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Subtitling in EAW


NightmareKato
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Since I'm deaf, and there's likelihood to have voice-guided messages or cutscene, will we have subtitling?

 

If not, I would be VERY displeased....wouldn't work out for me very well. In Rebellion, I keep seeing that the droids are saying something. But guess what? No subtitles...so it was very frustrating to keep on the ball.

 

 

Side Note: I was the one that influenced The Suffering: Ties That Bind to have subtitling.

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Guest JediIgor
Since I'm deaf, and there's likelihood to have voice-guided messages or cutscene, will we have subtitling?

 

If not, I would be VERY displeased....wouldn't work out for me very well. In Rebellion, I keep seeing that the droids are saying something. But guess what? No subtitles...so it was very frustrating to keep on the ball.

 

 

Side Note: I was the one that influenced The Suffering: Ties That Bind to have subtitling.

 

I agree. Subtitles would be very useful for when you have a lot of crap going on the screen and there are too many audio cues. However, you shouldn't be mad at Rebellion, because all the droids ever said were the same messages that popped up in the sidebar and that were readable.

 

For example, "One of your agents is reporting in his diplomacy status.." or "Darth Vader is reporting in." So they're definitely there, for a grand strategy game, there are too many things to keep track of..

 

With that being said, I can't say for EaW because they seem to like making people think it's an RTS (they keep mentioning it in interviews), and RTSes are usually more dumbed down than other strategy games.

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I would think that Petroglyph would add in subtitles for the hearing-impaired.

In some other RTS games, subtitles can be enabled through some sort of options menu....

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I truly hope they make subtitles available. I'm not deaf, but I am from Finland. When a chaos of audio reports is raging, it's not too easy to understand everything, subtitles make it considerably easier. In fact I have had English subtitles on in every English-spoken game I've played, of course only in the ones that allow them.
Go Leafs go!
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Petroglyph would probably put subtitles in the game but they would also probably still have the english voices and subtitles under in different languages.
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Well, form what i gather from what I've read, the mission objectives will actually come up on the screen as a message for you to read, and the cut scenes should have subtitles, as for the background noise

ie: "laser cannons destroyed"

 

i don't think there will be sub titles for that.

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I like subtitles because sometimes things are said unclearly or too fast, and it may not be something you get to hear again or for a long time. Prime example: KOTOR, without subtitles that game wouldnt be half as fun as it is now.

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Guest JediIgor
I personally loved Dawn of War's message cue system. Really nice to be able to quickly view all recent messages rather than the just the latest.

 

Every non-RTS has one of those, surprise.

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I like subtitles because sometimes things are said unclearly or too fast, and it may not be something you get to hear again or for a long time. Prime example: KOTOR, without subtitles that game wouldnt be half as fun as it is now.

 

Haha I'm sorry but i have to point out how ridiculous that sentence is. An RPG with a lot of subtitles bahaha :)

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I personally loved Dawn of War's message cue system. Really nice to be able to quickly view all recent messages rather than the just the latest.

 

Every non-RTS has one of those, surprise.

 

I'm not sure I fully understand your statement. Message cueing is considerably easier in most other genres, as either there is no time based element (turn based games), or messages are simple enough that simply listing them doesn't cost the player time by looking at them (aka, the recent kills in a fps). In an RTS it is difficult to design an effective message cue that A)Provides enough information that the user doesn't have end up go directly to the event anyway, B)Doesn't distract from what is on the screen, and C) Doesn't confuse the player about duplicate events. In an FPS, you just send the message "Location X has fallen to the enemy! [or SirNuke AK-47 ]", and the user sees the message and instantly knows what happened, and will not be confused by looking back at the cue 30 seconds later and seeing the message again. In an RTS, the user might see 'Units under attack', then look back at the message 30 seconds later and wonder "am I under attack somewhere else, is that the old message, or am I still underattack somewere"?

 

For anyone who hasn't played Dawn of War, it lists the old messages (building finished/unit finished/upgrade finished/you are under attack) on the left side of the screen. It is nice most of the time (though the attack message problem I stated above happens to me from time to time), and is particularly helpful since you control very few units (so leaving a single sqaud behind and easily tip against you), and each squad must be upgraded quite a bit before it becomes powerful enough to use (so knowing the moment the unit is finished is very important).

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Surely subtitles are essencial in every game with story mode/cutscenes. Not theire just essencial for deafs, but they are also useful for that kind of people who is not much familiarized with the english language.

 

Got to admit that were ol' school subtitled graphic adventures, like Monkey Island 1 who thaught me 20% of the english I know today :P.

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Guest JediIgor
I personally loved Dawn of War's message cue system. Really nice to be able to quickly view all recent messages rather than the just the latest.

 

Every non-RTS has one of those, surprise.

 

I'm not sure I fully understand your statement. Message cueing is considerably easier in most other genres, as either there is no time based element (turn based games), or messages are simple enough that simply listing them doesn't cost the player time by looking at them (aka, the recent kills in a fps). In an RTS it is difficult to design an effective message cue that A)Provides enough information that the user doesn't have end up go directly to the event anyway, B)Doesn't distract from what is on the screen, and C) Doesn't confuse the player about duplicate events. In an FPS, you just send the message "Location X has fallen to the enemy! [or SirNuke AK-47 ]", and the user sees the message and instantly knows what happened, and will not be confused by looking back at the cue 30 seconds later and seeing the message again. In an RTS, the user might see 'Units under attack', then look back at the message 30 seconds later and wonder "am I under attack somewhere else, is that the old message, or am I still underattack somewere"?

 

For anyone who hasn't played Dawn of War, it lists the old messages (building finished/unit finished/upgrade finished/you are under attack) on the left side of the screen. It is nice most of the time (though the attack message problem I stated above happens to me from time to time), and is particularly helpful since you control very few units (so leaving a single sqaud behind and easily tip against you), and each squad must be upgraded quite a bit before it becomes powerful enough to use (so knowing the moment the unit is finished is very important).

 

The point was that the last time I checked Empire at War doesn't fit into the classical mold of RTS. Does Dawn of War let you command a galaxy of planets? I think not.

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lol same here. The reporter was just reporting and tryin to calm down the person and well funny lol. The Movie (game) has subtitles so you can read what they say :P
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