The Silver Case Comparison: PS1 VS PC

By popular… by semi-popular… okay, because three people asked me to, sheesh.

tsc1

PS1 opening, original resolution.

(PS1 Title Screens)



(This is how you select between the main chapters and the journalist chapters.)

(PC Title Screen)

(PS1, Chapter 0 Prologue)


(Tetsugoro arriving in his car. Wonder how they’ll redo this…)

[B]Comparison of Chapter 1: Decoyman[/B]

(PS1)





(PC)







Hope you enjoyed.

The Silver Case demo is on Steam. For real.

As some of you may recall, around eight months ago, I was bandying about the notion of a fan translation for this little crazy game.

 

In a move that is as big a case as can possibly be made for the existence of a higher power, Playism and Active Games Media decided to localize it.

And everyone at iwakura.p breathed a massive sigh of relief.

Make no mistake, people: this would have been the project from hell. The Silver Case is a multimedia MONSTER! Live action footage, anime, a multitude of art styles, and a script so massive that Robert Jordan would go ‘okay, get that man an editor’.

It’s also a PS1 game that is seventeen years old.

And it’s on Steam. Right now. You can actually PLAY A TRANSLATED VERSION OF THE SILVER CASE, LEGITIMATELY, ON PC.

In short, it is a MIRACLE that this is happening.

Can’t stress that enough. Small bonus: this is the first chapter of the ‘Kill The Past’ trilogy that leads into Flower, Sun, and Rain, and ends with Killer7. This is Suda51 at his prime, in full-tilt crazy mode. And a fantastic translation team took it on, so this is really the perfect storm.

In the demo, of the first chapter titled ‘Decoyman’, two detectives are hot on the trail of a legendary killer named Kamui Uehara… and an elite special forces team realizes they may be in way over their heads.

So uh, yeah.

http://store.steampowered.com/app/476650/

Go download it! Fly, you fools!

Here’s some screens too.

Progress Updates And Stuff

Due to a few requests for updates…

cdczqjoviaagxko

Okay, several.

Fate/Extra CCC

Organizational phases. @ItsumoKnight is currently laying out the script by chapter to match up with our translation. When you have a project this massive, translating things out of context just won’t do.

I’d say 20% organized. We have translation work going concurrently. Hard to explain. It’s one of those things that when I have something tangible to show, I will. But it is still a thing. Just don’t expect any reliable timeframe just yet.

On the bright side, I did retranslate the OPs to get my feet wet, so have an enjoy. As with my usual song lyric translations, I did my best to match the translation syllables to the JP pronunciation. So sing along! OR DIE. ❤


Male:

Female:

 

Sakura Wars

Just got a new scenario update. It’s sitting at somewhere between 40-50% complete, and we have a new organizational method, so expect things to progress faster from here.

You’re not the boss of me.

Persona 2: Eternal Punishment

Waiting on more script extractions. Shop text is largely finished. I’d say it’s at 25%.

Shadowrun

In need of a new translator, also mired in bugs. Still on hold. NOT CANCELLED. NEVER. MARK MY WORDS. (Put it in Red, Beato.)

The Silver Case

Officially cancelled. In case you haven’t heard, Playism is officially localizing it, in conjunction with Suda51 himself.

http://thesilvercase.com/en/

Please give them your support.

 

See you next time.

 

iwakura.p’s state of the union

“When’s CCC?” “Where’s Sakura Wars?” “Give Shadowrun plz” “SILVER CASE WHEN!?”

And so on and so on. Just a few of the many questions I get on the regular, and understandably so.

To that end, here’s updates on each of the three projects that I’m actively leading, and one that I’m actively helping on, as well as others that I’d eventually plan to do but have not even come close to starting yet.

Fate/Extra CCC (PSP)

fate_extra_ccc_psp_game

Translation Progress: ~10%

Team Members: Four(editor, two translators, programmer)

Script Size: Biblical (4000+ pages)

Difficulty: Fairly High (massive script, branching paths, unknown menu format)

Sakura Wars (PC)

1

Translation Progress: ~40%

Team Members: Three (editor, translator, programmer)

Script Size: Average  (300-400 pages)

Difficulty: High (due to very, very thin menu confines)

Shadowrun (Sega CD)

shadowrun-mcd

Translation Progress: ~20%

Team Members:  Variable (Editor, programmer, assorted freelance translators)

Script Size: Fairly Average (100-200 pages)

Difficulty: NIGHTMARISH (This is a very, very buggy game, and Sega CD hacking is fairly uncharted territory.)

Persona 2: Eternal Punishment (PSP)

1

(Not an iwakura.p project, I am assisting on this one.)

Team Members: Three (translator, editor, programmer

Translation Progress: 60%(majority of the script is translated, but it ALL needs to be edited)

Script Size: Fairly Large

Difficulty: Fair (it’s an Atlus project, always Luciferian to program, but we have a very skilled person on that job.)

Moonlight Syndrome (PS1)

Team Members: Three (Translator, editor, programmer)

Translation Progress: 30%

Script Size: Medium

Difficulty: Fair (mostly JUST text, but we haven’t delved into it yet.)

(Not officially underway.)

The Silver Case (PS1)

(CANCELLED DUE TO OFFICIAL LOCALIZATION

http://steamcommunity.com/id/cj_iwakura/recommended/476650)

Hope this helps answer some of your questions. Hit me up on twitter if you have more(@cj_iwakura). And try to positive thinking.

Suda 51 Interview: thoughts on Killer7 spinoffs, NMH3, and a TSC localization?

Felt the need to share this interview from Gamereactor, at a game development convention in Barcelona.

http://www.gamereactor.es/noticias/242804/Una+hora+de+fan-service+y+dise%F1o+de+videojuegos+con+Suda51/

gamelabsuda

Thanks to CaVaYeRo from NeoGAF for the time stamps. My thoughts after.

• 00:00 – Brief introduction, Suda means “you sweat” in Spanish.
• 03:32 – Killer 7 memories: Development freedom with Mikami-san, art style and complex, layered story.
• 06:45 – Flower, Sun and Rain: The unique loop-day structure and the tour guide book clues as fresh mechanics. PSOne vs PS2 development and non-action games. Lost (TV series) and Uchikosi-san (Virtue’s Last Reward) vibes.
• 12:56 – No More Heroes 3: What’s left to do and when.
• 15:06 – How to create GhM’s strong and unique characters. Indie creative freedom and publisher tastes. The NMH switch from PS3/Xbox 360 original shooter concept to Wii-focused final design.
• 19:43 – Suda-san as one of the last “Japanese dev stars”, “no more heroes” in game development? Hotline Miami devs as heroes and chemical brothers.
• 24:15 – Shadows of the Damned: Collaboration with Mikami-san and anecdotes, the funniest trip to EA. Mexican and Spanish influences, Latin passion, Suda-san “Spanish blood” and Barcelona inspiration.
• 31:50 – Lollipop Chainsaw: The zombi genre in a unique, B-class fun way. The US school comedy. The pitch trailer.
• 36:48 – The James Gunn involvement & commitment. Collaborating with filmakers, Suda as “the Robert Rodríguez of videogames”.
• 40:21 – Importance of art in GhM, “Art of Grasshopper Manufacture” album personal meaning, how to choose/hire an artist for the studio, team play like in FC Barcelona.
• 46:00 – GhM before and nowadays: grass-hopping from punk/indie style to business and GungHo owned studio, yet gaining creativity.
• 49:22 – Let it Die and concepts to share with young developers as inspiration and advice. Making games you’d like to play, nigh time creative mood, connection with people.
• 54:55 – Q&A from audience and readers:
– Killer 7 prequel or sequel chances.
– Marvel vs. Capcom and DC vs. Grasshopper Manufacture
– 58:20 – Times at Human Entertaiment wearing suit.
– 60:16 – The Silver Case remake chances.
– 61:50 – Opinion on indie games, innovative ideas and big publishers.
– 65:53 – Suda51 last advice for young developers. Three bullet points for game development: passion, finding your own form, finding your own rhythm.

Now, takeaways.

  • Suda has no real plans for a Killer7 spinoff or sequel, but wouldn’t mind seeing a fan service game like “DC VS Grasshopper”. No real surprise, it’s no secret he prefers to do new things, i.e. ‘Kill The Past’. This is a constant subject in the interview.
  • FSR’s time loop was the result of him wanting to do something different besides all the constant action games of the PS2 era. He’s glad he thought up the idea before Lost and Kotaro Uchikoshi(VLR/999).
  • He’s very much aware of the desire for a TSC port, and wants people to play GHM’s first game.
  • No mention of Lily Bergamo being changed to Let It Die whatsoever. I bet the topic is taboo. I’m sure he’s as unhappy as everyone else.
  • Human made him wear a suit to work, so it seemed fitting that a ‘weird’ company like GHM came about as a result.

Personally? I feel he’s hamstrung by GungHo and  it is very unlikely, but with the interest he mentioned in the GHM book(being approached by Spanish companies to localize TSC), I hope it’s possible.