Sentences with phrase «game texts localized»

· A full premium experience with 8 + hours of story - driven action gameplay · 2 + hours of English and Japanese voice - overs & in - game texts localized in 11 languages · A handcrafted universe with 35 + stunning locations and 30 + unique bosses · 60 FPS framerate across all play modes: Handheld, Tabletop and TV · Support of the unique Joy - Con & Switch Pro controllers with HD rumble

Not exact matches

Featuring crisp visuals and classic beat -»em - up gameplay, the game was a welcome addition to the GameCube library, and Koei has done more than just localize it for its US incarnation — in addition to translating the text and voice into English, the developer has added a new multiplayer mode.
- for Sonic's 25th anniversary last year, Iizuka received a task to deliver some sort of product - the target was «dormant fans» who used to play the SEGA Genesis, but haven't really played any games since - Iizuka met Christian Whitehead, which lead to the creation of Sonic Mania - there was talk of another port, but Iizuka thought fans would desire something new from the old games - this is the first time Iizuka partnered with a team of devs spread across various countries - Iizuka said this team had a greater passion to create - this was in comparison to companies that set decisions on a pre-determined schedule (in meetings, etc)- the team had so many features they still wanted to add after the beta version was complete - since there were only a few spots with text that needed to be localized, they could bring the game to more places quicker - the game has Japanese, English, French, Italian, German, and Spanish support - the Studiopolis stage is included due to receiving the most requests from the Sonic Mania development team - Iizuka actually considered reducing the amount of stages at one point in order to meet the development schedule - Sonic Mania doesn't really have much in the way of cut content like scrapped stages - since Sonic Mania was only distributed digitally, the team was able to continue working very close leading up to launch - this let them put in practically all ideas, and there are currently no plans for DLC - Iizuka recommended Flying Battery Zone for inclusion becaues he likes the music - he also likes when the player goes inside and outside the ship - Iizuka likes Mirage Saloon because the stage structure will be different depending on the player character chosen - Puyo Puyo gameplay was added because there was a Puyo Puyo game released in the west for the SEGA Genesis - this game was originally called «Dr. Robotnik's Mean Bean Machine», and the team thought it would make a fun boss battle - Iizuka didn't have plans to feature Blue Sphere in the special stages - the Blue Sphere special stages were brought over to Mania as a test, but ended up staying for the final game - the team felt the need to continuously connect stages from various eras, which is doe with the Phantom Ruby story - for Sonic Mania, it was decided that the technological limit would be set at SEGA CD, - this is higher than the Genesis but lower than Saturn - in creating a SEGA CD - grade special stage, they would intentionally make SEGA CD - grade polygons
The Dragon Quest games are very text - heavy, so the time and the cost it takes to localize these and do it well is quite something.
As the text is usually translated without any audiovisual and interactive context, adjustments by a language tester are the only way to ensure that the localized text precisely matches the in - game context.
The game includes over 40,000 lines of text dialogue, all of which have been expertly translated into English by a Gaijinworks team of former Working Designs staffers known for localizing Japanese RPGs like Lunar: The Silver Star and Arc the Lad.
Looky Touchy:»... Muahahahaha...» When Localization Blows The Mood Talking about localized text that»... fall [s] prey to the same pitfalls that foul most games imported to our shores from Japan», with some good examples.
Obviously, lots of small or large text changes happen when localizing a game as a result of the complexities of translation.
The English version of Tales of Graces F is complete, according to the latest 8 - 4 Podcast, who localized both the text and audio for the upcoming PlayStation 3 role - playing game.
A lot of this has to do with localization, New Leaf had localized Japanese text instead of full English dialogue like the earlier games.
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