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mardi 31 juillet 2018

How Valkyria Chronicles 4’s localisation team nailed the JRPG sequel’s English voice-over

Hello PlayStation community! Last month, we announced that Valkyria Chronicles 4 will be landing on Western shores on 25th September.

A lot of work has been done to bring this incredible game to the West, including implementing full English, French, Italian, German, and Spanish subtitles, as well as recording a full English voice-over.

For fans of the original Japanese dub, dual audio tracks will be available in the full game, so you can switch back and forth at will.

Today though, we’re diving deep into the voice direction for the English voice-over with Sega Associate Localisation Producer and lead for Valkyria Chronicles 4, Andrew Davis, using the game’s prologue cutscene as reference.

How long was the English VO recording process for the game?

Andrew Davis: We spent about 10 weeks total in the studio, starting with the untimed lines – VO with no timing restrictions – and then moving on to the Automated Dialogue Replacement (ADR), the scenes where we match voices to characters’ lip-flap.

We also had some re-recordings to fine-tune parts of the localization we wanted to improve. We kept the exact same team members present throughout the recording process to ensure consistency in the VO’s direction.

The prologue cutscene starts with a black screen while Claude, the game’s lead character, talks over it. Since you record to match lip flaps, is it kind of a nice break for the team when you have a scene like this without any animation?

AD: In most cases yes, it’s nice to not worry about matching animations. However, Claude’s Japanese VO for this opening scene had so many extended pauses that it took a lot of work to match the English script and VO to the Japanese even without animation to worry about.

We also had to consider the length of the subtitles for each spoken phrase; each line needed to be short enough in subtitles to look presentable, but the audio needed to be as long and drawn out as possible to match the heavy, deflated tone in the scene.

How does a Japanese script turn into an English VO?

AD: In general, we’ll provide translations for the English voice director, then the director has to slightly alter the lines in order to match them to character lip flaps. If we just used a direct translation or our first pass at a localised script, we’d likely end up with a script that’s very difficult to match to character animations. We want this to look as natural as possible, so we’d rather avoid the old English-dubbing trope of character animations being completely mismatched to their English VO.

Valkyria Chronicles 4

AD: We’ll do our best in matching English voice talent with their character. Sometimes that means the English and Japanese voices will sound very similar – Claude is a great example of that – but other times the English analogue to a Japanese voice or personality won’t sound exactly the same.

For example, Raz’s Japanese voice actor has a kind of deep growl to his voice – he’s a delinquent with some swagger. Trying to match this effect exactly in English might have come across as a bit too affected or ‘tryhard’, so instead we kept close to the actor’s natural range while making him sound like an American delinquent. He uses more ‘naughty’ words and a more aggressive tone to support his attitude.

For reference, the original Japanese doesn’t explicitly have the phrase ‘Sack up, Commander,’ but it fit both his English characterization and (just as important) the lip-flaps.

Valkyria Chronicles 4

Claude seems to have an interesting split in his personality. Throughout this cutscene he’s brimming with confidence and ability, but towards the end he whispers, “We can do this” under his breath, almost like he needs to reassure himself. What was the direction here?

AD: That’s actually a huge part of Claude’s personality! This is Squad E’s first *real* engagement – they’ve been training for a while, but they haven’t been a part of an actual battle until now.

You’ll learn throughout the story that Claude has had to train himself to speak with confidence to rally his squad. Potentially a minor spoiler: you learn very early on that, just a few years prior, he was a massive coward.

We really wanted his tone and lines reflect his growth mixed with his uncertainty in this scene.

How much method acting is done in the studio? Did you actually throw a pen at Raz’s voice actor to spur his surprised groan in this cutscene?

AD: No [laughs]. We don’t abuse our actors. Sometimes, though, they spontaneously do movement or poses to get into character. Voice actors have to be careful, though, because professional mics are super-sensitive and can even pick up clothing movement. Or stomach gurgles!

In this scene, Claude and Raz seem to have a really good rapport. Do actors record scenes together to make it sound more natural?

AD: Actually, no, all voice recording was done in isolation for this game, which is more common in the industry than players might realise. But thanks to the talent of our actors and director, the conversations flow together very naturally!

We also went in for a few re-recordings to focus the tone in some scenes. There was one where the performance the first time through a was a bit too broad, so the next time the actor came in, we redid it to dial it back and make the effect much more subtle.

Valkyria Chronicles 4

Is Ragnarok (the adorable medic Shiba Inu) voiced by different actors for the English and Japanese tracks?

AD: No, Ragnarok has the same voice actor for both English and Japanese. Funny story – we did actually record an English track for Ragnarok, but the feedback from our Japanese team was that even with additional post-processing, he sounded too much like a small dog – Ragnarok is more of a medium-sized dog.

The English actor’s growls were really well-received, but the barks weren’t quite there, so we stuck with the Japanese actor. It’s unfortunate – it would have been my big break in a voice acting role…

You did the English voice for Ragnarok? Are animals often recorded by human actors for roles like this?

AD: I did indeed, but when my role got pulled I was very professional and definitely didn’t cry for hours and hours.

Sometimes studios will use pre-recorded animal noises, but Ragnarok has lines (barks and growls) that need to match the emotion of certain scenes, so we needed to use a human actor.

There’s another canine in the game that’s also human-voiced and actually does have a different voice track for English and Japanese – listen to it yourself in the full game to hear the difference!

In addition to an English localisation and VO track, you also added French, Italian, German, and Spanish (“FIGS”) text. What was behind the decision to do that?

AD: We’re always exploring ways to bring new audiences to our games. In the case of VC4, I know we’ve had a lot of fans of VC1 in Europe even though the first game was only translated into English.

For this new one, we thought it might be a good opportunity to make the additional investment in a quality FIGS localisation to expand the reach of the Valkyria series! We hope this chance to experience the drama of the story in their native language encourages more people to try out the game.

Thanks so much for your time Andrew. Any final comments?

AD: I just want to thank everyone on the Sega localisation team for this project, as well as our recording studio. These are some of the top professionals in the business, and with their help we were able craft a beautifully natural English script, complemented by wildly entertaining and dramatic voice performances.

This is one of the best localisations I’ve had the privilege of working on, and I can’t wait for everyone to experience it this September!

The post How Valkyria Chronicles 4’s localisation team nailed the JRPG sequel’s English voice-over appeared first on PlayStation.Blog.Europe.



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Control an alien world’s day & night cycle in puzzle-platformer Planet Alpha, out 4th September for PS4

Hello PlayStation fans, my name is Adrian Lazar, and I am the Creative Director of Planet Alpha, an adventure game that takes place in a living alien world where you have the ability to control the day and night. It combines fast platforming, challenging puzzles and stealth elements with a unique art-style to create an unforgettable experience.

Planet Alpha

It’s with great excitement I can now announce that Planet Alpha will be released on 4th September this year! To celebrate this we have prepared a new trailer showing some of the dangers lurking in this world. Alone and far away from home you find yourself in the centre of a conflict of epic proportions where second chances are rare.

Planet Alpha

Having a release date feels surreal and it is a moment I’ve been personally waiting for since 2013, when the first ideas for the game started to take shape.

Back then I had no clue of the journey that was lying ahead but I was determined to give the platformer genre a fresh take and to create a game that offers a special experience.

And what a journey that was: over the years the game grew from a part-time personal project to a team work of 7, we had to go back to the drawing board when we thought it was almost finished and even the name changed a few times.

Planet Alpha Planet AlphaPlanet Alpha

 

We also iterated, constantly and over everything, and with every iteration something was left behind. With no restrictions, we let our imagination run free and in a way the game grew on its own, twisting and turning, with ideas generating new ideas.

Planet Alpha

What we ended up with is not a perfectly shaped, cute garden tree, but a wild one that will surprise you at every turn. It might look intimidating at first but you know it’s the journey you want to take and I cannot wait for you to try it on 4th September.

The post Control an alien world’s day & night cycle in puzzle-platformer Planet Alpha, out 4th September for PS4 appeared first on PlayStation.Blog.Europe.



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Chasm, a beautiful platforming adventure 6 years in the making, hits PS4 today

When I announced that Chasm was finally complete and had a launch date, I fully expected to be met with all of the waiting memes. I was not disappointed.

Chasm came to public view for the first time right around our Kickstarter in April 2013, but in some ways it’s been in process a lot longer. Have a seat and hear my tale of how Chasm came to be. But before I begin, please check out our brand new launch trailer above!

If we want to go back to the actual beginning, we should start around the year 2000. Tim Dodd (the lead programmer) and I met in high school and bonded over our mutual interest in programming and computers.

Tim had taught himself how to make small games in Visual Basic. We would talk about our favourite games and share techniques of how to make them. After graduation, I went off to college while Tim joined the military, but we kept in touch.

Chasm

This is Tim. Military-era Tim.

I met Jimi Stevulak (audio/music lead/co-storywriter) in college around 2003. Again, Jimi was a kindred spirit. Not as much on the programming and level design side, but music and film. We became fast friends and spent our time after class making electronic music and watching tonnes of classic movies together. Like with Tim, after graduation, Jimi and I went our separate ways but kept in touch.

The period immediately after college were kind of the dark years for me. I wasn’t able to find steady work, so I spent all of my spare time teaching myself programming and game design. It was around this time that Tim got out of the military, and we started collaborating on small games. We didn’t get very far. By all rights, we should have given up.

After years of working at a help desk, I was finally able to get a job as a full time programmer around 2007. It wasn’t anything sexy like video games, but it paid the bills.

During evenings and weekends I worked on video game passion projects. One thing I didn’t realise when making my own games was that starting a new project is fun and exciting, but finishing it is hard work.

In 2009, after multiple false starts, I forced myself to finish my first full game called 48 Chambers. In 2011, we released Take Arms. Neither of those games did well enough for us to live on, but the experience was invaluable. We were game developers! Sort of.

Somehow during all of this time I was able to get a girlfriend who I somehow convinced to marry me. Trang recognised that I wasn’t happy with my day job, so she urged me to dedicate myself fully to my next game. She had a stable job, and we had some proceeds from Take Arms, so I decided to go for it and quit my day job. I should really emphasise that without the continued support and encouragement from Trang, Chasm would not exist.

Chasm

Trang and Tim at PAX East

So now we finally get around to Chasm. In early 2012, I got to work on a sci-fi mining game I was calling Solus. I made a procedural world generation engine, and little by little, added more gameplay, including melee combat.

It turned out that the mining aspect of the game wasn’t much fun, but the melee combat was. I went with my instincts and followed the fun, so after months of work I made the very hard call to scrap it all and start fresh with what I had learned.

Chasm

That’s me tightening up the graphics on level 3.

It was then September, and the pressure was starting to mount. I knew if I was ever going to do a big project I’d need funding, and GDC coming up in the spring seemed like the perfect place to pitch it.

Putting down a large chunk of our savings on a longshot of getting a publisher seemed like a crazy risk to me, but Trang assured me it was the best way forward and a good risk to take. I brought Jimi on board for music and sound, Tony Redmer for background art, and Glauber Kotaki for the animations. We worked furiously for six months, finishing the original prototype just days before GDC.

Unfortunately, despite all of this effort and spending all of my savings on the prototype, we just couldn’t get any publishers to bite. Kickstarter was just starting to get traction around this time, so we decided halfway through our week at GDC that we would start telling everyone to look out for the Kickstarter coming in April.

Our Kickstarter campaign exceeded our wildest expectations, so we spent the next five years laser-focused on making Chasm worthy of all the trust our backers put in us.

Chasm

From left to right, Jimi, Tim, and me – This was our first time in the Indie Megabooth.

I’d like to say that once we had our Kickstarter backing, the rest was smooth sailing, but that’s not the case. It took us about six months to make our prototype, and people seemed to like it. At the time, I naively assumed that the hardest work was done, and since I made a full prototype with one area in six months, I could make additional areas at a fraction of the time.

But of course, life is never that easy. Building a game is kind of like building a tower. The higher the tower, the stronger and wider the base and foundation need to be. What worked great for a 30-minute prototype just didn’t hold up when we started building out the full experience. The story, area design, procedural generation, gameplay mechanics, and much more all had to be rethought and redesigned in order to create a cohesive and well-paced experience.

There were mechanics that sounded great on paper, but didn’t work well in practice. We wanted players to be able to make their own potions by collecting leaves as ingredients, but the recipes were all straightforward and the trade-offs not as interesting as we thought they might be. We had a twist ending at one point that just didn’t feel consistent with the lore of the world. Some puzzles were just frustrating.

Lots of work hit the cutting room floor, which can be demoralizing to a team. But everyone stuck with it. We originally thought the game would come out in 2014. Then we updated all of our printed materials to say 2015. Then 2016. The more progress we made, the farther the goal seemed.

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Early sketches of the Outpost area

It was around this time last year that this trend reversed, and the more progress we made, the closer we got to the goal. We had an internal goal to wrap up development by the end of 2017 and launch in Q1 2018. As we got further along, we’d push those dates out by a week here, a week there, but by the end of Q2, the game was, for all intents and purposes, done. There were some operational tasks to complete, like getting ESRB ratings and going through the certification process, but there was no question that Chasm would finally be launching. And it would be launching at the quality standard we had set for it.

I’m often asked for advice by aspiring developers. Some are fresh out of school, and some are professionals who want to make something they can call their own. For what it’s worth, here’s a recap of what I’ve learned:

  1. Start small and finish something: It’s easy to come up with lots of little ideas, get them up and running on the screen, and then move on to the next thing. Finishing is hard. Knowing when to put down the paintbrush and call it good is hard. You need to know how to set that end goal and recognise when you’ve reached it. This is much easier to do with a small, well-defined scope of a game than a sprawling world with tons of enemies and weapons.
  2. Have a support network: This is far easier said than done. It’s cliché for me to say that I couldn’t have done this without the support of Trang, but it’s true. If I had to choose between Chasm and her, I’d choose her. She never asked me to make that choice. She worked the booth at PAX with me, went over accounting spreadsheets with me, and never complained that we never went out, never took vacations.
  3. Work with your friends: Most people will disagree with me on this, but if there’s one thing besides Trang that kept me sane, it was that the long hours were spent with people I genuinely enjoy spending time with. We all lived far from each other (I’m in Maryland, Tim’s in Atlanta, and Jimi’s near Pittsburgh), but we talk every day on Skype. 80% of that time was productive. 20% was laughing and joking around.

By all rights, Chasm shouldn’t exist. There were so many times along the way that any sane person would have given up. I could have stayed in my safe day job, earned a stable living, and played games on the side. It would not have been unreasonable for Trang to insist that we move out of our one-bedroom apartment and start having a normal life. All of the rejections from publishers should have told us that the experts knew something we didn’t.

And yet, I knew that I couldn’t live with myself if I didn’t give this my all. I needed to prove to myself and the world that we could do this. And now, after all of these many years later, our baby is going to take its first steps out into the world.

ChasmChasm

 

ChasmChasm

 

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lundi 30 juillet 2018

This week’s PlayStation Store highlights: Call of Duty: Black Ops 4 beta, 1979 Revolution: Black Friday, Anamorphine, more

This week on PlayStation Store we welcome back Call of Duty with the PlayStation 4-exclusive Black Ops 4 multiplayer beta. Elsewhere, play a photojournalist in tense, interactive drama 1979 Revolution: Black Friday, while the surreal Anamorphine takes a deep dive into the subconscious. All this, plus the rest of this week’s new releases are detailed below!

1. Call of Duty: Black Ops 4 beta

Be the first to try the latest Call of Duty multiplayer experience this weekend when you pre-order Black Ops 4. The private multiplayer beta includes several fan-favourite game modes such as Team Deathmatch, Hardpoint, Domination and Search & Destroy, as well as an all-new mode: Control.

2. 1979 Revolution: Black Friday

1979 Revolution: Black Friday is an interactive drama about choice and consequence based on true stories and historical events. Step into the shoes of an Iranian photojournalist who returns home to find his people protesting the ruling King, the Shah. Armed with your camera, you’re soon pulled into a dangerous world of revolution and civil unrest.

3. Anamorphine

Anamorphine is a surreal first-person exploration game where you experience the memories of the main character after an unknown trauma. Discover what happened by journeying through Tyler’s memories of his relationship with his wife Elena. Be ready as Tyler’s subconscious twists the game in unexpected ways.

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  • Available: 31st July

PlayStation StoreOut this week

ps4


  • 1979 Revolution: Black Friday
    1st August

  • Roundabout (Cross-Buy bundle)
    1st August

  • State of Anarchy: Master of Mayhem
    1st August

  • Road to Ballhalla
    1st August

  • Defiance 2050
    1st August

  • CALL OF DUTY: BLACK OPS 4 PUBLIC BETA
    1st August

  • My Riding Stables Life with Horses
    2nd August

 

PS4 DLC

31st July

1st August

  • ONRUSH
     
  • VORTEX BUGGY

2nd August

  • Conan Exiles
     
  • Jewel of the West Pack

Remember, if you’ve not got access to your PS4, PS3 or PS Vita then you can also buy through our online store on your mobile, tablet or computer.

Free for PlayStation Plus subscribers in July

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