作者:wadminw

I recently said that reviewing text localizations is “meh”, because diverging meanings in this case cannot be avoided, especially if we are talking about a project as grandiose in many aspects as Cyberpunk 2077 . But it would be somehow strange to ignore the game that brought most of my audience to my YouTube channel.

If you are still here for the first time and haven’t watched previous videos/read previous blogs, then I highly recommend starting with them. So the experience will be more complete. Just as Phantom Liberty is an add-on for the game, this release should be considered a kind of addition to the two already released, so I won’t take up much of your time today.
Well, according to the classics – SPOILERS!

The events of the add-on take place in Dogtown, this is a kind of Vatican in Night City. That’s where we’ll start. Dogtown in localization it is Dog city. I have nothing against such a translation, it is quite straightforward, but Kennel from the Ukrainian localization it looks much more attractive, and it simply harmonizes better at the audio-visual level with the main local group – Barghest.

Their logo depicts the very same barghest – a creature from English folklore in the form of a dog, an evil spirit that brings misfortune and grief.

Dog city hurts the ear mainly because there are not so many similar phrases in everyday life, only dog ​​paws and dog faces come to mind, which, you see, in analogy does not look very scary. But Kennel somehow immediately puts you in the right mood, better reflects the atmosphere of this, for lack of a better word, “city”.

What our protagonist said when he landed with his face on the floor?

V, take her in your arms. – No problem.

V and Reed

But the other way around also happens. Here is a replica from one of the endings (more clearly in the video version):

Fuck, fuck, fuck.

V, looking at a fresh corpse

In the obstacle pushing scene, the President says:

And everything would be fine if the heroes pulled and not pushed. I understand that this is a rather stable expression, but nothing prevented us from translating it as “friendly!" or "at once!». This brings us back to the statement that localizers always had a context and understanding of what was happening in the scene.
I won’t go into detail, there is a whole blog on the website, and a video on the channel. Pour some tea and go!

I don’t know how I missed this in the original game, but there is one funny catch with our biochip:

That is, V speaks abstractly, without going into details, and Myers voices the guess that this is exactly the same mythical biochip that few initiates know as “Relic”. Now localization:

– I have an experimental Arasaki device in my head that is killing me.
– You’re talking about a biochip now?

This is in no way a mistake, https://betway-casino.uk/ please note. It’s just that the localizers continued to follow the course set in the localization of the base game, according to which biochip identified with Relic, so as not to multiply entities. With full dubbing, we would never have noticed.

If it seems to you that these remarks are monopenisual, then I suggest looking at it from this angle: I don’t know what I expected I identify with confusion and disappointment. And Soyka knew perfectly well that the president would do anything to prevent her from leaving. This is to be expected is nothing more than confirmation of her opinion of the president as an unprincipled tyrant. In this context, the difference, I think, becomes clear as day.

Cough cough. I found. It’s on physical media in Jay’s bosom.

Even if there is something else under the “find” – the text of the replica itself reads: “How do you extract the neural matrix?». It seems like in the base game, here the translators worked in shifts.

And now attention, a joke:

One day a translator comes from that sharashka office where they translated all this to their work, and the project manager stops him with edits and says:

What, you’re not funny? It’s strange, but Victor chuckles in drool:

The context of the replica is not taken into account here.
V says in a joking manner that even if the world ends, Victor will still be ready to help. Only in the original Victor responds with melancholy Yeah, and for some reason he’s already laughing in the localization. Which, as you understand, frankly sucks with the original soundtrack .

Localization was not without text jambs. Here and there in messages the game confuses the gender of the protagonist. I played as a V-man, but the game persistently hinted to me otherwise:

I might not have found fault with this if it had been like this throughout the entire length of the DLC – after all, the main character of the game in the promotional company was Valerie, not Vincent, which is once again confirmed by the gorgeous final video a la Bond films.

Alas, this is more of a translation error than an error in the game code.

What really cannot be ignored is the hype surrounding the localization itself.

One cannot help but be happy for Ukrainian gamers, because the release of the add-on and patch 2.0 Ukrainian translation was added to the game, although only in text.

“I am incredibly glad that Ukrainian gamers will soon be able to plunge into the world of Cyberpunk 2077 in our native language. We at CD Projekt RED wanted to recognize and support this community."

Localization project manager Maria Strilchuk

Developing the Ukrainian localization for Cyberpunk 2077 was a truly exciting challenge for our localization team. It’s always interesting to add new languages ​​to existing games, especially in such giant projects as Cyberpunk 2077. We were working on the base game and the expansion at the same time, which introduced certain difficulties.
It took us over a year to translate and adapt over a million words of dialogue, in-game text and interface, followed by extensive testing to ensure the best possible experience for our Ukrainian-speaking players. I sincerely hope that the Ukrainian community will enjoy every minute of this localization.

Senior localization manager Alexander Radkevich

After February 2022, CD PROJEKT RED ceased cooperation with tax residents of Russia and Belarus, and therefore work on dubbing the add-on into Russian became impossible. At the time of release, “Phantom Freedom” will only be available with Russian text localization.

People’s craftsmen have also had their oxygen cut off: the guys from GamesVoice have been wagged with their fingers, citing unreasonably astronomical amounts of fees, and the MD Says team, for a trailer voiced using the now fashionable neural networks, are being given strikes. In general, the Poles are doing everything possible to prevent dubbing from happening. However, oddly enough, in the case of the latter, I can even understand them: today everyone is horrified by what neural networks are capable of in the right hands, especially actors. Yes, and I, as a translator, worry. To make sure of this, you just need to turn on the video version. Yes, she is voiced by my voice, generated by a neural network that I trained in my previous videos in a couple of clicks.
In my opinion, this is an excellent result for just one dollar.

That’s why CDPR won’t sit quietly and wait until they get their fill of agents and trade unions, but will immediately nip such ideas in the bud. Still, using neural networks to recreate any voice other than your own is, whatever one may say, a rather serious offense. Well, that’s not the point of this speech.

Suddenly, along with the Ukrainian localization, this kind of unpleasant, politically incorrect crap seeps into the game:

Here the same Russian warship was turned in, and Ukraine was made from the USSR, and the gang of “Scavengers”, who came from that same USSR, were reduced to simple Rus, and for some reason the in-game citizen Khokhlova was renamed Moskal.

Yes, I know that this news is not the first news and has already been sucked up by everyone two hundred times, but I’m actually doing “Lost in Translation” here, which means it’s NECESSARY.

Giggles with giggles, and that’s all. And it’s not offensive at all, since kindergarten “Kozyulka”, as my class teacher put it. It’s a completely different matter.

I am against politics in games and don’t take any side of the conflict now, but this is just disgusting, low and downright pathetic.

For your understanding, there is a project manager, the aforementioned Maria Strilchuk. Above her is the Senior Manager for all localizations, our old friend Alexander Radkevich. That is, these shoals into which you, CDPR, have been shoved in the face have passed not one, but at least two instances? From this year, Sasha Radkevich is not just a Senior Manager, as indicated in the article on the Cyberpunk website, but already a whole Expert Localization Project Manager. That is, he was not only not bent over for such a joint, but also promoted. And after that you have nothing to do with it?

Strelchuk, by the way, also changed their position to Localization Engineer, whatever that means. And she even commented with a post on X:

“I want to clarify the “correction” of the Ukrainian localization. They concern lines whose original meaning is lost in the adapted version, including some references to the Russian-Ukrainian war. Our support for Ukraine remains unchanged, but we prefer to show it through positive actions.".

Localization project manager Maria Strelchuk

Yes, localization affects the entire game, and not just the DLC, it could have been overlooked, but guys – who cares about it?? Maybe I’ll say something offensive now, but you didn’t even have to do double work there – you could take the Russian localization of the base game as a basis, which the localizers most likely did. Yes, yes, they are working on all localizations in parallel, we heard that. True, this work begins only after the plot, written by the Poles and translated into English, is distributed to all localization teams.

Ukrainian localization of Cyberpunk 2077 and DLC Phantom Liberty was directly handled by third-party unlocteam and SBT Localization under the leadership of the same Maria Strelchuk. Moreover, unlocteam emphasized that all terminology was agreed directly with the CD PROJEKT RED studio, and the translation “went through several full-fledged LQAs”. That is, CDPR will not be able to get away with it no matter how hard they try. They’re not lying when they say it wasn’t their employees who wrote it. But that doesn’t relieve them of guilt.

Unfortunately, I couldn’t find any information about who was involved in Russian localization, but there are suggestions online that the same guys mentioned earlier were involved in it. This option looks quite plausible, given the impossibility of cooperation between CDPR and tax residents of the Russian Federation and Belarus that I mentioned. But I didn’t hold a candle, correct me in the comments if I’m wrong.

It’s time for us to wrap up. The smaller the project, the easier it is to catch bugs, so it’s not surprising that this release was so short.
And to you, viewers, I want to wish peaceful skies above your heads and remind you that at any time the main thing is to remain human. Thanks for watching.

Today I’ll tell you about another Australian band performing good psychedelic music. It Flew Away – Pull Out All The Stops. Album recorded in 1972, released in 1987. You can feel the real talent of the performers, very original beautiful music, diversity in literally everything. I recommend!

Band from suburban Melbourne. It was created based on an ad in a bookstore submitted by Rob, brother of guitarist John Reid..
They were creating in an era when the mere ability to express one’s musical ideas was enough to feel rewarded for long hours of rehearsal and lugging around equipment… However, idealism could not make up for the lack of equipment, and lack of funds drove the group into a corner… Ambitious keyboard licks, combined with excellent guitar sound and a powerful rhythm section, made the group’s sound more memorable than many other symphonic rock groups of the time..

Genre(s):
Symphonic prog
Psychedelic rock
Compound:
Ian Clarke – Keyboards (keyboards, electric organ)
Barend du Preez – Bass, Vocals, Harmonica (bass, vocals, harmonica)
John Reid – Guitar (guitar)
Shane Cleary – Drums

(There was a Flash player, https://casino-666.co.uk/ but since 2020 Flash is not supported by browsers)

(There was a Flash player, but since 2020 Flash is not supported by browsers)

(There was a Flash player, but since 2020 Flash is not supported by browsers)

(There was a Flash player, but since 2020 Flash is not supported by browsers)

(There was a Flash player, but since 2020 Flash is not supported by browsers)

(There was a Flash player, but since 2020 Flash is not supported by browsers)

(There was a Flash player, but since 2020 Flash is not supported by browsers)

(There was a Flash player, but since 2020 Flash is not supported by browsers)

Good day. The annual ceremony is over TGA 2016. They showed a lot of interesting things, for example a new trailer Death Stranding from which it is only clear that Kojima is a genius and the first decent gameplay Mass Effect Andromeda from which it is clear that Mass Effect I’m not waiting anymore. Well, that’s all, I’ve already listed everything interesting. Well, there was another gameplayPrey. He inspired me to write this post. Here I will try to tell you how it happened that the brutal and brutal shooter of 2006 turned into an atmospheric action movie about a bounty hunter, but then something went wrong, and in the end we have a reincarnation in a mug, and enemies from Ikea. But first things first. So, I’m talking, of course, about Prey and her unenviable history.

First part Prey was a sci-fi shooter, match Doom 3. Main character, Indian Tommy, I was in my friend’s bar, playing slot machines, changing channels on TV, fighting with gopniks and then BAM BAM BAM. And the main character is already on the spaceship, tied and defenseless, and aliens are roaming around.

Well, then escape, a wrench and a reduction in the alien population on a sky-high scale. But there were quite a lot of interesting features. All weapons, except the wrench, were organic, the game used portals to travel through locations, you could turn rooms upside down, and so on.

Prey was absolutely not shy about making gestures. Here and there you could find scraps of human bodies, walls stained with blood, watch how the protagonist’s grandfather was torn to pieces, and of course, kill possessed children. Eh, now they would ban the release of this..

In general, the first Prey turned out to be a success and was able to take its rightful place among other popular shooters of those years. Developers from Human Head Studios immediately sat down to rivet a sequel (which was supposed to be a direct sequel), but then came to them ZeniMax and offered to make the game under their wing, and in return they would give them some money. No sooner said than done. U Human Head funds appeared to develop exactly the game they wanted, and ZeniMax received the rights to Prey. Ultimately this and I was the beginning of the end.

In 2011, Prey 2 received an announcement and the first trailer. And your mother, how good he was. Western atmosphere, intriguing plot, Johnny Cash on the chorus. Everything was as it should be.

The main character should have been Killian Samuel, air marshal on one of the plane flights. Well, again BAM BAM BAM, the plane with the main character on board is kidnapped by aliens, he is the only survivor, there is no way to return to his home planet, he has to settle on this. Killian becomes a bounty hunter so as not to die of starvation. I must say that there are no people on this planet except him, absolutely.

It was a promising release. Many people liked the new concept and began to wait diligently and closely follow. And then the first gameplay appeared.

And he was good too. They showed https://21coukcasino.uk/ non-linear passage, parkour, new features with shootings and much more. The public was excited and no one could even think that the game would suffer a sad fate, because it was almost ready. The only complaint was about the graphics. The game still used the engine of the first part.

Bethesda I scratched my ass, looked at the money invested in development and the product, and decided to close the whole thing, cancel development, and send the developers to work on some kind of shooter Minimum, and then they completely dispersed them to their homes, of course, leaving the rights to Prey to myself.

So, here it is already 2016, on E3 showed a new version Prey by Arcane Studios. And what the fuck?! It was a completely different game, which was more like Bioshock.

From now on the main character Morgan Yu (or its female counterpart), who loves coffee very much, suffers from an eye infection, has gone crazy and hates furniture, but can also turn into a mug himself. Needless to say, such a drastic change in concept appealed to few people, and I was one of them.

I have no idea what’s going on in the developers’ heads, but they better stop. Although I don’t rule out the possibility that the game could turn out good, I still remember the 2011 version and I can’t look at this reboot without tears.

So, let’s sum it up. Prey went the wrong way at all. The only thing left from the original is the title. The game could be called anything, for example Furniture Destroyer. But apparently they decided to go with the name. In vain, it seems to me. The 2011 version had at least an indirect connection to the original. But we have what we have. The game is due out in March 2017, so we’ll see if I’m right.

Well, that’s all for me, I hope my whining doesn’t bore you.

Prey (2006)

Best comments

The adoration of a game that no one has played and the hatred of a game… that no one has played is already pretty intense.

Yes, yes, I’m also very sorry for the 2011 concept. But the game was simply thrown into the trash, and nothing can be done about it. It’s stupid to dislike the 2016 version because of this; the only thing its authors are to blame for is that they called it by the wrong name.

On the one hand, I understand the dissatisfaction with the 2017 project, since they completely changed the concept and turned it into a kind of mixture of Dishonored, Alien Isolation, System Schock, Bioschock. I watched the trailer for Prez (2011) for the first time on SG, and then the voiced trailer was released by the SG team itself, and I began to look forward to the game with all my heart. Everything that the developers promised then was quite fresh and not washed-out. In this post I saw the gameplay from the demo version from E3 for the first time, I was so upset, because the project was very interesting and the fact that the project was closed became incomprehensible. In the presented video, (thanks to the author), I agree that besides graphics, it is very difficult to get to grips with anything. Resentment.
However, I don’t think that the analogue from 2017 will be worse. Revised the concept. Revised gameplay. Let’s wait – the only way out. Of course, turning the GG into a mug looks much ridiculous, but this is a cool solution from a gameplay point of view. At least I haven’t seen anything like this anywhere. I like the atmosphere of the new Prey because of the similarity with System shock.
Ultimately, one project is ruined and another takes its place. Only time will tell what the outcome will be.

My comment was emotional.

Of course, turning the GG into a mug looks much ridiculous, but this is a cool solution from a gameplay point of view.

I have cognitive dissonance.

The first part had (I repeat) preconditions for a continuation.But it doesn’t matter, because my opinion is like a squeak in space.Yes, it’s stupid to judge someone else’s work without having your own.After all, the fingers of one hand are enough to count the number our companiesdevelopers)

Who else besides us, the players (spectators, users), will evaluate? Our opinion is more valuable. So, I don’t see stupidity in expressing my opinion.

Okay, calmed down)
As for Prey 2006, I’ll start posting a blog (this is the fourth time I’ve played, I’m making footage). So… for nostalgia.

Personally, I was also salivating looking at the materials on Prey 2, and waited diligently. But I don’t lose optimism about the new Prey either, and here’s why.
1) Under the wing of the gazebo, continuations of classic shooters were released and despite the changes compared to the originals, they turned out to be simply gorgeous.
2) Arkane made great two parts of Dishonored, yes, I know that Prey is making another division, but they will most likely cooperate.
3) Games based on the System Shock concept are good, they all received their praise, and deservedly so.

Regarding Prey 2017 – (expletive), are they really (expletive).In a mug?! No, well, you sure are (obscene language). Yes, as the author of the post said, Prey 2 was good – light irony, a cool breeze on a hot day, the smile of a girl passing by, not a raisin, but not the bottom and somewhat reminiscent of Guardians of the Galaxy. But what (expletive), bitch!
In general, money spoils people, and big money..

Games in which we have to step into the shoes of real wild animals do not appear very often. The only thing that comes to mind is the series Shelter Yes Life of Black Tiger – judging by the trailer alone, the worst game for PlayStation 4. Even before the release of “The Life of the Black Tiger,” a small German studio Mooneye foresaw that the world would be in dire need of good games where we control animals, and in 2016 launched a fundraising campaign on Kickstarter for Lost Ember.

The required amount of money, 100 thousand euros, was collected in just two days, and as a result, backers supported the game for an amount three times more than expected. The foundation for an independent team of five people was laid very well. All that remained was to meet the public’s expectations. There were certain concerns in this regard, because Lost Ember – this is a debut project Mooneye Studios. The company’s employees followed their dream: they quit their office jobs and founded their own indie studio. Creative freedom is, of course, a good thing, but did the Germans manage not to get drunk on it and not let their backers down??

In the animal world

The beginning Lost Ember simple: in a deserted world, a talkative spirit-wisp finds a she-wolf who understands him and asks her for help. Fire really wants to get out of the forest and get to a certain City of Light, but a barrier doesn’t let him in. Although the she-wolf cannot speak humanly, she makes it clear with all her behavior that she doesn’t mind going on the road and helping a new friend. Throughout their journey, the couple will gradually remember the past and piece by piece reconstruct the history of the places through which their path passes.

Delving deeper into the plot means ruining all the intrigue: even though completely different things are paramount in the game, there is also a strong emphasis on history. I won’t say that it struck me with its depth (it itself is quite simple, even with all its unexpected twists), but there are touching moments in the plot and some special tenderness for nature is felt.

This same tenderness is felt not only at the plot level. The exploration of locations itself is full of nuances that make you fall in love with the game. We control a graceful she-wolf, explore fields and forests, caves and abandoned buildings, deserts and reservoirs together with her and Ogonyok.

Red columns of smoke show the way and lead to a new memory. However, due to the fact that the biomes themselves are quite large, it is not always clear where to go next: sometimes the smoke is simply not visible.

The world is full of all kinds https://vegaspluscasino.co.uk/ of living creatures: wombats run in the grass, hummingbirds hover over flowers, birds soar in the sky, fish splash in the water and ducks swim decorously. Each of these creatures can be inhabited by getting close enough. Our she-wolf is not as simple as it seems – she turned out to be a “soul walker” and is able to easily move into other creatures.

Playing for each of the animals is, of course, different. Parrots can fly and quickly cover long distances, buffalos break small obstacles with their foreheads, armadillos dig the ground and, thanks to their small size, can get into places inaccessible to other animals. Here you can even become a slow turtle – although exploring the world as her isn’t much fun.

Each of the animals has its own optional actions that add Lost Ember even more charm. Someone can fall on a side or lie down with their paws folded under them, someone greedily crunches on the berries they find, but my favorites are wombats who can roll carefree on the ground like Sonic the Hedgehog.

Well isn’t it lovely? All that remains is to play music from Green Hill Zone in the background. Or Limp Bizkit – Rollin`, as you like.

Wolf and seven animals

Transformation into other animals is the only way to get to places inaccessible to the she-wolf. You can return to your original form at any time, the main thing is that there is support under your feet – in the depths of the sea or high above the ground, turning into a wolf will not work. Finding the right animal for further advancement is almost the only task that the developers set for the player. And “search” is too strong a word. The animal you are looking for, as a rule, lives exactly where its abilities are needed – a family of armadillos will live near the wall under which you need to dig a passage, and a flock of birds will certainly be waiting on the edge of the cliff for the opportunity to take off.

IN Lost Ember there are no tricky puzzles or hostile animals. “We want players to move through the world at their own pace, without having their gameplay interrupted by combat, overly difficult puzzles, or death in general,” the developers explained on Kickstarter. Only unsuccessful acrobatics can pose a threat: all animals, except the mountain goat, after falling from a more or less high ledge, are expected to darken the screen and return to the hard surface. At first, this is a little annoying: the distance does not seem large, and from the experience of other games, you want to cut it off as quickly as possible. But over time to a leisurely pace Lost Ember you get used to it.

In the game you can meet rare representatives of some animal species. True, they are no different from their counterparts in anything other than a white glow.

Lost Ember should have been released this summer, but you yourself know how often the launch of creations from Kickstarter is postponed. The extra time probably benefited the developers: in ten hours of playthrough I encountered very few bugs. A couple of times animals got stuck in walls when transforming in tight places, and once a bird soaring down ended up outside the map. All these problems were easily solved by rolling back to the nearest save point, fortunately they are placed here quite often.

Since the game is primarily about walking (running, swimming, flying) around the world, its exploration is encouraged by finding all sorts of secrets. In secluded corners, animals discover mushrooms, which are added to the player’s collection. In addition to them, there are many optional artifacts scattered around the locations (and sometimes well hidden) that tell about the past of the fictional people of Yanran.

You can return to collecting collectibles even after completing the storyline by selecting the desired chapter from the menu.

Lost Ember — a not very long meditative journey through the world of wild nature that captivates with its beauty, a kind of walking simulator in the role of an animal. The game about a she-wolf and her talkative companion is designed to relax as much as possible after a hard day at work. There is no challenge, no artificially created tests – just leisurely exploration and a story that unfolds against the backdrop of picturesque landscapes. Not everyone may like this format, but if you suddenly want to be distracted by something as relaxing as possible, then Lost Ember will be an excellent candidate. She’s also a good example of how a decent game can be created by a team of just five people.

Cons: the story is too simple and unpretentious with all its truisms from the category “Violence begets violence”; minor bugs like getting stuck in textures.

Pros: detailed landscapes that constantly inspire admiration, and their charming inhabitants (wombats and little ducklings will remain in my heart for a long time!).

保持联系

与我们保持联系,您将快人一步优先获得路德高中留学一手信息,清楚了解美国高中留学的方方面面技巧与注意事项。

美国路德教育集团
Lutheran Education

技术支持


易传识教育技术
echines K12 Education Service