I’ve summarized a lot of my findings from Day 1 below, but note that I actually covered much more during the live stream – these are just some of the highlights. Instead, I hope to look at some of the translation issues to explain what’s going on in the original source text, why it was so problematic in the first place, and how translators-in-training can improve by avoiding those same problems/tendencies. Note that I’m looking at the fan translation not to crap all over it – it’s already notorious for being full of issues, and SkyRender has learned a ton about translation and localization since those days. It’s also sometimes called the SkyRender version, based on the translator’s online name.
Q: Which fan translation are you looking at?Ī: I’m looking specifically at the most famous one – RPGOne’s Final Fantasy VI re-translation from 10 or 15 years ago. This helps keep your brain from zoning out upon seeing walls of text and helps things jump out more easily. I could’ve changed them all back to use the same font, but a handy trick to translation checking/editing/proofreading is to put things into different fonts.
Q: Are you going to release your custom software?Ī: Originally I had wanted to use the actual font used in each game, but I realized that that wasn’t doable.