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Darbury

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Everything posted by Darbury

  1. Oh absolutely. We're comparing apples and oranges here without a doubt. And I'm applying zero academic rigor to the whole exercise. It's merely something that struck me as funny over coffee: a genre whose entire narrative structure revolves (mostly) around getting women into the sack does a better job at passing the Bechdel Test than a broad selection of American movies. That's in large part for the reasons you mention, but it's still delightfully ironic.
  2. It passes. But whatever you do, don't drink the tea.
  3. Hmmm. I agree with many your points about the structure of those various VN ... *and* I think that’s all outside of the scope of my silly little blog post. I’m not worried about whether seeing a certain piece of content constitutes “success.” Or whether a particular title railroads you toward or away from content as part of a “true” route. Or what it means to have “read” a particular VN. I don’t even care about “player experience.” (Well, I do. Just not as part of this post.) My one and only criteria — I’m the one creating the test, so I get to set the criteria — is: does the situation described exist in the body of the work? Can it be experienced by a reader? That’s it. Nothing more. And this is a definable set of things. If a Starbucks pumpkin spice latte has not been written somewhere into the script of the VN, it cannot be experienced by a reader. The VN fails my Starbucks Pumpkin Spice Latte Test. If a Starbucks pumpkin spice latte has been written somewhere into the script of the VN, it can be (but doesn’t necessarily have to be) experienced by a reader. It passes my Starbucks Pumpkin Spice Latte Test. If VNs offered emergent gameplay, or dabbled in true nonlinear narrative theory (no set beginning/middle/end, just text that can be infinitely recombined), then we’d start to move into murkier waters ... but they don’t, so we don’t. What you’re describing is fairly classic reader-response theory (Stanley Fish, etc.) but I’m not entirely sure it applies here. Reader-response deals more with meaning rather than content — i.e., it doesn’t change the fact that word “elephant” appears in a book; it simply says the reader’s experience trumps the author’s intent in determining what that word means to the work.
  4. Oh yeah? Well I reject your rejection of my test. Bet you weren’t expecting that, huh? HA! Everyone’s experience with a work is going to be subjectively different, of course. “I was pressed for time, so I only read the main route of Steins;Gate.” That’s completely valid — but it doesn’t change the content of what you didn’t read. “I was tired and had a head cold, so I started skipping over those bits in A Song of Ice and Fire where the author started geeking out about characters’ genealogy.” That’s also completely valid — but it doesn’t mean those sections weren’t there. (And boring as all hell.) There’s a definable corpus to a VN text. There aren’t infinitely possible outcomes that need to be interpolated. The VN has a limited number of branching plot lines — usually a half-dozen or so — each of which read like short novellas. Taken as a whole they comprise the body of the work. And it’s that work to which the world-renowned Darbury Test™ can be applied. But keep in mind, this test proves nothing. It’s an interesting thought experiment in how narratives are constructed and populated, nothing more.
  5. I think you're forgetting about a certain gondola ride...
  6. As I was drinking my third cup of coffee this morning, it occurred to me that most non-otome or yaoi visual novels I can think of pass the Bechdel Test with flying colors. For those of you unfamiliar with it, the Bechdel Test requires that a work of fiction: have at least two women in itwho talk to each otherabout something besides a man.With obvious exceptions (Planetarian, etc.) most VNs have little trouble crossing this threshold — the casts are almost entirely female, and slice-of-life scenes are a staple of the genre. Meanwhile, nearly half of all American-made films don’t meet this same standard. So to make things a little more interesting, I’d like to propose the Darbury Test™ (full name: “The Darbury Addendum to the Bechdel Test”). To get this particular merit badge, the VN in question must: have at least two women in itwho talk to each otherabout something besides a man,neither of whom ends up having sex with the main character.That’s right. If either one of them ends up with a red-hot ramrod crammed in one or more meat holes, crying out, “OH, YOU CAME SO MUCH!” — fail. Even if the action happens off-screen (e.g., in an all-ages version) — fail. Even if the woman in question is actually a demon/robot/vampire/catgirl/taco — fail. Steins;Gate? Even that fails. I can also think of a bunch of VNs that pass. Either way, it makes for an interesting thought experiment while you’re waiting for that next pot of coffee to finish brewing. EDIT: Looks like the forum upgrade nuked all the styling of this post for a while. Sorry for the temporarily uncloaked spoilers.
  7. They don't. Each individual VN is considered on its own merits. So even if the fan disc features a 5-hour orgy with every single man, woman, animal, and teapot in the cast, the original VN can still pass the test.
  8. Another Hakuoki fan! Internet high five! (Which port did you play, btw? There's been so many at this point.) Anyway, welcome to Fuwa. Make yourself at home and help yourself to the complimentary coffee and donuts.
  9. You know how you can translate Japanese far too literally and end up with stilted and nonsensical prose? It’s also possible reinterpret Japanese graphics far too literally and up with an illegible mess. Case in point: vertical type. Japanese text is typically typeset one of two ways: the traditional tategaki style (characters arranged in vertical columns, read from right to left), or the more modern yokogaki style (characters arranged in horizontal rows, read left to right, as in English). When editing images for visual novels, you’ll usually be dealing with a lot of tategaki, but it’s possible you’ll encounter some yokogaki as well. Unless you just bought a pamphlet from that crazy guy hanging out beneath the subway stairs — Happy Birthday to Gravy! I’m Made of Bees! — you will literally never see English typeset this way. So how do you handle it when you do? Typically, as long as you have the room, you’d set it the same as you would any other English text: horizontal, left to right, for maximum legibility. But what if you don’t have room? Particularly when dealing with UI elements, you might only have enough real estate for a single vertical column of characters. What then? Grab it by the spine Thankfully, generations of English-language typesetters have already solved this problem for us. Just walk over to your media shelf and look for yourself. See all those books, DVDs, video games you’ve got lined up there? Not only did you spend an obscene amount of money on those — seriously, how are you ever going to pay off your student loans this way? — but their spines all display titles the exact same way: horizontal type, rotated 90 degrees clockwise so that it reads from top to bottom. Any designer worth his or her salt will tell you that’s how it’s done. So there’s your answer. Do that. You’re welcome. But now you face a much bigger challenge: convincing non-designers that this is, in fact, the best approach. The vertical smile frown This came up once on a project where almost the entire UI was arranged in vertical lines of Japanese calligraphy. I’d painstakingly set hundreds of text elements in the correct bookspine-style, only to get a note back from the project lead asking that everything be re-typeset in the exact manner of the original Japanese, character stacked atop character. Y o u k n o w , l i k e t h i s ? I’ve been a professional designer for enough years that, honestly, I forget not everyone gives much thought to why you don’t set type like this. So in that sense, the request didn’t annoy me; I understood the motivation behind it. But I did end up having to write a fairly lengthy defense of bookspine-style type as a result. Since I’m not the first person to face this problem, and I know I won’t be the last, I thought it might be useful to summarize a few of those points here. If you’re an image editor, maybe it’ll give you ammunition to back up your case one day. If you’re working with an image editor, maybe it’ll provide some insight into the thought he or she puts into typesetting. If you’re my mom, maybe you’ll finally believe I learned something in college. The End of the World as We Know It Seeing is believing, so let’s try all the options and see for ourselves what works and what doesn’t. I’ve cropped in on a small slice from a hypothetical UI sprite sheet for our discussion. I’ve also simplified it, hiding all the various hover and active states, so all we’re dealing with is the vanilla text. Here’s the original edited version: For this project, we need a script/calligraphic type that will remain legible even at very small sizes. (I do all my VN reading on an 8” tablet, so I use that as my small-screen baseline.) We land on this font here, a clean Western script that still feels right at home among traditional Eastern design elements. And since you can see that some of the UI text runs very long — these are chapter titles, I imagine — compactness is also a consideration. This typeface handles that quite nicely. Let’s see what happens if, rather than bookspine-style, we run these lines vertically: What’s wrong here? More like, what isn’t? It doesn’t fit: Unlike squarish Japanese characters, English letters tend to be taller than they are wide. This means if you stack them vertically, you’ll end up with something that eats up almost twice as much space as horizontal type. You’ll need to reduce the point size to make everything fit. Or worse yet, squish the letters vertically to compensate. Yuck. It fights against the letterforms: This is a script face, so it slants rightward, one letter leading the eye into the next. Moreover, lowercase letters set in script often physically join to one another, as if written in a smooth, flowing hand. A vertical stack is antithetical to both of these: there is no “next” letter to lead the eye into, nor is there any adjoining character to connect to. It looks like a gap-toothed palooka: Notice how some of the letter pairs almost overlap, while others have relatively large spaces between them. This is another reason English type wasn’t meant to stack vertically. Even though there’s exactly the same amount of space between the baseline of each letter, some have descenders (e.g., the “tails” of the letters y or q), some have ascenders (e.g., the “flagstaff” of the letters b or d), and some have neither (e.g., x or o). This gives the vertical type a drunken stagger-step of sorts, an ungainly visual gait that we’d like to avoid at all costs. It doesn’t handle punctuation well: There’s no graceful way to handle periods, colons, and so forth in vertical type. You could center it below the last letter, as in the original Japanese, but that looks confusing in English. And how would you handle a possessive, like “Darbury’s cat”? Stacked vertically, it would look more like “Darbury, scat.” (Fine. See ya, ingrate.) It’s borderline illegible: There’s been lots and lots of research into the science of how people read — how we recognize letters, words, and sentences. There’s a lot of pattern recognition going on in our brains and, for native speakers of Western languages, those patterns almost always work horizontally. Setting type vertically can literally slow down reading and comprehension speed by an order of magnitude. So let’s be clear: this sucks. But there are a few things we can do to slightly minimize the suckage. First, let’s set everything in all caps. Like this That eliminates our gap-tooth problem; uppercase letters don’t have ascenders or descenders, so all the letters now appear evenly spaced. But we’ve had to reduce the point size even further to make everything fit. (We started out at 20pt. We’re now at 12pt.) Also, our calligraphic type still slants to the right, making each letter feel like a drunk who leans against a wall only to find it isn’t there. We want a handwritten feel to the type, however, so we try switching to an upright block letter font instead: This is pretty much as good as it’ll get ... and it’s still not great. It’s still hard to read, and we’ve had to sacrifice the elegance of a script typeface. But wait — it gets worse. Right now, these lines have lots of padding left and right, since I’ve hidden all the other elements on this sprite sheet. What happens when they sit closer together, as they probably will in-game. You get this: I don’t know about you, but my brain wants to start reading horizontally adjacent words as sentences: “It birds and eye listen” Huh? It’s like trying to drive an SUV where the steering is constantly pulling to the right. It’s not what we’re looking for in a car, and it’s not what we’re looking for in our typesetting. In short, vertically set text is a god-awful mess. Don’t use it. (Obligatory waffling: Okay, maybe if there’s one or two vertical buttons in the whole game. And maybe if they were really, really short — you know, like “SAVE” and “QUIT”? Maybe then you could get away with it. But otherwise, nononono a thousand times no.) Introducing my backup singers I’m not the only one preaching this gospel. These fine folks agree: So the next time someone asks you to set vertical type, just say no. Then link to this blog post and tell ‘em Darbury told ya so.
  10. So what have we learned today? (1) The term "pearl necklace" is more unfamiliar to people than I might have imagined. Clearly, I've been reading too many of the right wrong sites. (2) If your girlfriend asks you for a pearl necklace for her birthday, think long and hard before you answer. As for the joke itself, that slang being esoteric might actually work in its favor. A few lines later, Soutarou marvels to himself that Riho knows the term. All of which is nice foreshadowing for her route.
  11. Darbury

    taypls 6

    I laughed harder at this than I had any right to.
  12. I hear what you're saying, Deep Blue, but I think if you're going to translate/edit a work into English, you need to do so primarily with native English speakers in mind. Otherwise, you end up cutting yourself off from a huge swath of idiom and poetics just because the non-native speaker might not have been exposed to them. The resulting prose would be functional yet totally flavorless. Anyway, I don't think I'd call the entirely of the native English-speaking world "a very narrow audience." This particular slang usage of "pearl necklace" can be found in the U.S., Canada, the U.K., and Australia. I don't know about New Zealand, but I'd have to imagine that if the Aussies are on board, then so are the Kiwis. All that said, I honestly feel bad that non-native speakers like yourself might be (literally) left out on the joke. So you have my apologies for that. If you ever find yourself in New York, I'll buy you a beer as a make-good. ​
  13. As any translator can probably tell you, Japanese jokes are a huge pain to capture in English. There are unfamiliar memes, cultural references, wordplay, riffs on kanji characters — none of which are particularly easy to convey to Western audiences. If you get lucky, a few nips and tucks in editing are all you need to make one of these unwieldy beasts work in English. If you get unlucky, however, you end up having to grab the rib spreader and do some major linguistic surgery. Sometimes the patients pull through. Sometimes they die on the operating table. These are their stories. Joke 1: Pearls before swine In this scene from KoiRizo, Soutarou has just finished giving one of the girls a bit of helpful advice passed down to him by his grandfather. The raw translation is below: Soutarou: “... That's the motto that they followed back then, I think. Well you know, according to my grandfather.” Riho: “Your grandfather's ball bag?” Soutarou: “A-Although I think that he got it from my grandmother...” Riho: “Ha ...?!” Soutarou: “...” Riho: “I just said a really strange thing ―!” Get it? Get it? No, of course you don’t. KoiRizo was intended as a literal translation, and read literally, this makes zero sense. At this point in my editing, the only choice I had was to go back to the original script, break out the Japanese > English dictionaries, and see if I could figure out what the hell was going on here. As near as I could figure, Riho meant to use the word “chiebukuro” — literally, “sack of wisdom.” She intended to say something about Soutarou’s pop-pop being a pretty smart guy, chock full of good advice. Instead, she uses “tamafukuro” — literally, “ball sack.” You can understand Soutarou’s confusion when Riho starts talking about his grandfather’s wrinkly old nuts. Nice guy that he is, however, Souatrou tries to give her a graceful out, suggesting it was actually his grandmother who provided the advice. Riho realizes her error and is appropriately mortified. Great. We’ve puzzled it out ... but at this point, the joke still doesn’t work in translation. “Sack of wisdom” isn’t a common English phrase, so the reader won’t catch the intended meaning behind Riho’s mistake. It just sounds like a plain old non sequitur right now. So our next task is to change her line to something that (1) works as a Freudian slip, (2) comes out of the blue, and (3) is sexually shocking enough to catch Soutarou off guard. The version I eventually settled on ran something like this: Soutarou: “... That was the common advice back then, I think. Well, you know, according to my grandfather.” Riho: “Your grandfather must have really liked giving you pearl necklaces, huh?” Soutarou: “A-Actually, it might have been my grandmother who liked giving out pearls of wisdom ...” Riho: “Ha ...?!” Soutarou: “...” Riho: “I can’t believe I just said that ―!” Here, we’ve keep the same basic structure, but rather than “sack of wisdom,” Riho tries (and fails) to say “pearls of wisdom,” a much more common English idiom. And now, rather than Grandpa’s gnarly ballsack, we have the even more shocking image of the old guy giving his grandson pearl necklaces on a regular basis. Soutarou still gets to save the day by pivoting to his grandmother, and then the rest of the joke plays out pretty much as originally written. Does it work? I hope so, but one could just as easily argue that I broke it. It’s a different gag; there’s no doubting that. But at the end of the day, I’d rather have a joke that works and maintains the original’s spirit than one that’s accurate to a fault. Joke 2: Deflowering the girls Here’s a joke I know I broke during editing. Smashed it to the ground and danced on the pieces. In my defense, it was looking at me funny. In the raw translation of this scene, resort manager Nagisa has just asked the staff to gather in their swimsuits for a big announcement: Nagisa: “I have a reason for calling you all here like this today.” Nagisa: “I'd like everyone to become the 'detergent' of the facilities.” Sango: “Detergent? Us?” Nagisa: “Oh, sorry. By detergent, I was referring more to advertising material.... In other words, I need you guys to photograph for an advertisement.” Again, another joke that makes no sense when read literally. And the only TL note I had to go on said, “This translation won't work in English.” Agreed. So I hauled out the J>E dictionary again, but had much less luck this time. At best, I came away with a wisp of a shred of a guess. My hunch was that Nagisa was using one very specific meaning of the word “senzai”— the foremost part of a garden, the loveliest flowers intended to set the stage and entice visitors in deeper — and Sango interpreted it as another more common meaning of “senzai” — namely, detergent. Nagisa clarifies her meaning, everyone has a chuckle, and the scene continues. I wasn’t sure if I was right — I’m an editor, not a translator — but lacking any better options, I decided to go with it. And I promptly flailed about like a clown being drowned in a bathtub. Right off the bat, I knew there weren’t any good English sound-alikes that would work here. So instead, I wrote about a dozen variations on garden and flower puns, but none of them managed to weave plausible misunderstanding with Nagisa’s actual meaning. Worse yet, they just weren’t funny. Next, I tried a few bawdier versions, but quickly abandoned those as well. This scene is going to get more risqué in a minute, but throwing in a sex joke right now would be tipping our hand too soon. (In one draft, I had Nagisa say she wants the girls to be the hook that lures visitors to the island. Sango replies, “What?! You want us to hook for you?” — i.e., she thought her boss wanted to pimp them out as resort hookers.) Having hit brick wall after brick wall, I decided to strip the joke down to its essence. What’s the basic structure here? Nagisa says she wants to use the girls to help sell the resort. Sango suffers a comic misunderstanding. Nagisa corrects her. The end. So that’s what I wrote: Nagisa: “There’s a reason why I’ve called everyone here like this today.” Nagisa: “I've decided to sell you.” Sango: “Sell us? Is that even legal?” Nagisa: “Oh, sorry. By ‘sell,’ I meant using you to help advertise the resort ... In layman’s terms, I need you guys to model for some publicity photos.” We lose the poeticism of the original — that image of the girls as flowers drawing visitors in — but in exchange, we get something that actually works as wordplay in English while still delivering the necessary plot info (Nagisa’s marketing brainstorm). It’s still not a particularly hilarious gag, but then again, neither was the original. In both examples, I ended up completely rewriting large chunks of each joke. And while I'm not entirely satisfied — I wish I could have kept more of the original language — I'm okay with the result. Editing is a balancing act. You want to remain as faithful to the original text as possible while maintaining the audience’s immersion in the work. If the reader suddenly comes across a joke that clearly doesn’t parse in English, that immersion is broken. They stop. They scroll back and re-read it a few times, trying to make sense of it. They wonder if they’re missing something, or if the TL team just messed it up. BAM. They’re now completely out of the world of the visual novel. The magic is broken. Because magic is only magic until you notice the strings. Or that dead clown in the bathtub.
  14. I would totally watch this movie. EDIT: U.S. (most of the 50 states), Mexico, Canada, Jamaica, England, Ireland, France, Italy, Spain.
  15. So if the VO says "Tadaima" and the translated text says, "Nice chainsaw. Did you know I like salmon fishing?" — that's a bad thing? Crap crap crap.
  16. You'll almost always lose something in translation: the literal meaning of the original, the cadence of the original, or the in-the-moment experience of reading the original. It's a bit like that old consultant's joke: "Good, fast, cheap — pick any two." But you raise some good points, Deep Blue. Everyone's got a difference tolerance for what they're willing to give up for the sake of translation. Maybe I'll touch on that in a future blog post somewhere down the road.
  17. Absolutely ... and my own inclination is to go for the immediacy of the experience. By and large, I see VNs as popular entertainments. And just as I might get annoyed by a constant barrage of linguistic footnotes in something like The Girl with the Dragon Tattoo, so too would I rankle at having to wade through TL commentary on cultural context before I could enjoy a simple dick joke. That doesn't make me right, of course. It just makes me opinionated. I know, right? It's HARD to keep from repeating yourself. That's why the first tip in my last H-scene article was to check out some good English language erotica. You'd be surprised how many versatile verbs, nouns, and moans you can swipe find in just a handful of stories. I'm trying to keep a running cheat sheet of those for future projects.
  18. Man, it's been too long since I played the first two Corpse Party titles. I'm gonna have to find a good recap video to get myself back up to speed on the characters, not to mention all the new plot elements they threw in at the end of Book of Shadows.
  19. You'll get no argument from me. Moreover, I tend to think most visual novel TL footnotes are a bit of a cheat. Rather than spending the time required to find a more elegant solution, the TL/editor break immersion by forcing the reader to refer to extratextual notes. Meh.
  20. There is a secret language spoken in the darkest corners of the visual novel world, a cant so ancient and intricate that none know its origins. To be initiated in its ways, one must drink from the Dread Chalice and be reborn in fire. Only then will the caul be drawn from your eyes. You shall know onomatopoeia. And you shall know fear. Sploosh 101: What is onomatopoeia? Before we jump in with both feet — *splash!* — let’s do a quick primer on terminology. An onomatopoeia is a word that imitates, resembles, or suggests the source of the sound it describes — i.e, it sounds like what it is. Like clink, yip, kaboom, swish, meow, oink. (That’s the verbatim transcript of my bachelor party, in case anyone’s wondering.) This is different from a word that describes a sound or action, but doesn’t actually imitate it — e.g., sneeze vs. achoo, punch vs. kapow, close vs. slam. The latter are onomatopoeia; the former, I call ononotopoeia. For the sake of brevity, let’s refer to these O and not-O. The Japanese language is rich in O. There’s a sound effect for everything. There’s probably a sound effect for there being a sound effect for everything. (If there isn’t, I’d like to propose one now: darubu.) There are even sound effects for things that don’t actually make sound — e.g., “jii” for staring. While it’s woven into the fabric of the modern Japanese language, O is especially prevalent in manga and, to a somewhat lesser extent, anime. Since visual novels draw heavily from these two worlds, they too feature lots and lots of these words. English is relatively impoverished in O by comparison, and therein lies the challenge for VN translators and editors. Do you leave these essentially untranslatable sound effects as they are? Or do you try to translate them, losing some of their immediacy and, for lack of a better word, oomph? Across the great divide The VN community seems to be fairly split on that question. In one camp, we have the purists. By and large, these are readers who are already comfortable with Japanese O through manga and anime. They consider it part and parcel of the VN experience. Learning and appreciating such terms is simply part of becoming an accomplished reader. It’d be like going to a fine dining restaurant and, instead of the chef presenting you with “the amuse-bouche,” he just came out and said, “Here’s this small appetizer thingy I made. Hope you like it.” The vocabulary is part of the experience. In the other camp, we have the reformists. To them, leaving O untouched isn’t translation; it’s mere transliteration. It denies meaningful content to the uninitiated English reader — e.g., if you don’t know "munyu" means to grope someone, you’ll be clueless when the best girl hauls off and smacks the protagonist in the very next line. To extend the fine dining metaphor, it’d be like going to the same restaurant, being handed a menu that was all in French, and having the waitstaff snootily refuse to tell you what anything meant. Hope you like thymus glands, mon ami, because that’s what you just ordered. When it came to KoiRizo, I was a reformist editor on a purist project. I joined the team after the translation had been completed and a lot of the big up-front decisions had already been made: Will this be a literal translation or liberal? (Literal.) Will we keep all the honorifics? (Yes.) Will we keep all the onomatopoeia? (Yes.) MDZ, the KoiRizo project lead, was very up-front about all this. And that was fine. The job of a VN editor is to facilitate and execute on the project lead’s vision. It’s great if you’re involved early enough to shape that vision, but it’s ultimately his/her show, not yours. (If you’re not okay with that, go start your own TL project.) So with that in mind, I did the best purist editing job I could. But what if I had carte blanche in how I approached O? What would I do differently? As luck would have it, I’ve given that some thought. Onomatopoeia in standard scripts For the majority of scripts, it helps to separate O-words into two groups: content-light ad content-heavy. The content-light group tends to consist of interjections, exclamations, grunts, groans, laughs, etc. These are mostly self-explanatory terms, communicating very little other than the fact that they’re a familiar sound. Some examples include: HoEAHehUuuAt most, I’ll clean these up to make them friendlier to Western eyes — “A! A sea cucumber!” becomes “Ah! A sea cucumber!” (In this case, it’d be too easy to mistake the “A” sound for a stammering repetition of the indefinite article “a.”) Otherwise, I’m happy to leave them be. On the other side, we have the content-heavy O-words. These are either (1) terms that have a very specific meaning you’d never be able to guess at without prior knowledge, or (2) common sounds that are rendered much differently in English than Japanese. These are the words that, if you ignore them, will result in meaningful content being lost in translation. Some examples include: Kakkun = the “sound” of hitting someone in the back of the knees. Based on a kids’ game.Su = the sound of something suddenly appearing (among other meanings)Gusu = the sound of a whimpering sobHakushon = the sound of sneezingChikutaku = the sound a clock makesOur first line of attack is to see if there’s any suitable English onomatopoeia we can swap in. It’s rare that it works out so neatly, but it does happen. So "hakushon" becomes “achoo,” "chikutaku" becomes “tick tock,” etc. If this doesn’t work, we fall back on another common approach: turning not-O English words into O by enclosing them in asterisks. So: “Gusu. Why won’t you return any of my calls?" becomes: *whimper* “Why won’t you return any of my calls?” As your final line of defense, you might consider abandoning O altogether, instead relying on some explanatory text to flesh out the intended meaning. So: Su. “Where do you think you’re going, jerk?” becomes: She appeared out of nowhere. “Where do you think you’re going, jerk?” I’d recommend turning to this as a last resort, however, since you can see a certain staccato elegance gets lost in translation. As for where you can find out what all these untranslated O-words mean, there are all sorts of online resources to be had out there. I tend to use the Japanese > English SFX dictionary over at The JADED Network, but I’m sure there are plenty of others just as good. Onomatopoeia in H-scenes Sex scenes are something of a special case. You’ll find there are large blocks of text that are nothing but wall-to-wall O. (I see what you did there, you sly dog you ...) Here are some sample lines from KoiRizo: Sango: “Nafufu. Fumu, Juru, Zuzuzu." Sango: "Rero, Chu, Chuu ..." Sango: "Hamu, Chuu, Chuu ... Rero, Juupu, Zuzu." Sango: "Jupo, Gupo, Zu." Sango: "Juzuzuzuzu." Sango: "Fumu? Fua ..." During editing, I liked to call these sections “word salad.” They’re an unholy mishmash of content-heavy O, content-light O, and nonsensical fuck-grunts. It’s a tangled mess of syllables that can make even the bravest editor or translator turn tail and run. In my earlier post on editing H-scenes, one of the commenters — smile for the camera, Ittaku! — suggested it might just be better to replace these sections with ellipses and let the VO do all the heavy lifting. It’s a tempting thought. But despite all appearances, there’s content to be had there — content the Japanese reader would have understood, and which the English reader will miss out on ... unless you take action. Let’s see what happens if we (somewhat liberally) run it through the techniques we’ve discussed so far. Sango: "Ummph. Umm." *slurp* *sluuurp* Sango: “Mmm.” *suuuck* Sango: *nibble* *suck* “Mmmm ...” *bob* *sluuurp* Sango: *sucksuck* *slurp* Sango: *slurpslurpslurpsluuurp* Sango: "Mmmph? Ahhh ..." Okay, it ain’t poetry, but at least we’ve transformed our tossed salad it into something with actual meaning. Even without having read the rest of the scene, you can guess that Sango is vigorously polishing the protagonist’s knob. Or is trapped in a vat of ramen and eating her way to freedom. It can be improved upon, of course; all those asterisks start getting visually distracting, so if the VN engine supports it, italics might be a better choice here. But I’d argue it’s much better than what we started with. Feeling more confident? Good. Go forth and sploosh.
  21. Great point, ittaku! I originally had a section in here about onomatopoeia, but I decided to break it out into its own blog post. It just got a little too long (*cough*) and I also wanted the freedom to talk about the use of onomatopoeia in non-H scenes. And yes, I agree with you; they're challenging to deal with. I have my own thoughts on how to tackle onomatopoeia — it's different than the approach used in KoiRizo — but I'm curious to hear how others deal with them.
  22. There’s no getting around it. If you’re looking to edit visual novels, at some point you’re going to have roll up your sleeves, put on the rubber gloves, and get elbow-deep in some H. The good news is that if you come prepared, practice your technique, and set some clear boundaries, it can be a pleasurable experience for both you and the reader. First, a disclaimer: I don’t like pineapple on my pizza, and I don’t like H-scenes in my VNs. It’s not a prudish thing; it’s a narrative thing. They’re rarely well crafted — you can feel all the hallmarks of the B-team being brought in to write them — and they almost never add plot/characterization that couldn’t have been handled better some other way. (I’ll pause here so you can mention Amane’s route from Grisaia, an exception that helps prove the rule.) Let’s be honest: they’re shoehorned in to help sell product. It’s built into the economics of the eroge genre. And honestly, that’s fine. I try to be sanguine about it and think of H-scenes as banner ads or TV commercials. They’re profit centers that help support the content I’m actually interested in. (I suspect more than a few developers feel the same way.) Long story short, H-scenes ain’t going anywhere. So how do we deal with them? Go in with a game plan. [Warning, there will be some NSFW language from this point forward. Sorry! It’s all part of seeing how the sausage is made.] 1. Do your research In raw translation, sex scenes from a Japanese visual novel tend to be far from erotic. More often than not, they read like an obsessively detailed transcript of a gynecological exam. That’s not because the Japanese writing team suddenly forgot they were supposed to be penning a passionate sex scene. It’s just that what’s erotic in one culture isn’t always as erotic in another. It’s your job (along with the translator) to help bridge that cultural divide and come up with something that feels faithful to the original, yet still sexy in English. Your first stop? Research. Read some English-language erotica so you can get a better sense of what works and what doesn’t. Sites like literotica.com even have stories broken out into fairly specific categories, so if you know you’ll be editing BDSM, threesome, and footjob scripts, you’ll have no problem finding what you need. (If you have all three in a single scene, you still might be in luck.) There’s also a category called “First Time,” which is more broadly useful, given how fixated many VNs are on virgins. Read, read, and read some more. Pay attention to the verbs, the nouns, the pacing. Try to quickly form a model of what makes a sex scene successful, then look to carry those techniques over to your VN script. 2. Pack a box lunch If you take nothing else away from this post, remember this: bring a big bag of dicks; you’ll need them. Better pack a few pussies while you’re at it. By the time you’ve edited your third or fourth H-script, you’ll find you’ve run dry of good synonyms for the male and female genitalia. In KoiRizo, the raw script mostly used the word "thing" for the protag’s package, which ended up sounding childish and/or ambiguous in English. (I only kept it in a few instances where such a reaction might be appropriate — for example, when the route partner catches her very first glimpse of Lil’ Protag: “Is that your ... thing?”). The remainder of the original script was a mix of the clinical ("my mucous membrane”) and the hilarious (“my soiled meat stick”). As for ladyparts, the original script relied heavy on metaphor and indirect reference — lots of openings, entrances, gates, doors, depths, special places, overflowing pots of nectar, etc. So what’s missing from the above? The common English erotica standbys: “dick” and “cock” for men, “pussy” for women. There’s a reason for that. KoiRizo complicated things by using the Japanese equivalents of these very sparingly, reserving them mainly for shock effect in dialogue — “e.g., OMG, she just said ‘cock!’ Things must be getting real.” Moreover, when these words were finally hauled out, the devs bleeped the VO and censored the text string (e.g., “p*ssy”). That meant it was very obvious when those words were being used and when they weren’t. All of which presented quite a challenge to the team: if we were to preserve those “shocking” character moments, we couldn’t use the most common English terms 99% of the time. And so, I fell back on a shortlist of alternate references: pole, rod, erection, hard-on, manhood, etc. By the time I was done editing, however, this list felt far too limited; those words were overused pencils worn down to their nubs. This is one of those areas where, in hindsight, I feel like I could have done a better job with KoiRizo. The takeaway: If I ever tackle a VN this H-heavy again — doubtful — I’ll come packing a much longer list of euphemisms. 3. Bring a raincoat Compared to its English counterpart, Japanese erotica seems downright obsessed with fluids: saliva, vaginal secretions, semen, urine — you name it. The look, the sound, the feel, the taste, the smell, the volume. You’ll be describing a lot of liquids in a lot of ways, so get ready to break out the thesaurus. And an umbrella. 4. Embrace the improbable Let’s admit it: VN sex is over-the-top ridiculous. In a matter of seconds, sheepish virgins turn into seasoned pornstars, cramming 20 orgasms and 40 positions into a quickie broom closet hookup. (Oh so much cramming.) This is the nature of the genre, so don’t fight it; embrace it. Trying to force realism onto a typical H-scene would be like trying to force realism onto a Dragon Ball Z fight: everyone still looks constipated, but no one’s having any fun. If you’re that desperate to edit sadly mundane sex scenes, wait for the VN version of Michael Winterbottom’s 9 Songs to come out. Till then, work with what you have. I remember a tiny dustup a while back when another TL team supposedly wrote lubricant into an H-scene because they felt the acts described would be difficult or painful without it. It’s a minor thing, but if the original writer left the lube out, I’m inclined to do so too. These portions of the script are wish fulfillment at their best/worst, so just leave them be. Except ... 5. Reject the impossible ... Except when the improbable becomes the impossible. More often than not, this is either the result of a mistranslation or an error by the original writers. (As an example of the latter, KoiRizo was haunted by an entity we dubbed “phantom Riho.” A couple of times, the devs would forget they were writing another girl’s scene and use Riho’s name for a line or two instead. We fixed this in our version, but still ...) Anyway, as editor, it’s your job to keep an eye out for the impossible. Is the protag’s penis simultaneously in someone’s vagina, anus, mouth, and ear? Did the heroine’s hymen suddenly regenerate? (Starfish Girl is mah waifu!) Did a corded vibrator suddenly become a battery-operated one? Ask to have the TL double-checked and, if that still doesn’t resolve the issue, use your best judgement to fix the error while causing minimal disruption to the surrounding lines. 6. Set your limits This is important. Know what you’re comfortable with going into a project and make those boundaries abundantly clear. Some VNs can venture into very unpleasant territory — rape, abuse, gore, catgirls, etc. — and it’s best to ask yourself up front if you could, in good conscience, commit to editing that sort of content. Set your limits early on, then make sure your team’s fully aware of them. 7. Have a sense of humor At the end of the day, VNs are entertainment. Unless you’re editing Saya no Uta 2: Vom Harder, it’s probably okay to approach your H-scripts with a subtle sense of play. A decent chunk of your audience will either be fast-forwarding through these scenes outright, or paying far more attention to the visuals than the script. So think of these times as exhibition games in your script editing schedule. They’re opportunities to spread your wings a little bit, try a few stylistic experiments — maybe even slip in a sly joke or two. And even if everything doesn’t quite work, we’ll still respect you in the morning.
  23. Hmm. I won't spend too much time belaboring it, but I think we have a couple of fundamental misunderstandings here. 1) Yes, I use Photoshop. Many programs don't offer this kind of editing ... which is why they're not called Photoshop. I started out the blog post by saying if you don't speak Photoshop, there probably wouldn't be too much of interest for you. 2) You seem to be under the mistaken impression that this is the finished image with the text removed: When in fact this picture below is the finished image with text removed (as seen in Photoshop, with the checkerboard background representing transparency.) If you think you can achieve better than that, I'm honestly not sure what to tell you, because it's literally the original source image without the text. But anyway, this is just my own personal workflow. Feel free to use whatever works best for you. Cheers!
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