Monday, November 03, 2008

Inkdeath by Cornelia Funke (sequel to Inkheart and Inkspell)

Angered by the book Mo has bound for the Adderhead that has made the Adderhead immortal, Death gives Mo a bargain: if he destroys the book and kills the Adderhead before spring, he will be allowed to live and his friend Dustfinger will return. If he fails, he, his daughter Meggie, and Dustfinger will all die. It seems easy to slip into the Adderhead's chambers and destroy him and the book, but Mo is the famed robber Bluejay, with a price on his head. The Adderhead will do anything to kill him, his family, and all whom he holds dear. Can he and Meggie read the right words, as they did before in Inkheart and Inkspell, and end the fear and threat?

Good. It was like the fifth and sixth Harry Potters, though: a good read, one I would read again and recommend, but mostly tying up loose ends- and creating more- that were left by the first two books. Sure Meggie's choice between Farid and Doria is interesting, but is it important? Sure the Magpie's revenge is scary, but is it necessary? If Funke doesn't set a limit and an overarching problem for the books, it will become a large, rather boring series.
Not to mention the whole Death thing. Interesting- is it possible to cheat Death? Can people die twice and still be alive?- but perhaps it's something best left alone. Nobody knows what it's like- too bad Lazarus didn't write things down- and it would be awfully easy to convey the wrong idea.

---
National Novel Writing Month (NaNoWriMo) is in the twentieth hour of its third day, with 5649 words!

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Anonymous said...

Because of innumerable cultural elements that a specific to a place or territory, a video game, already released in some places and that looks completely acceptable in one region may be looked upon as unacceptable in another. This is a good reason to thin that video game adaptation - unlike just straight translation - is a must for video games.

But these facts raise an important questions: when does localization go so far that it becomes censorship? Should gamers accept this?

Let's take a recent example, I'll use the newest installment in the Yakuza series. Yakuza 3 - an imported Japanese PlayStation game - was recently released in the US. A lot of gamers complained because some scenes and important elements of the games where changed when the game made it to US.

This gets me wondering: how much of the cut content was actually "inappropriate for American audiences" as in "cultural differences would prevent full understanding and therefore only serve to confuse the player and impede their progress", as opposed to "Americans are generally far more religious and uptight than Japanese people, so we can't show them this kind of nudity and/or violence"? It was certainly a disappointment for gamers who expected to have the same game as the Japanese one after reading reviews and news in video game magazines or forums.

Most of gamers are reasonable adults who just want to enjoy the game as it is, instead of playing an edited, censored version of it. So please, developers, think of gamers first when you are localizing your games.

Video game localization shall always be respectful of gamers.

...I just think of these things, and then I don't feel so bad!

  • Barnes and Noble (and books in general)
  • birthday parties
  • friends
  • fun words (like effervescent and uber)
  • knitting
  • learning languages
  • RUF
  • Scrabble...and other word games
  • skiing
  • sleep-overs
  • swimming
  • tea
  • traveling (not the car part, so much!)
  • weddings
  • writing fantasy stories