Saturday, September 3, 2011

Cars 2 - the Video Game

Translated from http://www.focus.de/digital/games/game-kritik/cars-2-das-videospiel-kampf-gegen-das-rollende-boese_aid_654914.html


“Cars 2 – The Video Game”
Fight against the Evil on Wheels

Car racing with machine guns: In the arcade racer “Cars 2” the player must drive to victory against his opponent. The game of the eponymous blockbuster film is one of the few movie adaptions that really work.

The video game “Cars 2” is first and foremost about one thing: having fun driving. Don’t expect realistic handling, a complex story, or a damage system. The likability of the talking cars that you know from the movie is a little lacking. Instead, there are special moves, weapons, and turbo boosts.
As a “Chrome” agent with 4 wheels, you fight against “Evil on Wheels” through about 40 missions. At your disposal is an increasingly large garage of cars, headed by the movie’s hero Lightning McQueen and his friends. On the road, you collect all types of weapons – from machine guns to rockets and mines all the way up to an orbital laser. The courses range from cities like London or Tokyo to an oil rig.
The game is nice to look at, graphically speaking, even though the tracks aren’t very detailed. More impressive are the explosions when you hit an opponent. As with the competition like “Mario Kart” and the like, it’s the multiplayer modes that are the most fun. PS3 owners with 3D-capable TV’s can also play the game in three dimensions.

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Saturday, July 9, 2011

Joystiq: Matt Cavanagh and Totem Games

My translation from the original English:

Das Internet berichtet, dass der Hauptdesigner des Blurs von Bizzare [sic] Creations ein unabhängiges Studio gegründtet hat, namens Totem Games - aber dies ist eine Lüge. Die geschichte ist teilweise wahr, und andere Teile sind totale Erfindungen, wahrscheinlich aus Fäden der Zeit und des Raums selbst zusammengenäht. Lass uns es euch erkären:

Wahrheit: Matt Cavanagh, ehemaliger Angestellte bei Bizzare [sic] Creations, hat Totem Games Ltd. erschaffen, ein unabhängiges Studio mit dem Ziel "[die Welt] ein glücklicherer Platz [zu machen]."

Wahrheit: Matt Cavanagh war nicht det Hauptdesigner für Blur, noch hatte er gar einen Teil an dem Spiel, wie gezeigt in Blurs Titelnennung und Cavanagh's Tweet, das sagt "Ich arbeitete eigentlich nicht an blur. Cheers, Matt."

Wahrheit: Matt Cavanagh arbeitete an die Stadtkunst für Project Gotham Racing und Project Gotham Racing 2.

Wahrheit: Dies ist die meiste Werbung, die Matt seit Jahren bekommen hat.

Hier sind keine Lüge, denn wir lassen diese nicht drucken. Das lassen wir dem Rest des Internets und schlaffen wohl, mit dem Wissen, das ist ein Bereich, das komplett über-behandelt wird.


Original Source: http://www.joystiq.com/2011/07/09/matt-cavanagh-forms-a-new-studio-didnt-have-anything-to-do-wit/
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A few notes on my translation: As with any translation, it is difficult to capture the exact connotation of the original in another language. For example, in the original, we have "we don't publish those." I used the verb 'drucken lassen' here because I like the idea of 'drucken' - printing - especially since this is a text-based medium. I considered using 'publizieren' but voted against it, because it feels too fancy for this context. I also considered 'verbreiten' for the idea of 'spreading' this news, but ultimately went with the printing concept.

I used the square brackets in the direct quote to indicate that the word order was changed from the original for grammatical reasons. I also kept the formatting of the original and noted the misspellings with the traditional [sic] marking. I did not include the links, as these can easily be found from the original.

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Saturday, July 2, 2011

About this blog

In an attempt to break into localization an translation services, I have decided to start producing and publishing my own translations of various blogs here. As I would love to work in localizing video games, you will probably find a strong focus on that as the subject matter, but I will occasionally do other types of articles that interest me as well.

Focus.de Review of "Duke Nukem Forever"

Duke is a blond musclehead and redneck who takes steroids, is narcissistic, and drinks a lot of beer. That was the case in the first part of the game series 20 years ago - and hasn't changed in "Duke Nukem Forever." These days, such an antihero seems a bit antiquated - and that goes for the graphics of the game as well. Still, it was 14 years ago that the game was first announced. Reportedly, there are over a million work hours in the development.

"Duke Nukem Forever" is not as technically spectacular as other games. Many levels have a strictly linear design, while others are missing detail. From a gameplay standpoint, the action game is little surprise: Duke shoots at everything with shotguns, ice canons, shrink rays, and rocket launchers. Ammo is in rich supply. It's essentially a no-frills shooter - just one of many.

But there are still some things that make "Duke Nukem Forever" an entertaining game: the gigantic, visually appealing bosses, the hero's huge ego, and finally, the humor. It's sexist and juvenile, politically incorrect and embarassing, but also self-deprecating with plenty of references to other games and movies. And the multiplayer mode is fun.

The end of the game is very abrupt - and actually quite brash. Perhaps an indication that the developer is working on a sequel.

Original found at http://www.focus.de/digital/games/game-kritik/duke-nukem-forever-macho-gegen-ausserirdische-schweine_aid_639179.html