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#3 |
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Senior Member
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Oh, well... This is only the second Japanese game (the first being Apollo Justice), so I don't know what to say...
In your opinion this isn't a fault of the translation but of the original writing?
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#5 |
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Senior Member
Last Online: 06-12-2012 06:33 AM
Join Date: Oct 2003
Location: Greece
Posts: 638
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Well, I can't claim I'm an expert on the subject either. I've played quite a few japanese games of the "interactive novella" type. Some of them were considered to have a very good story and writing. However, I found that they all had these element you're describing. "Kana: Little sister" comes to mind... almost everybody said what an excellent touching and emotional story it was and that they made them cry. Personally I was rolling my eyes most of the time...
Silent Hill 2 was also one game I wasn't that impressed with the writing...at least compared to people's reactions. It was a really interesting story but it could be done much better. My guess is that it's not the translation's problem, but I can't really say since I'm not familiar with the japanese language...maybe there are problems to translate the originals exactly ?
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#8 |
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Third Guy from Andromeda
Last Online: 05-19-2012 09:07 AM
Join Date: Jan 2005
Posts: 248
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Andrea, I found the English translation to vary from decent (most of the time) to occasionally dreadful. There were some instances in which the dialogue made no sense at all, NONE, with rambling sentences or conversations that leapt from topic to topic as if the characters were on drugs.
Having done localizations myself, I don't blame the writer. Usually the number of "nodes" in the dialogue is hard-coded, so the translator has to look at the meaning of the original and then stretch, or compress, the translation to fit into the required number of dialogue nodes. In the case of Hotel Dusk, which I played to completion, it seemed to me that the dialogue usually had to be stretched -- greatly -- to justify the number of dialogue nodes. This usually meant there was a tremendous amount of repetition to fill out all those nodes, and some "regional dialect" that sometimes sounded like Stephen King at his worst: overwrought, awkward, and completely unlike the way people actually speak. |
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#9 |
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Senior Member
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Thanks Josh for the clarification!
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#10 |
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Senior Member
Last Online: 06-02-2019 07:15 AM
Join Date: Aug 2005
Location: Santa Barbara, CA
Posts: 3,038
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If you're playing the European version of the game, you should also have the English version on the cartridge. Just set your DS to English, and you can decide for yourself which translation you like best.
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#11 |
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Senior Member
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I didn't know that. Thanks Kurufinwe! But I can do this even halfway through the game or I have to start over from the beginning?
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#12 |
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Senior Member
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I just finished Chapter Six. I'm still playing it in Italian, but - as far as this version goes - I think I located the places where the writing stops being solid and engaging to turn into some sort of cheesy mish-mash: at the end of each chapter, after the test, there are some thoughts of Hyde about Bradley and the strange things happening in the Hotel...
... I still don't know is the fault is of the translation or of the original writing, but these segments are quite all laughable, utterly full of cheap stereotypes (I've just read: "in the darkness of the night, secrets are told" - roughly translated by me from Italian in English ) and, overall, quite corny. It's really a pity, 'cause the dialogues are well-handled and intriguing... It's when the writers (or translators) try to be descriptive and poetic that Hotel Dusk ship sinks. Tomorrow, I plan to try the game in the English version, if I manage to do so without having to restart the whole game...
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Top Ten Adventures: Gabriel Knight Series, King's Quest VI, Conquests of the Longbow, Quest for Glory II, Police Quest III, Gold Rush!, Leisure Suit Larry III, Under a Killing Moon, Conquests of Camelot, Freddy Pharkas Frontier Pharmacist. Now Playing: Neverwinter Nights, Professor Layton and the Diabolical Box |
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#13 |
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Third Guy from Andromeda
Last Online: 05-19-2012 09:07 AM
Join Date: Jan 2005
Posts: 248
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It's interesting. For as much as I disliked both the quality of the writing and the AMOUNT of it (some of those dialogues feel like they go on just for-EVER), I still got a lump in my throat at the end...or at some of the endings, anyway (there are multiple endings).
--Josh |
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#14 |
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Stalker of Britain
Last Online: 04-26-2013 07:28 PM
Join Date: Jul 2008
Location: Missouri, US
Posts: 4,535
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Man, I looked up this game and it looked really cool!! Too bad it doesn't come on PC...
lol
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#15 |
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Super Moderator
Last Online: 05-19-2012 11:09 AM
Join Date: Nov 2004
Location: Ohio
Posts: 8,907
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I never thought the dialogue was bad. I think it's supposed to be overwrought. It had a pulp fiction feel (to me). I guess I got into it and the melodrama of the dialogue didn't bother me.
And I also happen to like Stephen King too. ![]() |
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#16 |
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Senior Member
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Oh, I like some, old Stephen King's books myself (IT and Carrie were really two masterpieces), and I loved the hard-boiled/pulp atmosphere, say, in Tex Murphy's games, but there the quality of the writing itself was really top-notch.
Hotel Dusk is strange. When it doesn't pretend to be an "interactive pulp novel", the writing stays good and solid; when it tries hard to move me, it considerably fails. Nonetheless... Spoiler: It's the first time I encounter a game with a writing so schizophrenic, at least in my opinion, concerning tone and quality. Despite this, I can't wait to finish the adventure! ![]()
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#17 |
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Senior Member
Last Online: 11-24-2010 03:13 AM
Join Date: Dec 2006
Posts: 172
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The dialogue isn't simply overwrought, but stereotypical, and many of the characterizations are downright obnoxious. The little girl in particular sounds like she was culled directly from the School for Annoying, Dumb Little Shits. It's as if the writer had never met a child and instead had to invent one from various cliches.
I couldn't finish Hotel Dusk because of the (English) translation. That, and it was seriously lacking in the puzzle department. Breaking the fourth wall and requiring me to manipulate the DS in an obtuse manner is really gimmicky. |
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#18 | |
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Spoonbeaks say Ahoy!
Last Online: 07-20-2012 11:50 AM
Join Date: Apr 2008
Location: Poland
Posts: 1,053
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Quote:
Oh, I haven't played this particular game, so I'm only comparing what you say to other games and pieces of fiction I know. Last edited by Ascovel; 01-08-2009 at 03:15 AM.. |
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#19 |
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Senior Member
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Well, I have to guess that - whilst the English version greatly improve the quality of the translation (now that I tried it, if there are Italians lurking on the forum: stay away from the Italian version! It's really dreadful and full of errors!) - the melodramatic quality is a characteristic of the original writing, particularly in the use of some metaphors that sound to me incredibly overused and banal. This is one of the reason why I don't like Japanese anime or movies, but I also have to say that - apart from this nuisance - the writing in this game is far more Western-y than, say, Apollo Justice. And they managed to grab some atmosphere of the old noir, hard-boiled movies from the '40s, which is something I'm utterly enjoying... The writing may sometimes make me laugh, but the plot is so well-constructed and gripping that I found really hard to stop playing
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#20 |
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Senior Member
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I just finished the game and here's my two cents about it.
First of all, I found both the graphical presentation and the art design extremely well-done and fascinating; the music was right there to match the quality and, all in all, the game has a pretty strong production value. The story is interesting and multi-layered, well-paced and always gripping. This game never felt boring or stretched and the characters manages to stay interesting through the whole adventure. With just one exception, that of Jeff Angel, whom I found too much stereotyped for my taste, even after his final "confession". Amongst the rest of the cast, I particularly liked Louis and Rosa, who really felt like real persons and not just some paper-thin clichés. As for the actual plot, the finale is a very powerful one, and it almost made me cry (not that it comes a surprise, since I tend to cry for almost everything): it was both surprising (some revelations I didn't see them coming) and satisfying (Hotel Dusk precisely ends the way I wanted it to end). The writing - like I said before - is somewhat of a mixed plate, with some very good dialogues and some other cheesy descriptions, filled with too many stereotypes for my taste. Nonetheless, tacky or not, most of the time the writing was fitting and truth is I devoured the game, eager to see the ending and reluctant to close the DS. The major nuisance, like Emily said in her review, to me was the puzzle design, especially near the end. Spoiler: I've only a question left, but I have to put it under a huge spoiler. Spoiler:
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