Sunday, May 26, 2019

Another One Bites The Dust

What's going on everyone!?


Today for the #2019gameaday challenge I played a solo game of Ticket to Ride and yet again lost, lol!

I've also been a bit busy with a huge life goal of ours so please excuse the short post as I'm honestly drained from a long day. 


As always, thank you for reading and don't forget to stop and smell the meeples! :)

-Tim

How To Download & Install Crysis 2 Black Box On PC With Proof 100% Worki...

Friday, May 24, 2019

Trollblood Hooch Hauler Model Review

The Hooch Hauler.  Personally for me this is a tale of woe and triumph.

I was incredibly excited by the CID rules, and when I saw the rules stayed as is and we saw the final render I was ready to buy this model day 1.

Then the price hit and while I wasn't expecting to pay so much, I did because I love Trolls and the rules seem like they have a lot of synergy and makes a neat package that slots into almost any caster in the faction. Luckily I had just about the cost of the Hauler left over from selling some of my old GW models and while I expected that to go further in financing new hobby purchases, I took the plunge day 1.

And then the agonizing wait began.

Then finally it arrived....and sat in my house for two weeks in its box. 

Basically work was pushing me into a lot of overtime and we had a lot going on with the family that by the time I got my daughters in bed at night (the only time I can dedicate to actually building a model), I was so exhausted that I didn't have the will to start building what is literally the largest and most complex model Privateer Press has ever produced. 

This weekend I finally dedicated the time to build it, and it was an adventure. 


Friday night I started assembly with a porter at my side. I figured some alcohol would be thematic and help me get through this monster of a model.

I'm not kidding when I say this model is a monster. The modelers at PP did an utterly incredible job so that when it came to where the injection points for the molds on the various pieces went, every single part had the extra flash in places where you would not see it once the model was assembled.  

Clearly there was a lot of thought put into the design in terms of model assembly goes. This was absolutely necessary actually, because when it came to extra flash/resin on parts of the model there is an absolute ton of it. 

This is what my work area looked like when I called it quits later Friday night, and that's with a good round of initial cleaning already wiped away!


Saturday night I returned to my project, this time armed with a healthy pour of some fine Canadian rye whiskey.

To my surprise I was able to push through another three hours of pinning, cleaning, and gluing and was able to complete the model.


Suffice it to say this thing is HUGE!  I wanted to see if I could possibly get it even temporarily into the foam for my other 120mm based models and did a group shot for size comparison.


Model Quality

The quality on the Hooch Hauler is frankly outstanding.  I'm not sure if it's because it's a small production run done as part of the new Black Anchor Heavy Industries (ie. produced in house at PP in Washington), or if it's because this is the first production run using the molds - but the details are really good. 

The parts of the model you'll see are really well detailed and...absolutely clean, there weren't any mold lines to remove whatsoever. As stated there was a lot of flash and resin to chop off with clippers and a fresh exacto blade, but none of it impacts the model in a aesthetic way.  The mold designers at PP deserve a lot of credit, they really did their homework with this. 

Assembly

This thing was a monster to get through, very intimidating at over 40 pieces and some parts that definitely want pinning. 

That said, I pin a lot of my models because I want to ensure they hold up, but I had to do far less of that with this than I initially thought I would.  The designers here really did a fantastic job with almost all of it so that things generally fit together in a tab-in-slot kind of way that didn't necessitate pinning.  And they fit! So often things don't line up easily, or you have to pin anyway - but everything came together shockingly well for a model of this size and complexity.

That said there are some pieces where I paused to wonder if it was a necessary trade off or an intense pathological hatred that drove part of the assembly.  The drivers seat was definitely a challenge, I ended up pinning into the cushion the driver sits on and then pinning that deeply into the barrel.  And then there are the torches at the top. They have a pretty deep slot/tab design, but the bases of them weren't big enough to be able to drill into to attempt to pin them in.  What's worse is that they're a necessity so that you can put in the cloth between them, which then serves as the mount/glue point for the troll up top jumping on the catapult to launch the primary gun.

To PP's credit however that part went together far easier than I thought it would. I was anticipating a lot of greenstuff to hold that cloth in place - but it was surprisingly easy. The troll also glued on shockingly well onto the cloth so it went very quickly to get the last bits assembled. 

Finally the instructions were very detailed, probably because they had to be for a model like this, but it was greatly appreciated.  Overall when I was assembling it, I was generally impressed by how much thought went into making the assembly as easy as it could be for a model this complex. 

If this is what Black Anchor Heavy Industries is going to produce quality wise, then they've really hit it out of the park on that front. You certainly have to pay a pretty penny for this model, but the quality you're getting is spot on. 

Other Factors

I am hoping that Battle Foam will quickly have a foam tray designed for this model, but it's going to have to be as tall as the Gargantuan foam trays as you can tell from the last picture.  If one isn't coming soon I'll probably create something myself for it using some plasticard and foam. Transporting it is going to be a bit nerve wracking until then. 

While I think the model is gorgeous, part of me kind of wishes it was a bit more modest. It's huge, and it's detailed, and it's complicated - which is all built into why it's so incredibly expensive. This definitely feels like a project that PP turned over to their artists and just let them push themselves as far as they could go.  It's definitely an achievement in terms of design and production, but it comes with such a high cost.  

While that sounds awesome, as an engineer I've been around long enough to know the value of having a project manager come in and say "this is great, but you might want to tone it back some to keep costs down."  

No one did that at Privateer Press when it came to the Hooch Hauler.  They stopped at "it's great" and decided to take a risk selling it as the premium product it is. 

Gaming

I should get my first games with the Hauler this week.  As it is a Hooch Hauler + Northkin Raiders + Full Krielstone + CA is 45 points, which in Storm of the North is 2 free solos and 15 points away from maximizing your free points allotment. In fact it does the same thing in Kriel Company, once the Hauler is officially added to that theme - but KC is such a terrible theme because of the limitation on "ranged only beasts" that I generally don't want to go down that route list wise. This is a shame because it's the only other theme we have to play our first Battle Engine in, but as it is, I'm not sure what I can get in there to make it work. 

I'm very intrigued to play the list with Grissel1 using the package above plus some Long Riders, a Mauler, and a Brawler.  Calamity and her fell calls would work very well with the Raiders gun wise or the old yo-yo'ing Long Riders.  Beyond that, I think there's a place for this in either Grim, though I'm struggling to pick out exactly what I want in each of those lists. 

Conclusions

The Hooch Hauler is definitely worth it if you care about model quality and aesthetics, though the price point is way higher than what I expected to pay for a single model in WMHD.  You definitely get your money's worth in the final product, the only thing is questioning whether or not the model should have been made to this size and complexity.  

As a product it feels like PP has taken a big risk here. I hope they do well because I love what the company is doing, but I guess we will see if this kind of product is successful for them. 

Thursday, May 23, 2019

Top 16 Highest Paying URL Shortener to Earn Money Online 2019

  1. Bc.vc: Bc.vc is another great URL Shortener Site. It provides you an opportunity to earn $4 to $10 per 1000 visits on your Shortened URL. The minimum withdrawal is $10, and the payment method used PayPal or Payoneer.
    Payments are made automatically on every seven days for earnings higher than $10.00. It also runs a referral system wherein the rate of referral earning is 10%.
    • The payout for 1000 views-$10
    • Minimum payout -$10
    • Referral commission-10%
    • Payment method -Paypal
    • Payment time-daily

  2. Short.pe: Short.pe is one of the most trusted sites from our top 30 highest paying URL shorteners.It pays on time.intrusting thing is that same visitor can click on your shorten link multiple times.You can earn by sign up and shorten your long URL.You just have to paste that URL to somewhere.
    You can paste it into your website, blog, or social media networking sites.They offer $5 for every 1000 views.You can also earn 20% referral commission from this site.Their minimum payout amount is only $1.You can withdraw from Paypal, Payza, and Payoneer.
    • The payout for 1000 views-$5
    • Minimum payout-$1
    • Referral commission-20% for lifetime
    • Payment methods-Paypal, Payza, and Payoneer
    • Payment time-on daily basis

  3. Shrinkearn.com: Shrinkearn.com is one of the best and most trusted sites from our 30 highest paying URL shortener list.It is also one of the old URL shortener sites.You just have to sign up in the shrinkearn.com website. Then you can shorten your URL and can put that URL to your website, blog or any other social networking sites.
    Whenever any visitor will click your shortener URL link you will get some amount for that click.The payout rates from Shrinkearn.com is very high.You can earn $20 for 1000 views.Visitor has to stay only for 5 seconds on the publisher site and then can click on skip button to go to the requesting site.
    • The payout for 1000 views- up to $20
    • Minimum payout-$1
    • Referral commission-25%
    • Payment methods-PayPal
    • Payment date-10th day of every month

  4. Clk.sh: Clk.sh is a newly launched trusted link shortener network, it is a sister site of shrinkearn.com. I like ClkSh because it accepts multiple views from same visitors. If any one searching for Top and best url shortener service then i recommend this url shortener to our users. Clk.sh accepts advertisers and publishers from all over the world. It offers an opportunity to all its publishers to earn money and advertisers will get their targeted audience for cheapest rate. While writing ClkSh was offering up to $8 per 1000 visits and its minimum cpm rate is $1.4. Like Shrinkearn, Shorte.st url shorteners Clk.sh also offers some best features to all its users, including Good customer support, multiple views counting, decent cpm rates, good referral rate, multiple tools, quick payments etc. ClkSh offers 30% referral commission to its publishers. It uses 6 payment methods to all its users.
    • Payout for 1000 Views: Upto $8
    • Minimum Withdrawal: $5
    • Referral Commission: 30%
    • Payment Methods: PayPal, Payza, Skrill etc.
    • Payment Time: Daily

  5. BIT-URL: It is a new URL shortener website.Its CPM rate is good.You can sign up for free and shorten your URL and that shortener URL can be paste on your websites, blogs or social media networking sites.bit-url.com pays $8.10 for 1000 views.
    You can withdraw your amount when it reaches $3.bit-url.com offers 20% commission for your referral link.Payment methods are PayPal, Payza, Payeer, and Flexy etc.
    • The payout for 1000 views-$8.10
    • Minimum payout-$3
    • Referral commission-20%
    • Payment methods- Paypal, Payza, and Payeer
    • Payment time-daily

  6. Oke.io: Oke.io provides you an opportunity to earn money online by shortening URLs. Oke.io is a very friendly URL Shortener Service as it enables you to earn money by shortening and sharing URLs easily.
    Oke.io can pay you anywhere from $5 to $10 for your US, UK, and Canada visitors, whereas for the rest of the world the CPM will not be less than $2. You can sign up by using your email. The minimum payout is $5, and the payment is made via PayPal.
    • The payout for 1000 views-$7
    • Minimum payout-$5
    • Referral commission-20%
    • Payout options-PayPal, Payza, Bitcoin and Skrill
    • Payment time-daily

  7. LINK.TL: LINK.TL is one of the best and highest URL shortener website.It pays up to $16 for every 1000 views.You just have to sign up for free.You can earn by shortening your long URL into short and you can paste that URL into your website, blogs or social media networking sites, like facebook, twitter, and google plus etc.
    One of the best thing about this site is its referral system.They offer 10% referral commission.You can withdraw your amount when it reaches $5.
    • Payout for 1000 views-$16
    • Minimum payout-$5
    • Referral commission-10%
    • Payout methods-Paypal, Payza, and Skrill
    • Payment time-daily basis

  8. Cut-win: Cut-win is a new URL shortener website.It is paying at the time and you can trust it.You just have to sign up for an account and then you can shorten your URL and put that URL anywhere.You can paste it into your site, blog or even social media networking sites.It pays high CPM rate.
    You can earn $10 for 1000 views.You can earn 22% commission through the referral system.The most important thing is that you can withdraw your amount when it reaches $1.
    • The payout for 1000 views-$10
    • Minimum payout-$1
    • Referral commission-22%
    • Payment methods-PayPal, Payza, Bitcoin, Skrill, Western Union and Moneygram etc.
    • Payment time-daily

  9. Ouo.io: Ouo.io is one of the fastest growing URL Shortener Service. Its pretty domain name is helpful in generating more clicks than other URL Shortener Services, and so you get a good opportunity for earning more money out of your shortened link. Ouo.io comes with several advanced features as well as customization options.
    With Ouo.io you can earn up to $8 per 1000 views. It also counts multiple views from same IP or person. With Ouo.io is becomes easy to earn money using its URL Shortener Service. The minimum payout is $5. Your earnings are automatically credited to your PayPal or Payoneer account on 1st or 15th of the month.
    • Payout for every 1000 views-$5
    • Minimum payout-$5
    • Referral commission-20%
    • Payout time-1st and 15th date of the month
    • Payout options-PayPal and Payza

  10. Wi.cr: Wi.cr is also one of the 30 highest paying URL sites.You can earn through shortening links.When someone will click on your link.You will be paid.They offer $7 for 1000 views.Minimum payout is $5.
    You can earn through its referral program.When someone will open the account through your link you will get 10% commission.Payment option is PayPal.
    • Payout for 1000 views-$7
    • Minimum payout-$5
    • Referral commission-10%
    • Payout method-Paypal
    • Payout time-daily

  11. Linkrex.net: Linkrex.net is one of the new URL shortener sites.You can trust it.It is paying and is a legit site.It offers high CPM rate.You can earn money by sing up to linkrex and shorten your URL link and paste it anywhere.You can paste it in your website or blog.You can paste it into social media networking sites like facebook, twitter or google plus etc.
    You will be paid whenever anyone will click on that shorten a link.You can earn more than $15 for 1000 views.You can withdraw your amount when it reaches $5.Another way of earning from this site is to refer other people.You can earn 25% as a referral commission.
    • The payout for 1000 views-$14
    • Minimum payout-$5
    • Referral commission-25%
    • Payment Options-Paypal,Bitcoin,Skrill and Paytm,etc
    • Payment time-daily

  12. Adf.ly: Adf.ly is the oldest and one of the most trusted URL Shortener Service for making money by shrinking your links. Adf.ly provides you an opportunity to earn up to $5 per 1000 views. However, the earnings depend upon the demographics of users who go on to click the shortened link by Adf.ly.
    It offers a very comprehensive reporting system for tracking the performance of your each shortened URL. The minimum payout is kept low, and it is $5. It pays on 10th of every month. You can receive your earnings via PayPal, Payza, or AlertPay. Adf.ly also runs a referral program wherein you can earn a flat 20% commission for each referral for a lifetime.
  13. Linkbucks: Linkbucks is another best and one of the most popular sites for shortening URLs and earning money. It boasts of high Google Page Rank as well as very high Alexa rankings. Linkbucks is paying $0.5 to $7 per 1000 views, and it depends on country to country.
    The minimum payout is $10, and payment method is PayPal. It also provides the opportunity of referral earnings wherein you can earn 20% commission for a lifetime. Linkbucks runs advertising programs as well.
    • The payout for 1000 views-$3-9
    • Minimum payout-$10
    • Referral commission-20%
    • Payment options-PayPal,Payza,and Payoneer
    • Payment-on the daily basis

  14. Short.am: Short.am provides a big opportunity for earning money by shortening links. It is a rapidly growing URL Shortening Service. You simply need to sign up and start shrinking links. You can share the shortened links across the web, on your webpage, Twitter, Facebook, and more. Short.am provides detailed statistics and easy-to-use API.
    It even provides add-ons and plugins so that you can monetize your WordPress site. The minimum payout is $5 before you will be paid. It pays users via PayPal or Payoneer. It has the best market payout rates, offering unparalleled revenue. Short.am also run a referral program wherein you can earn 20% extra commission for life.
  15. CPMlink: CPMlink is one of the most legit URL shortener sites.You can sign up for free.It works like other shortener sites.You just have to shorten your link and paste that link into the internet.When someone will click on your link.
    You will get some amount of that click.It pays around $5 for every 1000 views.They offer 10% commission as the referral program.You can withdraw your amount when it reaches $5.The payment is then sent to your PayPal, Payza or Skrill account daily after requesting it.
    • The payout for 1000 views-$5
    • Minimum payout-$5
    • Referral commission-10%
    • Payment methods-Paypal, Payza, and Skrill
    • Payment time-daily

  16. Fas.li: Although Fas.li is relatively new URL Shortener Service, it has made its name and is regarded as one of the most trusted URL Shortener Company. It provides a wonderful opportunity for earning money online without spending even a single $. You can expect to earn up to $15 per 1000 views through Fas.li.
    You can start by registering a free account on Fas.li, shrink your important URLs, and share it with your fans and friends in blogs, forums, social media, etc. The minimum payout is $5, and the payment is made through PayPal or Payza on 1st or 15th of each month.
    Fas.li also run a referral program wherein you can earn a flat commission of 20% by referring for a lifetime. Moreover, Fas.li is not banned in anywhere so you can earn from those places where other URL Shortening Services are banned.

DevCorner: Superpowers HTML5 Collaborative Game Maker Open-Sourced!

Great news for HTML5 game developers: a few days ago Superpowers was released under the ISC license.

What is Superpowers? A game development platform (an integrated editor but you can collaborate in realtime online; how cool is that! :D ) for making HTML5 games using TypeScript (a superset of Javascript). But you will also be able to work with other languages, so far support for the well known LÖVE2D is available.

Learn more in this video:


The source is available here and there is also an repository with a few sample games. If you like what they are doing, please consider becoming a supporter.

Looking forward to your new HTML5 games!

The CollectorVision Phoenix - An FPGA Console Behind The Times?

The ColecoVision has a very driven fan community.  I did not own one and really do not share the love that those who do or did have, but nonetheless it is a classic gaming system that has new products and peripherals released for it.  The idea of recreating the Coleco in a modern, updated console, has long been talked about.  Currently, no less than three different groups have announced some kind of FPGA-based Coleco.  One of those project, called the CollectorVision Phoenix, is now accepting funding on kickstarter.  Let's look into the Phoenix's campaign and features and I will explain why I think you should give this FPGA console a pass.
Read more »

Persona 4: Golden, The Famitsu Interview (Part I)







Translator's Note:

This is my first attempt at translation of an interview from Japanese into English. I couldn't find an English version of this Famitsu published anywhere, but if anyone knows of such, I'd be curious to see their take. This is an interview conducted by Famitsu's Keiji Kawashima, asking questions to Altus' head translator, Yu Namba, about the long process of localizing Persona 4: Golden into English.. I am by no means an expert in Japanese or translation, so as expected, this interview may be riddled with errors, and should be taken with a grain of salt. If anyone has any constructive criticism for me, leave a comment below or hit me up by email at sansuthecat@yahoo.com. All this being said, I very much enjoyed the interview, and I hope you do, too.

- Joseph Erobha




Persona 4: The Golden's Reasons For Popularity In America. An Interview With The Head Translator, Part I.

A Game With A Setting In The Japanese Countryside...What Gives?


Even though the setting of Persona 4: The Golden is in the Japanese countryside, North American gamers valued it very highly. We heard from the head translator at Atlus the reasons why this is so.

Persona 4: The Golden is a unique blend of RPG that simulates everyday high school life with battles that use the Persona, the power of one's heart. Even though the game is set in the Japanese countryside, North American gamers thought rather highly of it. For this article, the information editor of our weekly publication, Keiji Kawashima, who had played the North American version, spoke with Atlus's head translator. Kawashima greatly loves the Persona series. Even here in Japan, he often plays the best-selling game's North American version. He has but one reason for this: Playing a game you like once more like playing it for the first time. For this RPG, that includes hearing the characters speak to themselves in English, obviously, but the graphical and production aspects undergo change as well. There are numerous secrets and experiences to discover. This time, we overflowed with anticipation for the North American edition of Persona 4: The Golden (abv. P4G) and we heard from Yu Namba, who is responsible for translation and localization at Index Digital Media, Inc. (Atlus's North American counterpart).


Kawashima: "First of all, tell us how the West values P4G."

Namba: "Two months since its release (1/24/2013) the North American version of P4G has recieved a high score of 94 out of 100 on the aggregate review site, Metacritic. It's also number one in the PS Vita category and is on its way to becoming number one in the genre. The PS2 version was also highly revered in North America, but P4G added many elements of quality and variety that further enriched the game's content. So it were as if from the start these natural inclusions were ready for warm reception."

Kawashima: "North American gamers also accepted a story that unfolded on the Japanese countryside."

Namba: "Whenever I read a comment on the content like, "The Japanese setting was irrelevant, I could intimately embrace and empathize with the story and characters", I think that the development team, the localization team, and the voice actors came together as one to wrestle with the North American version, and I'm happy that they could release such a wonderful game. The Persona summons, 1-more turn, and All-Out Attack also contributed to the highly rated battle system. Additionally, scooter attacks and costume changes were brought in as new elements, so I often see opinions that say, "The battles are a lot better. As such, the modes of everyday life activities and dungeon crawling also had a major impact. In every part put in by the gamer, they can get very absorbed in playing the role as protagonist, and I think that the heartstrings of Western gamers were touched by game that allowed such a high degree of choice. "

Kawashima: "Can you tell us about the heavy use of vocals on the background music?

Namba: "Overall, the background music was also highly well-received. I think that the reach of the Western versions of had a role in PG4 and Persona 3 adopting English vocals in even the original Japanese titles. That's a little interesting, isn't it?"

Kawashina: "A lot of other elements also added to the popular reception, right? For instance, the PS2's title was "Shin Megami Tensei: Persona 4", but the "Shin Megami Tensei" title wasn't in the Japanese version. Is there a reason for that?"

Namba: "I think that between around 2003 to 2004, the "Shin Megami Tensei" brand name had just been established in North America. Their first title was "Shin Megami Tensei III: NOCTURNE." Ever since, other Shin Megami Tensei series also came to use the "Shin Megami Tensei" name in English."

Kawashima: "And the official North American title for Persona 4: The Golden became Persona 4: Golden."

Namba: "Throughout the year of 2012, we were finishing up the North American releases of not only P4G, but also Persona 4: Mayonaka Arena, and we came to the opinion that if both games used "Shin Megami Tensei", their titles would be too long. Also, for reasons relevant to the original game's release, I wanted the titles to start with "Persona 4." We left the Japanese title for P4A as is, but for the North American version, we played with the title "Persona 4: Complete Edition (Ultimate)", but we figured that Persona 4: Arena would be much simpler to understand for a fighting game. P4G's title was also subject to this, as it also didn't feel right grammatically. So Persona 4: Golden lost the "The" from the Japanese edition."

Kawashima: "The name of Kuma* (the protagonist's friend) is changed to "Teddie", isn't this linked to the word "bear"?

*"kuma" means "bear" in Japanese.

Namba: "In romanji* Kuma's name us spelled the same, but I don't think it would carry over the same meaning in North America, so we used "Teddie" from the "Teddy" in teddy bear. We also decided to drop the verbal tick "kuma" and instead limit him to adopting "bear". As a noun, "bear" can only mean "kuma", but as a verb, it can hold a variety of meanings. After that, we slightly change a word's spelling while maintaining the pronunciation. In this way, for instance, "very" is said as "beary". So concerning Kuma, his naming and speaking came out like fastballs. The jokes were so Kuma-entangled until our brains were fried. Western gamers have accepted Kuma's character, too, so we are grateful for the hard efforts if the head translation staff."

*"romanji" are romanized versions of Japanese letters. e.g., "たべる" becomes "taberu."

Kawashima: "The pet name of Rise Kujikawa (a friend of the protagonist) was also changed from "Risechi" to "Risette"."

Namba: "'Risechi' is really a common pet name in Japan, but we didn't think North American gamers would feel comfortable saying it, so we named her as though she were the singer if a Western band. So an element of French was thrown into "Risette" to make it look more feminine. Since she was originally called "Risechi", the "Risette" pronunciation affected the game, so commands were changed in English to "Push Risette" or in Japanese, "Rizetto (Risetto) moshite!""

Kawashima: "This game's feature system "Community", was also changed to "Social Link" in the North American version, right?"

Namba: "In Japan, "community" is written in katakana*, so the word gives a unique impression, but I think in North America, "community" is a common word so I wanted to make another word. Both "relationships with others" and "the nurturing of bonds" are ideas in Igor's lines, so from there, we took "relationships with others" to equal "Social" and "bonds" to equal "Link", thus making "Social Link.""

*"katakana" refers to one of the three types of Japanese spelling often used for words of non-native origin.

Kawashima: "How did you translate the humorous jargon for words like "Kaere-ru"*, an item for dungeon escape, or "Okan** Rank" for the "Understanding" Social Quality?"

*"kaere-ru" is a pun on the Japanese word "kaeru (かえる)" meaning "return", often in the context of returning home.

**I have no idea what "okan (オカン)" refers to, though I assume it relates to Buddhism. If anyone has any idea, let me know.

Namba: "The transmission of a word's meaning is dependent on the translation, so the nuances are rarely changed. In the case of "Kaere-ru", we took its English meaning "Go home (uchi ni kaeru)" and made it look like "Goho-M." The protagonist's Understanding, in the Japanese version, progresses from "Bodhisattva" to "Okan", but since America is a Christian nation, we changed it to progress from "Motherly (onna no you na)" to "Saintly (no you na)".

Kawashima: "You must make an effort to respect the Japanese version's nuances while also communicating to North American audiences."

Namba: "Certainly. Another time was with the plastic model item "Mass production type Brahman." "Mass production type" was too long and a weak English translation, so we tried to prepare a different word. We came up with naming it "MF-065 Brahman" after a certain mass production type green robot model. Only certain people will understand this enigmatic reference, but there are lots of Gundam fans in North America, too. (laughs)*"

*It's a reference to Gundam's MS-06S Zaku Commander Type II

Kawashima: "The dialogue and the cut scenes were also greatly affected. Nanako only sings "Everyday, young life! Junes!", but the lyrics change slightly in the North American version."

Namba: "The Junes jingle did not work well in English, so it was necessary to change it to sound more like Western supermarkets and department stores. However, the spelling of "Junes" constantly appears throughout the game in the town's graphical background, so we couldn't change the department name. The word originally comes from "Jeunesse" (youth), so we dropped "young life" from the jingle and added "Mainichi saikou! Anata no junesu" which became translated as "Everyday's great at your Junes." I was quite happy when Nanako's voice actress sang it for us so cute.

"Moving on, Chie had a line like, "From generation to generation? Wow, that's just like Kaneda." As expected, I thought that Americans wouldn't know that Japanese detective, so I considered replacing Kaneda with Holmes, Poirot, Marlowe, or Miss Marple, but that wouldn't be Chie. Such novels and films were hardly fresh when we included them, so we used the Kizunoha clan name from another company title. I think that Atlus fans who have played the North American versions of Persona 2: Eternal Punishment and Devil Summoner: Raidou Kizunoha vs The Soulless Army, will understand the reference. Even so, the nuance of the original line, "From generation to generation," is lost in translation. Americans don't understand phrases such as "You wear your uncle's name.""

Kawashima: "When shadows of Princess Yukiko, Kanji Tatsumi, and Rise Kujikawa appear in the dungeons, the production title graphics are arranged like a film production." (Laughs)

Namba: "All of the staff enjoyed making the production titles for the English version. Only the characters changed, while the title decorations themselves were left alone, however, ingenuity was necessary for putting English into spaces where Japanese was written. In fact, the titles unintentionally appear to pop out when you see them displayed as banners during the game, so the time spent on them was well worth it. After that, we made the "Void Quest" dungeon's boss fight resemble a Famicom-era game. I remember the staff referencing NES RPG titles when they made the display texts."

Kawashima: "When you see gamer opinions on the Web, it looks like Kanji's Shadow became a much bigger topic in North America."

Namba: "I think that the Shadow embodies Kanji's dilemma, and though his appearance and behavior are bawdy (laughs), the theme he represents weights heavily since it occurs realistic fashion. The theme of "Can you accept yourself, completely, as you are?" An American gamer who sympathized with Kanji told me that this work's stance of "This is okay" had saved them. This is easy to mock, but that kind of sentiment is flowing throughout the company now. Persona 4 can change a single person's life. I think that's truly wonderful. All of this is due to the enthusiasm of the development team, and the passionate performance of Kanji's voice actor...though I wonder if Kanji's Shadow was a little too passionate (laughs)."

Kawashima: "As a translator, which scene would you cite as having the deepest impression on you?"

Namba: "Since this will be a spoiler, specific occurrences can go without saying. So without spoiling anything in Persona 4, I personally think it's the scene at the hospital. That one. Persona 4 is about high school life and an ongoing, bizarre murder case. Both "the good life" and "the shadow of death" are depicted in this work. Until now, the main characters have lived relatively carefree, but here, the danger lurking beneath is recognized anew. This is a very important moment. I think that we definitely didn't cut corners here. We were all so fired up in handling the writing and voice recording of the script. The superb acting by the voice actors really brought it home, especially the voices for Yosuke and Dojima. Those two overwhelmed us with their bloodcurdling performances. Ever since Atlus USA formed in 1999, we have handled the localization of many various titles. To me, that scene was the turning point, that from now on, we must exceed our objectives."

- End of Part I


The interview in the original Japanese:
https://web.archive.org/web/20141024074917/http://www.famitsu.com/news/201302/02028096.html

The Art of Video Games: Persona 4
https://sansuthecat.blogspot.com/2017/07/the-art-of-video-games-persona-4.html