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“Project RepliCAN”: A Fan-Localization of NieR RepliCant Ver. 1.0.3 (Updated 29-02-20) [DOWNLOAD]

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This post has now been reorganised so that the mod files are at the top. Scroll down to “About This Mod” for more background info.

How to Download and Install

In order to play legally, first you’ll need a copy of NieR Replicant for PS3. It is only available on physical media, and sadly is now out of print. But if you’re lucky you can find one second-hand online. Then do the following:

  1. Rip your physical copy of NieR RepliCant and apply the English patch by RikuKH3, available here: https://pastebin.com/TCXDCmmS
  2. Then, regardless of if you’re installing fresh or updating a previous version of this mod, do the following:
  3. Download my modified files here: Ver. 1.0.3
  4. Go into the \PS3_GAME\USRDIR\MEDIA folder of NieR RepliCant and replace the “EVENT” and “TEXT” folders with the ones in my download, overwriting all files.
  5. You can play the game with either a modded PS3, or an emulator if your PC is better than mine (RPCS3).

Changes in Ver. 1.0.3

  • Altered the cookie scene dialogue in the opening scene to better reflect the meaning of the original Japanese, while still fitting in with the original English translation.
  • Altered the dialogue in the scene where Nier and Weiss first meet to be more in keeping with the tone of Weiss’s Japanese voice, while not altering the English translation too much. Please see the “Known issues” section below for more information on this.
  • The fishing minigame instructions have been altered to match the original Japanese controls which are used in this game, so in theory it should now tell you the correct buttons to push.
  • Radio text for a child in Seafront was erroneously altered from “Father” to “Brother” in RikuKH3’s translation, so I have changed it back.
  • In the scene where Nier and Emil meet, I had accidentally made Nier refer to Weiss by his Japanese name “Shiro” (oops!). This has now been corrected.
  • Altered Weiss and Nier’s dialogue a bit during the book sorting quest in the library.
  • Other general edits to the dialogue which I felt were appropriate.

Thank you to meliascia and SighingSlider for your feedback on various things above.

Previous Releases

Ver. 1.0.0 (21-09-19)

Known Issues

I’m aware of the following issues. If you find any more or notice anything odd with the dialogue that isn’t listed here, please leave a comment below or contact me and I will do my best to look into it.

  • Weiss’s dialogue is sometimes mismatched, either in tone (energetic dialogue vs monotonous voice) or in context with Nier’s new amended lines. I would like to find a balance between the English and Japanese dialogue that works, as I really enjoy his English dialogue and don’t want to overly change it. This is an ongoing project in order to come to a good compromise.
  • You have to enter your character name using a Japanese keyboard layout. I’ve tried seeing if I can change this, but cannot seem to find a way so far. I recommend you copy and paste some katakana into the name entry screen if on PC, or locate a katakana character layout sheet online and use it to help you enter a name on PS3.
  • Words in dialogue boxes and in the Forest of Myth sometimes overflow onto the next line. I’m not sure if it was using Notepad++ which caused this to happen or if it is unavoidable. I have some ideas to try and fix this, if I find a solution it will take a while to fix all of the offending dialogue.
  • Sometimes radio text (the text that appears in the top left corner of the screen while characters are talking) flashes by very quickly. I’ve yet to find a solution to this, it seems the timing is a bit off on rare occasions.

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About This Mod

Since April 2019, I have been working on refining the English-patched version of NieR RepliCant originally released by RikuKH3. This patch replaced all of the Japanese script in the game with the English equivalent from the Western release, where the main character is replaced with an older man. RikuKH3 also altered some of the dialogue, for instance so that the word “father” was replaced with “brother” in conversations between Nier and the character Yonah.

Instances of his English counterpart still resurface (one which particularly sticks out to me is when Nier is being asked about his wedding “a long time ago”, despite being barely out of his teenage years at this point in RepliCant).

I decided to comb the entire script and rewrite dialogue that made Nier sound like a middle-aged man (as he is in the English version) so that it better reflected his character as a teenage boy and young man. Why? Because I love NieR RepliCant.

A lot of re-localising of the dialogue in NieR meant I had to go back and reference the original Japanese script. I don’t speak Japanese other than whatever odd words and phrases I have picked up, so I have tried my best to get the general gist of conversations and incorporate them into the existing highly enjoyable English translation, albeit with alterations where necessary to make it make sense in context.

I maintain that this is a re-localisation and have never intended for this mod to be a complete re-translation of the game from Japanese, although I would encourage anyone who wanted to do that project to do so if they have the ability (or Square Enix! – Edit: as of 29/03/20 an official remaster of NieR RepliCant has been announced!).

 

Screenshots

I have tried to get a few screenshots of the edited dialogue in action, but bear in mind my PC can’t run the game emulated very well, so there are graphical glitches. In future, if I can I will try to capture some screenshots and video of the game running on PS3.

Brother Nier comforting YonahNier egging on the terrifying creatures whilst standing in a pool of his own bloodNier's opening monologue (completely overhauled)Nier's opening monologue (completely overhauled)Nier's opening monologue (completely overhauled)

Summary

This mod was a labour of love by a huge fan of the NieR series (*cough*), and if somehow Square Enix suddenly decided after all these years to remaster, localise and release RepliCant to the west, I would urge anyone to buy that instead as they would do a far superior job than I ever could! – Edit: As of 29/03/20 an official remaster of NieR RepliCant has been announced by Square Enix in celebration of its 10 year anniversary, which is absolutely incredible news.

One thing I should note is I stuck to using Americanised/Americanized English for this modded script, because the existing English script which I based it upon uses it.

Please let me know what you think if you try out this modded script, and also if you find any of it doesn’t make sense! Even I, after reading through it goodness knows how many times, still find things here and there to alter when I play it through again.

Project RepliCAN Ver. 1.0.3 Released

 

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Just a micro-post to announce that I have just released Version 1.0.3 of Project RepliCAN: my NieR RepliCant re-localisation mod. It can be found here.

I’ve implemented many changes big and small which are listed on the linked post aboveβ€” many thanks to meliascia and SighingSlider for contacting me with your feedback while trying out the mod!

I’ve also done some mucking around and made a silly little logo for the mod above.

5 Times LA Noire Broke on Me [VIDEO]

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Hello my lovely gamer-ators!

Recently I played LA Noire for the first time (the PS4 release), and I’ve just uploaded a new video over on the TurnBasedTurnip YouTube channel, highlighting 5 of my favourite glitches that decided to grace me with their presence. I’ve ordered them from my least to most favourite, so be sure to watch to the end.

As always, I’d love to know about any glitches or madness you have encountered during LA Noire, or any other game!

An Update After a Break, and a YouTube Channel!

Hello, my fellow gaming madmen! I’m not a hugely frequent poster, but I have been away from actively blogging entirely the past few months. I’ve come back to give a bit of an update of my activities, so this won’t be a very long one.

I’ve actually been mainly working on revitalising my dormant YouTube channel, and I am excited to unveil it over at https://www.youtube.com/channel/UCRTmOlF7PDAAH1IHA099LpwΒ !

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I had to do quite a bit of skill honing, but I have one piece of new content on there so far, which is a retrospective of a brilliant old game called Rod Land:
https://www.youtube.com/watch?v=_tZVAFrMKys

This will hopefully be the first of a few videos in a series called The Cupboard Arcade, which aims to document games that have particularly left an impression on me over the years.

I’m currently working on a video which I hope to have finished soon (and I shall update here when I do) which showcases the hilarious bugs and glitches I encountered while playingΒ LA Noire on the PS4.

Last but not least, since April this year I have been working on a translation/localisation/script rework of a game that was only ever released in Japan… I think I’ll save that for a future post once I’ve got it ready! It’s very close to being in a position where I’m happy to share it, so I’d like to make a YouTube video about it when I can and I shall update about that here also.

So, that’s about it for my little update. I hope to be able to share updates on my above projects soon. I’d love to know what your favourite game bugs/glitches are, and also any fan translation projects or other gaming mods that you are either working on or thought were particularly good!

Happy gaming πŸ™‚

BBC Radio 6 Music is Currently Running an Interesting-Sounding Series About Video Games Music

Radio 6 High Scores website

It’s called High Scores: A History of Video Games Music and is being hosted by the BBC’s Mark Savage. The first episode is currently available to listen to so far, and guest features persistent video game fanatic Charlie Brooker (yes, that Charlie Brooker) showcasing a selection of his favourite video game jams through the years, along with some nostalgic and amusing anecdotes to go along with them.

Though just a teaser for the series which begins properly on March 10th, this first episode is worth a listen for anyone interested in the history of games music, and has piqued my interest for what’s to come. Radio 6 has had excellent high-quality programming about video games music in the past and I expect this will be a continuation to that theme. I look forward to next week’s show!

High Scores: A History of Video Games Music is being broadcast live every Sunday at 13:00 on BBC Radio 6 with recordings available to listen to for 30 days after airing on Radio 6’s website. You can also listen to it using the BBC Sounds app. Click here for more information on how to listen to Radio 6.

I Tried Out That A.I. Gigapixel Mod for Final Fantasy 7. It’s Gorgeous. Hot Pix Inside

FFVII – Modded (Train Station)

Word on the internet-street is that A.I. Gigapixel, the AI that uses machine learning to upscale low res images with very impressive results, has been used to upscale the prerendered backgrounds in Final Fantasy VII. The project is called the Remako HD Graphics Mod, by CaptRobau, and has its own blog over here (click for link).

I need this so much, I thought when I heard about it.

I love Final Fantasy VII, it being the first Final Fantasy I ever played to completion . It had me hooked within seconds with its sci-fi setting, interesting but easy to pick up battle mechanics, distinctive characters and captivating storyline. It also looked beautiful, and I remember thinking, at ~13 years old, that every screen looked like a work of art.

But I know that looking at the game now can be … a little offensive on the eyes at times. Truthfully, it hasn’t aged particularly well since its birth in 1997. The beauty is still there, hidden beneath the pixels and the blocky chibi characters, but more often than not can’t be appreciated as much with the modern eye (and the modern monitor, which just emphasises the imperfections).

I’m partial to a modding challenge, and so I rolled up my sleeves. I’m partial to it, but that doesn’t mean I know what I’m doing. Pure determination is my fuel half the time.

Through a mixture of following tutorials, trial and error, erasing my progress entirely at one point and reinstalling the game and mods from fresh once realising I’d messed up, I managed to mod my 2013 Steam rerelease of FFVII. And it was worth every blood, sweat and teardrop.

Below are some meaty comparison screenshots between vanilla (on the left) and modded (on the right) FFVII. As well as Remako, I took the opportunity to install some other graphics and sound mods too, including a remastered soundtrack. Click each thumbnail to see a larger image.

If you’re interested in trying to mod your own PC copy of Final Fantasy VII, you can learn how to do so over on the QHIMM Forums (click for link). Using the base mod 7th Heaven, you can then install plugin mods to personalise FFVII’s graphics, character and object models, UI, sound and gameplay to your own taste. However, note that the Remako mod isn’t built into 7th Heaven at the time of writing and must be downloaded separately. Also make sure that you only download the FF7 Game Converter from the QHIMM forum linked above, as the one on CaptRobau’s blog is currently an old version which caused me some technical issues.

I feel indebted to the creators of these mods for breathing new life into a game I’ve wanted to pick up for a while, but was put off to an extent by the graphics. This will certainly scratch my FFVII itch in lieu of waiting for the remake to happen!

Some VERY FUN TRIVIA: This is the first actual turn-based game I’ve featured here on Turn Based Turnip! See, I told you it was fun.

A Little Rundown on the Videogame Exhibition at the V&A London

It was with great joy that I heard the Victoria and Albert museum (V&A) in London was holding an exhibition entitled Videogames: Design/Play/Disrupt, and even though I was fortunate enough to obtain guest tickets, the price for admission is quite reasonable, I feel, at Β£18.

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I would say book tickets in advance and get there early for sure; this exhibition is a bit outgrown for the space it occupies in terms of how popular it is, and if you leave it until later in the day like we did you will definitely feel like you’re walking around in an eternal queue at first, unable to properly appreciate the work on display.

The exhibition opens up on all the meatiest content first, with an impressive towering screen showing clips from thatgamecompany’s masterpiece Journey accompanied by its breathtaking musical score. An entire wall is then dedicated to displaying the developers’ sketchbooks, research notes and video footage taken on sand dunes, giving a fascinating insight into the thought processes and, well, journey that the game took during its development.

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image Β© thatgamecompany

Further detailed ‘behind the scenes’ of games being exhibited include, but aren’t limited to, work from Bloodborne, The Last of Us and Splatoon. Also of note is a display from Tale of Tales, a studio that I am a big fan of and whose work I have always found to be extremely thoughtful and well presented. They are most well known for their Red Riding Hood-inspired jaunt through the woods called The Path, and their showcasing of arthouse-worthy game The Graveyard is a brilliant illustration of what they’re all about.

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image Β© Tale of Tales

Subjects that are most concentrated on in the exhibition are supporting artwork behind the games on display, development of different technical processes such as prototyping through to finished environments and characters, and exploration of videogames as an artform, by acting as a platform on which to make statements on politics, society and the wider world around us.

Further areas to discover are a hall showing off the world of Esports, and an interactive room full of modern arcade cabinets and several experimental games making use of physical objects, one example from Australia being the front half of a real car being used as a controller.

As a finishing touch, the shop at the end of the exhibition has a selection of game memorabiliaβ€”clothing, accessories, jewellery, and posters and prints, including signed limited edition Journey prints (if they’re still in stock that is!).

Videogames: Design/Play/Disrupt is overall a fascinating snapshot into the world of videogames today, and a brilliant opportunity to see them in a multitude of lights as diverse as the people who make them.

The exhibition is running until 24th February 2019, and more information can be found at vam.ac.uk/videogames. Tickets are Β£18, or free for members of the V&A.