In our last post, we introduced you all to the basics of Guilty ~The Sin~. This time, we’re going to talk a bit about the translation, specifically three items of note…Now, when you’re releasing a product, the most important question (after if it’s worth selling) is what to call it. A snappy title is important for a game, but it also has to reflect the content. This is especially true in Guilty, as we weren’t given a specific English title from Tactics and the kanji can be read in two ways: as ‘guilty‘, or as ‘prisoner‘. Given the nature of the game and the initial event which causes everything to take place, it was a bit of a no-brainer: while the characters may be prisoners of their fate, they’re also guilty of far, FAR more.
Of course, every story needs a villain, and Guilty has a plethora of supernatural baddies in all shapes and sorts. The problem, however, is working out what to call them in general. The Japanese term, ‘akuma’, literally translates to devil in most cases (witness Devilman), but it’s not…well…colloquial. It’s an Engrishy translation supplied by one of five members of our translation team on this game. Other suggestions and terms included monster, ghoul, and Kouryuu’s D&D inspired suggestion of fiend. However, one of our other translators used the term we ultimately agreed on, one that keeps the religious theme throughout the text and naming. The term in question? Demon. And it’s still accurate.
Last but not least, I wanted to give the game a bit of flavour in terms of the general use of language. Guilty is a horror game with mystery elements, so it needed something to make it a bit more unreal, and for the characters to be a bit rougher. In order to bring this to fruition, I edited the game using British English. Most of the differences (outside of properly spelling words like colour) will be minor, if entirely unnoticeable, but it does allow for some more colourful expressions to be used, a bit more swearing, and a grubbier working class aesthetic to a few scenes. I’m rather proud of how it reads, and hope that our European readers find it nice to have something local (well, local-ish, I did my best as a foreigner) and that it approaches a sort of new weird style in the writing.