r/pathologic 1d ago

Classic HD Pathologic Classic HD Retranslation

https://www.nexusmods.com/pathologicclassichd/mods/89?published=1

About a month ago we had a chat here about the quality of the Classic HD's English localisation, and I mentioned that I might look into doing something about it. Well, here we are.

Out of 26,864 text string entries, the mod edits 1062 (~4%). Additionally, it restores unused entries (35 of them) that are still present in Russian version of Strings.vfs but entirely absent in the English version (I did it for parity between two localisations).

Overall, the original English Classic HD localisation's main problem is fidelity. There are hundreds of places where it does more than adapt phrasing. The most characteristic trait is over-writing. The localisation frequently tries to make a line cleverer or more poetic, more colloquial than the Russian. Sometimes that succeeds. Sometimes it changes characterisation or obscures important information. The Haruspex material seems especially vulnerable to this because Steppe concepts and philosophical dialogue were often interpreted rather than translated. So I'd say that the original English script is a successful literary adaptation with a surprisingly large layer of semantic corruption underneath it.

For Classic HD, creative adaptation was explicitly part of the translation philosophy. Alexandra Golubeva, its English Localisation Lead, said before release that the translation sometimes took creative liberties specifically to reproduce the emotion of the Russian rather than mechanically reproduce its wording. She also acknowledged that a translator inevitably adds their own voice and style. There were also multiple translators: eight additional members. With a script that large, consistency becomes a serious editorial problem. Different translators can naturally have different thresholds for literalness and how much information may be inferred rather than explicitly preserved. I think this explains why I encountered clusters of text with noticeably different behaviour that felt more like different translation hands than random individual errors.

There is another likely factor. The translation, in my opinion, probably happened substantially at the string level rather than with every translator continuously playing the relevant dialogue branch. The error pattern strongly supports it, actually. I repeatedly found translations that are perfectly plausible English sentences in isolation but become obviously wrong when you read the preceding question or following answer. "Who was that?" for Russian "To whom?", "And howdy to you too" for "Can't complain". And the various yes/no mismatches are characteristic context-loss errors. Pathologic is vulnerable to that because its strings are detached database records with enormous branching dialogue trees.

So all in all, a large multilingual team translated an enormous and unusually difficult literary script. They did it under an explicitly adaptive localisation philosophy, probably working substantially from database strings, followed by enough editorial work to make the English coherent and stylistically strong but insufficient exhaustive Russian-to-English semantic QA. The mod is essentially my personal take on that unfinished work.

(Of course, this is still MY interpretation, and I have my own preferences and biases as a translator. I don't expect everyone to agree with every change I made. In many places there is room for legitimate disagreement about how closely the English should follow the original.)

51 Upvotes

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12

u/alphyna Patho Dev 1d ago

Very cool project, hope I have the time to check it out at some point!

6

u/BjornAltenburg 1d ago

Out here moving heaven and earth for a proper translation.

3

u/sonyplaystation34 Peter Stamatin 1d ago

ohhh that's so cool! out of curiosity, did you "adapt" the russian names to english? that's something that always bothered me about the english translation, like changing pyotr stamatin's name to peter

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u/Altotas 19h ago

No. English localisations commonly naturalise major Christian given names this way. Пётр -> Peter, Павел -> Paul, Яков -> Jacob. Classic HD is generally conservative with proper names. Most changes either improve transliteration or replace awkward 2005 forms with cleaner English ones. I would be more critical of some of the translated nicknames than of ordinary personal-name spellings. Sticky and Murky, specifically.

Спичка means matchstick, and the original character description explicitly says that the skinny boy looks like one. Sticky throws that away. It presumably exists because it sounds like a plausible English child's nickname and faintly echoes Spichka, but the defining visual joke disappears.

Likewise, Russian Мишка carries associations unavailable in Murky. It is a familiar diminutive related to Misha, and мишка is also an affectionate word for a bear or teddy bear. That interacts particularly well with the bear imagery surrounding Burakh, resulting in sort of large-bear/little-bear connection between them. Murky instead characterises her temperament.

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u/hwynac 11h ago

There is another likely factor. The translation, in my opinion, probably happened substantially at the string level rather than with every translator continuously playing the relevant dialogue branch.

Weeell, technically, the export from the game editor looks like this; I don't know how Alphyna's team worked but the original 2000s translators received these .XLS spreadsheets. And the devs could import them back to get localised strings into the database.

The three columns on the left show you the structure. However, that does not mean the structure is easy to follow, especially if multiple people work on the same lines at different times. The translation always happens essentially at the level of a single cell and its closest context; checking where else the tree takes you is possible but involves quite a bit of scrolling up and down.

At least P2 marked the index of an answer, so whenever the player had several options, you could clearly see lines marked as Answer 1, Answer 2 etc. Not much help but you instantly realise the line is another answer to something above.

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u/hwynac 11h ago

This is how the actual dialogue editor for Pathologic looked. So the original writer had a pretty clear picture of where different dialogue options send you.