Author Topic: Bravely Second Localization Changes Made By Developers, Spurred By Fan Feedback  (Read 1555 times)

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Offline Shaymin

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Players felt that empathy crossed the line into scolding.

http://www.nintendoworldreport.com/news/42314/bravely-second-localization-changes-made-by-developers-spurred-by-fan-feedback

Changes to the ending of sidequests in the European version of Bravely Second were made by SquareEnix and Silicon Studio due to fan feedback.

Originally, the endings to sidequests in the Japanese version would cause what Japanese players felt was "undue regret". In a statement to NintendoLife, Nintendo explained the decision as a step to improve the game experience: "...each side quest would end with the team lamenting the decision they made, regardless of the player's decision. This was intended to help players empathise with the characters' situation, but overwhelming feedback from players indicated they felt an unsatisfying disconnect between their intentions and the characters' reaction."

It is not known if the changes will be kept for the North American version of the title at this time.

Donald Theriault - News Editor, Nintendo World Report / 2016 Nintendo World Champion
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Offline Enner

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Well, that settles that, right? This was a change brought in part by the fans. I mean, the fans can't be wrong or there can't be a wrong group of fans, yeah?


*ducks for cover*

Offline ejamer

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Thank goodness the developers stepped in.  Not sure whose idea it was to give consequences for player actions inside an RPG, but we can't deal with that North America!


(Kidding aside, how badly must they have messed things up if this was really a problem and not just people saying stupid things.  Those consequences are exactly what I want in an RPG, so having the game "streamlined" by removing the possibility of negativity is not a good selling point.)
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Offline Soren

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So...censorship?
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Offline Enner

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Those consequences are exactly what I want in an RPG, so having the game "streamlined" by removing the possibility of negativity is not a good selling point.

I took it less as "they removed harsh consequences" and more of "they removed writing that sucked."

Without knowing Japanese and playing the original, I will never know which it is for sure. But given my experience with Japanese video game stories thus far, I'm leaning towards the latter.

Offline ejamer

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Those consequences are exactly what I want in an RPG, so having the game "streamlined" by removing the possibility of negativity is not a good selling point.

I took it less as "they removed harsh consequences" and more of "they removed writing that sucked."

Without knowing Japanese and playing the original, I will never know which it is for sure. But given my experience with Japanese video game stories thus far, I'm leaning towards the latter.


You are likely right.  It sounded (to me) like the guys on Famicast thought the change was pretty dumb overreaction... but we probably won't ever know exactly.


I stand by my "someone must have really screwed up" sentiment if the removal of this feature really was necessary, especially if localization couldn't fix the writing since it's apparently so good at making everything else better for western audiences.


Censorship?  Probably not.  Stupid choice?  Probably.
« Last Edit: March 20, 2016, 08:51:16 PM by ejamer »
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Offline Mop it up

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Yeah, this is a case of me needing to know more information about the original for me to make a call on it.