Chapter 4 is at 100%. Now I just have to proofread it.
Chapters 5, 6 and 7 are going to be "the hump", with 5 and 7 being especially large. Once I get those three done, it'll all be downhill.
Unfortunately, my real-life job is about to get really busy until the end of the month, so I don't anticipate being able to finish Chapter 5 until the first week of January. My overall goal, however, is still to have Chapter 7 done by the end of January and to finish everything by the end of February.
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Elmer sent me a test build that let me see a bit of my translation working in-game. It was very eye opening.
The more I do this kind of thing, the more I understand why Working Designs took the approach they did and sprinkled in lots of jokes. It's kind of an obvious move, really. As the translator, you desperately want the script to sound nice, have a good flow, and maybe even be a little memorable, but there's a limitation even in the original writing that makes this difficult. Every line is structured like bite-sized, easily digested finger-food so that it can fit nicely in a text box and connect well with the other text boxes. It makes sense and all - anything else would be a lot harder to follow. But it does have a big impact on the rhythm and the momentum of how scenes play out.
Sometimes you look at a succession of lines you've just translated and think to yourself: This is basically working, but does it fly? Does it sing? Or is it just a string of bite-sized lines that go "thud, thud, thud" and then it's over?
And the thing is, maybe the original Japanese goes "thud, thud, thud", too. After all, these are just silly little sprites standing around saying stuff like "Here's the key to the abandoned mine. Be careful!". There's not a lot of Shakespearean depth going on in these lines. To an extent, you're kind of stuck, and this is when a little voice reminds you that if you just salt the lines with a little sarcasm or exaggeration or some other kind of joke, it will make it a bit more fun to read and memorable.
Often, too, you can't help but think "Well, why not?". For example, if there's an earthquake in the game, and every other damn NPC in a town is just saying some variation of "What a scary earthquake that was!", then where's the harm in re-writing one guy's line so that he jokes about the mayor being a lush? And if you're Working Designs, is it really such a big step to go from doing that to making a crack about Euro-Disneyland or whatever? The temptation is definitely there.
...But you do run the risk of alienating people who don't think your jokes are funny. It also is a misrepresentation of the original. In my opinion, people who think that a translation should use the exact same grammar and vocabulary as the original without exception are missing the point. However, there definitely comes a point you have to say "Is this The Legend of Xanadu in English, or is this SamIAm's original story that's heavily based on The Legend of Xanadu?". That's the kind of barrier I don't want to breach.
What I ultimately hope is that even if my translation isn't "snappy" at every turn like the script to a good Disney movie, it will still have an overall tone of simplistic charm, with just a little of its own personality. That's one thing I do think the Japanese original has, and is something that's really enjoyable in old games in general.
That's why I'm not planning on adding jokes or otherwise heavily spicing up my translation. I am taking liberties where necessary to make sure everyone sounds like they're speaking real English, and I'm also trying to mix in a nice variety of English idioms in appropriate places. Where the original does something well, I do whatever it takes to make sure the English is doing the same thing equally well. Beyond that, though, aside from a little nip-and-tuck here and there to make everything fit nicely into text boxes, I'm not really planning on changing anything. I hope it works.
When I'm in a later stage of editing, I'm going to be dealing with challenges like "Does this king really sound enough like a king?" and tweaking things to make sure each important character has his or her own "voice". That's a topic for another day, I guess. Anyway, I am going to try hard to make this good. Bear with me while I think out loud. It helps me organize my thoughts.