<![CDATA[Kotaku: grand theft auto iii]]> http://tags.kotaku.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: grand theft auto iii]]> http://kotaku.com/tag/grandtheftautoiii http://kotaku.com/tag/grandtheftautoiii <![CDATA[How To Bring The West to Japan]]> Fact: There are differences between Western and Japanese games. Intrinsic differences that sometimes make it hard to bring Western games to Japan. The words, the phrases, the idioms — they're familiar to you. It's English, and chances are if you are reading this, the language is either your mother tongue or a second tongue or neither and you've happened on this page by accident. But for a segment of Japanese gamers, Western games are just not playable no thanks to the language barrier. But some of those differences arise from the background of developers.

The vast majority of Japanese devs have an arcade background, and if an arcade game is going to be a hit, it needs to work, it needs to be tight and snap. If you put in a coin in a buggy game that locks up or freaks out, you'll complain to the arcade manager, who will then complain to his boss, who will then complain to his boss, who will complain to that game's publisher. Shit's gotta work. While the arcade scene is very much alive in Japan, it's not in the States, and most developers are coming in with a strong PC gaming background. If shit's broken, patch, patch, patch! "Japanese games have very few collision problems — hands, arms going through walls, etc," says Capcom producer and former localization head Ben Judd. "When western gamers see in-game collision issues, they don't care as long as they're having a good time. That's just not acceptable for the Japanese." Things like A.I. and programming is where Western devs really shine, while Japan picks up the slack on things like textures.

ben_judd.JPG Other things that separate Western and Japanese games, points out Judd, include such seemingly small things like "Japanese player typically don't like controlling two thumbsticks are once — they get sick" and "Japanese players like a strong tutorial." Japanese players, says Judd, prefer that characters are skewed slightly younger and have more anime-style qualities, while Western gamers favor 30 year-old bald men. "RPGs are popular," says Judd. "Players don't typically like the first person point of view and want to see their character. It makes it easier for them to support that character." No wonder Rockstar's Grand Theft Auto has found a welcome audience in Japan.

While Japanese games have been localized to varying degrees of success on a consistent basis since the early-to-mid 1980s, Western games, save for the oddity here or there, haven't. This is nothing new, and Capcom has been bringing Western games over to The Land of the Rising Sun for sometime, even working with Blizzard to localized Warcraft III. "But it wasn't until GTA III that the company really saw the potential of Western games," says Judd. Even though a heavily censored GTA III was slapped with a dreaded CERO Z rating (the equivalent of ESRB AO), the game was a hit, fueled by US hyper carry-over as well as controversy in Japan. San Andreas moved something like 500,000 copies! Just as there are Western gamers who salivate at the idea of grinding through Japan-Only RPGs, there are Japanese gamers who cannot wait to tear through BioShock or Halo 3. Thing is, there doesn't seem to be as many of these Japanese gamers...

setumeisyo.jpg For Judd and his team, the challenge is selling Bionic Commando, a game developed by Swedes and clearly geared for a Western audience. One reason that game is getting made is because Western journos kept harping on a new Bionic Commando during Capcom press events and interviews! The original game, Top Secret: Hilter no Fukkatsu (Top Secret: The Return of Hitler) wasn't a huge arcade or home hit in Japan, but the NES console port with its endearingly cruddy English localization became a cult hit. "For the Xbox Live Arcade and the PSN Bionic Commando, the question has been how much to push Hitler," says Judd. "People in Japan know Hitler no Fukkatsu more than Top Secret or Bionic Commando." Then again, while releasing a Hilter game for the Famicom was apparently totally fine in the 1980's, it's not in today's world. Instead of releasing a Hilter no Fukkatsu remake on the Japanese PSN and XBLA, Capcom's releasing a re-localized version of the localized Bionic Commando remake. While Judd is fairly confident that Bionic Commando: Rearmed will do will with Western gamers, he's upfront about how it'll do in The Land of the Rising Sun. "Bionic Commando: Rearmed will have a tough time in Japan," says Judd.

"We don't really have a team in place to localize English games," says Capcom's Gearoid Reidy. "We're either outsourcing games we're publishing like GTA or God of War to be localized or trying to tie-up loose ends in-house." Capcom is staffed with a team of native English speakers like Reidy and Judd who are both fluent in English and Capcom and who have extensive experience in localization. What about vice versa? Besides Japanese staffers who are proficient in English, there isn't a dedicated in-house team of Japanese native speakers acting as translators. That's not to say the outsourcing firm does shoddy work, that's not to say that at all. The outsourcing firm has handled most of Capcom's Japan English game releases. "The problem is that there's a delay," points out Reidy. "Since they are outsourced, it takes a bit longer than if we had an in-house team doing English-to-Japanese translation." Judd would like to create a team of Japanese native speakers doing translation work in-house. "It really depends whether these games are successful or not," he says. With Capcom publishing Grand Theft Auto IV in Japan later this year, there's a pretty good chance they will be.

Translating is hard. Translating English to Japanese is harder. "You can't do direct one-to-one translations," says Tokyo-based localizer Matt Alt, who has his own localization company AltJapan. "You often have to capture the spirit of the original text." Programming-wise, changing English text into Japanese text can be tricky. "I've really come to hate the Japanese language," says Judd, who's not only a Capcom producer, but a licensed Japanese language teacher. "There are no breaks between words in Japanese," he explains. All Japanese words are mashed together, making breaking up in-game Bionic Commando text tricky. In English, text can easily broken up by spaces, but Capcom has had to go back and create a special program for breaking up the Japanese in-game text. "We've spent a lot of money on coding the Japanese text alone."

Game-BionicCommando-NES.jpg Some games just should not be dubbed. Besides the difficulty of matching up the character's lips, sometimes dubbing just doesn't fit. Take SEGA's localization of Yakuza, for example. That game needed subtitles. American voice actors trying to pass off as yakuza just sounds strange! Bionic Commando will not be dubbed for Japan. "Some titles," says Judd, "the Japanese just don't want the language changed." Shit Japanese Western game dubs become the object of ridicule for the Japanese internet. Who wants to hear cutesy anime voice actors try to act like badasses? Nobody! Bionic Commando will be subtitled in English. Besides, when you're looking at selling 100,000 Bionic Commando copies in Japan (as Capcom is doing) and you're consumers are Japanese gamers with a thing for Western games, what's the point of dubbing, really?

Even if the game is localized correctly, the Japanese market is tough to crack. "Japanese companies don't even know what'll be hits here," says Reidy. "Who saw Nintendogs or Monster Hunter and thought those games would be hits?" Some publishers feel that it's a market that needs pandering to. "Consumers need to know what they're buying," says Judd. So when Crackdown is given anime-style style poster art, it's not exactly a fair description of what's in the box and reeks of 1980's style game promotion. While Western publishers take advantage of things like podcasts and blogs, those really have not caught on in Famitsu-press-release-fed Japan. Bionic Commando has a Japanese blog, but it's updated only once a week. If users have any questions, their identity is censored by Capcom for privacy concerns and only their sterile question appears before developers to answer, creating a very sterile community interaction. Judd explains: "In Japan, we can't do community. It's considered a liability here." There are too many unknowns with community sites. What if an employee says or does something stupid? The lack of direct corporate control is dangerous. "We just waiting for Capcom to drop the hammer on our podcast," says Judd. "Lucky they don't speak English." Lucky, indeed. bionic-commando12_l.jpg

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<![CDATA[GTA: Remembrances of Cars Jacked]]> vc_postcard.jpgNot to be too indulgent here, but it's no stretch to say Grand Theft Auto is one of the few titles out there that rates the kind of visceral, first-time-ever memories that people usually have of events in the real world. The first song you heard on the game's radio, isn't it bizarre that it takes you back — just like a song popular in junior high — except it takes you to a place inside a video game?

These were some of the reactions we at Kotaku had as first-time players ourselves. We'd like to hear your feelings in the comments, too.

But I think it's all because GTA, widely accepted as the progenitor of the sandbox genre, is one of the few non-RPGs to deliver a real sense of place in its virtual worlds. It's not just knowing your place on a map in a shooter, either. In the lobby of the Ocean View Hotel, with "La Vida Es una Lenteia" playing on a scratchy radio, you are in Vice City, 1986, and there's always a beat up Oceanic parked out front, that you can get in to drive to Rosenberg's office in Washington Beach. Go north, first left, right at the T-intersection. That sort of thing.

It helps that all of the titles have been evocative of real cities, of course. But even in the fictional wastelands of Bone County, for me one of the real powerful memories is standing under a moonlit sky and watching the contrails of passing jets overhead and feeling almost like I was having the greatest summer ever lived.

Here are some of Kotaku's memories of the series.


Back in the late 1990s, a friend of mine at school started telling me about this awesome game called "Grand Theft Auto." Why was it awesome? Spectacular firefights, unbelievable police chases and AI that sounded like it could kick Big Blue's ass. Flying through town at 80 mph, my crazed military friend would zig zag through traffic, think he lost the cops, and then be greeted by a barricade. Busted.

Brilliant! One day after school, he loaded the game for me to see on his PC.

This was the original top-down game. Oh, the heartbreak. Even for the late 90s it looked like shit. His criminal escapades were so much better in my head than on his 15-inch CRT.

But when GTA3 came out, I'd assumed that the series' rights had been sold to another company because it looked so amazing. For the first time, I felt like I was interacting with a real city ... in a video game. — Mark Wilson


The radio spot for Pogo the Monkey from GTA III made me realize how much detail was packed into the game. Just having commercials was impressive enough, and most of them were funny. But Pogo poked fun at platform action games, with a little dig at EA in there too — so here was Rockstar parodying the gaming industry from inside the game. I stopped whatever car I was driving in the middle of the street and switched stations trying to find that commercial again. — Noah Robischon, managing editor, Gawker Media
When I first started working at Kotaku, we'd get like three or four emails daily that were like "Can I haz Hot Coffee code, kthanxbai." And we got these emails pretty much everyday for months. And when we didn't get emails, I was getting IMs from strange internet people. Apparently people then didn't know how to Google very well! — Brian Ashcraft
I've never actually completed a Grand Theft Auto game. Every time I buy one I get so caught up just running around exploring, listening to music, and killing people that I don't have time to actually move the story along. When Grand Theft Auto: San Andreas came out, I literally spent 8 hours in a cul de sac, just killing anyone who happened along. — Michael Fahey
Death Row, Vice City. Most impossible, controller-throwing-fit mission ever. One night I went after it hammer and tongs, playing it nearly 24 times, I think, utterly determined to pass this roadblock. The shootout required no less than choreographed timing and movements. Even after rescuing Vance in time, I still had no shot against the relentless Sentinels, bashing me and running me off the road on the way back to the hospital. I seriously considered spawning a tank with a cheat code. And then it hit me to get in the garbage truck. I shrugged off the attack cars on the long drive back, dropping Lance off at the hospital as the sun came up — in the game and in real life." — Owen Good
My absolute favorite part is the radio, of course, to the extent my boyfriend and I have memorized some choice snippets from the "advertisements" and the talk shows. When the situation calls for it, we're prone to reciting them, much to the confusion of family and non-gaming friends. Try blurting out in the middle of your family dinner, "Dad! No one wants to hear your stupid Vietnam stories!" or, when things don't go your way, "I'll cry when I'm done killing." Classic. — Leigh Alexander
A single moment in Vice City, involving a getaway, a rainy night, an aqua-blue motorbike, pink neon lights and Jan Hammer at full volume. For a minute, I wasn't playing a game set in the 80s, I was in the 80s. Real, honest-to-goodness time travel. Can't think of another game that's pulled that off. — Luke Plunkett]]>
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<![CDATA[Win A Copy Of Grand Theft Auto III, Signed By Jack Thompson]]> We've seen people go to extreme lengths for both charity and eBay auctions, but this particular item, a copy of Grand Theft Auto III allegedly signed by fan fave Jack Thompson at VGXPO, combines the two in an attractive package. According to the listing, the PlayStation 2 version of the game can be yours (we think) for the low, low price of $4,000, the proceeds of which will be redirected in full to the Child's Play charity. There's even a picture of the signee and auction lister—who we're told is not TV's famous Wil Wheaton—to aid in the proof of authenticity.

What is suspect, however, is whether you actually get the signed copy of the game for your four large, seemingly the entire point of dropping this much cash on a used PS2 game. The eBay listing comes with the unclear note "Please note: I do not actually want to sell this. I am just listing it for show and to hopefully win a contest. However, if you want to spend $4000 on this then I will donate 100% of the proceeds to Child's Play Charity." The seller does have a 99.9% positive rating, so I wager you'll be satisfied. If you do decide to give up the cash, let us know when (and if) you get it.

Grand Theft Auto III Signed By Jack Thompson (PS2) [eBay - thanks, Rick!]

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<![CDATA[GTA Toys to Touch and Pose]]>

Japanese toy-maker Medicom Toys is unleashing another Grand Theft Auto Kubrick line of figurines this fall. Previously, Medicom launched a hugely successful Grand Theft Auto III set. The upcoming limited Vice City Kubrick toys will include:

  • Tommy Vercetti
  • Lance Vance
  • Crime lord Richardo Diaz
  • Porn star Candi Suxx
  • Shifty lawyer Ken Rosenberg

The figurines are fully posable. Medicom just had to include Candi Suxx, didn't they?

More Here [Toy Tokyo] via Aeropause Thanks, Chilly!

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<![CDATA[GTA IV MMO?]]> gtapetermoore.jpg

The studio responsible for Grand Theft Auto III Rockstar North is searching for in-Game Animators, level designers, motions editors and network programmers. The company's listing reads:

We are looking for talented network programmers. Candidates will have considerable experience writing high and low level network code across a variety of systems and be able to demonstrate fluent C++ programming skills.

There's been loads of speculation that GTA IV will be a MMO. The game will definitely have some sort of online aspect as Microsoft and Rockstar have a partnership so that exclusive content can be delivered via Xbox Live. The extra network programmers could be involved in that and handling the Sony online network. Or they could be turning GTA into World of Warcraft but with car jacking and hookers.

More Here [Rockstar North]

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