrow for the third and final part of our interview, where we find out some personal things about the team, as well as their thoughts on the recent financial news concerning Namco Tales Studio.

TAGS: Tales of Innocence, Namco Bandai, Interviews, Absolute Zero Translations, Exclusives, Nintendo DS, Nintendo



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