Interview

Talk about Kojima's hard sci-fi masterpiece.
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Lonheartda60
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Interview

Post by Lonheartda60 »

If it hasn't been done already could someone translate the "Oshii & Kojima" interview?
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Re: Interview

Post by Lonheartda60 »

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Re: Interview

Post by Kyrill »

Wow ! I didn't know they did an interview together, I love Oshii's work in Ghost in the Shell, I'm also very interested in that interview, if someone could translate it... Please ! [-o<
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Re: Interview

Post by Solidé »

I'm also interested about translation of this interview :)
So yeah, please someone...
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Re: Interview

Post by Artemio »

Here is a Spanish trasnlation I sponsored several years ago (2004):
Bienvenidos a otro trabajo de traduccion del perro.
Un par de notas.
1. Este es un machote... un draft.
2. Cualquier cosa entre "{}" es un comentario de Inu... usualmente es algo ignorable, o algo extra para explicar el contexto y/o significado alterno.


El creador de producciones como "Platlabor" y "Ghost in the Shell"que tienen como caracteristica principal una historia detallada y un peculiar mundo, el director de cine, Mamoru Oshii. Tuvimos finalmente con el, junto al creador de "PoliceNauts", Hideo Kojima una platica.

(Oshii) ...Cuando vi el paquete crei que era una historia de detectives.
Kojima: Que te parecio el juego?
Oshii: A decir verdad, apenas lo termine ayer. Pense que seria muy gacho no acabarlo antes de vernos.
Kojima: Te atoraste en alguna parte del juego?

Oshii: En la parte donde tienes que desmantelar la bomba, trone como 15 veces. Tuve algo de problemas cortando el cable. Ademas, hasta que llegue al ultimo duelo, no me di cuenta que podias fijar la mira. Ya se me hacia raro no poder vencer a tanto enemigo que salia, algun secreto tenia que haber (risas). Despues, me quedo algo de estress al ver que al verdadero maldito no le pude disparar.

Kojima: Aha, Porque rueda, no? {faltan algunos caracteres aqui...}
Veras, quise hacer de PoliceNauts un juego que involucrara en parte al cuerpo.
Creci viendo Starky & Hutch. Siempre que prendia la tele tenia la fuerte impresion que alli estaba la cultura americana. Yo quise crear una impresion parecida en {faltan caracteres... creo}
... en esta era hablando visualmente, tenemos que entender que esto es una colonia. Si pensamos en eso, todo se reduce a Gundam Type. {no estoy seguro que siquiera correspondan al mismo parrafo}

Oshii: Aunque para nosotros Gundam Type es algo que recordamos a;oradamente. Tenia una atmosfera completa alrededor, algo que nos tranquilizaba. (mas caracteres MIA)

*****

Sr Oshii, cuales juegos le gustan?

Oshii: Desde antes me gusta la aventura, jugaba mucho desde entonces. Por eso me entere de "Snatcher". Este juego que me permitieron jugar, "PoliceNauts", al estar tan bien ambientado en el mismo mundo, tiene una magnifica reminiscencia* que me hace recordar al viejo juego de computadora, me senti un poco nostalgico.

Kojima: Llego a sentir esa experiencia corporal?
Oshii: En lo personal, la experiencia fisica (corporal) es algo viejo! Desde que "French Connexion" se volvio mundial.

Kojima: Esa pelicula tambien me gusto. Sin embargo, en esta joven era, quien entiende mejor este concepto {que todavia no termino de definirlo} es "Liza LuWebon**" {necesito trabajo con esto... risaruuebon}. {Un caracter que no concuerda, posiblemente faltan algunos} Aunque alli se quedo (risas).

Oshii: Aun quiero tener a un protagonista astronauta. Cuando comenzo la era espacial, yo apenas era un estudiante de primaria. Aunque en estos tiempos a los astronautas no se les admira tanto como entonces.

Kojima: En mis tiempos los astronautas eran adorados! Como el de "El planeta de los simios", sabia de todo! Todo esto daba la impresion de que un astronauta era un ser altamente inteligente.

Oshii: Creo que el "cuerpo" esta intricamente relacionado con la aventura. Aunque no se me habia ocurrido ponerlo en una colonia espacial {inu se pregunta de que diablos esta hablando...}

Kojima: Una colonia tipo cilindro no parece muy real. Al principio pense en una en forma de esfera o con forma de {Taurus?!} , sin embargo, ahora....

_____________________________________________
Hideo Kojima: Diseñador de videojuegos
Fungio en "PoliceNauts" como director y supervisor del screenplay. Otras de sus obras son
"Metal Gear", "Solid Snake" y "Snatcher".

[arriba] La alianza de Jonathan y Ed llevan la historia a su cuspide. Esto es precisamente es la base del "cuerpo".

Mamoru Oshii: Director Cinematografico.
Logro un apoyo muy entusiasta (por parte de los fans) con "Urusai Yatura", despues dirigio "Patlabor" y "Patlabor 2". Logro reconocimiento internacional con "Ghost in the Shell".

El creador de producciones como "Platlabor" y "Ghost in the Shell"que tienen como caracteristica principal una historia detallada y un peculiar mundo, el director de cine, Mamoru Oshii. Tuvimos finalmente con el, junto al creador de "PoliceNauts", Hideo Kojima una platica. Una acalorada discucion sobre el futuro de los videojuegos se presenta a continuacion.

{Titulo, tama;o de fuente mas grande} Cuando vi el paquete crei que era una historia de detectives!

Kojima: Que le parecio el juego?
Oshii: A decir verdad, apenas lo termine ayer. Pense que seria muy irrespetuoso no acabarlo antes de vernos.
Kojima: Alguna parte dificil en especial?

Oshii: En la parte donde tienes que desmantelar la bomba, falle unas 15 veces. Tuve algo de problemas cortando el cable. Ademas, hasta que llegue al ultimo duelo, no me di cuenta que se podia fijar la mira. Ya se me hacia raro no poder vencer a tanto enemigo que salia, algun secreto tenia que haber (risas). Despues, me quedo algo de stress al ver que al verdadero maldito no le pude disparar.

Kojima: Aha, Porque Ed es quien dispara, no? Esto es una parte del "cuerpo" que le quise poner a PoliceNauts. Veras, creci viendo Starky & Hutch. Siempre que prendia la tele tenia la fuerte impresion que alli estaba esta parte de la cultura americana. Supongo que quise hacer algo parecido en esta ocasion. Sr Oshii, cuales juegos le gustan?

Oshii: Desde antes me gusta la aventura, jugaba mucho desde entonces. Por eso me conoci a "Snatcher". Este juego que me permitieron jugar, "PoliceNauts", al estar tan bien ambientado en el mismo mundo, tiene una magnifica reminiscencia* que me hace recordar al viejo juego de computadora, me senti un poco nostalgico.

Kojima: Llego a sentir el "cuerpo"?

Oshii: En lo personal, el "cuerpo" es algo viejo! Desde que "French Connexion" se estreno a nivel mundial.

Kojima: Esa pelicula tambien me gusto. Sin embargo, en esta joven era, pensaria que quien entiende mejor este concepto es "Lethal Weapon" {-_-;}. Aunque eso es lo unico que tiene (risas).

Oshii: Yo tambien quiero tener un protagonista astronauta. Cuando comenzo la era espacial, yo apenas era un estudiante de primaria. Aunque en estos tiempos a los astronautas no se les admira tanto como entonces.

Kojima: En mis tiempos los astronautas eran adorados! Como el de "El planeta de los simios", sabia de todo! Todo esto daba la impresion de que un astronauta era un ser altamente inteligente.

Oshii: Creo que el "cuerpo" esta intricamente relacionado con la aventura. Aunque no se me habria ocurrido ponerlo en una colonia espacial.

Kojima: Una colonia tipo cilindro no parece muy real. Al principio pense en una en forma de esfera o con forma de {Taurus?!} , sin embargo, ahora en esta era hablando visualmente, a primera vista se tiene que entender que esto es una colonia. Si pensamos en eso, no queda mas que (emular) a Gundam Type.

Oshii: Aunque para nosotros la colonia en forma de cilindro de Gundam type es motivo de nostalgia. Alrededor de ella existe ese tipo de ambientacion, como que de esta manera nos da certeza de algo. {Siendo Gundam lugar comun entre cualquier japones, es posible que se refiera a lo agradable de una estetica que todos reconocen... supongo que lo que para nosotros seria escuchar "cielito lindo".}






Pies de foto:
_____________________________________________
Hideo Kojima: Disenador de videojuegos
Fungio en "PoliceNauts" como director y supervisor del screenplay. Otras de sus obras son
"Metal Gear", "Solid Snake" y "Snatcher".

[arriba] La alianza de Jonathan y Ed llevan la historia a su cuspide. Esto es precisamente es la base del "cuerpo".

Mamoru Oshii: Director Cinematografico.
Logro un apoyo muy entusiasta (por parte de los fans) con "Urusai Yatsura", despues dirigio "Patlabor" y "Patlabor 2". Logro reconocimiento internacional con "Ghost in the Shell".
Right now I can't translate it to English, I know that the person that translated it is really good (married to a Japanese girl and living in Japan). I'll try and do it during the week.
From the mathematical perspective, consciousness might be regarded as a second derivative of sensation.
-- Terrel Miedaner

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Re: Interview

Post by Solidé »

I don't mean to push you but... whats up with the translation? ^_^
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Re: Interview

Post by Artemio »

Here is a quick fix:

Code: Select all

Welcome to another translation work by the Dog.
A couple of notes:
1. This si a draft.
2. Anything that is between "{}" is a comment by Inu... usually something you can ignore, or extra to give context.

The creator of productions such as "Patlabor" and "Ghost in the Shell" which have as main characteristic a detailed plot and a unique owrld, the movie director, Mamoru Oshii. We finally could interview him alongside the creator of "Policenauts", Hideo Kojima.

(Oshii) .. When I saw the package I beilieved it to be a detective story.
Kojima: How did you like the game?
Oshii: To tell the truth, I just finished it yesterday. I thought it would be bad form if I didn't finish it before we met.
Kojima: Were you stuck anywhere in the game?

Oshii: In the part where you have to disable the bomb, I blew up like 15 times. I had some troubel cutting the cable. Besides, until I arrived to the last shooting sequence, I hadn't fiigured out you could lock on targets. I had wondered why I couldn't beat all the enemies that appeared on screen. Tehre had to be a secret (laughs). Afterwards, there was some stress left in my system after realizing I couldn't shoot the real bastard.

Kojima: Because he rolls, right? You see, I wanted to make policenauts a game that involved part of the body. I gew up watching Starky & Hutch. Everytime I turned the TV on I had a strong feeling that that wa sthe American culture. I wanted to create a similar experience, in this new era and speaking visually. We have to understand this si a colony. If we think about that, everything is related to a Gundam Type { there were some missing sentences in the scans I sent him back then } 

Oshii: Although for us gundam Type is somethingt we recall with love. It had a complete atmosphere, something that soothed us.
Keep in mind this is ahasty translation from a hasty translation. Will go on tomorrow.
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Re: Interview

Post by nickdaring »

Interesting interview. I'll be cursious to see the full "corrected" translation. I just dumped the spanish version into google trnalate and there area few awkward spots. Overall pretty clear though.

Kojima sure like Planet of the Apes! I think it comes up in all of his interviews.

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Re: Interview

Post by Jack Stern »

Here's my take on the translation. I got a few liberties in terms of dialogue syntax but overall it's as much as closer to the impression I got from reading the spanish version. There's a few awkward pieces, but overall I think it gets the job done.

Profile: Hideo Kojima
Game Designer. Worked in "Policenauts" as director & screenplay supverisor. Other works include Metal Gear, Snatcher & MG2: Solid Snake.

[up] (photo) The alliance between Jonathan & Ed makes the story reach into its peak. This is precisely the base of the game's "feeling".

Profile: Mamoru Oshii
Film Director. Got the fandom attention with "Urusai Yatura", later directed "Patlabor" and "Patlabor 2". He received international acclaim with "Ghost in the Shell".

Film director Mamoru Oshii, the creator of "Platlabor" and "Ghost in the Shell", titles that have as unique features detailed storylines and singular worlds, had finally a conversation along with Hideo Kojima, the creator of "Policenauts". A wild discussion about the future of the videogames comes next.

"Oshii: When I saw the package, I thought it was a detective story!"

Kojima: What's your take on the game?
Oshii: To say the truth, I just finished it yesterday. I thought it would be really disrespectful to not finish it before this meeting.
Kojima: Any difficult part in particular?
Oshii: In the bomb-difusal section, I failed about 15 times. I had some problem cutting the cable. Besides, only before I got into the ending duel, I didn't realize that you could use the auto-aim* feature. It got really weird the fact that you couldn't defeat many enemies around, so there had to be a secret (laughs). Later, I got some stress when you couldn't shoot the real bastard.
Kojima: Yes, because Ed is the one who shoots, right? This is a part of the "feeling" that I wanted to input into Policenauts. You see, I grew up watching Starky & Hutch. Whenever I turned up the TV, I had a strong impression that this style was part of the American culture. I guess I wanted to make something similar in this occasion. Mr Oshii, what kind of games do you like?
Oshii: I have always enjoyed adventure games, I played a lot of those back then. That's why I got into "Snatcher". This game that I have been given to play, "Policenauts", since it features a great atmosphere in the world, it has a marvelous reminisence that makes me remember the old computer game (Snatcher). I felt a little nostalgic.
Kojima: Did you get to sense the "feeling"?
Oshii: In my opinion, since the French Connection** had a worldwide release, the "feeling" is kinda old!
Kojima: I enjoyed that movie, too. Still, in this young era, I thought that this concept could resemble more of "Lethal Weapon", even though that's the only thing. (laughs)
Oshii: I want to develop an astronaut lead character, too. When the space age started, I was barely a primary school student. Although in this time, astronauts aren't as much respected like back in the days.
Kojima: Back in my times astronauts were adored! Like the one in the "Planet of the Apes", he knew everything! All of this gave the impression that an astronaut was a highly intelligent being.
Oshii: I think that the "feeling" its directly related to the aventure. Although I couldn't have come up with the idea of setting it into a space colony.
Kojima: A cylinder-type colony doesn't look very real. In the beginning I thought in a sphere form or a Torus form. However, speaking visually in this era, at first instance you got to give the impression that this is a colony. If you think about that, the only option left is to imitate a Gundam-Type colony. ***
Oshii: Although for us, a Gundam type cylinder-shape colony gives a nostalgic feeling. Around this shape there's this kind of envionment that gives us that kind of impression.

* = The Spanish text is kinda ambigious, but I assume he refers to the lock-in feature while using the shoulder buttons on the joystick rather than the d-pad or the analog stick.
** = The 1971 American crime movie based on the novel of the same name, starring Gene Hackman. My guess is that the movie featured or the rest of the media based in the movie got a release in Japan way later back then.
*** = http://en.wikipedia.org/wiki/Space_colony_%28Gundam%29
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Re: Interview

Post by Solidé »

Thank you Jack Stern!
Is this full translation or just a part of the whole interview?
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Re: Interview

Post by Jack Stern »

Portions of the interview repeat at times in Artemio's posts, but I translated all the interview.
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