Regarding My Translations of Yoko Taro’s “Thou Shalt Not Die” Manga

“Are you still translating ‘Thou Shalt Not Die’?”

→No, unfortunately I’m not. I stopped my fan work on the series and delete everything because it was officially licensed by Yenpress, as it was stated at Anime Expo 2017. Please check out the clip of the official announcement and my editorial about it below!

  • I have made summaries of additional chapters here.

Editorial:
This is where I get super picky about the details, so please excuse me.
(spoilers may be present)

Audience Member: How about the author?
Panel Spokesperson: The author?
Audience Member: Yeah.
Panel Spokesperson: In terms of…?
Audience Member: What else he’s done.
Panel Spokesperson: -intelligible- We will look into that.

As a fan of Yoko Taro and his previous works and also one who has been working on the unofficial English releases of this series, this passage was nothing more than CRINGE. They didn’t know who the author was or what his prior works were? What about the illustrator!? Those are the TWO most important things that you *need* to state when you’re introducing a new series. The story synopsis ought to come later.

And that summary about the story…. makes me very leery if they even read any of it. They probably just skimmed through the pages to look at the artwork. “Ohh, it’s a military story. I see. Oh, they’re kids with special abilities. Ok. I got it. We’re all set for the announcement!”

When you introduce a new series you MUST do the following:

  • State the author and his prior works
  • State the illustrator and his prior works
  • Briefly explain the plot of the story, given what is already known

Knowing NOTHING about the author or even stating the illustrator’s name is beyond unconscionable for the first official announcement of this sort. Please do your due diligence before holding conferences like this. You want stuff to sell, don’t you???

Panel Spokesperson: They are being trained to fight in the war.

My problem is with the phrasing “the war”, which suggests there is one, singular war. There has been NO STATEMENT regarding a specific war in the total 27 current chapters. None other than that the world’s resources have been depleted to a dangerous level, causing international relations to plummet and tensions to rise.

If you’ve read my speculation in how this story connects to the early timeline from NieR…then maybe you can see where the story’s going, but they should not have stated anything about a specific war at all.

I sent YenPress an email and tweeted at them on September 1, 2019 and received no response. This was not the first time that I have contacted them regarding this topic.

EDIT: August 2020

On August 25, 2020, the manga has concluded with 59 chapters. With literally no word from Yenpress after their initial announcement, it may be that Square Enix has rescinded their license to release the manga and will be releasing it themselves as part of their new Manga & Books label. The manga has already been released there in Japanese.

This is Square Enix’s Manga & Books English page.


EDIT: May 23, 2021

A friend of mine just reached out to me regarding a recent inquiry to YenPress regarding the status of TSND, and this is what I was sent:

I believe this contact was made just a couple days ago, so this is the newest insight that we’ve heard since 2017 when YenPress announced they were planning on releasing the manga series in English…

This, of course, does not mean that an English release is entirely out of the picture. On the contrary, Square Enix has since started up their own self-publishing label “Manga & Books”, so it may be likely that they well release the series that way rather than relying on a out-sourced third-party.

At any rate, I will continue to inform everyone on any updates that I may hear regarding this! Let’s hope something gets announced soon!!

Lastly, for simple posterity sake, here’s the final screen shot of the counter that I had running ever since YenPress announced that they would be licensing the English version of TSND… Alas, it is no more… It has now been 3 years, 10 months, and 22 days since their announcement… Wish we could have been told what was up sooner…

Famitsu Issue No.1494 – Translations

The Introduction
Pages 126-127

“NieR:Automata” which became a huge topic of discussion in the first half of 2017, the shock of which continues to stick in our minds more than the number of sales. For those of you who are experiencing “NieR Withdrawl”, we hope these pages will help to fill that void in your hearts.

Special Feature Diagest: Beware of Spoilers!

Interviews with the cast and staff,
A look back with comments from fans,
The Memory of “NieR:Automata”

It’s been about five months since the release of “NieR:Automata”. Since then fans have been thoroughly emersed in playing the game, enjoying watching official live broadcasts, listening to the soundtrack, carefully reading through the source materials, going to the collaboration with the Square Enix Cafe, playing through the DLC and customizing the characters with the unique costumes; I think people have been widly grinning with excitement. We’ve also got additional merchandise, the novelization, and the music concerts in Taiwan yet to look forward to, but at the official “Memory of Dolls” concert in May, we were treated to one more stage that lead to the development of the “NieR:Automata” project. Maybe you feel like you’re in that lull after the storm, a sense of calm yet great sadness!? For those suffering from “NieR Withdrawl”, we’ve gathered together a bunch of information in diagest form including several interviews with the cast and staff members, the results of the questionnaire from our readers, and much more. In one of the interviews with the staff, we talked with illustratior Yoshida Akihiko about the key visual that was used for the cover of the game in Japan, and we learned of the goggle-less version among other facinating miracles. A B3-sized poster is included in this issue, so please check it out.

**Spoiler Warning**
There is a ton of spoilers throughout this special feature, so for anyone who has not yet completed the game at this time, it is recommended that you skip over these pages.

Distributed at the 2nd Nier:Automata collaboration with the Square Enix Cafe in April, we’ve included a product code on p.210 to download the “Pod Skin: Retro Gray”! Additionally, you are able to purchase digital copies of past issues of Famitsu magazine that feature NieR:Automata. Not only are introductory articles are included but also past articles, too. Items related to NieR have been compiled into a really nice digest format that would go well with this special feature on NieR:Automata. Check it out!

The “Pod Skin: Retro Gray” product code can be found in the download contents envelope.
Also check out the digital articles about NieR:Automata you can read on your iOS or Android!

CONTENTS

  • 2B’s Voice Actor: Interview with Ishikawa Yui (2 pages)
  • 9S’s Voice Actor: Interview with Hanae Natsuke (2 pages)
  • A2’s Voice Actor: Interview with Suwa Ayaka (2 pages)
  • Rabid Dogs of NieR’s World: A Conversation with Yasumoto Hiroki & Yuki Aoi (4 pages)
  • The Inspiration for “NieR:Automata” (2 pages)
  • Report: Questionaire Results (4 pages)
  • Messages from the Fans (2 pages)
  • Message and Cosplay from Yui (2 pages)
  • Taking a Look Back at “NieR:Automata” — Discussion with the Main Staff (3 pages)
  • Present for the Readers

Concert Recitation, Act 3: Beasts of Slaughter

Act 3: Beasts of Slaughter
Scene 1: The Pearl Harbor Descent Mission

A2 (Narration):  Everything is designed to be destroyed.
In the never-ending spiral between life and death……
I continue to be trapped.
Is this a curse?
Or is this some kind of punishment?
Whatever god who dealt me this mysterious puzzle,
I wonder, will I someday raise my bow at him?

2B (N): She’s A2. Attacker No2.
A new model YoRHa android.

A2:  I was first deployed on December 8, 11941, the Pearl Harbor Descent Mission during the 14th Machine War.
I was a weapon created to take back the planet stolen by the Bio-Machines.
……We were that weapon, the “YoRHa Squadron”.

Continue reading

Concert Recitation, Act 2: Project YoRHa

Scene 1: Zinnia

No9 (Narration): Everything is designed to be destroyed.
In the never-ending spiral between life and death……
I continue to be trapped.
Is this a curse?
Or is this some kind of punishment?
Whatever god who dealt me this mysterious puzzle,
I wonder, will I someday raise my bow at him?

Zinnia, sounding very cheerful.

Zinnia: Hey, my name’s Zinnia. Everybody calls me Genius.*
…I’m just kidding.
“Zinnia” is the name of a flower. I guess they go through long periods without blooming.
My job’s, how do I put it……
I’m the head director of technological advancement for the Army of Humanity, I suppose.
I’m developing new android soldiers called “YoRHa” here on the 6th orbital satellite, “Lab”.
We’re developing state-of-the-art mechanical parts here and have gathered the most distinguished personnel.

No9 suddenly speaks up.

Continue reading

Interview with Yosuke Saito from Taipei Game Show (Corrections)

The last post that I made regarding this interview with Yosuke Saito and also Ishikawa Yui was a complete mess that was not entirely my fault. The translation there stemmed from Japanese answers being translated into Chinese (most likely on the fly). I then took that Chinese text, used an online translation page to translate it into Japanese from which I translated once more into English.

Phew! I’m tired just trying to get that straight!

Suffice it to say, a completely Japanese source, Game Watch, has posted this interview in Japanese to help clear up a couple important points that seemed like they came right out of left field. I’ll highlight the most important points.

* * * * * * * * * *

ーThe demo received positive marks in Japan, but what sort of feedback did you get from the players?

Saito: Our goal for the demo was to give players a hands-on experience, to witness firsthand how fluid the action is, and to show them what to expect from the final product. We released a demo because it’s difficult to explain in words what a game will be like—it’s better to show you the game and let you experience it for yourself. I’m extremely pleased with all the positive feedback the demo has been receiving. Even though it is an Action RPG, we really want to save the RPG elements for the final release of the game, things like the story, various forms of level progression, and buying and selling items.

ーYou’re not able to use the lock-on function in Hard or Very Hard. Will this stay the same in the final release?

S: There are many settings at work including the lock-on function, but it won’t be accessible in Hard or Very Hard, unfortunately. For Easy and Normal modes, you can equip a Plug-in chip to turn on this ability, but you are also free to remove it to further personalize your own difficulty level. If you’re not good at action games, you can equip every chip to help you on Easy mode so all you need to do is move the joystick. On Normal, you are also welcome to equip or unequip the lock-on chip as you like. I think the player will be able to customize the game around their own gameplay preferences.

ーWe were able to see a few new weapons in the demo that included background illustrations and corresponding weapon stories. I’m sure there will be many more in the final release of the game. Can we expect to see these illustrations change as you level up your weapon?

S: I can’t say much about this, but… (haha) Even though the background illustrations won’t change as you level up the weapons, the corresponding weapon story will. The weapon itself will also change its appearance.

ーIn the demo, we saw the 3D screen change to a 2D side-scroller. Was there any particular reason you designed stages like that?

S: The previous NieR also implemented similar 2D side-scrolling and top-down views. It’s one of the many things that make a “NieR” gameーa fun action gameーso we wanted to throw in a little homage to retro games and what made them so good. It was all the brainchild of Director Yoko Taro, especially since he loves retro 2D games. Simply put, Platinum Games is handling all aspects of the action, so these stage designs are their way of respecting the previous NieR.

ーThis is a question for Ishikawa-san. Do you have any interesting stories to tell us from your recording sessions?

Ishikawa: Right, I don’t have any funny stories to tell, but when we first began recording, but back then character illustrations were still in development. We had very little to work from. Now we have things like images of 2B and we can actually see how characters robots move, but in the beginning, all we had was a video of real actors performing a particular scene. That was a first for me. It was really interesting to see how that would eventually become part of the actual game.

ーThe ending of the demo was so shocking; how does that connect to the finished game? Or was is purely a separate story only meant for the demo?

S: Hmm… What do you think, Ishikawa-san?

I: You’re passing this to me? (haha) Well, I’ve played the demo and, of course, I know the story, but I thought the ending was a huge cliffhanger.

S: It actually caused a bit of a controversy in Japan. People were wondering things like, “Could this actually be the ending of the game!?” (haha) First of all, it’s not a separate story made specifically for the demo. Although it doesn’t depict the very beginning of the game, it still takes place roughly during the beginning. I hope you look forward to the official release of the game to see the resolution of this cliffhanger!

ーSo, will there be multiple endings this time around?

S: Yes, there will be multiple endings, but exactly how many is a secret.

ーAnother question for Ishikawa-san. Without spoiling anything, can you tell us what do you think of 2B?

I: (hahaha) Okay. First of all, the story itself is shocking in a multitude of ways—I’m really scared I might accidentally blurt something out. 2B isn’t allowed to express emotion, but in small places, here and there, you can see her treating 9S with gentle care. Since she isn’t overly flamboyant, she may be holding back her feelings, although they tend to unintentionally show in the heat of the moment or in slight subtleties of the heart. I recorded so many lines while thinking how it would be nice if she could express how she really feels.

S: I won’t spoil anything, but listening to you just now almost made me cry. (haha)

I: The release can’t come sooner! I want to get rid of this antsy feelingーlike I MUST play this game right now!!

ーPS4 Pro Support?

S: We talked about this with Platinum Games, and of course you can play おn a 4K TV, but when 4K is actually supported, it spoils the 60fps action. At any rate, when we set our minds on it, we were able to make it work. We entirely intend to preserve Full HD 4K/60fps so you can get every ounce out of NieR:Automata. We’re very particular with the motion blur, shadows, and other fine details. After that, we need to maintain the overall performance stability, I suppose. For example, the action cannot lag when a ton of enemies appear on screen.

ーIn your demonstration, when you ran from place to place, we got a feel for how big the stages will be. Will we be mostly walking or running between locations?

S: You can also fly in the sky and ride on animals. In the presentation, we literally ran through some of those areas because half of it is filled with story elements. Just past where we stopped at the front gates of the Amusement Park, it opens up to an entirely new area for you to explore. I hope we were able to tease that a little for you!

ーBefore the presentation began, we saw multiple characters in a trailer. How many playable characters will there be?

S: So far, we’ve only stated that 2B and 9S will be playable. There’s also A2, but whether she’s playable or not is a secret, so look forward to that reveal! Maybe she won’t be a playable character. (haha)

ーIs this game somehow connected to the previous NieR title? Does it have anything to do with Drakengard?

S: I could talk all night about how things are connected, but to answer you briefly, there is no need to play any of the previous games to enjoy Automata’s multiple endings. Simply, if you have played them, I think you’ll really get a kick out of seeing Emil again. As it turns out, though, Hanae-kun (voice of 9S) went back and played them ALL again to refresh his memory. (haha)

ーNow that you mention Hanae-san, didn’t he manage to clear Very Hard?!      Can you share anything more about that?

S: Yeah, he wrote to me on LINE and said, “I’m at the last boss now, but I have to work in the morning, so I need to sleep.” I wrote back and told him, “Go to bed!” About an hour later, I saw he wrote on Twitter that he beat Very Hard. I tried to tell him that he should sleep since he had to appear on the “Oha Suta” TV program the following morning. (haha)


Source: Game Watch