Thanks. Yes, I do try to be consistent with callbacks and minor references, although it can be challenging to remember in cases like this.
I keep archives of all the scripts for my projects in plain text form so I can quickly run searches to see if something came up before. I understand there's also "translation memory" software to help with this sort of thing, although I haven't looked into that in any detail.
At the time I didn't want to write around the honorifics in several scenes where they're directly mentioned - or try to come up with half a dozen new nicknames for everyone (all the characters in Mihama refer to each other differently, and it's sometimes commented on).
I could maybe have worked around it with enough effort, but I think it works okay for the series? My personal feeling is that it's semi-defensible to leave honorifics in when a work's setting is very clearly Japanese, although they have no business being preserved in a story that's set in Marseille, France.
Please don't do that. The game is a lot better. I will work faster for you (maybe)
Please don't interpret a non-answer that way. I don't read / TL check all of Mangagamer's releases. I wish I had that kind of time on my hands
Gahkthun actually has less of this than earlier games like Inganock, where the battle scenes themselves are almost entirely repetitive text with a few alterations.
Some people hate this technique, but I personally think the way it's used in Sakurai's games is pretty neat. You run into the passages at fairly regular intervals, like the chorus in a song. They're poetic and establish a certain mood; after a while, you come to expect that certain kinds of events will follow certain passages. They act as "anchors" for the episodic structure of the games. And when you see the familiar passages changing, you know the rules that applied to the story so far are shifting.
It's definitely something that won't appeal to everyone, but it's distinctive, and part of what I like about Sakurai's style.
Battles occur with similar frequency but are briefer. They aren't as much of a focus in Sona-Nyl.
The solution I have in mind right now is using fade-in images for the spoken text, but that's not definite yet. They clearly need to be subtitled somehow.
The situation here is a little more complicated. Assets for the console release were made for a widescreen 1280x720 resolution, where the original was 4:3 (800x600). So we'll be dealing with some assets that only exist in 16:9 form (console content) and some assets that only exist in 4:3 form (18+ cgs).
I'm not involved with that project, so all I can say is that it sounds like they're currently working on getting the details sorted out. I'm excited for the English release and hope it goes well for Sekai Project.
We're hoping to make this a hybrid release with all the CGs from the original PC game, although there are some issues to be resolved there (since they only exist in 4:3 form at present)