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    #31
    Ahh, still, I'd like them on my HDD. Know how to work around the IP scanning/blocking?

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      #32
      Nope. Did a very quick Google search and it came up with some programs and Youtube videos on how to do it, but also that proxy has been disable in firmware 3.21.

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        #33
        Ahh, for shame. Cheers.

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          #34
          Has there been any news on this getting released in the west? Googling brings up nothing, there was not a peep at E3, and now I'm wondering if they're dropping it with the Vita announced. If so, that sucks, and I need to import it.

          It's been a while since I played a Japanese RPG in its native language. Might be time to man up and just ****ing DO IT.

          Any word on this, at all?

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            #35
            Unfortunately no news of a western release at all. I'm too evaluating to import.

            [edit] The VC3 OAVs were subbed a couple of months ago. Haven't seen them myself so i can't comment on translation quality.

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              #36
              Sega officially stated that VC3 won't see an American or European release for the foreseeable future. There's still hope that the game will land on these lands via download on the Vita, but no decision has been made yet.
              I died a little inside.

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                #37
                Y u bump thread with bad news not good?

                WHYYYYY?

                *sobs*

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                  #38
                  Sorrow is best when shared.

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                    #39
                    Because now I know I need to buy the JPN release and brush up on my kanji? If we're lucky we could rally the fan-translation community to look at it. if you have a CFW PSP you could pop a patched ISO on it (having bought the UMD anyway, of course).

                    They say it was due to low sales of VCII. I bought VCII new, I'd like to point out.

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                      #40
                      I'd say learning the lingo is the way to go, I can't see this or any future VC games making it outside of Japan from now on. Yakuza is a constant risk and that has many more western appealing concessions to it, the VC games don't have that so wouldn't be worth taking a third risk on the cost of marketing and translating.

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                        #41
                        Maybe something more for the irks thread, but it *really* irritates me how Japanese developers treat foreign localisation as something you do *after* the game has launched.

                        Every game I've worked on in my entire career the foreign localisations have all been done as part of the primary dev cycle. All versions ready to go at the same time. And that often includes doing localisations for territories where there isn't much of a (non-pirated) market, like Russia and China.

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                          #42
                          I thought this was inevitable when the series made the jump to PSP.

                          Surprised the second one got released to be honest.

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                            #43
                            Originally posted by Flabio View Post
                            Every game I've worked on in my entire career the foreign localisations have all been done as part of the primary dev cycle. All versions ready to go at the same time. And that often includes doing localisations for territories where there isn't much of a (non-pirated) market, like Russia and China.
                            An excellent point. One I've often heard complaints from localisers regarding, because they sometimes end with video or embedded images which are a pain to then translate, a year or so down the line.

                            I reckon we should start asking the fan-translation community early, and get a head start on this. They've translated other PSP (and NDS) games, so they've got the hacking tools already.

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                              #44
                              There are some TRC requirements for releasing in Europe and America regardling language which are the most likely reasons we do it up front. Europe usually requires English, French and German as minimum, the US requires English and strongly recommends Spanish and French. If you're having to support three or more languages to start with, tacking your Japanese, Chinese, Korean and Thai localisation on isn't a big deal.

                              But Japanese developers mostly seem to work with the mentality of 'get it out for Japan, and then we'll think about other territories later'. They don't all do that, Capcom don't for example, but Square and Nintendo are probably the biggest offenders.

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                                #45
                                Every game I've worked on in my entire career the foreign localisations have all been done as part of the primary dev cycle. All versions ready to go at the same time
                                It also depends on the game (in terms of content, volume of text, issue's over music &other rights ECT) ; I know the person that translated 80% Skies of Arcade their self: working for 3 months @ 60-100 hours per week to get the job done even with translation programs and asset management programs (that help you keep all the text and voice files and whatnot organized and inthe same place) you still need a team of staff to personally. You then have issues with Japanese words which don't work in English and made up words that a translation program and after all that you've then got the job of getting approved from SONY America (which is a pain in the ass for certain type of games) and the PR dept trying to sell the game to retail space . For some games it really isn't worth it all, more so when retail space for PSP game is limited at best and the PR dept would have a nightmare trying to convince retail to give premium PSP space to a niche game like Val III.

                                Shame... but the biggest shame is Val II and III being on the PSP anyway, they should have been PS3 games running on the stunning Canvs engine

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