NK You are in a rather
unique position, being perhaps the only translator in the gaming industry
who is known by name to fans as well as having translated both of Hideo
Kojima's games which were released in the US. Any words for your
fans?
JB I really have fans? That's the
first I've heard of that. But if there are people who admire the work I've
done, I can only say it makes me very happy and grateful to be appreciated.
Thanks and keep cheering me on!
NK Could you tell us a bit about
the process of translating a game?
JB Well, translating a game can
be easy or hard depending on a lot of things. First of all, a collaborative
effort on the part of the translator and the development team is necessary
to do a truly good job. Also, it is important the translation materials
(from the developer) are well organized. For example, if I receive an RPG
game and it is broken into 1,000 different files, and furthermore if it
is not even indicated which character is speaking what line, I'm sure you
can imagine how difficult it is to do a decent job. An example of this
poor preparation and cooperation would be Suikoden 2 which I translated
(unfortunately) under those very circumstances with a tough deadline in
addition.
NK How many people work on a game
translation?
JB It depends. The fewer the better,
but sometimes clients just want it done as soon as possible. In this case,
we may use up to 5 or 6 translators. Needless to say this leads to inconsistencies
of style as well as phraselogy. Better to do it yourself (like Metal Gear).
NK Do you work through an agency
or do you work directly with the publishers of the game?
JB I work directly with the publishers
of the game.
NK Are you given a copy of the game
to play, or just the extracted text/script?
JB: I am almost always given a ROM to play.
If I can't have that, I will at least insist on having a game play video.
NK Do you prefer to try to preserve/explain
concepts which are "culture specific" or do you adjust them for the target
audience?
JB My personal feeling is that I
like to encourage gamers to learn about the culture where the game was
made. I also think that game players are interested to learn (something
large Japanese game companies sometimes have a hard time believing), I
only adjust for the target audience if I feel that any translation simply
couldn't be "pulled off".
NK Have you ever worked for a translation
company or have you always been freelance? If you have worked for
a translation company, could you describe the difference between being
full time and being freelance?
JB I have never worked for a translation
agency. Recently, a friend of mine and myself have decided to start a Japanese
company of our own which does game localization (All post production necessary
to convert a game, including translation, finding voice/acting talent and
directing the studio sessions). These days, I am as much a director of
voice-over sessions as I am a translator.
NK How/when did you get started
as a translator?
JB I started as a freelance translator
when I left Konami Japan about 6 years ago.
NK What was the first game you worked
on?
JB The first game I worked on was
while I was in Konami, and that was Snatcher for the Sega CD.
NK Have you always worked on games
or have you done other translation work?
JB In the first couple of years
as a freelancer work was sparse, so I was translating things like semiconducter
patents, medical stuff, legal stuff, etc, whatever work I could find.
Believe me, games are more fun to translate (but surprisingly not always
easier!)
NK Any words of advice for anyone
who wants to be a translator?
JB Yes, I would say obviously
study your language hard, but more importantly you have to believe in yourself
and hold yourself to a high standard of work. Also, if anyone out there
reading this would like to translate games, please contact me. I would
say that if you're good, there's a good chance of work in your future.
NK How closely did you work with
Kojima-san while translating Snatcher & Metal Gear Solid?
JB For Snatcher, we were not close
at all. He was not involved in the Sega CD conversion himself and I think
he was very busy with Policenauts at the time. But for Metal Gear Solid,
he followed the translation closely and I was able to work with him quite
a bit.
NK Which version of Snatcher was
the Sega CD version based on?
JB Hmmm. I suppose it was based
on the PC-Engine version, wasn't it?
NK What was left out?
JB Well, we had to change Katrina's
age for example. She was only 14 in the Japanese version and has a nude
shower scene. There were also other opportunities in the Japanese version
to basically sexually harass Katrina and Mika Slayton. For example, you
could sniff Katrina's panties, you could stare at Mika's breasts until
she complains. There's also a place where you can watch a porno video.
We also changed the character's in the bar scene to avoid breaking copywright
laws and some other names for copyright reasons. Some gore was removed
like a dog's twitching intestines, etc.
NK What was put in?
JB Well, I know we added some stuff
like the new bar characters, a fixed up ending, as well as lots of hidden
stuff for the vidphones, etc. I can't really recall more offhand, but I
believe the ending is quite a bit more complete than the original.
NK What is Operation Rug Hunt?
JB Operation Rug Hunt? Oh
man, I really don't know. It was never explained. Ask Mr. Kojima please.
He'll probably say the same thing though.
NK How long did it take to
translate Snatcher?
JB Something like 2-3 months,
I think.
NK How closely did KCEJ/KOA supervise
your work?
JB Well the original translation
was done by a guy named Scott Hards. I reviewed and edited his work. He
did a great job. As far as supervision, at that time, there was no KCEJ,
only one big Konami of Japan (KOJ). KOA did not supervise the translation
and had no hand in it at all. It was all done at KOJ in Tokyo.
NK How early in the development
process did you start working on Metal Gear Solid?
JB I can't say for sure, but by
the time I started, the Japanese script was already set in stone.
NK What was the toughest part of
translating MGS?
JB The toughest part was the technical
jargon in the game. There is technical stuff regarding nuclear technology,
genetics, international relations, medicine, law enforcement, military
affairs and weaponry, not to mention Native American/Eskimo issues. I had
to extensive research on all these issues to be certain that I was translating
them correctly. Mr. Kojima is interested in a wide variety of subjects
and he likes to explore them deeply. It took me 6 full months to translate
MGS and the recording sessions which I assistant directed under Kris Zimmerman
took about 12 days.
NK What sort of changes were made
between the US & Japanese versions?
JB In MGS? No changes at all.
Remember the "Integral" version has both Japanese and English. They are
the same or as close as possible.
NK Was MGS easier to work with than
Snatcher?
JB Well, MGS has about 11
hours of voices on it as opposed to Snatcher's perhaps 45 minutes? MGS
was undoubtedly a tougher translation because we knew the size of the audience
for it. As for Snatcer: Sega CD, I think that counting you and me, the
game only sold a couple thousand units at most in the US. I know the Sega
CD sucked and had no software available for it, but where was everyone
when Snatcher came out!? Boy, was that embarrassing - having it fail so
badly.
NK Do you think Kojima was more
aware of his US audience than with Snatcher?
JB Absolutely. Completely aware
of it. MGS was made with the foreign (especially US) market in mind.
NK Please feel free to add any comments
regarding either game.
JB I'm very proud to have
been able to work on such fine games. I mean it. I remember when they asked
me to play the PC Engine Snatcher and give my opinion as to whether it
would sell in the states. I couldn't believe what a great, absorbing game
it was! I'm so glad that I was able to communicate such great games
to the US and English speaking audiences and I'm so proud to have people
recognize that it was a great localization effort on both games (with no
budget for Snatcher I might add).
NK Do you know if there is any truth
to the rumor that Policenauts was partly or entirely translated for a planned
US release?
JB It is false as far as I
know. I was in the international business dept. at Konami when it came
out and I never heard of any plans to release in US, then or since. Of
course there was that petition that the fans wrote, but nope, don't think
so.
NK Have you been contacted by KCEJ
regarding translating MGS2 Sons of Liberty?
JB Yes, I was told that someone
else is doing it (perhaps a Japanese translation company). I'm sure you
can imagine my disappointment. As far as the reviews I read, they almost
universally said that it was the greatest voice/text localization job done
to that point. It's hard to imagine why they didn't ask me but I fear it
was some behind the scenes backstabbing by ambitious people within the
company. Oh well, if the translation and voice-over recording is not as
good as MGS you will know why, and I would be overjoyed to have people
send me their opinion about the localization job of MGS 1 vs. 2 at any
point. Hell, send them directly to KCEJ of you like.
NK I'm sure many Snatcher fanatics
are wondering, how are Chie & Kiwi?
JB Well, my wife Chie is great
and that damned cat Kiwi is more of a crazy bitch then ever since we moved
to the States. They've been joined by 2 kids and another cat. Thanks for
asking. By the way, did I succeed in turning anyone onto Buddy Guy?
NK Any closing comments?
JB Yes, thanks for the support.
It means a lot to me. I want to keep working hard to make the best games
I can. I just recently finished 2 projects which I look forward to your
reviews of the localization job. One of them is an upcoming Enix rpg which
involves lots of Norse gods, know the one? Well, it was a tough job with
impossible time and budgetary constraints (for translating and recording)
and very difficult Japanese. But we think we pulled it off in any case.
Maybe you'll recognize the voices of the actors! After that, I just finished
directing voice and motion capture for a certain scary, fog-bound sequel
by the big K. I also wrote the English screenplay and I promise it will
be a masterpiece.
Neokobe.net would like to express our
gratitude to Mr. Blaustein for taking the time from his work to answer
these questions. |