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The Localization of the Witcher – Leshy-sized translation obstacles on the path to Localization Paradise

The Localization of the Witcher: Leshy-sized translation obstacles on the path to Localization Paradise

The 15th anniversary of The Witcher series’ video game debut is upon us! The adaptation of Andrzej Sapkowski’s book series was first released in-game format on the PC/Mac in 2007, which was followed up by a sequel in 2011, before the critically acclaimed The Witcher 3 was released in 2017 across most gaming platforms, and, owing to the popularity of all things Witcher, the third installment was localized into 15 different languages – including Arabic, Chinese, Japanese and Russian!

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From Sierra Nevada to the Snowy Peaks: The Importance of LQA

From Sierra Nevada to the Snowy Peaks: The Importance of LQA

LQA wasn’t a serious issue back in the 80s and early 90s because gamers were merely content with fun simplicity. Racing a pixelated, 2D motorbike in only one direction, knocking racers off their bikes while overtaking them, and trying your best not to crash into a car or a cactus were enough for hours and hours of fun (Road Rash was a brilliant game by the way!). But gaming has come a very long way since then.

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Thoughts on video game culturalization

The video game script has been written, packed with twists, turns, and enough emotion to make even the most hardened of Arthur Morgan or Last of Us veterans cry. The gameplay has been tipped to rival Uncharted. And the visuals surpass even those of the Forza Horizon series. Magazines and Youtubers can’t wait to review this long-awaited game. The title will, crucially, add to the development team’s already rich and prestigious body of work – years and years of hard graft, mistakes, lessons learned, but subsequent improvements, refinement, and success.

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