Revelations persona Japanese version+Fan translation patch. Does this exist? I heard the us version had some rather bad translations and had a ton of content cut, and was wondering if there was a fan translation for the orignal Persona japanese version out there? Persona 5 nailed this in the original Japanese, but the English translation made me want to put it down and do something else. I turned to Twitter to vent my frustrations, and as it. Fan translation projects for Sakura Wars have been going on for a long time, and as of today, a full English translation of the Sega Saturn version is now available. This translation patch is the.
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by Clarence Jordan
Both a Biblical scholar and a prophetic man of action, Clarence Jordan lived out the New Testament in the soil of rural Georgia. A visionary during the struggle for the civil rights of all God's children, he founded an inter-racial community called Koinonia. On this farm, folks worked side-by-side to make a living, following Jesus - a radical concept fifty years ago. They experienced a great deal of opposition, even from those who followed the same Lord. This community still exists, Koinonia Partners, even though the visionary who started it died unexpectedly on October 29, 1969, at the age of fifty-seven.
Clarence was a powerful preacher - 'direct, Bible-centered, and sternly contemporary,' as Edward A. Mcdowell, Jr. put it. 'He spoke with the earthiness of Amos of Tekoa, the boldness of Jeremiah, but often with the tenderness of Hosea. There was something in Clarence of the asceticism and gentleness of Saint Francis of Assisi but he never deserted the contemporary scene and spoke and wrote with the dogged determination of Martin Luther.' When he preached, Clarence would write his own translation of a scripture he wanted to use. 'Only gradually did he realize he had hit upon a style of translation that brought the Word to the reader with a new contemporary power,' McDowell wrote. 'As time went by, he completed individual books of the New Testament which were widely circulated in pamphlet form. But eventually he had done enough to be able to publish The Cotton Patch Version of Paul' s Epistles.'
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Clarence didn't call it a translation, but a 'version,' for he sought to take the text out of the 'long ago and far away' and place it in the 'here and now' of those with whom he lived and worked - the task of any preacher. This Cotton Patch Version is firmly planted in the cotton fields of the southern United States, not Palestine. Paul's epistle to the Ephesians, for instance, became the Letter to the Christians in Birmingham, Alabama. And the early Christian church, which struggled to integrate both Jews and Greeks, became the movement which joined 'white man and Negro' within the same Gospel mission. 'We ask our brethren of long ago,' Clarence wrote, 'to cross the time-space barrier and talk to us not only in modern English but about modern problems, feelings, frustrations, hopes and assurances; to work beside us in our cotton patch or on our assembly line, so that the word becomes modern flesh. Then perhaps, we too will be able to joyfully tell of 'that which we have heard, which we have seen with our eyes and have felt with our hands, about the word of life' (I John 1:1).'
Of course, this 'version' has its limitations. Clarence himself wrote, 'obviously the 'cotton patch' version must not be used as a historical text. The Revised Standard Version and the New English Bible are excellent for this purpose.' Today's reader also becomes aware that this version itself is dated. Many things have changed in the South since Clarence's death. Furthermore, this paraphrase came before the modern concern for inclusive language. So be it. The one who penned this version would probably challenge us to put the words into the soil of our own 'Cotton Patch.' Even so, much of this work is remarkably current. The words still speak with great clarity, revealing the meaning within the text. [p.s. when exploring the Cotton Patch, a good place to begin might be with the introductions to each volume by Clarence, or the brief biography found in the last one - see below.]
We (myself and the 'scribes' who scanned or typed the text into digital format as an act of love and appreciation) originally placed the Cotton Patch Version online with the permission of Koinonia Partners. Smyth & Helwys Publishing, as holders of the copyright and full publication rights to the CPG, several years ago gave permission to keep this online version available provided that we kept links to the printed copies on their website. We thank them for doing so. Unfortunately, they have now asked for these pages to be removed, writing: 'As the nature of publishing evolves from print to digital, so do the requirement placed on holders of copyrights for digital products. As Smyth & Helwys now has ebooks of each Cotton Patch Gospel for purchase through Amazon, Barnes & Noble, and Apple, we will no longer be able to allow your site's open access to this copyrighted material.' Therefore, we have removed the texts with appreciation for their courtesy to us for many years.
The hardcopy books are still available for purchase online. Buying them from this website helps support the ongoing mission of Koinonia Partners. The new edition of these four books (with new forewords by Tom Key, Tony Campolo, Will Campbell, and Henlee Barnett) is also available from Smyth & Hylwys. To purchase ebook versions, see Amazon (Kindle), Barnes & Noble (Nook), and Apple (ibooks apps for Ipad and Ipod).
By the way, Clarence has had a great influence upon many persons, including Habitat for Humanity founder, Millard Fuller. Furthermore, President Jimmy Carter grew up just down the road from the original Cotton Patch. The foreword to a recently published collection of Jordan's sermons - The Substance of Faith and Other Cotton Patch Sermons - was written by our former President.
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The December 1979 issue (vol. 8, no. 12) of Sojourners magazine was devoted to the Cotton Patch, Clarence Jordan, and Koinonia Partners. Below are some of the articles: - Theology in Overalls: The Imprint of Clarence Jordan, by G. McLeod Bryan - A Scandalous Life of Faith, by Joyce Hollyday - Where There's So Much Smoke: Thirty-Caliber Violence at Koinonia, by Will D. Campbell - Remembrances of Clarence by various persons - The Dream That Has Endured: Clarence Jordan and Koinonia, by Joyce Hollyday | ||||||||||||
Compare and contrast with this one, various online translations to your heart's content. Along the way, may you hear Jesus and the early church speak in a different accent. |
This page was last updated on 05/29/12 .
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Persona 5 was a highly anticipated game that was released internationally in April 2017. Only many players were shocked to find there was something off about the Persona 5 translation.
Many people went online to point out all the places where the Persona 5 translation was weird, gibberish or out right mistranslated. Polygon, Kotaku and Japanator are just a few websites which highlight these issues.
Persona Problems was the best at pointing out these errors though. Persona Problems was setup by Connor Krammer, a fan and localization editor, who breaks down a lot (although not all) of the Persona 5 translation errors. He discusses why direct translations is wrong, lists a number of errors and why they’re wrong, and suggests improvements! (I strongly suggest reading it!)
But this wasn’t Atlus’ first rodeo. Persona 3 and 4 were huge hits along with King of Fighters XIV and a huge library of other Japanese games that seem to have no issues. (Or at least less obvious issues.)
So what went wrong?
A Discussion of Errors
The “Literal Translation” Debate
A lot of this ‘drama’ has been caused by people debating certain issues online. Some of these people have gone online in defense of Atlus saying the Persona 5 translation is fine! There’s nothing wrong!
As a localizer I have to disagree with them.
A number of the translation errors in Persona 5 are clearly due to the translation sticking too close to the Japanese. The image on the left if just one highlighted by Connor Krammer.
It’s an incredibly simple sentence that should have never been translated this way. It makes the character sound like a neanderthal.
Many people online argue that having a direct translation is better because it’s closer to the original Japanese.
However, it doesn’t matter if the direct translation is closer to the Japanese when the English sentences literally make no sense.
Also, as Conner points out (see bellow), not directly translating doesn’t mean you’re not being faithful! And I agree! I’ve spoken to many game and literary translators and even they agree the best translations out there are ones that don’t directly translate, but reflect the original feel/meaning/message/imagery.
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The “Translating Culture” Debate
I don’t know if this was intentional or not from the part of Atlus, but there were some cultural aspects of the games that were left. I have nothing against leaving aspects of the original culture in a game. In fact, I love it when they do! But if a cultural aspect interferes with game play, then we have a problem.
One of the biggest examples was highlighted by Nathaniel Chapman. He points out a part of a school quiz where the character has to answer a question about shogi (a Japanese game similar to chess).
There was a bit of debate as to whether this section was localized correctly. Atlus confirmed that it was but it still references very, very obscure Japanese.
A few people have complained that this wasn’t a localization error and that the player can easily look up the answer.
But when the player has to stop the game to look up an entire section to understand what’s going on, that’s a sign of poor localization.
Atlus may not have mistranslated the answer, but it would have been more beneficial for the player if they had re-worded the question so the player didn’t have to stop to work out the right answer.
Note: The players could ‘cheat’ in game to work out the answer. But leaving culture in is supposed to educate. But the phrasing of the question and ambiguous answer didn’t really ‘teach’. Even if the player does cheat to get it right.
Training the Voice Actors
This is more of a pet-peeve. The voice acting on Persona 5 is fantastic except for one part. Japanese names.
When you play the game the Japanese names have a very “American” twang to them. Which is strange considering they were seemingly trying to contain so much of the original Japanese language and culture.
It doesn’t take more than 10 minutes to train a good voice actor how to pronounce “Taka-maki” (instead of “Ta-ka-maki” or even “Tamakaki”!)
Many fans of Persona 5 love Japanese games and anime, so they know what Japanese names sounds like. So when you’re playing the game and a character says “Sa-kah-moto” when you’re expecting “Saka-moto”, it can be really jarring and take away from the experience.
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Note: I just found out the pronunciations were requested for by Atlus Japan. Atlus USA should have informed them that giving Japanese names American pronunciations probably wasn’t the best idea… It might sound cool to a Japanese person, but to English natives it just sounds grating!
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So What Went Wrong?
It’s easy to bash on Atlus, as many people have, but not many have stop to ask why? How did this happen?
I’m sure the localization team at Atlus didn’t intend for so many mistakes to slip through. As a localizer myself I know it’s easy to make a mistake (we are human) while trying our hardest to create the best localization possible. (Which as I pointed out, is debatable among fans as to what makes a “good” localization.)
The Persona 5 Translation Was Big
Persona 5 is a big, complex game with lots of text. For those that don’t know the Persona 5 layout, it’s a role play game with an over-arching story, as well as lots of smaller side-missions involving going to school and making friends. Lots of characters and dialogue for all those characters. There are lots of monsters and weapons, amour, etc.
Yu Namba, the Senior Project Manager at Atlus USA said himself:
“P5 was a monster in terms of localization scope. It boasted the most number of translators and editors on a team, and everyone spent countless nights making the English version of P5 a reality.”
(PlayStation Blog)
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It may have been a large game, but that is no excuse.
Sure the game was big, but that shouldn’t have been an excuse for the number of errors. Final Fantasy XV was a huge game and it had an amazing localization!
I think the issue here was “too many cooks spoil the broth“. Six translators and eight editors were working on the P5 translation (source). The senior project manager himself said they needed a large team. Which is understandable, but it seems like with more editors than translators you run into the issue of too many voices for one project. I can’t imagine the meetings they might have had with so many voices trying to discuss localization choices.
Every person translates a little differently. Their interpretations and approaches are all different in small ways. The same with editors.
When you have a large team translating a large project in different ways you normally need one or two editors to go through the entire thingto smooth it over. Not eight, possibly focusing on their own segments and not the larger picture.
Then play testing the localization! Actually checking the localization in context of the game dramatically improves the quality. I’d be surprised if Atlus didn’t do this. But if they did I’d be surprised that they let so many errors slip through!
The final product shows that seems this final segment of QA – having someone play through the localization of the game – was possibly skipped. Or at least done very poorly!
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Not Enough Time?
Persona 5’s initial release in Japanese was on September 15, 2016. This was followed by the international release on April 4, 2017, almost 7 months later.
Editor Nich Maragos laid out the timeline for a localization project at Atlus quoting around 4.5 to 9.5 months! (Source: Endgadget.) So 7 months would have fit into this time frame.
But as Persona is one of their bigger projects I wonder if scheduling issues or hiccups along the way messed with timing. It’s entirely possible that the localization had to be rushed and some QA was missed.
Not Enough Money?
Budgeting issues can also cause an issue for projects. Not enough funds to hire the right people or pay for longer hours means cuts need to go somewhere.
Also when the project you’re working on isn’t guaranteed to succeed in the market you’re translating for it’s tempting to play safe and keep the budget low. Let’s be honest, P5 is pretty niche compared to other Japanese games.
If you’re working on a huge project with a tight deadline and your boss says to avoid working overtime, you’re probably going to just skim read rather than double check everything.
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Management Issues?
It is entirely possible that people on the translation and/or editing team highlighted the aforementioned translation mistakes. I can easily see someone reporting a translation error to their superior, then their superior or even higher decides not to do anything about it. It’s a common occurrence in most businesses where that one person (often high up) decides something is too much work.
Yu Namba himself has said how he’s not just the project manager but oversees everything “from text translation, to voice recording, to quality assurance.” And that he “can’t save everything from the game—the smallest of the small side quests might not make it through— but the main story line, the main plot, I make sure I understand it fully before moving forward.” (Siliconera 2015 Interview)
In other words he has so much going on that ‘small side quests’ might not make it through QA…
If that’s the case, and they’re aware that errors may slip through, wouldn’t it be best to hire someone to oversee those areas he doesn’t have time for?
What Can Localization Companies
Learn From This?
Much of the above are speculations. Atlus aren’t going to release trade secrets and back-end drama to the public. However, they are highly likely situations that can happen on any localization project.
I think it’s incredibly important to learn from one’s (and others) mistakes. Persona 5 overall was a fantastic game, but it’s localization was undoubtedly questionable at parts.
I think it’s clear from the overall feedback from localizers and non-localizers alike: DON’T SKIMP ON THE QA!
I’ve discussed this before but a poor localization can make a huge impact on an otherwise excellent game. It’s a huge disappointment to fans and reflects badly on the company as a whole.
It’s important to delegate work, but don’t have too many people trying to call the shots.
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Hire people who are dedicated to making the best product possible. If someone has a “I guess that’ll do” attitude, you probably don’t want them on your team.
Invest the time and money in something perfect! Even if it means pushing back the release date, the fans will be happier with a more polished end product.
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We still can’t say for certain what happened with Persona 5, but I hope more gaming companies realize the importance of a good localization.