Yeah let's argue about words a little.
- Also, for fun, if Ramza tells Marach that he hasn't read the Germonique Scriptures, WtoL Marach says "a blythe response", but PSX Malak says "blessed ignorance". I like the latter better, just in terms of being fun dialogue. So, I'd definitely give this exchange to the PSX version.
This one actually bugs me the most, in that the correct modern spelling is "blithe", so that using a "y" in there because vowel assignments were more chaotic in the past, so it's the most twee "ye olde tyme" kind of spelling we've seen so far.
Anyway "blithe" basically means "ignorant because of carelessness," so a "blithe response" is an answer that doesn't really answer the question, becuase the person speaking didn't even try to listen to what the question is asking. "Blessed Ignorance" is more like "you are lucky that you haven't been forced to learn the difference", so Marach's answer is insulting in WtoL in a way the original PSX version wasn't.
On the field of subtle differences, Delita's follow up PSX line of "always being used by someone" rather than the WotL "dancing for puppet-masters unseen", in addition to being less poetic and more straightforwards,
One thing I'll point out here is that English has gotten more strict about word order over the last 200 years. Putting the adjective "unseen" behind the noun "puppet-masters" sounds old-fashioned because it's formally incorrect; adjectives should always go in front of the noun, so to modern rules it would be "unseen puppet-masters." It's also more conspiratorial, by posing that there are specific guys doing the Puppet Mastering instead of arguing with a hypothetical representative of society writ large.
So, the line that the WotL translation rendered as "this wretched word does not reward endeavor" was, in the PSX version, "try hard and you'll be rewarded, they lie". Yes, that's a much more prosaic, modern sentence, but that's the point, because it's not just prosaic; it's an everyday sentence.
The second sentence is also significantly more complicated in structure though. It uses irony to reverse the meaning by adding a dependent clause; "try hard and you'll be rewarded" is expressed, and then "they lie" is appended to retroactively create a speaker who isn't telling the truth, reversing the meaning. Meanwhile "this wretched world does not reward endeavor" is very straightforward, and to my ear sounds more forceful because it's not arguing with a cliche, it's just a direct statement about how the world is. And the use of "wretched" is charged with Class Criticism too, "Wretch" means someone miserable because of their poverty, or someone who betrays a trust and steals because of their 'low character'.
This is one where I think that, as a native speaker with good vocabulary and historical knowledge, I can pick up the allusions from the word choices. Remember this?
Richard II speech to the Peasants at Waltham said:
You wretches detestable on land and sea: you who seek equality with lords are unworthy to live.
"Wretch" has some extremely dense meaning when we're talking about a video game based on the War of the Roses. "Never use a 20-dollar word where a 5-dollar word will do," as Mark Twain said, but "Wretch" is earning its $20 of wages there.
WotL Delita says "I will exact from the gluttons the cost of their meals" (in reverse order, because faux-medieval), which is a more general sentiment of "eat the rich" - almost word for word - which reads as revolutionary.
The sentiments are different though. The first one is literally "I will make them pay," it's a promise of revenge.
Meanwhile, the PSX version has him be more specifically, and say that those who must pay are "those who used me"; that's not a revolutionary statement anymore, that's just pure desire for vengeance.
This is just putting the vengence in later, whereas the WotL put it in from the first sentence.
FFT PSX and FFT WotL are two different stories, because one of the two central cores of the narrative, the relationship between Ovelia and Delita, has been completely rewritten. Was it just to make Delita's character more ambiguous?
Honestly, as someone who played the original PSX translation and is only now seeing the WotL translation, Delita's and Olevia's characters seem pretty much the same? Like Delita is basically doing the same thing, making a big rant about how he's gonna stop being somebody that just gets pushed around and starts doing the pushing, and then trying to recruit Olevia into cooperating with him instead of the other schemers. In both cases, it's a very transactional "everybody is trying to use you, yeah, but you should go along with my offer because I won't kill you out of convenience".
But perhaps I'm just reading too much into it? What do people think?
Honestly, I feel like the biggest difference is that WotL!Olevia doesn't commit here, so they added the waterfall scene later for her to agree, wheras in the PSX version she agrees right away? It arrives at the same conclusion, but WotL just paced it slower I guess.
- More interesting is the following exchange. In WotL, as
@Omicron remarked, Orran answer's Ramza's pointed question "so Goltana would stop fighting if Larg did?" with a realpolitik "no, that's not how things would go"; PSX Orran, meanwhile, absolutely deflects the question by saying "but that would never happen", refusing to engage Ramza's hypothetical.
This obviously makes Orran look less honest, but at the same time, it does seem to offer Ramza a path forward, if he could somehow make Larg stop fighting. It's an interesting change in characterization - WotL Orran gives Ramza harsh truth, PSX Orran gives him hope - that informs the following exchange. It's the same in both versions, with Ramza asking Orran to deliver the message to Orlandu that somebody is manipulating things behind the scenes, but in the PSX version, this is in answer to Orran giving Ramza hope that war can be stopped if one side deposes their weapons and focuses on the real enemies; in the WotL version, it seems like it's Orran honesty that makes Ramza trust him as messenger. Same outcome, but changes the motivation behind the action, and therefore the characterization of Ramza himself.
Honestly, my take on that exchange when I was playing the PSX version was that Orran had to deflect because they both knew the answer was "no." Ramza asks "oh yeah? You really think so?" And WotL!Orran replies "...no" and PSX!Orran says "I have no good answer for that." Not really the same answer, but heading in the same direction.
After the slap, Rapha's line is slightly different and, I think, stronger for it in the PSX version: she says "You know what he did to me! I KNOW you know!", with the all-caps in the dialogue - I think the first time they show up in the whole script - which feels so much more raw than her talking around it with the "you know of the... the thing he did to me", or having her sentence interrupted; in the WotL version, with Rapha's line direct, Malak is the one who tries to talk around the issue with a "Don't you say anything more, or I...", and getting interrupted. It just feels punchier if Rapha is the one who is direct and Malak the one who has trouble articulating his excuses, you know? At least to me.
I wonder how much of this was the translator struggling with the fact that English is SVO and Japanese is SOV, so incomplete sentences, where the person trails off leaving what they're saying incomplete, has to leave different parts incomplete between the two languages. "Talking around it" is the most literal way to translate an incomplete sentence from Japanese to English, by just leaving the verb out of the middle. It's basically impossible to translate two people talking over each other in an argument, between the two languages, without doing a lot of rearranging.
Inside Riovanes Castle, upon meeting Wiegraf, we have another example of the purple prose reducing the impact of certain portions of dialogue, in my opinion. Whereas in WotL, upon Ramza chastising him for selling his body to the Lucavi for revenge, Wiegraf answers with "I do not fight to avenge Milleuda's death", the PSX version has him saying, straight out, "I don't give a damn about Miluda's murder". Same meaning, much more direct phrasing, and in this case, much more stunning in the delivery, I feel.
These are different though? "That's not why I'm doing this" and "I don't care about that" are different sentiments.
"I don't give a damn" is also an American phrase as far as I know, so it feels like a weird anachronism here.
- In the conversation that opens the chapter, is worth mentioning that WotL Marach has apparently also been having problems with object permanence, as he says "Three men from the Templarate arrived shortly after you", which is obviously nonsense, since it was only two who came, Isilud having already been in the castle. Meanwhile, the PSX version actually makes sense, as there Malak says "only three Shrine Knight were here", which is correct - Isilud was there, but not freshly arrived. Just wanted to point this out, because the only reason this mistake is here is due to the WotL translation wanting to use "arrived" instead of "were" - the classic sign of purple prose, using the wrong world to make the sentence more flowery and, in the process, sprouting nonsense. Again, minor but worth pointing out, because it makes the WotL translation of this scene clearly inferior, since it's communicating false information by accident.
Three things:
1) Are we sure about the sequencing here? Like is "they arrived before you" per the PSX version actually a more accurate translation than "you arrived, then they arrived right after you" that WotL is going with? Like this isn't a real difference in vocabulary, it's a change in the order of events, when exactly these three guys showed up.
2) Purple Prose is not using the wrong words, it's spending time describing something that's a distraction from what the author should be talking about. (The purple curtains next to the painting the poet is supposed to be describing, in the analogy that Horace was making, which the phrase "purple prose" is alluding to.)
3) The cliche phrase is "spouting nonsense," in the sense of water getting poured out a jar, not "sprouting nonsense" in the sense of a plant growing.
Also, just in case I haven't mentioned it before: in the PSX version, the Knight Delita leads are "the Black Sheep Knights"; "Blackram" has the same meaning, in that rams are sheep, but, considering how we had that scene of Delita declaring himself a tragic villain, the fact that the game isn't subtle about driving it home by having him being a "black sheep", while the WotL obscures it by naming them "Blackram", seems emblematic of the whole difference between the two translations - one is plain and very direct, the other is artistically convoluted.
The difference is one of gender; sheep refers to the whole species whereas "ram" refers only to males (ewes for females). Leaving aside what the game is trying to say about Gender Politics, the English language has been progressively abandoning grammatical gender (as well as case), so "Black Ram" sounds more old-fashioned than "Black Sheep" because it's bothering to include a gender.
As far me, "Black Sheep" sounds kind of lame because it's too direct, especially since it doesn't really engage with "the sheep and the lions lying down together" of the parable that's *right there* if you want to talk about the Church putting an end to the war, only the idiom of "the black sheep", so it's just kind of lazy writing. Better not to use it too directly when it's not really being leveraged anyway.