For less
recent
fare,
consult the
archives
at left.

Dead Rising: A Trope Down Memory Lane

by Eric-Jon Rössel Waugh

In 1985, Shigeru Miyamoto came to down with a truckload of tropes, and they were so wonderful, they did such a great job at filling the creative vacuum of the time, that it took two decades for people to notice the limits to their application. Now, step by step, we’re kind of getting back our perspective. Under Satoru Iwata’s oversight, Nintendo – so long, so much to blame for the entrenchment – has painted a huge “EXIT?” sign in the air, with a wave and a sketch. Valve has suggested new ways to design and distribute software. Microsoft and Nintendo have tinkered with how videogames might fit into our busy, important lives. Blog culture is helping aging gamers to explore their need for games to enrich their lives, rather than just wile them away. And perhaps most importantly, the breach between the Japanese and Western schools of design is finally, rapidly closing.

( Continue reading at Game Career Guide )



Late to the Party

From this blog:

The translation by Naomi Kokubo deserves a special mention because it is absolutely superb, giving the characters believable and distinct voices without relying on slang or cutesy verbal devices. The teens sound like teens, the doctors sound like doctors and Tomie sounds like nothing you’ve ever encountered- by turns charming, devious, innocent and then completely inhuman and monstrous. Chris Claremont wishes he could write dialogue this natural.

An ideal translation doesn’t simply substitute one language for another; it amplifies and complements the source material and the author’s original intent. I wish I could read this in the original Japanese, but I can hardly imagine it to be any finer than Kokubo’s work here.

Ahhh… Tomie… You get my highest recommendation!

Now please don’t kill me!

The way manga is usually localized is you’ve got a native Japanese speaker to translate, then a native English speaker to edit or rewrite; so it is with Naomi and me. I have the most fun with Dark Horse, as — being a “normal” comic company rather than strictly a manga publisher — all they ask for is a smooth read that more or less carries the original intent. The result? They put out the most readable, professional-grade adaptations around. I don’t really get credit. That’s okay, though. Naomi does the hard part.

Anyway, of the adaptations I’ve done, I’m most proud of the Junji Ito stuff. What I find interesting is that this guy singled out for praise the specific books, chapters, and characters I spent the most time on.

I’ve never heard of this Chris Claremont person. Looks like he was responsible for writing Uncanny X-Men single-handed for sixteen years. Going by the following description

The most common criticism of his work is his overly descriptive writing style. Claremont’s characters tend to speak in long paragraphs that are often called forced or unrealistic. He frequently employs third-person omniscient narration to describe events that might easily be conveyed in the art and (to some) unneeded thought bubbles to spell out character motivation and personality, especially during action scenes. He is also known for certain characteristic phrases, (for example, Wolverine’s catchphrase, “I’m the best there is at what I do. And what I do… isn’t very nice”) known as “Claremontisms” among fans.

… I’m not sure how strong this praise really is. I guess it’s sincere, at least!



Fromage

There are four levels of cheese reception.

1) Being unaware of cheese
2) Being disgusted by cheese
3) Being able to ignore the cheese
4) Being able to embrace the cheese



Ambition and Compulsory Design in Animal Crossing

by Eric-Jon Rössel Waugh

The thing about portables – and not everybody cottons to this – is that people use them differently from other game systems. You cradle them in your hands, within your personal space. You drag them around with you, pull them out of your pocket like a dime novel, then snap them closed when you step off the bus. Where console and PC games ask you to set aside blocks of your time, portables fill the cracks in your day.

All of these situational dynamics, and the psychology lurking behind them, inform the basic checklist for a portable game.

( Continue reading at Game Career Guide )