

Once I began working on it, it quickly started consuming a lot of my time, including personal time, and the Free Company I had formed on Final Fantasy XIV with all of my friends and our staff also fell apart too. Still, I had to take responsibility for what I pushed forward, and no one else on our staff at the time wanted to work on it. Both were titles I really, truly wanted to work on, and it pained me to let go of both projects-I think I actually threatened both Café and DS55 with bodily harm if they screwed up on those titles, haha. Yet, to honor those sentiments, I had to face sacrifices of my own almost immediately after our company managed to acquire the project and settle things peacefully with the original fan-translator.Īt the time, I actually had my sights set on translating either euphoria-which I came to love after playing a sample copy to check and evaluate the content for acceptability in the west-or BokuTen ~ How I Became An Angel~-a game I’ve been looking forward to since I got a glance at the marketing materials sent out to pitch it to shops.

Of course, protecting something never just stops after a moment. Luckily, with the success of Go Go Nippon and Higurashi through Steam Greenlight, we finally managed to have hope that DC3R might actually earn its keep. That was ultimately the point on which I managed to convince the rest of MangaGamer to approve the Da Capo 3 R project. I felt that we couldn’t genuinely say we were honoring and defending their interests if we weren’t willing to take action to that effect. So I fought for it.Īlso, our company has always valued our relationships and partnerships with the developers who trust us with their work. Seeing and knowing the people behind the game like that, knowing there were dedicated fans out there hoping for DC3… I couldn’t just stand by and let it be mistreated. Still, I was filled with the memories of the time I spent with Circus-meeting Tororo-dancho, Kayura Yuka, Takano Yuki, and their other staff at our booth during Anime Expo singing along with rino, yozuka, and other fans during their concerts at our Anime Expo booth sharing dinner with all of them while one of my friends joining us tried to flirt with them despite the language barrier and even my time working on DC2 and interacting with those who really loved the series. Given that track record and the projected length of DC3R, it was hard to imagine this might be a profitable venture for us-and even harder to convince the higher ups that the venture was worth risking the probable loss. The original earned its profit mostly thanks to the high price it was initially listed at, Da Capo 2 took a while to break even, the fan discs flopped, and it took us several years to finally sell out of the one and only Limited Edition print run we ever did for both titles. In the history of our company, Da Capo‘s sales have been iffy. However, the prospects of MangaGamer working on it were actually questionable at the time.
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I personally couldn’t stand to see a good product being treated that way-especially not the follow up to a title I worked on myself ( Da Capo 2). Few may remember this now, but before work on DC3R started, there was a fan-translation for Da Capo 3-one of poor quality, by a person who publicly and explicitly expressed a refusal to work through official avenues. So perhaps more than any other game, it begs the question of what sentiments went into its production.Īt first, it was the desire to protect the title and our partner. One of the themes in Da Capo 3 R is magic, and in the Da Capo universe, magic is drawn from the power of sentiments and emotions. When we realized near the end of the common route that we had missed another ~200,000 characters worth of scripts (the equivalent of a game like Boob Wars or Armored Warrior Iris) in our calculations, it was a hard blow. When I first started my work on DC3R, we estimated the length at about 1,300,000 characters-very doable-and found out it was 1,800,000 characters-a daunting and challenging number that already proves nearly 2.5 times the normal length of full-length Visual Novels like DEARDROPS, euphoria, and Kara no Shojo 2. Twice the length of the Lord of the Rings Trilogy, and equivalent to the first three volumes of A Song of Ice and Fire, Da Capo 3 R is easily the longest game MangaGamer has ever undertaken to date. Today we have our Head Translator, Kouryuu, offering a few words about the trials of Da Capo 3 R‘s translation.
