I'm Pepsiman, a freelance Japanese-English translator and founder of Tanpenshuu Translations. Sometimes I do it for fun and other times I do it to make my bank account slightly larger and be able to keep the lights on! If you're interested in hiring me for translation work, click on the "My Translations" link, which will take you to my portfolio that also details all the ways you can reach me! 「短篇集トランスレーションズ」という独立翻訳グループを設立したフリーの和英翻訳者です。お仕事にお雇いになりたいとお思いになっていらっしゃる方は以下の「コンタクト」か「和英翻訳集」というセクションで書いてあるアドレスでいつでもご遠慮なく是非ご連絡なさって下さい！
Pic mostly unrelated, but very delightful nonetheless.
Thank you for writing so many words about a dumb thing that crossed my mind at like, 3 in the morning!
When I get curious, ain’t nobody’s gonna stop me, so we all came out winners in the end! If you ever think of any more, don’t hesitate to keep them coming!
Here’s a vaguely related picture about Japanese video games because, I don’t know, happy times!
I suspect that if nothing else, the US and European editions will have the Japanese patches baked into them at launch. That’s all but standard practice at this point for localizations that come out later than the original Japanese version. So on that front, for what it’s worth, a lot of the more nitpicky points will hopefully be taken care of, especially in terms of gods staying permanently unlocked and whatnot. (There’ll be hell to pay if they still disappear and have to be reunlocked repeatedly by the time I play it myself!) It would also be nice if they did something about the locked off sections in dungeons that require you to fetch keys from elsewhere with neither hide nor hair of a hint about where to get them without paying for them, since I feel like the original game is much, much better about organically encouraging you to spread your wings around and not just focus on one dungeon completely, but that might be a lost cause given how hard-coded into the game design it probably is.
Nueko throws an interesting wrench into things. Only in an Oreshika game could the introduction of an actual named, fixed party member actually be such a big deal, yet here we are. All other things being equal, I doubt her presence deprives the game of its fundamental sense of fun; the improved character customization and whatnot for family members alone is probably enough to still get excited for as a fan personally since I really do love the first game even just on a purely mechanical level. I think people would have less of a problem with her if either she didn’t have that really dumb sounding requirement of needing to be revived —Amazon Japan makes it sound like you might not have to necessarily do it right away when she dies every time, so you can maybe procrastinate until the plot demands it or something, but still— or at the very least her character class in battle wasn’t fixed, which to my knowledge it is. Useful in combat or not, that alone can definitely throw a huge wrench into how you play the game since at least in the original, you plan your classes around not only what kids are inherently going to be good at, but also to balance out other party members’ strengths and weaknesses and not being able to do anything about that with her around sounds iffy.
Like I said, I’ll probably still play it in the end because even if I have my reservations about what stuff like Nueko stands for symbolically in light of the original game’s accomplishments, it’s still likely going to be a mechanically neat game that has unique stuff no other game out there is still really tackling all these years later. I absolutely adore that first game and think it’s one of the best games of all time, but there are definitely a handful of mechanical things that I think could be improved these days and it would be nice to see if at least the core fundamentals of Oreshika 2 make for a better playing game.
But yeah, I remain extremely curious to see how this game fares once it’s out in people’s hands overseas. I wish the first game had been afforded that chance, too, but I think corporate politics basically killed its chances for both on the PS1 and the PSP, albeit for different reasons. A flawed sequel is probably better than nothing at all for getting the series some exposure.
You know, I’m generally the type of person that doesn’t worry about things until they’re really happening. “I’ll cross that bridge when I get there,” basically.
But even just thinking about that scenario hypothetically…
Realistically speaking, assuming P4D and/or P5 are still on schedule for releasing within the original time frames that Atlus announced last year, it’s a pretty sure bet that at least one of them is going to start seeing some marketing crop up right around TGS, which kicks off September 18. Atlus apparently doesn’t have its own booth, I haven’t checked the listings for myself, but Sega does, so I wouldn’t be surprised if Atlus piggybacks off of them. At the very least, if they still intend to put out P4D in that fall 2014 window, they’re starting to run out of time (by major publisher standards, mind) to really get the word out about the game unless they do it soon, but yeah.
I know deep down in my heart of hearts I probably only have a few weeks to myself. I’ll save the tears for when I know for certain my time is up.
Okay, maybe I’ll sob a little right now anyway. ;____;
I actually had to go look this up because I’d never even thought about this before. So like a lot of Zelda enemies, I believe, the English name Like Like itself is a pretty straightforward transliteration of the original Japanese name ライクライク (raikuraiku). But you’re right in thinking that there’s a separate layer of meaning to it in Japanese in that it’s basically an elaborate bastardization of a native colloquialism. It takes several steps to see the logic and the whole impact can only really be felt if you know the language, but I’m gonna crib a flowchart from Pixiv’s encyclopedia page on Like Likes and break it down as best I can.
I wouldn’t call it a particularly great name knowing that, but figuring out that origin is, if nothing else, a real journey.
Hope that helps!