Kingdom Hearts II Final Mix
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Superfield

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Superfield

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About this mod

Part of a mod series intended to reduce inconsistencies between the English localizations.

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Important:
I highly recommend installing the GitHub version of this mod in favor of the .kh2pcpatch version hosted here. You can install it using the OpenKH Mod Manager by simply typing "SuperfieldCU/ConsistentLocalizationKH2" (without quotes) into the "Install a new mod or Lua Script..." dialog box. That version not only receives automatic updates, but can be safely installed above Re:Fined regardless of version, past or future due to it handling the text replacement in an entirely different way.

Consistent Localization II Final Mix
Every Kingdom Hearts game has been made in Japan by native Japanese speakers. Each game, therefore, needs to be localized into different languages in order to be played and enjoyed by players around the world. Generally speaking, the teams that have worked to bring this series to the English language have done a very good job.

However, the localization process was not, and probably cannot ever be, perfected. Due to myriad reasons, including different games having their localizations assigned to different teams and later games making decisions that could not possibly have been predicted, the games do not always line up as well as they could. Abilities, items, attacks, etc. that have had the same name throughout the entire series have been given a wide variety of names in the English versions. For example: did you know that Mystery Goo in KH1, Serenity Stones in KH2, and Hungry Stones in KH3 are all the same synthesis item and have always had the same name in Japanese? They are all "Mitasareru Shizuku" (満たされるしずく).

This has had a subtle effect of making the games feel as though they are not quite as united as they were in their original Japanese. This mod seeks to rectify this and adjust each game's localization, with the goal that the series as a whole will feel as though it has more of a throughline running across it than it currently does - even if by just a little bit. The purpose is NOT to re-do the localizations to create new ones that we never got, but merely to provide some subtle changes to better align the ones that we did get.

You may disagree with some of the decisions I made (or didn't make). That is totally fine; I don't intend for this to be a be-all-end-all "this is how it should have been done all along". I changed my mind on certain choices several times throughout the development of the mod series, and I'm still not 100% confident on everything. Deciding what to change and what to change it to was not an exact science - there was no set of hard rules that could be completely relied on for every instance nor was there a single game that could be pointed to as the "#1 source of truth" that all other games needed to bend to. All I could do was find as many terms that were inconsistent between games, list them out, and follow a list of guidelines to make a judgement call on a case-by-case basis. Some (but not all) of those guidelines, in no particular order, are:
  • Recency (KH3, the eleventh title in a hugely popular video game series released in 2019, is assumed to have had a more thorough localization process than KH1, a weird and unproven Japanese PS2 game from 2002)
  • Frequency (if every game other than one uses the same term for something, then it's probably best to change the one black sheep)
  • Accuracy to the Original Japanese (a term that is closer to being a literal translation from the Japanese will generally be preferred over one that is not)
  • Fanbase Emotional Attachment (sometimes, people just like certain names over others)

Consistent Localization Mod Series
Consistent Localization Final Mix
Consistent Localization Re:Chain of Memories
Consistent Localization Birth by Sleep Final Mix
Consistent Localization Dream Drop Distance HD
Consistent Localization 0.2 Birth by Sleep -A fragmentary passage-
Consistent Localization III Re𝄌Mind

Notes specific to Consistent Localization II Final Mix:
The mod was developed and tested using the OpenKH Mod Manager. It works both with patching the files directly and using Panacea. It is tested and confirmed to be compatible with Re:Fined v5.00 Hotfix 3. Special modifications were made to make it compatible with Re:Fined to where it can be installed above that mod (doing so will change the name of a single ability that was added by Re:Fined). For any versions after 5.00 Hotfix 3 or just in case, installing it underneath Re:Fined should be totally safe and would be even if these special modifications hadn't been made. However, as noted at the top of this description, I highly recommend instead using the GitHub version of this mod, which is safe to install above Re:Fined regardless of version.

Version 1.0: Initial upload.
Version 1.1: Fixed the following bugs:
  • The ability attached to the Majestic Mushroom+ shield was showing up as the stock "Protectra" instead of "Protera".
  • The ability attached to the Ultimate Mushroom shield was showing up as the stock "Protectga" instead of "Protega".
Version 1.2: Added compatibility with Re:Fined v4.30.
Version 1.2.1: Added compatibility with a minor update to Re:Fined v4.30.
Version 1.3: Added compatibility with Re:Fined v5.00 Hotfix 2.
Version 1.4: Added "Wheel/G -> Tire/G" change, confirmed compatibility with Re:Fined v5.00 Hotfix 3.

The following is a brief overview of every change made by the mod. It is as exhaustive as I could make it without being overly specific or repetitive.
Spoiler:  
Show
Reaction Commands
  • Move center -> Move Center
  • Firagun -> Firaza
  • Blizzagun -> Blizzaza

Abilities
  • Guard -> Block *Description was adjusted to account for this change
  • Upper Slash -> Rising Slash
  • Combo Upper -> Rising Combo
  • Retaliating Slash -> Payback Slash
  • Retaliating Smash -> Payback Smash
  • Slide Dash -> Sliding Dash
  • Guard Break -> Stride Break
  • Counterguard -> Counter Strike *Description was adjusted
  • Quick Run LV1 -> Air Slide LV1
  • Quick Run LV2 -> Air Slide LV2
  • Quick Run LV3 -> Air Slide LV3
  • Quick Run MAX -> Air Slide MAX
  • Dodge Roll LV 1 -> Dodge Roll LV1
  • Dodge Roll LV 2 -> Dodge Roll LV2
  • Dodge Roll LV 3 -> Dodge Roll LV3
  • Hurricane Period -> Hurricane Blast
  • Zantetsu Counter -> Counter Zantetsu *Description was adjusted
  • No Experience -> EXP Zero
  • Negative Combo -> Combo Minus
  • Damage Drive -> Drive Syphon
  • Experience Boost -> EXP Chance
  • Draw -> Treasure Magnet
  • Lucky Lucky -> Lucky Strike
  • MP Rage -> MP Syphon
  • Furious Shout -> Furious Bellow
  • Ferocious Rush -> Ferocious Lunge
  • Applause, Applause -> Applause, Please!
  • Bone Smash -> Bone Crusher
  • Protectra -> Protera  *This change didn't work in 1.0, fixed in 1.1
  • Protectga -> Protega  *This change didn't work in 1.0, fixed in 1.1
  • Pearl -> Faith

Limits (Limit Form)
  • Sonic Rave -> Sonic Blade
  •     Finish -> Blast *This is the final Reaction Command of the limit
  • Last Arcanum -> Ars Arcanum
  •     The End -> Finish *This is the final Reaction Command of the limit
  • Infinity -> Ragnarok

Limits (Genie)
Journal entries for the Genie limits were adjusted to account for these changes.
  • Sonic Rave -> Sonic Blade
  • Final Arcana -> Ars Arcanum
  •     Arcana -> Arcanum  *This is the command used to activate the limit
  • Infinity -> Ragnarok
  •     Infinity -> Ragnarok  *This is the command used to activate the limit

Items
  • Power Boost -> Strength Boost
  • High Drive Recovery -> Hi-Drive Recovery
  • Power Shard -> Pulsing Shard
  • Power Stone -> Pulsing Stone
  • Power Gem -> Pulsing Gem
  • Power Crystal -> Pulsing Crystal
  • Dark Shard -> Writhing Shard
  • Dark Stone -> Writhing Stone
  • Dark Gem -> Writhing Gem
  • Dark Crystal -> Writhing Crystal
  • Dense Shard -> Betwixt Shard
  • Dense Stone -> Betwixt Stone
  • Dense Gem -> Betwixt Gem
  • Dense Crystal -> Betwixt Crystal
  • Bright Shard -> Soothing Shard
  • Bright Stone -> Soothing Stone
  • Bright Gem -> Soothing Gem
  • Bright Crystal -> Soothing Crystal *Mentions of "brightness" in descriptions were changed to "vitality"
  • Energy Shard -> Wellspring Shard
  • Energy Stone -> Wellspring Stone
  • Energy Gem -> Wellspring Gem
  • Energy Crystal -> Wellspring Crystal *Mentions of "energy" in descriptions were changed to "courage"
  • Serenity Shard -> Hungry Shard
  • Serenity Stone -> Hungry Stone
  • Serenity Gem -> Hungry Gem
  • Serenity Crystal -> Hungry Crystal *Mentions of "contentment" in descriptions were changed to "longing"
All synthesis items whose names were changed had their original names added to their description.
Most synthesis items had their descriptions altered, even if their names didn't change, to enforce a consistent spacing scheme.

Menus
References to synthesis items were changed to account for the above name changes.
  • Material -> material *This mainly affects Material Lists and synthesis popup messages

Armor
  • Firagun Bangle -> Firaza Bangle
  • Blizzagun Armlet -> Blizzaza Armlet
  • Thundagun Trinket -> Thundaza Trinket

Accessories
  • Soldier Earring -> Soldier's Earring
  • Fencer Earring -> Fencer's Earring
  • Mage Earring -> Mage's Earring
  • Slayer Earring -> Slayer's Earring

Enemies
  • Rabid Dog -> Bad Dog
  • Crescendo -> Loudmouth
  • Surveillance Robot -> Watcher

Gummi
  • Mobility -> Rolling *Tutorial messages were adjusted to account for this change
  • Pipe/G -> Pipe Gummies
  • Shell/G -> Wall/G
  • Large Shell/G -> Large Wall/G
  • Infinity/G -> Ragnarok/G
  • Wheel/G -> Tire/G *Added in 1.4


Re:Fined
  • Encounter Plus -> Encounter Boost