We already knew SEGA was increasingly interested in making their games available in Asia, given how much potential for growth the market has. Even so, I was surprised to find how fast and determined SEGA apparently is to release their games there. For the English market, SEGA always seems hesitant, perhaps even reluctant, to localize their games. For example, the localization for the original Project DIVA F almost didn’t happen. Only an official Facebook poll, asking fans if they really wanted to see the games localized, drew enough interest to give the localization a green light. Similarly, it took them years to localize Yakuza 5, and it only happened with the help of Sony’s Third Party Productions. Phantasy Star Nova and Shining Resonance, both available with Chinese subtitles in Asia, were never even localized in English.
Tag Archives: Localization Discussion
Sega’s Sam Mullen Talks Dengeki Bunko: Fighting Climax Localization and Much More
Sam Mullen of Sega spoke at length with EventHubs in a recently published interview about the localization process of Dengeki Bunko: Fighting Climax, among other subjects.
One of the more interesting comments involves part of Mullen’s motivation for supporting the localization of DBFC; he notes that when he became aware of the game’s development at around 2012, Sega as a company lacked for well-known 2D fighters. I’ve taken note of this too actually and I share the exact same sentiment. One thing about 2D fighters is that they’re easily accessible, in part due to the already existing prominence of franchises like Street Fighter, the Versus games made by Capcom, Mortal Kombat, and the Arc Systems Works fighters Guilty Gear and Blazblue. What with DBFC’s popular characters and ease of entry, Mullen thought DBFC had great potential for the West.
Games that feature characters across a large amount of franchises tend to invite discussion on the difficulty of licensing characters and how that might impact either roster choices or localization chances, but Mullen also notes that licensing is less of an issue than it otherwise might have been in another game considering all characters here are a part of the Dengeki Bunko imprint. Later in the interview Mullen does say that some aspects of the localization (as far as translating, and understanding what sort of references characters are making, and the fact that some of the source material hasn’t made its way West in an official capacity) were difficult and required some research!
With Valkyria Chronicles’ success on Steam, EventHubs asked Mullen about DFBC and Sega’s thoughts on PC support moving forward. The issue of PC support for fighting games is a recurring one. While arcades and consoles are generally seen as the primary platforms for the genre, we’ve seen more initiative from companies like Capcom and Arc System Works on this front over time. Mullen acknowledges that PC is a growing platform, but also stated that PC as a platform isn’t as strong in Japan. This was actually in response to other comments made by the interviewer that touched on the idea that Sega West and Sega of Japan would seem to have different game development plans for PC. Mullen also added that generally Sega’s localization team opts to localize products on platforms that Sega of Japan has already developed, with the idea of minimizing release delays from adding other platforms.
EventHubs also broached the subject of Ignition, the expanded release of DBFC. Mullen says that Sega is going to focus on supporting DBFC first and then make a decision on where to move with Ignition. Mullen also says that he’s aware that there’s a tendency for some fighting game players to opt not to purchase a game in anticipation for an expanded release in the future.
Speculative on my part, but it would seem to me that Sam Mullen has some pulse on fighting games and the communities that develop around them. He was present for EVO 2015 and has been present for smaller DBFC tournaments for conventions he’s attended. He also acknowledges a bifurcation that often happens with fighting games – the hardcore audience that enjoys technical or competitive play, and a softer audience whose primary interests lie with character personalities and relationships, story or dialogue, and music or art (though not to say that there’s no overlap, as people often taken interest in “both sides” too.) In any case, having some familiarity with particular genres would seem to make it easier to plan on how to handle its release!
This is by no means a complete summary of the interview, and I encourage you all to read the EventHubs link if you haven’t done so!
No Plans to Localize Phantasy Star Online 2 for PS4
It has come to our attention that our partner site SEGAbits noticed a Kotaku writeup regarding localization plans for the Playstation 4 version of Phantasy Star Online 2. That is to say, there aren’t any plans for localization at the moment. Per Jason Schreier of Kotaku and his conversation with the Sega representative:
SEGA is currently not planning to release the PS4 version of Phantasy Star Online 2 outside of Japan
There’s a lot to be said for being upfront on the localization status of the game. There’s a lot to be said for the fact that “currently” is an important word in reading the above statement. Things can change, and Sega might not necessarily respond well (or at all) to what they deem to be unsavory fan conduct.
There’s also a lot to be said for the idea that this stretches beyond what could reasonably be appreciated as “tolerable” for any gamer waiting to play PSO2. It’s a shame. This is exactly the sort of move that does not do well for fan goodwill.
If the idea is being held somewhere that Phantasy Star Online 2 is fundamentally an untenable investment for the West (and to speak not on the company’s behalf, because so far as we know this has not been explicitly or implicitly suggested,) maybe all parties involved should seriously ask themselves why this is believed to be the case, and equally important – how this is to be rectified. Phantasy Star Online 2’s continued lack of localization is an enduring reference point in fans taking issue with Sega in recent times. As a new Sega fan and someone who does consider himself outside of the range of highly knowledgeable Sega fans who voraciously study the company’s history, I can still say that the move isn’t going to be well met in any sense of the phrase.