A couple of you have linked Tales producer Hideo Baba’s brief interview wherein he recommends a Japanese game for its story to English-speaking Tales fans who can’t understand said story, thereby proving that Namco Bandai Games is more than a match for KAJITANI-EIZAN’s Patch Site in the arte of trolling, and additionally that Mr. Baba is a pretty cool guy. I would feel bad pulling a double whammy on you guys, so this will be a post that is (almost) entirely free of trolling.
You may have noticed that updates come every few weeks or months and that I don’t really communicate much with each update. The former part of that statement is true, and the latter is also true, if you are one of the few individuals that may be somewhat observationally challenged. There often isn’t really much to tell you regarding the translation progress front. For example, our translator is busy with multiple other commitments and progress is therefore currently slow. Other times he gets stuff done. I doubt this is news you would find particularly interesting, so instead I have been entertaining you with updates about exciting new Translator’s Cut game features. Speaking of which, in case you hadn’t worked it out, yes, Translator’s Cut is a real thing. No, the features will not necessarily function exactly as they appear to function in my trollan-laden posts, but there is a modicum of truth to them… maybe even more than a modicum.
There are other features that have been shown but not verbally mentioned. I will mention one now that I had not previously talked about, at least on this site. You may recall that I had previously talked about a bug fix for the Heal Stone. Translator’s Cut will also feature a change in how the Heal Stone operates. The original game limited your use of the Heal Stone in two ways: the amount of Heal Energy you had available, and the number of times you could use the Heal Stone per battle. As you generally had plenty of Heal Energy, this encouraged you to make each individual usage of the Heal Stone as effective as possible; the optimal strategy was essentially to set it so that it would fully resurrect your party from a party wipe, completely reversing what would otherwise have been a Game Over… an incredible 5 times per battle. This rendered all other Heal Stone setups pointless, stifling any creativity you might invest in an otherwise fun game mechanic. Enter Translator’s Cut. The number of uses per battle has been changed to a “charge” system. Each battle, the Heal Stone is charged with a certain amount of Heal Energy from your total Heal Energy pool. Only up to this amount may be used in the current battle. So, you could save your charge for big Game Over-preventing heals like before… but then you won’t get as many uses out of the Stone. Or, you could opt for many little heals. You could focus on stat boosts and elemental resistances. You could have the stone obsessively heal you every time you take damage and actually have it be a semi-legit strategy. It’s all up to you. As an added bonus, this change makes one of the game’s many accessories not be completely useless… Hooray!
Of course, this and all other Translator’s Cut changes are completely optional. If you want to experience the original game that Mr. Baba played, you have that option as well — after all, the Japanese cartridge is always available.
And with that, I bid you adieu! As a parting shot, I would like to note that those of you that like to cheese their way through difficult battles using strategies that would be described by most people as “cheap” will find their efforts, shall we say, stymied in Translator’s Cut. I look forward to the delicious tears.
(Postscript: If you want some numbers regarding the Heal Stone: fully upgraded, the Heal Stone can hold 2000 Heal Energy. A full revive costs 150 energy (100 for 100% HP healing and 50 for reviving from KO). Five of these would cost 750 energy. Therefore, under the old system, you could easily have 5 full revives for a tough boss battle, assuming you had at least 750 energy going into the battle. Under the new system, fully upgraded, you have up to 300 energy per battle. You could spend it all on 2 full revives, or you could spend it on various tactical perks throughout the battle: each stat boost costs 10-20 energy, and each 1% HP healing costs 1 energy.)