Mad props to Mym at RPGFan for bringing this to my attention, and sharing the screens.
It is as great as it sounds.
Don't know if it's been mentioned here already, but interestingly a company called Akella actually localised the PC ports of the first two games into Russian a number of years back. My Russian isn't really good enough to judge how good the translation is, but either way I thought it was kind of cool!
This may be more viable than playing it in Japanese.
As promised, another day, another file drop, and the reason for the files being leaked. If I don't see this spread across at least 5 gaming news sites, then I've obviously not generated enough hype for this stuff. I mean, it's Metal Gear!
(hilarious heading photo taken from a NeoGAF thread)
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Ever wanted to read the entire script for Metal Gear Solid: Ghost Babel on the GBC, in either Japanese or English prior to editing and insertion in the game? Now you can!
*LINKS DELETED*
By this point most people will know who our mystery interview is – I won’t say the name since at least it gives the forums something to talk about. But I will print an excerpt from the big interview feature, which explains why the files were released. As our generous benefactor put it:
--- For over a decade, I did right by *****, Konami and other ***** clients despite not having signed an NDA. I continue to maintain non-disclosure for the last group, though any secrecy in those Word and Excel files expired as soon as the titles hit the shelf. The obligation I chose to feel towards Konami and ***** ended after the former demanded I expunge mentions of my own work from my own website, and the latter ferried that message.
---
That’s right, Konami attempted to censor one of its freelance employees, which is just the tip of the iceberg of all the political wranglings we discussed. The interview itself is in the hands of site founder Kurt, currently at MAGfest I believe. But it will be formatted and designed for publication within the next few weeks, to coincide with our new CMS launch.
The interview will be the first for said benefactor, and as promised reveals fascinating anecdotes from every corner of the industry. Besides Konami there’s also discussion about Kenji Eno’s company WARP and something for Namco fans to enjoy too. Alongside will be the final file drop, even bigger than the Ghost Babel files, and the real one to anticipate. What it is, most can probably correctly guess by now.
Points of interest in the Ghost Babel files:
* There are two large files titled MG English Final and MG English full. What are these? They contain a bunch of what appears to be hexadecimal coding alongside the ASCII dialogue. Is it some kind of partial source code? Discussion at RHDN implied no, but then I never supplied them with the file itself. If someone finds an interesting use for it, please let us know.
* There’s a file called “E-Changes post 9.1” – does this pertain to changes made after 9/11? I have no idea, since there’s not much dialogue in said files.
EDIT 7/1/11: As pointed out, Ghost Babel was obviously released in 2000, so the post 9.1 must mean something else. Apologies for this mistake, I knew this, but at the same time MGS2 was released in 2001 and it was on my mind and, given that it's our next release alongside the interview, it was on my mind when typing. Freudian slip as they say! Again, apologies for the quite obvious mistake.
/EDIT
I could ask out benefactor for clarification, but I think it’s more fun this way. Get cracking, chaps!
There’s also a ton of other stuff, like the entire Radio Play dialogue, files noting other changes, pretty much the entire script. Theoretically you could do a text dump of the ROM, but this is much cooler.
Stay tuned for the big interview and final file drop.
(Images borrowed from GameFAQs, because I really can’t be bothered cropping the ones I took)
Halfway through our collection of downloads, and this is where things start to get really interesting.
I'm following a few internet threads on this, and I'm not entirely sure how speculation ended up on the Metal Gear files pertaining to MG projects which were scrapped. If a game is scrapped why would they have someone officially localise it? Think more along the lines of released games, but early drafts prior to changes being made. In fact the Shadow of Destiny / Memories release should give you a taste of what to expect.
I was tempted to give the clues yesterday that it's by Konami, begins with the letter S and has a supernatural theme to it, but I didn't want to upset the Silent Hill fans (have you read my other interview, with SH bits?).
Anyway, if you've not played the time travelling, Groundhog's Day style adventure by Konami, you totally should. It's great.
The files in particular are interesting since they show how the script changed and, given the complexity of the story, you can now rifle through each of the timeline arcs and multiple endings with ease. Plus there is the Japanese should you wish to compare it. As a fan of the game I think it's great.
NOTE: The files are presented as I received them. There might be some duplicates, but I didn't want to change anything in case something interesting was inadvertently lost. You can open them with Notepad++, or for files with Japanese script, MS Word can open them and convert all the script into Japanese characters. Play around with them, or use Windows search tool to find specific pieces of text in each of the files.
Enjoy! A Feral Beer batch of files will drop tomorrow or possibly Monday, depending on how lazy I am, and the interview with final and best file drop will come out in a few weeks once we have the CMS worked out. Possibly. It all depends.
Someone at developers Criterion implemented something very clever in the FPS game Black, but between early preview demos and final release, someone at publisher EA decided this nugget of genius had to be removed and, as a result, we were all screwed. I want my money back, and the perpetrator of these changes named & shamed.
. . . Yes, I realise I’m several years too late, since Black was released in 2006, but that doesn’t decrease the livid indignation I feel over having paid money for this crap, only for it to be missing the very thing I bought it for.
I bought Black for no other reason than the promise of realistic gun reloading.
As shown in the PS2 demo given away with OPS2M 81, the game was supposed to feature realistic ammo management. You have a number of clips and if you press to reload you lose whatever you had in that clip when inserting the new one. So if you have a clip of 20 bullets and fire once (leaving you 19), and then reload, you will lose those 19 bullets. Contrasting against every other gun game where you click reload and your bullets are topped up from a large magical ammo bag.
That’s what I call dumb ammo management. I have read on so many forums that people don’t like the idea of realistic reloading because they like to push reload after firing every single bullet, and with realistic reloading would lose very quickly. If you’re one of these people, which developers pander to, then I hate you.
I chose to own Black for the single reason that the demo showed it not to feature “dumb reloading” and would require some degree of tactical thinking and, you know, actual intelligence. That unique quality that separates us, humans, from things like chimps and hamsters.
But no. Someone at EA, or possibly Criterion, must have got cold feet and between the demo and final release replaced intelligent reloading with dumb reloading. Why is it I have not seen this discussed anywhere else on the internet or in magazines? Note the screenshots:
DEMO START: I have two clips for the pistol. DEMO AFTER FIRING ONE BULLET AND RELOADING: I only have one clip and the rest of the ammo is wasted. This is realism. This is good. This is why I bought the game. FINAL RELEASE: One big ammo supply with no individual clips. Clearly someone in marketing was frightened that people would not buy the game if it featured any degree of actual realism, or required some degree of intellect, so they had it removed.
Bloody hell, what must I do to get away from this crap? I used to put up with it back in the 32-bit era, when I was naïve and young, but I have grown increasingly resentful of designers that treat me like an idiot. Why can’t more games feature intelligent reloading? The only ones that do are a tiny selection of PC FPS, and even then they’re from obscure Soviet developers. Even then, games like STALKER featured dumb reloading, forcing me to trawl for mods to correct this.
I don’t like PC gaming though, I like to sit on my couch and game. I had to really force my way through Uncharted 3, so annoyed was I by both the motion-blur and dumb reloading. For me it’s an absolute deal breaker. Deus Ex Human Revolution I couldn’t even finish – how can he pop open a revolver, dump the cylinder, pop a new one in, and yet not lose the wasted ammo?! It doesn’t make any sense!
Seriously, learn some self-control and appreciate the merits of tactical ammo management.
I am both disappointed and annoyed. I was saving Black for a dull day, like today, to really enjoy. And now it’s garbage. There is literally ABSOLUTELY NO POINT in either playing it or owning it. I have completely wasted my money on a product which was not as promised*.
It’s like going to your favourite steakhouse to buy steak, and discovering they converted into a vegan restaurant. I don’t care how amazing the fried tofu is, all I want is steak, and if I can’t have steak, which is the only reason I am here, then the entire establishment might as well burn to the ground for all I care. WHERE THE HELL IS MY RELOADING STEAK?!
* I realise the demo contained the warning that the games might change from the demo, but COME ON. This isn’t a minor change like menus or graphics, this is a fundamental alteration to the entire structure of the game’s mechanics. It’s an FPS designed around shooting – to make such a drastic change is like suddenly removing Mario’s ability to jump. Or Sonic’s ability to collect rings.
The demo lied to us. EA lied to us. Someone, somewhere, is responsible for this travesty. And as a result Black has gone from being possibly the best FPS ever, with realistic environments and realistic ammo management, and turned into absolute trash. There is no reason whatsoever anymore for me to play it. It might as well be a My Little Pony game for all the interest I have.
So then, can anyone recommend a different console game which features realistic reloading? I hear Alan Wake does, is this true? Does anyone else agree with me, or am I really the only gun lover who plays video games? I would think that given the high sales of Call of Duty and Modern Warfare, someone, somewhere would comment on the lack of realistic reloading and ammo management. And yet no one ever says a word.
After the amount of publicity this suddenly got, and sadly a few people complaining that it'll be a let down, I've decided to release this stuff early. Are we yielding to mob rule? You betcha.
. . . Firstly, I don't know why some assumed it would be Policenauts. I feel the original entry made it clear these were for games already localised, and therefore published. Also, after sudden Facebook and Twitter messages, I should say it's neither Jeremy Blaustein nor Marc Laidlaw. Our mystery revealer of secrets has no noticeable internet presence for games - at least not yet.
Anyway, the manuals went up first because they're not that exciting, and Hybrid Heaven went alongside because we don't yet have a site article on it. Next two are titles we do have site articles for, in ascending order of interest.
I'm presuming it's the GBC version. We also have a site article on the games. It's not the biggest release in our collection, but it's still pretty neat. Next (maybe tomorrow) is another game already on the site, available for PS2, Xbox, PSP and PC. This one I'm really fond of - but even this isn't the big stuff.
The third release is... Well, let's just say it rhymes with feral beer. Now if that doesn't convince you of what we have, nothing will. The fourth and final release has no site article and I'm going to hold on to until the interview is up. Let's just say it's the coolest and worth waiting for, alongside the megaton feature it corresponds with.
HG101 is undergoing a new CMS, which has been mentioned on our forum, but with any luck it'll be in place within a few weeks, and the interview and final file drop will be there to inaugurate it. Stay tuned.
Also, on a personal note, for those hoping it was Suikoden related, I feel your pain. The first two are, hands down, my favourite PS1 RPGs from the era. Vagrant Story and certain other Square RPGs get more publicity, but we know where it's at, right? Suikoden all the way. I did ask, but our interviewee was not involved with either title.
Back in November, forum posted Ace Whatever made a forum thread about his experiences at True Gaming Expo, the first gaming convention in Saudi Arabia. With his permission, we're reposting it here, as it shows some interesting coverage of events normally outside the purview of the usual gaming coverage.
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I spent this weekend at True Gaming Expo one of the first gaming conventions of its kind here in Riyadh, Saudi Arabia. Organization was handled by the staff of True Gaming, a local gaming based in the same city, along with heavy sponsorship by Microsoft. The event was held at the Novotel hotel, which struck me as a bit odd at first since most electronics conventions such as GITEX are usually held in more dedicated showrooms instead of hotels, and lasted for three days.
I showed up around thirty minutes before the show was scheduled to start and met up with some of my friends. After a while of chatting excitedly, we noticed that it was nearly 6pm and nobody bothered to point us in the direction of the hall where the event is taking place. I had to ask one of the employees before I found out that the entrance was actually outside off the hotel. When we arrived there was already a sizable crowd of people waiting at the entrance with no explanation offered for the delay. An hour and a half passed before people where finally let inside from the chilly November weather. I found out later that this was because the construction workers were four hours behind schedule in setting up the hall owing to it being occupied by a private celebration the previous night.
After finally pushing my past the crowd inside the entrance, I discovered that the room was rather small, like "a high school gym is bigger than this" small. The organizers had grossly underestimated the amount of attendees and the ensuing chaos was rather annoying to wade through. Nevertheless, I pushed through the crowds to explore. The hall’s setup was simple: Two thirds of the room was dedicated to stalls of Xbox 360’s hooked up to Samsung LED screens measuring forty inches and above. The remaining third was occupied by Nintendo and Sony was nowhere to be found. A small part of the Microsoft floor housed a large multi-use projector screen and a booth set up by the only vendor in the entire show: Local gaming store chain Computer House, who were offering deals on 360 games and Slim bundles and a chance to win a Slim in a prize draw. All the workers on the Microsoft side wore black thobes sporting the Kinect logo, which I thought was a nice touch. The Nintendo side was a bit different. There were a four stalls of Wiis lined up with various motion games plus Mario Kart, and one stall on its own side playing the new Zelda: Skyward Sword. Two stalls of tethered 3DS’s allowed visitors to sample Super Mario Land 3D and Ocarina of Time 3D, while in a small boxed room you could play a demo of the upcoming Mario Kart 7.
The game lineup overall wasn’t terribly exciting, since most of them were already released with the exception of Kinect Star Wars, Asura’s Wrath, Dragon’s Dogma, Mario Kart 7 and Street Fighter x Tekken. Resident Evil: Operation Raccoon City was one of the games scheduled to be demoed but was a no show (unless I somehow overlooked it).
The Dragon’s Dogma demo had you and a party fighting a large griffin, but nothing about the presentation tempted me to try it. Asura’s Wrath from what glimpses I could catch of it through the crowds showcased gameplay that I can only describe as an on-foot Space Harrier where you fight giant monsters and battleships with the occasional QTE thrown in. I did however manage to push past the masses and give Street Fighter x Tekken a shot. The demo had some oddly long load times for some reason and a lot of people were having trouble using the Tekken characters since nobody seemed to realize that they now have to rely on Street Fighter style movesets. Overall though it plays mostly like Street Fighter 4.
My wandering was interrupted by a round of applause signaling the sudden arrival of convention special guest Akira Yamaoka (AKA the guy who did the music for the Silent Hill series). Akira was scheduled to have a panel the following day but apparently decided to pay a quick visit to see how the first day was going. I managed to grab one photo from a distance before shuffling over to the second floor where the tournaments were held.
TGXPO played host to tournaments for Ultimate Marvel vs Capcom 3 and Gears of War 3. Having only played UMvC3 for a few days and getting a feel for its simple but effective combo system I decided to sign up figuring I’ve got nothing to lose. The email informing of when my match is scheduled to start led me to mistakenly believe that only three other people had signed up, but I was surprised when several people passed by me hugging their Street Fighter 4 arcade sticks (bear in mind that the tournament was done on the 360 version in a country that’s very Playstation-centric). Figuring I’m in for trouble, I gritted my teeth and stepped into the tournament area. Greeting me was a smaller room than the hall below housing a registration table and the setups for the two games. UMvC3 got two screens while GoW3 got 5 pairs of back-to-back sets just a few feet away. Once again lack of adherence to the schedule reared its ugly head and the 9pm tournament didn’t start until 9:30, with GoW3 suffering an extra fifteen minute delay. The UMvC3 participants delivered on skill however, with plenty of air combos, team hyper combos and at least one person who employed the Dark Phoenix/X-Factor tactic to great success. One oddity that was present was the allowed use of Simple Mode, which led to the somewhat embarrassing scenario of a participant using Simple Mode to beat a guy using an arcade stick. I had actually requested several days prior that Simple Mode not be allowed but my pleas fell on deaf ears. I’m all for easing non-fighting game fans into the genre, but given how incredibly easy it is to do air combos in this game plus the fact that Simple Mode basically allows you to perfectly perform mid-to-high level gameplay by mashing buttons, allowing it in a tournament is a great disservice to the other players.
Eventually my match came up. My team of Zero, Akuma and Hulk initially did well against my opponent’s team of Dante, Akuma and Ryu. My opponent however paused the match and complained that the previous contestants had modified the controls from the default setup. Whether this was true or an excuse, the judge allowed it and we restarted. For some reason, I decided to switch out Hulk for Captain America, given that I had gotten some mileage out of him in my online bouts. That proved to be a mistake as Cap’s limited moveset and my lack of understanding for their nuances turned him into dead weight for my team. My opponent however quickly settled into a comfortable niche of punishing my foolhardy charges with low combos into air launchers. Because previous matches were given unlimited time some of them lasted for quite a while, forcing the judges to impose a time limit of sixty seconds per match. I lost my first match to a time out by a sliver of health, but I made too many mistakes on the second match and was promptly decimated. To my credit I at least managed to land a couple of Raging Demons on him which if nothing else pleased the crowd a bit. Regretting not being able to perform better, I congratulated my opponent and left with a group of friends who had come to cheer me on. We drove to the nearest McDonalds to sate the immense thirst and hunger that had built up over four hours, ending the first day of TGXPO.
The next day, I took a friend of mine who missed out on the first day’s events due to a cold. As he was a big fan of Silent Hill and its music, he brought his SH2 disc so Akira can sign it. The hall this time was less crowded and more easier to navigate, and the vendor booth was rearranged into a closed off area where Akira would be having his panel in front of the projection screen. As we wandered around, I got my first glimpse at cosplayers. A cosplay contest was actually one of the scheduled events for the expo, but nobody showed up in costume the first day aside from a couple of people wearing Guy Fawkes masks and one Naruto ninja headband. Seems they all decided to pour out the woodwork on the second day as I eventually ran into Fire Flower Mario, Shin-chan, Shino, Tobi, some One Piece character I couldn’t recognize and a very well done Hakumen costume complete with glowing LEDs on the shoulders.
We decided to hand around on the second floor while waiting for Akira’s panel to start. After watching a few more UMvC3 matches we decided to ask the staff when Akira would be arriving only to be told he’s already downstairs singing and doing photos, a whole hour before his scheduled appearance. Hurray for chaos and disorder. We rushed back down to the ground floor and got my friend in line while I went to the front of the panel to prepare to shoot him...with my camera. Akira had ditched his shirt and pants in favor of the black Kinect thobe, and something I didn’t notice until processing the photos is that he was wearing a ring with the Batman logo on it. Along with my friend, one other person also brought his copies of SH 2 and 3 while another brought a whole bag of Silent Hill swag including the Bradygames strategy guides for 2,3 and 4. Having accomplished what we set out to do, we left early to celebrate a friend’s birthday at Applebee’s.
I wasn’t able to attend the third day’s cosplay contest due to my car’s ignition fizzling out, but the organizer’s site posted that the event ended on a positive note and that next year’s TGXPO will be held at one of Riyadh’s proper show rooms. Overall, despite a few rough spots here and there this expo was definitely a rousing success and will hopefully open the door for more of its kind.
With the festivities of New Year over, Hardcore Gaming 101 is excited to reveal a treasure trove of top secret Konami files, which we’re making available for you to download. Grab them before Konami slaps an injunction on us.
. . . With the New Year great changes are in motion at HG101. Not just in the site itself and the way you read it, but also with a series of extremely exciting, exclusive articles, and also this selection of Konami files. In truth, due to a clerical error, these files were never technically under an NDA back in the day – so perhaps they’re not top secret. But they are interesting. They are a selection of localisation files, containing the original Japanese scripts and official English translations, for several Konami games and a variety of manuals. There’s also translation notes and other behind-the-scenes morsels in some of them.
We acquired them from a freelance localiser who has never been interviewed before – I want to emphasise this, said person has never been interviewed before – and for various reasons we were given permission to distribute them. Full disclosure as to why they’re being released will be revealed later on.
Our first release contains the collection of instruction manual translations, and the entire script for Hybrid Heaven, prior to its being edited for use in-game.
(Manuals include: ISS64, some dancing game, some kind of beat-em-up, some kind of bass fishing game, some NHL games, Silent Hill, Goemon, some GunGage game, Airforce Delta, Vandal Hearts 2, an NBA game, Power Dunkers 64)
If all goes according to plan I’ll be making periodical updates to this in the coming few weeks. Our second and third releases will be the entire script – every single line of script in fact – for a pair of text-heavy games already covered on the site (can you guess which two?). This will make for fun Spotlight entries with the main site update, or I may just put them up earlier.
The final release will be for two games which aren’t yet covered by the site, but trust me when I say they will be MEGATON releases, and something to get both romhackers and fans in general extremely excited. Heck, there are some files in here which I don’t even know what they are (but according to RHDN they’re probably NOT the source code to anything).
Alongside this final release will be a lengthy 10’000 word interview with our mysterious benefactor, at which time their identity will be revealed. Let’s just say after reading this you will never look at Konami or indeed the videogame industry in the same way again. HG101 staff have already read the unspeakably controversial feature, and everyone agrees it’s the most industry rocking article we’ve ever published. The pillars of heaven will shake. Some bits are so hot we’re not even sure if we can legally publish it – but we’re going to anyway.
Quotes from other HG101 staff, taken entirely out of context:
“Oh god. You have cojones, sir.” – CJ Iwakura
“... seizure-inducing...” – Derboo
“You said it! A real eye-opener.” – MP83
Plus here’s a 100% genuinely made-up quote from site founder DiscoAlucard: “Bloody heck, Sketcz, I’m keeping my attorney on speed-dial for this one, just in case.”
So check back regularly for some really solid content. The MEGATON interview with top secret files to download should be stealthily up before the end of January, assuming Konami’s fox-like assassins don’t stop us before then.