Article

Localising Japanese Games for a Global Market: a review of Phoenix Wright: Ace Attorney

The article explores cultural interpretations and substitutions which were achieved with localisation of settings, characters and other cultural references in the Western re-release of Japanese Nintendo game Phoenix Wright: Ace Attorney.

Published date
Courses
The multicultural individual
Copyright
Read time
10 minutes

As a child, I loved playing Nintendo DS games such as Animal Crossing and Pokémon. I never had an issue with the fact that those games were all in English. I did not always understand everything but I either asked my parents or just continued as best as I could. I never realised that the English version games are often translated versions of the original Japanese versions and I never wondered why there was no Dutch version available.

Games such as Animal Crossing and Pokémon take place in imaginary worlds that are similar to ours but are not exactly the same. This means that it is not necessary to translate the cultural references, the text itself is enough. This is not the case for a game such as Phoenix Wright. The game is drenched in Japanese culture which would make understanding the game harder for a global audience with no prior knowledge of Japanese cultural phenomena.

It is interesting to think about this issue in the way that apparently it is too hard for a global audience to enjoy a game that is typically Japanese, but by making it more American (and moving the location of the game to the US) it is suddenly palatable for a global audience. Why is an Americanised game more playable for a Dutch person such as myself while a Japanese game is not (or is it)?

Back to top

What is Phoenix Wright?

Phoenix Wright: Ace Attorney is a detective-courtroom game by game company Nintendo. In the game, you play as beginner attorney Phoenix Wright who has to defend various (innocent) clients in a court of law. The player has to guide Phoenix Wright through two game elements: investigations and trials. The characters are usually exaggerated and so their responses and emotions are also exaggerated. The trial system that is in place is unlike anything in the world where suspects are guilty until proven innocent. This gives the game higher stakes since Phoenix’s task is thus to prove that his defendants are innocent.

The game was originally launched in 2001 in Japan for the Game Boy Advance and was rereleased in 2005 for the Nintendo DS. The rerelease was also the first translated version of Phoenix Wright that was launched in the US and in Europe. Seeing as the following games (Justice for All and Trials and Tribulations) contain a lot of references to Japanese culture, the translation changes made for the first Phoenix Wright had a big impact on the consequent entries in the series. By moving the translated version to the US, tit was very difficult to make sense of the fact that the story clearly takes place in Japan (the translators did find a way to fix that in the end) which will be discussed later on.

 

Back to top

What is localisation?

Localisation can be explained as the process of making a product, in this case a game, more suitable for a particular country (Cambridge Dictionary, n.d.). Phoenix Wright: Ace Attorney, called Gyakuten Saiban Yomigaeru Gyakuten in Japanese, was originally created by Japanese creators for the Japanese public. This, naturally, means that there are a lot of references to Japanese culture in the games. However, this made it more difficult for the localisation team.

Localisation is quite a common occurrence when translating Japanese media to a global audience. Anime and manga are also often translated to English. An example of this is the Pokémon anime. The level of localisation in that anime is not remarkably high because the Pokémon world is already radically different from our world. However, some references to Japanese culture had to be translated to make it suitable for a different audience. An infamous example is the ‘jelly-filled doughnuts’ example. In the Pokémon anime, Brock calls onigiri, Japanese rice balls, jelly-filled doughnuts. This scene is seen as remarkably ridiculous because the image clearly shows Brock holding triangle shaped rice ‘balls’ with a small piece of seaweed.

The localisation in Phoenix Wright has impacted various parts of the game such as the characters, storyline and artwork. By taking a deeper look into all three, we can try to understand why the changes have been made and what the consequences are for the game itself.

Back to top

Characters

Phoenix Wright features a large cast of colourful characters with their own quirks and larger than life personalities. In terms of the main characters, not much has changed from the Japanese version besides their names of course. One clear example of a localised character is Manfred von Karma, an intimidating prosecutor who has never lost a case before. In the Japanese version, Manfred van Karma and his daughter Franziska, are of American from origin while in the American version they are from German origin. This shift was necessary because the setting of the English version is in the US so it would not make sense for the van Karma’s to be American. The fact that they chose to make two of the villains in the game (they want the exact opposite from Phoenix Wright and fight him in court to win) German might show a certain prejudice from the localisation team. The stereotype of the ‘evil Germans’ could be seen as anti-German sentiment left over from the second World War. This could also be said for the Japanese version since the two prosecutors are American in that version.

Back to top

Storyline

Playing the Ace Attorney games, the first thing one might notice is that the game indeed takes place in the US while it is a Japanese game. This change was made because of an episode in the first game that dealt with time zones. Therefore, the localisation team had to decide where the game was taking place and they decided on the United States. However, even though this did not make a huge difference to the first game, it became more of an issue for later instalments since certain parts of those games take place in locations that are very clearly in Japan. The backstory that was created to explain the Japanese culture in the US, was that the games take place in an alternate reality where anti-Japanese sentiments and anti-immigrant laws never existed which means that Japanese culture could flourish and blend into American culture like other immigrant cultures (Hsu, 2014). This backstory is never fully explained in the game but was a way for the localisation team to imagine why the Ace Attorney world was the way it was. This explanation was mostly necessary for the location of Kurain Village which is very clearly a rural village in Japan. This can be seen in the images below that contain typical Japanese architecture, Japanese writing above the door and bedding on the floor.

Back to top

Artwork

The artwork in the game is also a part of the localisation process since the visuals need to match with the written text. The expectations were that the English translated version of the game would not sell very well (Mandiberg, 2015). This resulted in a low budget that meant that the localisation team could not change everything. The consequence of this is that there are still a lot of Japanese cultural references in the first Phoenix Wright game. A clear example of this is the caretaker’s shack. The shot shows tatami flooring (woven straw mats), a kotatsu (a table frame covered by a heavy blanket with a table on top with a heat source underneath the table), and senbei (a type of Japanese rice cracker). There are some other examples like this such as a lady selling bento boxes (Japanese boxed lunches) wearing a hat decorated with an onigiri (rice ball with a piece of seaweed). These points do not directly influence the gameplay since you are not required to understand what these things exactly are before being able to progress in the game.

Back to top

Discussion and conclusion

In conclusion, the Phoenix Wright games have been localised to a high degree to make the games more enjoyable and suitable for a global audience. In my opinion, this was done well since I was able to enjoy playing the game without getting confused about certain (Japanese) cultural references. If the localisation team were given an unlimited budget to localise this game, they probably would have made more drastic changes such as completely re-doing some graphics for the game (removing all Japanese references such as the kotatsu). But would this have made the game better? By doing so, would the localisation team not just have made a completely new (American) game that resembles the Japanese game Gyakuten Saiban Yomigaeru Gyakuten?

The main motive for localising this game was obviously to make a profit of the global market so the fact that they made these changes makes sense in that context. However, I think there is also value to be found in playing games that center on cultures that are different from your own. By making the game more American, the game was made more accessible for a different market but it also lost a piece of its Japanese origin. You could argue that leaving in too much of the Japanese culture, players would become confused and frustrated if they did not understand and might spend more time researching certain aspects instead of playing the game. But you could also argue that it is more valuable to learn more about a different culture in a playful way. I believe that I would have gotten the same enjoyment out of a version of the game that was not changed to be more American.

Phoenix Wright has in my opinion been successfully localised. The game can be played without any prior knowledge of Japanese culture and even a Dutch player can understand everything (which might say something about how the world is so accustomed to American culture). However, there is a bigger question surrounding localisation: should we localise games or only translate them so that the origin and culture of the game remains intact while potentially not transferring the full experience of the game itself? Should we not try to educate people about different cultures through media?

Back to top

References

Cambridge Dictionary. (n.d.) Localization. Retrieved 17/11/2020

Hsu, J. (2014). Ace Attorney Trilogy – Surprising Tidbits You Never Knew! Retrieved 18/11/2020

Mandiberg, S. (2015). Playing (with) the Trace: Localized Culture in Phoenix Wright. Retrieved 18/11/2020

Back to top

Research Master student at Tilburg University with a special interest in books, the Internet, and books on the Internet.

More from this author

Content ID

Published date
Course
The multicultural individual