BioShock™ - contact@rockpapershotgun.com (Brendan Caldwell)

Minigames are the coffee Revel of videogames. They are harmless, infrequent and unpleasant to think about. We accept their presence, yet no one has ever eaten a pack of Revels and wished for more coffee nuggets. Nobody completed Final Fantasy X and thought: Needs more Blitzball . That minigames exist as a mild distraction inside the glowing guts of other games is itself ridiculous. Imagine you were on a golf course, and hole 12 turned out to be its own 8-hole pitch n putt. This is stupid, you d think, and then you would play pitch n putt for the rest of the day in a mindless stupor.

Here are the 7 most gratuitous minigames – but do they all deserve to be here?

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Half-Life 2 - contact@rockpapershotgun.com (RPS)

Those of you chained to the churning wheel of the internet might have seen this facial recognition algorithm thingo doing the rounds. It’s called ImageNet Roulette, and it’s basically a website where you feed in a photo of your human face and see what the cybergods of our terrible future make of you. But it’s probably not safe to show the neurohive your real face. So we showed it 13 pictures of videogame characters instead, to see if the machine lords of the net realm can tell who they are and what they are all about. The short answer: not really, but sometimes. The neural net, it turns out, is a dangerous idiot.

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Yakuza 0 - contact@rockpapershotgun.com (Alice O'Connor)

Sega this week announced western releases for another three Yakuza games, another three stories of kind-hearted mobsters helping everyone offering fatherly advice to children and adults alike and smashing thugs with bicycles. Yakuza 3, 4, 5 are the latest coming our way and… well, Sega haven’t actually confirmed PC releases yet. Seeing as the series grew on PlayStation, it’s starting there. But asked this week whether the rest of the series is coming to PC too, Sega’s Yakuzoids avoided giving a straight answer and I’m totally reading that as “Shhh! The PR people won’t let us talk about it yet.” Please, Ian Sega, hop to.

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Tom Clancy’s The Division™ - contact@rockpapershotgun.com (RPS)

Rural life is disgusting. All those shrubs and trees, how awful. You should pack your checkered pouch and head into the big smoke. The shining cities of videogameland are calling to you, and the team of the RPS podcast, the Electronic Wireless Show, will be there to help you get settled in to your disgusting, overpriced flat no matter which giant urban maze you choose. Trust us, life is so much better in the city.

Ignore the rats. You’ll get used to them.

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Yakuza 0

Localisation is a word for a number of processes all to do with ensuring a game is ready for a specific local market. this includes everything from creating a translation that stays faithful to the originally intended meaning, to cutting and amending content in line with different countries’ laws. the Yakuza series’ great localisation is an important factor in its success, and so i asked localisation producer Scott Strichart about the pitfalls of his job.

In order to localise a game correctly you need to have two things: text and context. As with any big creative project on a schedule, you unfortunately don’t necessarily get both at the same time. 

“Until recently, we’d never started localisation prior to the game being done in Japan, which was amazing, because we could just boot up every scene, every substory, every movie right in game,” Strichart says. I imagine him wistfully staring off into the distance. 

To finish everything on time, localisation now often begins before the original text is even finalised. In some cases Strichart and his team make educated guesses at who is talking to whom, how far away speakers are from each other and sometimes even their gender, the latter of which the form of address in Japanese can help with.

“Once a particular scene comes online, we’re able to check it out and adjust accordingly ... It’ll be an ongoing process to smooth this out with [developer Ryu ga Gotoku Studios], but I’m committed to doing that.” Strichart, who took up his current position prior to the release of Yakuza 0, is an enthusiastic spokesperson for localisation with an apparent love for language. 

Having started in QA himself, he acknowledges that building a translator’s skills takes time and teamwork. There’s no small amount of project management behind building an experienced team. 

“Usually our more experienced translators and editors handle the main story, while the supporting translators and editors get assigned swaths of text where it makes sense to group up. For instance, all the substories, all the minigames, all the tutorials, with some natural crossovers when it makes sense to do so. 

“To date, I’ve also stacked a ton of this work on my own plate, because I enjoy the creativity of it. I love having translators and editors on my team who grow with the games, because they’re already familiar with things like the game’s worldview and the styling we use.”

Magic words

Arguably the most important skills to develop are listening and research. ‘Intent’ and ‘atmosphere’ are two words that you hear regularly in localisation, and Strichart explains why. “This game is set in Japan, and I would never want to lose its sense of place and culture at the cost of a little confusion over street food with no one-on-one translation. Maybe you’ll even learn something from the game! Generally speaking, English is a more idiomatic language, so finding idioms that still match the intent of the Japanese dialogue without necessarily matching the line word-for-word is the touch of magic we bring to the game in hopes of making it sound like good dialogue to the English ear.” 

I bring up a scene from Yakuza Kiwami 2, out for PC this month, that serves as a good example for the magic Strichart is talking about. In it, Kiryu gets invited into a club where a gang of adult men roleplay as toddlers. When he refuses to play along, the gang leader shouts, “Let’s pacify this bitch!” 

“The line was originally ‘Let’s crack this bitch’ in Yakuza 2, but Jon Riesenbach, my editor for Kiwami 2, really took it to the next level. See? Magic.”

Changing accents

Localising also means finding a way to approximate local ways of speaking. Dialects use specific words and accents limited to one country. Western Japan’s Kansai dialect used in the series by characters such as Majima is famous throughout the country, but there’s no singular way to localise it, mostly because any accent (such as the Southern American accent Ace Attorney uses in its place) is also specific to one location. Scott weighs in on the tricky question of how to provide a consistent tone in a text several people work on. 

“I made a point to overhaul Majima’s accent starting with Yakuza 0. I aimed to remove any direct correlation one could make to an American South accent and embody what is generally perceived as being the root of the Kansai dialect—faster speech, colourful language, and high energy. This accent actually proved problematic, because I was the only one who could really write in it. “Sam Mullen, our director of production, recently came down on me for it, joking that if I got hit by a car, Majima would have to be written out of the series. I have since written an internal series accent guide and someday, I’ll be forced to let someone else write him.”

There will always be instances in which a reference is so specific to its culture that fitting idioms just don’t exist. Strichart says that even when a few Japanese puns are lost, there are enough ways in which the localisation team can make up for it elsewhere. I appreciate Strichart for shedding more light to a part of the game-making process that we tend to take for granted, especially as English speakers. 

Good localisations don’t just give us something new to play, they also hone our intercultural skills, allowing us to take a peek at the world behind a game.

Yakuza 0

Sega recently published its financial report for the year ending March 2019, and it's not been a great one. While overall sales increased, profits declined for the second consecutive year, with digital games and its slot machines seeing the worst results. In light of this, Sega is refocusing its efforts abroad, particularly when it comes to packaged games and ports. 

Initially, 12 purely digital games were planned for the year, but only eight of them were released. Delays, competition, market saturation and simply taking on too many games are all cited as reasons for the decline in profit. 

On the packaged games front, which includes Yakuza 6 and Football Manager 2019, sales decreased but profits rose thanks to repeat sales in North America and Europe. Sega expanded its efforts abroad and believes that, along with the higher quality of its games, also contributed to a successful year, at least for this part of the business. 

Sega's plan for the next year is to focus on what's already working for the publisher. It expects the domestic Japanese market to stagnate, so it will be looking to the rest of Asia, North America and Europe when it comes to mobile, PC and packaged games.

Expect to see more Japanese console games ported over to PC, too. Sega's plan is to put more of its series on more platforms, including Yakuza and Persona. We've already started to see this, with several Yakuza games making their way onto PC, and they've been very welcome additions to Steam's catalogue. Check out Phil's review of Yakuza 0, the best of the bunch.

I've definitely put too much time into Persona 5 on PS4 to even consider picking it up again on PC, but I'm still eager to see it make the jump. I'd prefer Persona 3, though. I got a bug that killed my save data after 90 hours, so I never finished it. C'mon Sega, help me out.

Cheers, TweakTown.

Yakuza 0 - contact@rockpapershotgun.com (Alice O'Connor)

Gaming’s best dads will return to dispense fatherly advice and bodyslam baddies in Yakuza Kiwami 2 this May, Sega confirmed today. Kiryu and Majima will bring more crime melodrama, more minigames, more daft quests, more japes, and more mobsters whipping their jackets and shirts off in one single dramatic movement to reveal their tattoos when it’s go time. This remake of 2006’s Yakuza 2 is the latest in Sega’s mobster/father brawler-RPG series, though we’ve still not seen Yakuza 6 on PC – or any of the other games from previous console generations. The point is, we’ll hear more men shout “KIRYYYYUUUUU!”

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Yakuza 0 - contact@rockpapershotgun.com (Brendan Caldwell)

Lovers of violent neon soap operas, rejoice. Yakuza Kiwami 2, the open world crime caper about a good dad who punches bad, is coming to PC. At least, that’s if the folks who stamp warnings on game boxes are to be believed. The ERSB posted that a PC version of the game has been given a rating of M for Mature, as spotted by a Reddit user yesterday. The ERSB is the US-based ratings organisation who tell you how many bad drugs there are in your shooty-bang. We are comforted by their summary of the game, which confirms that The words f**k, sh*t, and a*shole appear in the dialogue.

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Yakuza 0 - SEGA Dev
Hi Yakuza fans,

We’ve pushed a small patch to fix a camera issue:

• Fixed an issue where changing the option 'Camera Control (Vertical)' to 'Reverse' didn't apply to the mouse when using mouse and keyboard.

Thank you again to everyone who participated in our beta. As always, we appreciate your support!

In addition, by user request, while we cannot add a separate FOV slider in-game for combat only, we've added a fix via editing the .ini file:

• Added a separate FOV value for combat in the graphics.ini file. Players can access this by browsing to \Users\USERNAME\AppData\Roaming\Sega\Yakuza0\graphics.ini and changing the CombatFieldOfView="62.000" value (minimum 30, maximum 90). Changes will take effect after saving the .ini and relaunching the game. Adjustments made to the in-game FOV slider will override this setting so we recommend players who wish to have separate FOV values first adjust the in game slider to their liking for exploration, then adjust the ini file to adjust the view in combat.

Note that this .ini file fix is not officially supported, so please experiment at your own discretion. The default value is 62.

Please note that this patch will reset your graphics settings to default because of the change made in graphics.ini file. If you have made any changes from default settings previously, please make those changes again and then restart the game. We apologize for this inconvenience.

Thank you,
SEGA Dev
Yakuza 0 - SEGA Dev
Hi Yakuza fans,

Patch 3 has been moved to the default branch. This includes fixes for all of the below. Thank you again to those of you who fed back on the beta branch - your input has been invaluable, and we appreciate your support!

• Fixed an issue related to shaders and shadow rendering affecting lighting/skin tone (most noticeable during cut scene at the end of chapter 6)
• Fixed an issue where certain particle effects were not being displayed (most noticeable when using certain weapons like the cannon)
• Improved ultrawide display support
• Added FOV slider in advanced graphics menu
• Added border artwork displayed during areas with locked aspect ratio when played in non-16:9 display modes
• Added Background audio slider in audio menu
• Added UI toggle in settings menu
• Added target monitor output selection option for multi monitor setups in advanced graphics menu
• Added support for QWERTZ and AZERTY keyboard layouts
• Fixed an issue where disconnecting a controller during conversation could cause a soft lock
• Fixed an issue where mouse cursor would be confined within application window while in menus
• Fixed an issue which could cause a crash when playing the fishing mini game
• Fixed an issue where the game could crash if the installation folder path includes a dot
• Improved behaviour of camera control when using a mouse to use raw mouse input
• Improved mouse scroll wheel behaviour
• Improved Alt+Tab behaviour
• Fixed the issue with the FOV slider zooming in too much during combat.
• Fixed the issue where the UI toggle comes back on after pressing any button.
• Fixed the missing weapon effect issue.
• Fixed the issue in Lao Gui’s voice.
• Fixed an issue where mouse sensitivity was not applied correctly to high DPI mice.
• Fixed an issue where the game can crash when retrying fights if Windows user name contains non-ANSI characters.

ありがとう、
セガ開発者
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