Article published In: Game Localisation
Edited by Xiaochun Zhang and Samuel Strong
[The Journal of Internationalization and Localization 4:2] 2017
► pp. 100–119
Translating literature into playability
The case of Dante’s Inferno
Published online: 26 January 2018
https://doi.org/10.1075/jial.00005.pet
https://doi.org/10.1075/jial.00005.pet
Abstract
From the perspective of Game Localisation (O’Hagan, Minako and Carmen Mangiron. 2013. Game Localization: Translating for the global digital entertainment industry. Amsterdam: John Benjamins. , . 2015. Translation and Localization in Video Games. Making Entertainment Software Global. London: Routledge.), this paper examines the translation of Dante’s Inferno (Electronic Arts 2010) from English into Italian. Parallel excerpts from in-game dialogues are compared in order to analyse the relationship between the source and the target texts, while exploring the influence Dante’s masterpiece exerts on the Italian localisation. The objective is to show that, when a game is based on the target culture literature, the latter seems to constrain translation to ensure a successful local impact. As findings suggest, by means of quotations together with lexical, syntactic and stylistic choices, the Italian game is more literarily expressive than its English source, thus providing players with a multimedia interactive Dantesque experience.
Keywords: literature, video games, remediation, game localisation, translation
Article outline
- 1.Introduction
- 2.Dante’s inferno
- 3.Remediation: From epic poem into action game
- 4. Dante’s Inferno intralinguistic and intertextual engagement
- 5.Literature and game localisation
- 6.On the Italian localisation of Dante’s Inferno
- 7.Conclusions
- Note
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2019. Pandemic, localization and change of guard. The Journal of Internationalization and Localization 6:2 ► pp. 69 ff.
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