I think they need to learn that whole "Less is more" lesson. The way they go about storytelling is so heavy handed and over done, it absolutely ruins any impact it may have had. Having a character go on and on about how pissed off they are about this or that, or how cruel fate is to them, and how they're not going to take it, and so on doesn't mean the characters have depth. It means that you're a hack writer who hasn't grasped there are much better ways to indicate emotion.Appolo90 wrote...
The problem is Japanese melodrama translates to annoying and two-dimensional for Westerners. That's a cultural difference. The English language is capable of capturing a depth of character and personality few other languages can hold a candle to so localization is always a train wreck.
I'm not being ethnocentric either. If you were to study the vastness of vocabularies and the different ways of expressing oneself throughout languages, Japanese is ranked pretty low as a result of their culture. This isn't a bad thing, per se, but it becomes a bad thing in the context of localizing video games with so much voice acting.
The fact that I'm something like 30hrs into the game and the plot still to have been progressed in any way says something. Even if the rest of the plot actually turns out to be interesting (hard to say if I will ever bother finishing it at this point, its been like a month since I've bothered with it), if over half your game is nothing but pointless padding, there's a problem.




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