In this part two, we will look at the different types of voice-overs and outline the effects they may have on their audience, using a couple of my favorite examples.
Now, in a nutshell, there are three main types of voice-over: narration, ‘UN style’, and the rare ‘lektoring’.
Whenever I sit down to play a video game, I try to look out for the feelings and emotions that the game might provoke. From the second I started playing Far Cry 6, I felt everything from fear, excitement, sadness, and hopefulness, to happiness. In this article, I outline some of the reasons why this game feels so special for a Latina player, as well as provide some cultural insights.
It appears that only people in the business of translation or creating content for broader audiences truly understand how vital the localization process is. Others had to learn it the hard way – and it’s a common nightmare for new developers!
Continuing our journey through the Witcher’s many locations and accent choices, we arrive in the warm, sunny region of Toussaint.
The first article focused on the translation obstacles on the path to localization paradise. Taking center stage in parts two and three of our feature on the Witcher are accents – and wow, what an array there was in the English version.
In our first article we delved into the meaning of the fictional pact and how it works for video games in terms of images, sounds, UX/UI, among others. These are the fundamental factors that allow players to connect with games and enjoy them. But what’s the deal with the (invisible) elephant in the room: idiomatic localization and culturalization?
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!
Accessibility in the video game world can be defined as having the ability to play a game even under restrictive conditions, be it due to some sort of functional limitation or disability. Accessibility also plays an important part during game development, as it relates to the interaction between the game and the player.
Localization is an important tool for global business. Find out what localization is, marketing localization and software localization in this easy-to-digest read.
In our previous article we analyzed how characters representative of the LGBT+ community began appearing in games; however the issue wasn’t fully explored and there was much left to include. What happened starting in the 2000s? The 2000s There are some examples of significant changes in this decade, and although it’s hard to find any […]
Inclusion and Diversity. When we talk about culturalization in video games, we can delve more deeply into the variables that involve inclusive identities.In this sense, although there is a long way to go, we can find several titles that serve as an example of a trajectory to improve this experience.In some cases it is addressed […]