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R P G A M E R . C O M   -   E D I T O R I A L S

Teikokukagekidan, Sanjou!
!
!

Mike "JuMeSyn" Moehnke
FAN EDITORIALIST



There are a large number of mysteries in the world. Does Bigfoot exist? Why did 'Mystery Science Theater 3000' get cancelled? Who thought the Pet Rock was a good idea? How is it possible that Richard Nixon was the most liberal US President in the past 35 years? Even limiting the mysteries of the world to RPGs leaves much unanswered; what was Capcom THINKING when it left in the original Breath of Fire II translation for the GBA reissue? Today on the great mysteries of the RPG world, I will attempt to analyze why Sakura Wars has never been localized for English-speakers when it deserves such a status.

To understand this scenario rather better, it would help to first outline exactly what Sakura Wars is, and what it is NOT. The best analogy I can give with regard to playing a Sakura Wars title is; interactive anime. The majority of the game time is spent in conversation and plot detailment, not combat. One assumes the role of Ichiro Ohgami (I understand someone different is the player-controlled character in Sakura Wars 5 on PS2), who is tasked with commanding the Teikokukagekidan. This term means two things when spoken in Japanese: Imperial Drama Troupe and Imperial Combat Troupe. A change to the kanji used for writing the term down denotes the change of the group from acting to fighting, and sadly does not translate into English. Outside of battle Ohgami generally wanders about the opera house in which the Teikokukagekidan resides, interacting with the all-female members of the Troupe. Plot points occur all the time, and Ohgami will be frequently presented with several choices to make when pressed by one of the girls. This is almost always timed, with failure to answer in time being interpreted as silence, which is sometimes the most appropriate answer. In Sakura Wars 2 answers can change with a little passage of time, and the new answers may be better or worse than the old. Sakura Wars 2 also introduced multiple time-limited questions between exposition within an overall time limit. Answering 'correctly' earns Ohgami good feelings from the girl(s) asking the questions. Answering 'poorly' will achieve vitriol, although this can be quite amusing to observe. There are also times when Ohgami must search around a room via a cursor onscreen; what he looks at and when can affect dialogue significantly (for some reason the girls don't take well to having Ohgami stare at their chests...). How each member of the Teikokukagekidan feels about Ohgami directly translates into battlefield performance; the more Ohgami is liked, the higher the attack, defense, and movement of a girl in the Final Fantasy Tactics/Shining Force-like tactical battles that occur.

One thing Sakura Wars is NOT: hentai. While Ohgami does get certain scenes with each member depending upon their individual affection levels for him, and an ending with each member, none of it involves anything explicitly sexual. The interaction is that of a commander trying to sooth disagreements and keep everyone in good cheer instead of a hormone-crazed man seeking excitement (though the player can have Ohgami peep on the ladies occasionally, but nothing explicit is to be found and Ohgami will be punished for his ways). Sakura Wars is also NOT for anyone seeking nothing but challenging strategic encounters; the tactical battles are certainly entertaining, but when certain members can take down enemies with one hit while the enemies (even bosses) cannot do the same, challenging battles are not found here. Yet the games are also NOT strictly Adventure games akin to older PC titles; not only the tactical battles but the need to decide quickly when questions are presented, along with each girl having her own minigame that demands quick reflexes, mean that the games require attention to be paid. And in their current state, the games are not recommended for any RPGamer unwilling to be glued to a FAQ: while clicking through reams of text and blindly guessing answers will bring players to the battles, the enjoyment attained via doing such is likely to be minimal. Still, some have done it and enjoyed the games anyway.

For Sega of America to be reluctant to localize any Sakura Wars titles is regrettable, but somewhat understandable back in the dark days of the Saturn (although I can still blame it subjectively for screwing up so very much with that console - and I do!) The first Sakura Wars was released in 1996 after all; at the time even more-or-less standard RPGs were anything but assured of localization. Sakura Wars 2 came in 1998 - but the Saturn was essentially dead in North America by that time (dead but not forgotten!) Sakura Wars 1 and 2 were redone to an extent for the Dreamcast in 2000, Sakura Wars 3 was released in 2001, Sakura Wars 4 in 2002 - both also on Dreamcast. Again Sega's console was tanking in the North American market, making the lack of localization lamentable but understandable. The refusal to localize any of the games on a Sony machine is puzzling, however. Sakura Wars 1 was redone for the PS2 in 2003, Sakura Wars 5 was released on the machine in 2005, and Sakura Wars 1 and 2 have been combined and brought to the PSP in 2006. North America may not get all the quirky titles Japan produces, nor even close, but quite a few slip into the English-speaking world nowadays and meet with enough financial success to encourage further releases. Sega itself released Seaman for the Dreamcast, which at first glance is weirder than anything in a Sakura Wars game. Atlus seems to specialize in quirky titles for localization, and the company meets with enough success in that vein to allow its furthering. The dating aspect is probably the most repellent to localizers, but again Atlus titles (Riviera in particular) have achieved some success while featuring that element prominently. If one wishes to stretch the point very painfully, a certain market for PC titles also shows that this sort of thing can sell.

The oddest thing about Sakura Wars' absence from North American markets is the presence of much spinoff material from the originating games. All but one of the OVA series based upon the games have been released in North America, as well as the TV series and movie. Their presence here is certainly nice, but dubbing this series does not work at all: the characters are voiced by the same people in every Japanese appearance, and the seiyuu are very good at their jobs (replicating Li Kohran's distinctive Kansai accent courtesy of Fuchizaki Yuriko is probably not possible). Dubbing these characters creates a disconnect for anyone who has actually played the games; it doesn't work. This disconnect could be ameliorated if the games had English voice actors to create a different interpretation of the characters - although bad voice acting would be worse than useless in this series. The manga is also being released in North America, and while it does a pretty good job at retelling the story (so far) of the first game, it must have a far greater effect in Japan where many readers are familiar with the source material. The fact that these items keep being released shows that the North American market is buying Sakura Wars products; why not the games that started the whole thing?




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