Joystiq interviews Odin Sphere's Bill Alexander

That isn't to say Odin Sphere completely reinvents the role-playing genre -- the game has its fair share of ancient artifacts, warring nations and apocalyptic scenarios -- but its delicately crafted and strikingly beautiful approach seems in sharp contrast to what has become our own modern tradition of manufactured glitz. The game shuns the third dimension, telling its tale with bold 2-D artwork and gorgeous sprites. Gone are science fiction trappings and effervescent dialogue, replaced with Shakespearean drama and criss-crossing character arcs.
Giving the characters their English voices is Atlus, a publisher which has made localizing unusual Japanese games its tradition. We spoke with Odin Sphere's project lead, Bill Alexander, about the crucial translation process.
Gallery: Odin Sphere (PS2)
[Note: The diagram to the right depicts the game's timeline according to each of the game's five main characters. Don't worry, any spoilers have been removed! Click to enlarge.] You've been dubbed the project lead for Odin Sphere. What exactly does that position entail?
As Project Lead, you're pretty much involved in all aspects of a project: localization planning, scheduling, voice recording, package design, marketing, submissions, and QA. It was my job to make sure everything was running smoothly and on time, and communicate with all the team members to get things done. Fortunately, I was working with a very talented team, including Sammy Matsushima who was our lead translator and assisted with communications to Japan, Mike Meeker who edited the dialogue, Michiko Shiikuma who put together the manual, Hans Christian Pena who tested on the game and created trailers and flash banners, Mike Manzanares who managed the testing team, and Jeremy Cail who worked on the ads and packaging. Thanks, guys!
What was the localization philosophy adopted for Odin Sphere?
Early on, we were told by our parent company that the game had a Shakespearean feel to it. One of the things we wanted to do was maintain that feel. This proved to be quite a challenge, due to space constraints and timing limitations. But, Mike Meeker really rose to the occasion and delivered a fantastic script.
Generally, there's quite a gap between a game's Japanese release and its English debut. With Odin Sphere, however, the two versions are being released within a few days of each other -- how did that affect your traditional process?
It was really exciting, actually. We took the opportunity and ran with it. We tried to sync our press announcements with our parent company, and we even posted the English version of the website shortly after theirs went live. We were able to create a lot more buzz because the news was so current. Also, we had to adjust our schedule for things like the packaging-typically, we receive many of the assets at the beginning of a project. But in Odin Sphere's case, these images were not available until later, since they were still being created by the artists in Japan. Again, the staff here really came through during crunch time.
Is there such a thing as a "traditional process?" Or does each game demand a notably different approach?
There's a core localization process that remains the same, but we tailor it to each individual project. We always start a project by meeting as a team and asking a slew of important questions: What is our target audience? What kind of tone are we going for? What is each character's personality like, and how will we convey that? What should the font look like? What is the line limit we're working with? Are we going to create special packaging, or add special features? In Odin Sphere's case, this grew into the idea of including the bilingual option, so that players could enjoy the game in English or the original Japanese. Next, we usually determine who will work on what, and in what order. Generally, voiced dialogue must be translated and edited first so that a script can be prepared for voice recording. In Odin Sphere, the extra step of checking the timing of each message was necessary, since scenes advance automatically rather than at the press of a button.
At this year's Game Developer's Conference, Square Enix's localization director, Richard Honeywood, emphasized that a key element in a good localization is to have constant communication between the translators and game developers. Does that sound about right?
Absolutely. Communication between all members of the team is key. Our editors work very closely with our translators, who in turn contact the developer when they have questions.
Were there any technical issues that made your job difficult? I always hear horror stories about cramming text into tiny boxes.
That's generally the case, since Kanji allows the writer to cram more information into a smaller space than the English alphabet allows. Aside from fitting the text inside the word bubbles, which in Odin Sphere's case had to be individually resized, we also had to worry about word bubble placement on the screen and the timing of the messages. We were also concerned that adding the bilingual feature might create new problems, but the developers were able to pull it off without any hitches.
What about cultural issues? Were there any jokes or situations in the game that needed to be changed for a Western audience?
There aren't a lot of jokes in Odin Sphere, and since it's set in an imaginary world, there were few cultural references compared to a game like Persona 3, which is set in Japan. As far as I can recall, there really wasn't anything that needed to be changed.
With the game featuring multiple heroes that all experience the storyline differently, their characterizations must have been a strong focus of the project.
That's true. They each have distinct personalities as well as back stories. These were identified at the beginning of the project, and were taken into consideration throughout the localization. To complicate things even further, some characters such as Mercedes exhibit a great deal of personal growth as the story progresses, so this had to be subtly conveyed through her wording and voice acting.
How difficult is it to retain something like personality and mannerisms when crossing the language barrier? Is there a danger of the Japanese character not matching up to the English one?
Well, it can be a challenge, but with the proper planning, the danger is pretty minimal. Believe it or not, we discuss characters' speech patterns in quite some detail. Sometimes we have to find creative ways to show their personality. For example, in Digital Devil Saga, we gave Cielo a Jamaican accent to show his easy-going, friendly nature.
All the characters in the game are represented by beautifully animated 2D artwork. Is there a connection between the visual presentation and the translation?
As I mentioned earlier, the Japanese version of the game has a Shakespearean feel to it. If you think about the dialogue scenes, they resemble a play as it would be performed on a theater stage. With that in mind, the dialogue was written in a somewhat elevated style, to give the characters a noble feel. At the same time, the game is framed in the act of a little girl reading a storybook. So, of course, there is also a hint of fairy tale writing sprinkled throughout, which complements the artwork in the game very well, I think.
Given the games that thrive in today's market, are you worried that there are gamers out there who will look at Odin Sphere and turn it down because of its perspective?
I am more concerned that people may never find out about the game. We're a small, but growing publisher, and it's a constant fight for attention and shelf space. I believe that once gamers actually hear about Odin Sphere or check out the trailer on our website, they'll immediately be drawn to it. There are a lot of fans of the fantasy genre out there, and this game has all the makings of a classic.
What about those that see ancient artifacts, prophecies and the end of the world and think, "Oh no, not this again?"
In our business, we're constantly asked to sum our games up in a few key phrases, or to name a few titles that they compare to. When comparing Odin Sphere to other games, it was really difficult to select titles that it had a lot in common with. Kingdom Hearts, Viewtiful Joe, Lord of the Rings, and Valkyrie Profile are a few examples we give. But, it's really quite different from all of these, and that's a rather diverse list. Once players get their hands on the game, they'll see that not only does it have a phenomenal story, but also incredible graphics and well-designed gameplay. But, don't take my word for it; check out some reviews. The first review the game received was a perfect 10 from PLAY magazine. I can't tell you how excited we were when we saw that issue.
Are you ever frustrated by game design elements during your translation?
Sure, once in a while. More often than not, it's space limitations. The worst is when you have to replace a single Kanji with a two letter English abbreviation. That can be confusing for players, so whenever possible, we try to find a way around it.
Capcom's Phoenix Wright: Justice For All was released with a myriad of typing errors, grammatical mistakes and the hilarious line from the bad ending, "The miracle never happen". How do you think that happened? Is time a major pressure?
I can't really speak for other companies, but Atlus prides itself on its localization. That's one of the reasons we have such loyal fans. They know that not only are they getting quality games, but quality translations. And, we continually challenge ourselves to live up to our reputation. Employees here are gamers themselves, and we care deeply about each of our products.
Television's a good way to unwind, of course. Tomm Hulett said he watched House for inspiration on his Trauma Center localization, and Jamie Ortiz pointed to Veronica Mars as his muse for Touch Detective. What did you look to?
Mike Meeker, editor for Odin Sphere interjects: For Odin Sphere, I took a hint from the developer and brushed up on The Bard himself, William Shakespeare. A little bit of King Lear and A Midsummer Night's Dream influenced my writing, and reading Beowulf helped me get some of the darker tones.
I was sort of expecting you to name a cooking show, what with item cooking playing a surprising part in Odin Sphere. What is it with cooking and saving the world anyway?
I don't know... Too much Iron Chef? "Whose Odin Sphere cuisine will reign supreme!?"
Throw away tradition and then embrace it when Odin Sphere hits the PlayStation 2 next week on 22 May.











Reader Comments (Page 1 of 1)
sheppy @ May 15th 2007 10:39AM
Should have asked him why Princess Crown hasn't been translated yet....
Robert @ May 15th 2007 10:39AM
This game looks really good. Looking foward to getting it when it releases.
JodyAnthony @ May 15th 2007 10:41AM
Can't wait for this game, it looks great
megaStryke @ May 15th 2007 11:00AM
This game is being released relatively quickly after Super Paper Mario. Both are 2-D action RPGs. I hate to say it, but the look and style of Odin Sphere makes Super Paper Mario look like a preschooler's crayon "drawlings." Shame that this game will undoubtedly be overlooked by anyone outside of our network of game-heads.
megaStryke @ May 15th 2007 11:00AM
This game is being released relatively quickly after Super Paper Mario. Both are 2-D action RPGs. I hate to say it, but the look and style of Odin Sphere makes Super Paper Mario look like a preschooler's crayon "drawlings." Shame that this game will undoubtedly be overlooked by anyone outside of our network of game-heads.
JodyAnthony @ May 15th 2007 11:05AM
megaStryke megaStryke megaStryke...why did you have to bring up mario? now this thread is going to be 47 pages long.
megaStryke @ May 15th 2007 11:11AM
If you think it'll start mass riots then create a diversion, quickly.
Jon @ May 15th 2007 11:08AM
Didn't Joystiq know that it wasn't Atlus who localised GS2, but Capcom's internal division?
Great interview regardless.
Knoxximus @ May 15th 2007 11:16AM
LOL @ megaStryke
I too am looking forward to this game.
Ludwig Kietzmann @ May 15th 2007 11:17AM
Jon, it's isn't implied that Atlus did Phoenix Wright. We're asking him to comment on that game as an expert in localization.
haywood jablomey @ May 15th 2007 11:18AM
Did someone say Mario?!?!
Odin Sphere looks/sounds pretty damn sweet. Looking forward to getting this title.
tony @ May 15th 2007 11:25AM
"Didn't Joystiq know that it wasn't Atlus who localised GS2, but Capcom's internal division?"
They clearly knew. The interviewer was setting up context for the question by coming up with a comparison.
sheppy @ May 15th 2007 11:29AM
"Shame that this game will undoubtedly be overlooked by anyone outside of our network of game-heads."
Shame my ass. Hardcore gamers are the most elitist type of hardcores I know. Just as music fanboys hate when their favorite garage band goes global, hardcore gamers take a distinct pleasure in the unsuccess of their favorite titles.
Evidence? Beyond Good & Evil. If the sales for this game wasn't so publicly denounced as a failure in the industries ability to support good games, do you really think it would have the following it does today?
You may talk about how you want it to succeed, but do you really want to share a game with the maddenwhores?
billychaos @ May 15th 2007 1:16PM
This game proves what i have been saying a long time, You dont need 1 million polygons, 9 million vertices, HD, blah blah blah to make a beautiful game. This game is very beautiful.
All you need is an artist. They can make any game on any console look good. Developers are not artists...I can only wish developers re-hire all their artists back instead of pushing for better technology.
megaStryke @ May 15th 2007 11:41AM
@sheppy
Hey, quality is quality. If I can convince a couple of "Madden-whores" to step outside the circle of familiarity then I am a happy guy. I would love for quality to be appreciated by more people.
Ed @ May 15th 2007 11:54AM
My pre-order is fully paid off so now I'm waiting so I can go pick this game up next week. So looking forward to it.
Paul @ May 15th 2007 11:57AM
@megaStryke
Not to mention giving money to those who create quality, that's what drive this indystry.
Paul @ May 15th 2007 11:57AM
@Sheppy
What about giving money to those who created this great titles? That might make them create other games.
sheppy @ May 15th 2007 12:29PM
Paul, look at the comment I pulled. It's damning the game even before release. A shame it will be ignored by those who are not gameheads? How can he say that for certain? And, incidently, Atlus will get their money. They have established themselves, right along NIS America, as premier translators of niche and underappreciated games. The developers themselves will get their money. After all, the formula used in the much more ambitious Odin Sphere was actually introduced in the Saturn Classic turned PSP Exclusive Princess Crown. I mean, hell, wanna show true support for this game and this company?
http://www.play-asia.com/paOS-19-49-en-15-princess+crown.html
Notice something? Like how Atlus The Best is actually the third run on this supposedly "needs our support" franchise?
The niche status is helping this game. And the gaming press is always on the lookout for yet another "unappreciated gem" they can lift up to prove their elite status amongst the hardcore gamers.
Odin's Sphere will accomplish it's sales goals. There is a huge amount of buzz. You can support it and win, yes. Personally, I'd love to see Atlus take a chance on Summon Knight outside of the GBA spinoffs. I'd like to see em take a chance on Super Robot Wars outside of the GBA spectrum. Atlus is taking calculated risks and Odin's Sphere is a no fail proposition.
I'm all for niche titles, don't get me wrong. But I having a sneaking suspision that more than a little of their sales will simply be elite status maintaining sales. You know, so they can throw "I bought Odin Sphere" in a blurbing rant against Madden and Halo on gamefaqs message boards.
Dr Sturm @ May 15th 2007 12:32PM
"They know that not only are they getting quality games, but quality translations."
I'd like to see you explain the mess that was Yggdra Union's localization, then.
Dansk @ May 15th 2007 12:30PM
I love 2D
Aex @ May 15th 2007 12:43PM
I'm tempted to get this game... I don't know why, I think its Squeenix's fault. Also, what's wrong with Madden, its a football game for football fans, that's why its so popular. Football fans are not the best video game critics, thats why they don't care so much its just a rehash year after year with new visuals, players, and stats.
OhJustSomeRandomGuy @ May 15th 2007 12:44PM
Dr. Sturm: What do you have against Yggdra's localization? I bought it, but I haven't gone through too much of it yet.
Dr Sturm @ May 15th 2007 12:54PM
Glitches were introduced into the English version, some by cause of the actual translation, some for unknown reasons. Numerous typos are abound; in the first item you get, even, equipped to Milanor, the description has a glaring typo of the word crescent, Yggdra's name is spelled "Yggdrar" several times, poorly formed sentences in story events, items with mistranslated effects (one equip reduces Morale with every movement, but the English effect say it increases it with every movement), portions of the story were omitted, I could continue. I actually through some of this into the Wikipedia article for Yggdra Union.
Mister Disco @ May 15th 2007 12:55PM
@Sheppy
That line of thinking is also a kind of elitism in and of itself. The fact remains, however, that whether you want to "share your game with maddenwhores" or whatever, denying yourself a grand gaming experience for such a reason is simply ludicrous. It makes zero sense to balk at the thought of a title you're interested in becoming popular with the mainstream crowd. It can only mean good things in the long run for the company who made it, and hope for a sequel/future games in a similar vein. Personally I hope this game becomes quite popular and proves to the masses that 2D is still a viable medium.
As far as the game itself goes, I'm glad it's finally getting released. I've had my copy reserved for a while now and simply can't wait to dig in. Kudos to Atlus for including the original Japanese voicetrack, too!
megaStryke @ May 15th 2007 1:08PM
@sheppy
"Paul, look at the comment I pulled. It's damning the game even before release. A shame it will be ignored by those who are not gameheads? How can he say that for certain?"
It's not damning. Where is the marketing? Hmm? I ask you, where? On the back of Anime Insider? The only, the ONLY, people who know about this game are anime faithful and gameblog traffic. Then from that sample, how many will actually give this game a shot? Several thousand? THAT'S how I know for certain.
JodyAnthony @ May 15th 2007 1:18PM
Summon Knight would be one thing, but can you imagine having a new Rocket Knight Adventures or (even better) Clockwork Knight?
JodyAnthony @ May 15th 2007 1:16PM
Summon Knight would be one thing, but can you imagine having a new Rocket Knight Adventures or (even better) Clockwork Knight?
megaStryke @ May 15th 2007 1:19PM
@JodyAnthony
Damn, what's with the poly-posting today? Joystiq is being a bitch.
JodyAnthony @ May 15th 2007 1:24PM
haha, I have no idea megaStryke
CJC @ May 15th 2007 1:56PM
I am DAMN hyped for this game, and that's not something that happens often.
This is a fine interview Joystiq.
OhJustSomeRandomGuy @ May 15th 2007 1:59PM
BillyChaos: "This game proves what i have been saying a long time, You dont need 1 million polygons, 9 million vertices, HD, blah blah blah to make a beautiful game.
All you need is an artist."
Who do you think puts in those millions of polygons and vertices? The ARTISTS! It's not a programming decision to make overly poly-heavy characters, that's all the fault of the artists.
2-D (Feels Good,Inc.) @ May 15th 2007 1:58PM
I will never make a 3D game. Ever!
Long live 2D and 2D games!
Next, Castlevania
Getting the game, the first day it comes out.
samfish @ May 15th 2007 2:16PM
I wish that if they're going to port over so many PS2 games to the Wii that they'd at least bring the good ones like this over.
This game looks awesome. It's just such a shame that the fact that it's 2D and has(gorgeous) anime-esque styled art that it'll probably be a niche game.
OhJustSomeRandomGuy @ May 15th 2007 3:00PM
Anyway, back on topic. Congrats on a nice interview Joystiq. This game looks superb, and I'll be preordering my copy today.
Sarge @ May 16th 2007 7:24PM
Ah, they are "artists", but they are a different kind of artist, in general.
Much like you would say a painter is different from a sculptor, much the same applies to 2D artwork vs. 3D models. They arrive at where they are through very different processes, and the end result is also a different viewing experience.
I'm still very much a fan of 2D games, they have their own issues (limited viewing distance, sometimes a lack of fluidity in animation) but also lose some issues that plague 3D, most notably bad camera angles. I find it extremely disheartening to hear 2D talked about as if it were "inferior" to 3D. They're both great experiences, if each medium's inherent strengths are played to. And Odin Sphere looks like it's going all out on that front.
Steve @ May 15th 2007 3:28PM
Will this ever be getting a UK PAL release?
megaStryke @ May 15th 2007 3:40PM
@Steve
"Will this ever be getting a UK PAL release?"
Short answer: No.
Long answer: Bwa ha ha ha! HELL no!
KiraXD @ May 15th 2007 3:58PM
Pre ordered this, but now i only wonder if it will have widescreen option, or is it destined to look like crap on an hd lcd tv like all ps2 games that are played on the ps3.
sheppy @ May 15th 2007 4:32PM
"Much like you would say a painter is different from a sculptor, much the same applies to 2D artwork vs. 3D models. They arrive at where they are through very different processes, and the end result is also a different viewing experience."
Ummmm, where to begin.
A. It's Art Direction and not Art Method that you're speaking of.
B. As proven in the past, 3D games can obtain a gorgeous, almost handdrawn quality to them. It has to be in the art direction from the get go. I mean, hell, the easy answer is Okami. But I could dredge up Dawn Of Mana, Eterna Sonata, Flyff, and countless more.
C. Strictly speaking, 3D isn't able to do Odin Sphere in realtime, but it's getting there. And once again, it's art direction, not method, that determines the look of the game.
Hate to come down on you but I make my living as a 3D artist. I'm tired of people using games like this as a weapon rather than a goal. I do think, provided some great directors jump in, we'll see Odins Sphere in realtime during the PS3/360 generation. That's why I'm so hyped to see what Nippon Ichi is cooking up.
greatslack @ May 15th 2007 7:57PM
Is it just me or does this guy:
http://www.joystiq.com/gallery/odin-sphere-ps2/242537/
look like this guy from the muppets:
http://www.geocities.com/Hollywood/Academy/3108/floyd1.jpg
Purple Haze @ May 16th 2007 12:40AM
Does anyone know if this is coming out in europe/australia/new zealand?