According to GamesRadar, Masayoshi Yokoyama, the producer of "Like a Dragon 8", has denied some recent speculation about the game's localization.
Earlier this week, a Japanese media published a special report that delved into the conditions required for game localization, including a comment made by Sega's localization team after completing the work on "Like a Dragon 8": The team of "Like a Dragon 8" said that the translation of the entire industry has been standardized,"More faithful than ever to the cultural and emotional content of Japanese games"。
However, the Sega team also said"No matter what country a player is from, they should be able to understand and feel the same content as a player playing in the original language"。
This sparked some heated debate on social media, with some users claiming without evidence that Sega's localization team had actually stripped Rulong 8 of its Japanese features.
Some users paid special attention to a scene in "Like a Dragon 8": at the beginning of "Like a Dragon 8", Namba tells the protagonist Haruhi that their mutual friend Saeko is one"Independent women"。Subsequently, Namba said that Kasuga used some on Saeko in the past"Quite sexist"language, while netizens accused "Like a Dragon 8" of talking nonsense as always: or"Awakening", or push"Women's rights"。
And Yokoyama Masayoshi gave his opinion on this topic, saying that "Dragon 8" and other Sega games will not fundamentally change after localization. In other words, the content of the original game will not be changed during the localization process.
Yokoyama added that as long as there is content in a game produced by RGG Studios that cannot be conveyed to an international audience, such as references to Japanese culture, they will modify the text during the localization process to make it a reference material that an international audience can understand. But Yokoyama insists that the RGG developers would never allow the entire character to be changed during the localization process.
Yokoyama simply said that the localization work that RGG and Sega are doing today makes sense of what was done during the Rulong 0 era, and that Sega's localization team deliberately changed words that are derogatory or offensive in other cultures and languages, but the implication here is that these changes will not fundamentally give international players a different product than Japanese players.
In closing, he said that localization was very difficult and challenging, so he thanked the Sega localization team for their tireless efforts. In another tweet replying to his followers, Yokoyama added that Sega's localization team could not and would not pressure him to modify any part of the game.