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t-recs studios
t-recs studios is a localization studio based in Germany. We have 100's of both English and German voice actors. This animated short shows off a few of our voices and gives an idea of what we do.
Akella Video Game Company promo video
Featured on http://blastmagazine.com Akella was the pioneer of localization in Russia over 10 years ago and started officially releasing foreign games to the Russian market. Now, the biggest Russian localization studio belongs to Akella, making the most complicated gaming products available for Russian customers with high quality localization. The Russian game market was worth around $430-$450 million in 2007 and continues to grow fast. Akella has successfully brought titles like Neverwinter Nights 2, EverQuest II, Painkiller, Sacred, Fahrenheit, Test Drive Unlimited, Armed Assault, Assassin's Creed and Prince of Persia to the Russian market.
Why was Super Smash Bros. Brawl Delayed for Europe?
This video explains exactly why the game was delayed. Here is what I was saying in plain text.... There's not long to go until Smash Bros. is finally released in Europe. It will be here on 27 June but considering it's been available in the US since March, many have asked why there has been a hold up. Well, during an interview with Nintendo's Laurent Fischer, we asked him the big question. Was localisation the reason why Smash Bros. has been delayed? Fischer responded: "Well, yeah, that's always been the big question: why do we have a delay for Smash Bros? You need to see it title by title. It's the same team, the same pool of teams, that have been localising and that have been proofing. But localisation is only one thing: production is another thing also, because at the moment we are not just producing Smash Bros for Europe, we're producing hundreds of first party games and third party games for locations all over the world. "So localisation issues are one part of the delay, but you also have production issues, logistic issues... so a release date is always the result of a large number of factors, and it's a complex decision process. It's not that we deliberately like to be late in Europe, and it's our job to take care of it, but to localise in six languages is always a challenge. We also asked him if the sheer amount of text in Smash Bros. Brawl had anything to do with the delay:- "It's not just text," said Fischer. "This is a large game with lots of characters, and you must also remember that the voices of certain characters are different. "That means we have to record six different sets of voices for some characters. We kept voices in there that the game doesn't let you see, like the Japanese voices and such, but there are a lot of voices that are localised so we have to record the voices for certain characters in the game six times. "And then it's not only recording, you then have to make the sound work. Every time you go through localisation you then have to put it through a test, which involves making sure that you recorded the proper voice, and that the proper voice is being activated with the proper trigger, at the proper time... so it's not just a case of swapping over some words, it requires some proper extra development processes. And so it takes time. "I realise that from time to time we have still been disappointing some people, but in general we have also been able to bring to them games which would have never been available before in a European market, and the time frame is slowly decreasing, so I'm positive for the future. We know that we are still not reaching the expectations of all the people, but we're really doing our best to resolve this." So Nintendo has spoken. What do you think?
MYHT
Meet Your Heartbeat Twin is an Urban Game using emotional localisation. The game is produced by XiLabs Paris
Chapter 27, Embedded Resources and Localization
A video of one of the examples in my new book on writing games for Windows and the Xbox 360 game console using XNA Game Studio Express.
Let's Play Dynamite Headdy 19: Ending Credits: Curtain Calls
The ending credits of Dynamite Headdy will span two videos. They are nearly 20 minutes long. Hence, this video has no gameplay. This shows every enemy in the game. Most localization changes can be seen by comparing this video to one for the US version, in terms of enemy name changes and art style changes. If I get enough people demanding it (which might only be a minimum 1 or 2, if I feel like it), I might put one up of the US ending as well. It's not particularly hard to make, to be sure. It will not go up for quite a while though (a 3-month wait, as I've mentioned before). There are a few other localization changes -- level names are changed to be mostly movie references, and the difficulty has been slightly increased. Also, almost no dialogue.
Nintendo Should Globally Localise All Mother Games
Here's what I think of the lack og globalisation of all Mother games.
SNES Arcus Odyssey (Arcus Spirits)
As promised, Arcus Odyssey (Arcus Spirits in Japan) in its USA never released SNES form. A funny story, the game was ready for being published (fully translated), but Sega bought out the studio behind it's localization and the game never hitted the shops, only being released in the west for Megadrive. I love this game! It's a single or two player isometric action adventure with a good story and interesting features. There aren't any differences gamewise from the Megadrive version, but the SNES version has amazingly good music, while unlike the Megadrive version, it suffers from some slowdowns in the later levels. A forgotten retro delight.
SFC - Sword Maniac
X-Kaliber 2097 - Activision - 1994 US Sword Maniac - Toshiba EMI - 02/11/94 JP "X-Kaliber 2097 (Sword Maniac in Japan) is a Super NES action game published by Activision. The game takes place in the near-anarchic future of the year 2097, in which the world's economy has been devastated, governments have collapsed, and organized crime has gained dramatic influence. The game belongs to the retrofuturistic subgenre of cyberpunk, as it attempts to portray a distant future based on a lack of knowledge of future (now present) events. (see Retro-futurism) X-Kaliber 2097's American soundtrack was arranged by 90s electronic/industrial music group Psykosonik. Psykosonik's soundtrack became an unusually large part of the game's marketing, and was often plugged in marketing blurbs. The soundtrack is also mentioned on the game packaging, and has its own section in the game manual. The Japanese version features music by Hayato Matsuo and Hitoshi Sakimoto, as well as a completely different storyline and script (with different names for every character) than the one that was given in the English localization of the game." -Wikipedia
Balote Mobile Game
The Game Developed by Maysalward.com and published by the leader TV broadcaster in the Middle East MBC.