Showing posts with label translation. Show all posts
Showing posts with label translation. Show all posts

Friday, May 26, 2017

Record of Fansub Wars: 90s Anime Beef That Shaped North America Fandom

Description: A cardboard box filled with home-made
copies of VHS tapes and fansubs of Dragon Ball Z.
Anime fans these days have tons of ways to get subtitled anime: buying DVDs, subscribing to the Crunchyroll streaming service, hunting through torrent sites, or poking through illegal streaming site hubs. But back in the early 90s, there was only one way for fans to get their hands on anime that hadn't yet been translated and released in North America: fansub groups distributing episodes of anime on VHS tapes.

The way most fansub groups worked was like this: First the group would watch an untranslated episode recorded from Japan, jot down translations, and using a TV-to-computer signal splitter, sync the subtitles to the feed and create a master tape. The group would then make copies of the master by using VCRs that would allow you to play one tape and copy it to a blank tape. These first generation copy owners would get requests from other distributors and end users, asking for up to three copies at a time and including both return postage and video tapes (or the price of tapes). MOst VHS tapes could fit about three or four episodes. So if there was fan demand for something like Fushigi Yuugi-- a 52 episode series-- the entire series run would require 13 VHS tapes. And if your fansub group was the only group translating a series... and you decided to just stop, well... that's were things get interesting. Writing for Vice's Motherboard section, Marc Shaw goes behind the scenes to talk about how a turf war in the '90s over fansubs would go on to shape the Ottowa anime scene:
[Ottowa's Anime Appreciation Society] which would host 20-30 person meetups in a community centre in suburban Ottawa—began watching Fushigi Yûgi, which ran from 1995 to 1996 in Japan... aimed at a teenage female audience, it was considered unlikely to succeed in North America so it wasn't initially planned for release here. 
[A] popular fansub group at the time, Tomodachi, [released] subtitles were the preferred way of watching Fushigi Yûgi because of the special care they took in their translations. 
But in early 1997, a competing group, Central Anime, allegedly made copies of Tomodachi's subs and released them under their own name. This was seen as bad form and a sort of dishonour among thieves. Tomodachi retaliated by refusing to release the show's final 20 episodes, which they had already finished subtitling, to anyone. Even though Tomodachi subs were much preferred, the club would have done anything to finish the series.

Now, I was just starting to become active in the nascent anime fandom in North America in the late 90s, and this refusal was a super big deal. Thanks to Google, we have an archive of what newsgroups of time thought of the Tomadachi debacle.

In addition to fansub demand being cited as on of the reasons Fushigi Yugi was released in North America, it was also the genesis of Ottowa's large anime enthusiast community and conventions.
The AAS put together Konan Koku- a fan gathering devoted to watching the remaining 20 episodes of Fushigi Yugi over one weekend (Konan Koku is taken from the county of the same name in FY). Along with a convention that same year in nearby Toronto, Konan Koku kickstarted the region's anime convention scene. As Shaw notes:
The Ottawa-Gatineau region now boasts its own bi-annual convention, G-Anime, the roots of which can be traced all the way back to the various anime clubs of the nineties. Anime fans of today have the scrappy warriors and fansubs of the nineties to thank.
I do want to take issue with one characterization in the article though: Central Anime was not a tape distributor. What CA was big on was sharing their translated scripts for free so that other interested fans could distribute. Tomodachi didn't want go that route, thus the argument. So Central Anime transcribed the translation, and released the script. I still think that copying Tomodachi's work thus far without permission was a jerk move, but so was Tomodachi trying to act like a de-facto distributor. Man, there's a sentence I never thought I'd being writing almost 20 years later.

Thursday, April 27, 2017

Localization Editor Withdraws Name Rather Than Give Up "KKK" Joke

Akiba's Beat Game Over Screen
On XSEED's official forum, localization editor Tom Lipschultz posted a list of changes made in the English version of game Akiba's Beat. In addition to things like changing names of characters to reflect puns in the original Japanese, there was one joke that Lipschultz was changed that he felt was a bridge too far-- changing a background sign that read "KKK Witches" in the original Japanese version :
The original was a parody of "NKK switches," a Japanese light switch manufacturer based out of Akihabara. I personally felt "KKK witches" was pretty funny for its shock value, but when I mentioned it to my coworkers, they... were not as amused. 
Yeah, I can't imagine why a white guy going "LOL it says KKK roflcopter" would be a bad look or anything. Instead of pausing for a moment of self-reflection as to why the name of a domestic terrorist group was funny to him, or why a background joke might be worth changing, Lipschultz decided to double down.
 ...[XSEED was] insistent upon the name being changed. And of course, I fought this as best as I could, since I saw the forceful change of this as an act of censorship...
Yes, according to Lipschultz, changing a joke to avoid name-dropping the Ku Klux Klan is exactly the same thing as actively suppressing art! He was the lone brave white guy sticking up for the original intent. Like, what if the original Japanese developer really wanted to make the minor background company sign joke as some sort of statement about the USA right-wing hate group responsible for lynching about 3,500 black men over the course of its existence, right? Lipschultz continues:
In the end, however, it was Acquire themselves who voluntarily changed it to "ACQ witches"... [XSEED emailed the original Japanese developers] to let them know that the KKK is a well-known abbreviation for a hate group in America, and asking them if the name "KKK witches" had any specific meaning in Akiba's Beat... Acquire simply changed the sign text and sent us a new build. 
Oh. So since the original developers of the game made the change, this must mean they were cool with it. If the intent was to make some sort of political statement, they would have kept it. Censorship implies there's some sort of involuntary act, and Lipschultz himself said the original developers made this decision themselves. So that's why Lipschultz... asked for his name to be removed from the credits? Yep, he confirms it himself.
It is due to this change, and specifically due to my initial misconception that we'd directly asked the devs to change it, that I asked to have my name removed from the credits of Akiba's Beat... I feel it's a good symbolic gesture on my part, showing my commitment to my principles on this matter... I'm perfectly fine with being the "ninja localizer" of XSEED, fighting the good anti-censorship fight from the shadows. 
Yes, this is the hill Lipschultz chose to die on. This also means that per XSEED company policy, he will no longer be credited on any future work he does for the company, and he took this stand being fully aware of this company policy.

It turns out that Lipschultz has many misconceptions, from what censorship is, to what it means to be funny to what it means for something to be "very Japan". Not content to dig a hole for himself on the forums of the company he works for, Lipschultz took to the comments section of a Kotaku article about his decision in what I'm sure he thought was a noble and well-reasoned attempt to defend himself. Here, let's watch him go and dig himself deeper:
[The KKK acronym] doesn’t make me chuckle on its own, but in the context of appearing on a sign in a busy part of Tokyo, where the business in question obviously had NO IDEA what it meant? That’s pretty funny, if you’ve ever been to Japan. “Engrish” exists as a concept for a reason, and a sign that says “KKK witches” is so out there, so WRONG, that it appearing on a sign is definitely worthy of at LEAST a chuckle, for the absurdity alone. 
I guess the idea is, I believe it would be funny to the game’s target audience, those being Japanophiles. Because it really is very “Japan.”
You see, a KKK reference is funny because... racism! Non-native speakers being ridiculed for not understanding a language is funny because, um... also racism? People that like Japanese pop culture think racism is funny too? I guess?

Honestly, I'm surprised Lipschultz still has a job considering he seems to have no grasp of optics, humor, or what localization is supposed to be. Posting on the Neogaf boards, Lipschultz once had this to say in his defense of anime boobs and fan-service:
Even if you consider content in a game to be perverted and classless... let the classless perverts have it! They deserve to enjoy their games just as much as the rest of us. And to say that it "taints" the game for the rest of us is no different than saying having someone of a different race, or sexual orientation, taints the neighborhood.
Yes, just like his withdrawing his name from the credits of Akiba's Beat and all future XSEED games he works on was his attempted to channel Evelyn Beatrice Hall (no, REALLY, he said so right here), standing up for sexualized female characters created by men, for men, is like speaking out against discrimination of marginalized people. That's totally not gross at all!

I think the best way to explain translation vs transliteration is by using a musical analogy. When a violin repeats what a piano just has played, it can't make the exact same sounds. It can only approximate the same chords.The violin can, however, recognizably make the same "music" as a piano, but only when it's faithful to the logic and limitations of the violin as it is to the logic and limitations of the piano.

Languages are like that, too. Each has their own "sound" and their own logic.The process of rendering ideas from language to language is really more like a transposition than a translation-- translation implies that there are word-for-word equivalents that exist from one language boundary to another. That's like saying piano sounds exactly like the violin!

And the idea of word-for-word equivalents of a story, of a language's underlying feeling strikes me as false to the nature of story telling.The best a translator can do is hope for is to come close as possible not to the text's literal meaning-- it's nearly impossible to drag a sentence's meaning across one language barrier to another completely 100 percent intact. What is more important in preserving, intent... even at the expense of making four strings do the same notes as 88 keys (i.e.English from Japanese). A translator should work to preserve a story's essence, the total feeling of the complexities.Literal translations, as outlined in today's earlier piece on Persona 5, are stilted, awkward and can seem more like transcribing than translation,

When the original game developer of Akiba's Beat was contacted about what the KKK initials of the "off brand" light switch maker sign meant for a US audience, they changed the joke because they intended to just make a silly company name reference, not name-drop a US domestic terrorist group.

Basically, what Lipschultz has done is mixed up the right of people to not be suppressed by the government or societal coercion with the tension that is part and parcel of the act of translation. Instead of pausing and reflecting on why a minor joke with unintentional racist overtones was something he saw as so essential he'd be willing to throw away credit for his work, Lipschultz decided that not keeping "KKK witches" was the molehill to die on.

Persona 5 Puts the LOL in "Localization"

The latest game in Atlus' long-running Persona RPG series, Persona 5, was released recently. Plenty of reviews mention the stylish graphics, the eye-catching presentation and the entertaining in-game battles. What not many reviews mention is that the actual English dialogue in the game is, to put it politely, a hot mess.

This is especially surprising considering how much acclaim the localization and dialogue for Persona 4 received. Persona 5 boast 8 editors and 6 translators listed in the game's credits. So why is the dialogue so bad? Writing for Polygon, translator and Persona fan Molly Lee gives her best estimate:
Chances are high this localization was a rush job; a lot of the more egregiously bad lines read like an unedited first draft. It’s possible the localizers were doing everything in their power just to finish the scripts on time, and chewing on phrases and wording to make the script sound natural for English speakers takes time, and it’s possible they just didn’t have any.
The end result is that the localization ends up being worse than just bad... it's robotic. Nonsensical. Boring. As Lee explains, when it comes to localization, too many cooks spoil the soup:
The really good lines are overshadowed by the memory of the worst ones, and in a way, that actually makes it worse. The purpose of localization is to provide the best experience possible while maintaining a reasonably close approximation of the game the Japanese players enjoyed. But Persona 5’s localization is not that. Instead, it's amateurish, mechanical, and if it wasn't for the voice acting, it'd be almost entirely devoid of character voice. 
In fact, let's try a thought experiment. I'll provide some dialogue from the English version of the game, and you try to guess which main party members said them. Sound good? Okay, here we go: 
  • "He healed himself...? Is it because he ate those inside there?" 
  • "What kind of stupid phantom thief would use their real name!? I'm not down for that!" 
  • "Why do I—the one who was just watching—know more about it than you two!?" 
  • "I hope that she doesn't torment herself over this. When it comes down to it, women don't hesitate." 
  • "Uhh ... Anyway, it can't be helped if that's the case. Time for you to go to hell." 
  • "What nonsense that you used a mousetrap on me!"
Ready for the answers? 
All of those lines were said by Morgana.
From a story perspective, dialogue is supposed to clue the reader in as to each character's personality. So what kind of personality does Morgana have, exactly? Is Morgana relaxed enough to use curse words like "hell" and slang like "down for that"? Or is Morgana a bit of a tight-ass who uses stiff, dismissive language like "nonsense?”
If Atlus is going to ask us to invest $60 and dozens of hours of our time, then I think that they should at least take some pride in their releases.  Especially for a game that is so extremely dialog-heavy. Because really, who talks like this:

"At this rate, it's be pointless how much I contribute to this school."

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