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GlitterBerri's Game Translations

@glitterberri-blog / glitterberri-blog.tumblr.com

Never-before-seen deleted scenes, developer interviews, trivia, and more from all your favorite games!
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Let's celebrate The Last Guardian's official re-unveiling with a feature on the deleted scenes and unused dialogue in ICO! Did you know that...

  • Nearly 70% of the game's dialogue was cut?
  • Yorda claims the Queen is not actually her mother?
  • The Queen lives off the life force of sacrificed children?
  • Both Ico and Yorda were punished for attempting to escape?

Learn way more about the game's story than the creators ever wanted you to know at GlitterBerri's Game Translations!

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More Shadow of the Colossus trivia!

• Do you know about the unused Save Shrine?
• How about the fact that each Colossus arena has a hidden name?
• Plus, check out some weird translation differences between the Japanese & English versions of the games.

Read up here!

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Finally, part 5 of an interview with the graphic designers who worked on Shadow of the Colossus.

Haneda: I want players to see Agro’s pose at the oasis. The way her back legs sit on top of the rocks is weird.
Fukuyama: Don’t say that! [Laughs] Haneda makes Agro do weird poses and then shows them off.

Read the full interview here!

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New Majora's Mask developer interview. Learn more about the making of your favorite Zelda game! Includes a hint to when we might see the next title released for the Wii U.

"When it comes to Zelda, we’re always trying to advance the series by making each installment a step up from the one before. That means a 2 year development period is the norm. That being said, we usually start out with a small number of staff who spend a year experimenting with new ideas, so it comes to about 3 years in total. Plus, if we’re developing for new hardware, we spend another year studying its capabilities." - Miyamoto

Read the full interview here!

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Trip Kafei

Ever wanted to set a dog on the adorable Kafei from Majora's Mask? Thanks to this little easter egg, you can make everyone's favorite blue-haired bishounen fall flat on his face.

Click here for details!

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In a new article on GlitterBerri, the webmaster tracks down a certain Final Fantasy VII developer to ask him about an unused side quest cut from the game. He also comments on the making of the highly acclaimed PSX title, and details his thoughts on why JRPGs are being derided today.

"These days, development staff have been focused on emphasizing their games’ presentation. Unfortunately, as a result, there aren’t any games being made that have the power to surpass FFVII. As hardware improves, it becomes very difficult to create JRPG-type games, so I think that’s one of the reasons JRPGs have been criticized as outdated and stale by the American game media. (Certainly, much as it pains me, I can’t help but observe that present-day Final Fantasy doesn’t compare to the visuals and real-time aspect of games like Uncharted and Call of Duty.)”
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R-Type: A side scrolling shoot-em-up produced by Irem in 1987.

The Interview: A small team of developers talks about the making of the game. Following are some examples of trivia.

• The look of ship with its attached Force power-ups got its inspiration from dung beetles

• The programmers were very aware of the existence of another space shooter, Konami's Gradius

• Developers worked hard to come up with outlandish and interesting designs for weapons

• The "R" in R-Type stands for ray, because there are many types of ray weapons in the game

Continue reading here!

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Don't remember this area from Link's Awakening? That's because this is a rare screenshot from an early development version that was removed from the final game. In a new feature, we analysis prerelease screenshots to point out the features that changed during development. Includes trivia, an early world map, unused items, redrawn graphics, and different dungeons.

Check it out here!

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