One More Session.
FANSUB
Premiere Date:
May 24th, 2008
FanimeCon (San Jose, CA)
Adapted from:
Cowboy Bebop: Tsuioku no Yakyoku (Serenade of Recollection)
-PlayStation 2 videogame, published by Bandai (unreleased in US)
Synopsis:
Struggling as usual to make ends meet, our favorite space cowboys hope to nab some of the unusually high number of bounties that have been posted recently.
That is, except for Faye Valentine, who decides she would rather go hunting for a famous space pirate’s hidden treasure instead. Faye leaves the Bebop and crosses paths with an inexperienced bounty hunter named Kent, who unknowingly possesses what may be the most significant clue to the treasure’s location…
Meanwhile, Kent’s hotheaded partner (and twin sister) Bianca butts heads with Spike as they pursue the same bounty. But after drawing the attention of a disgruntled ex-cop with an intense dislike of bounty hunters, Spike and Bianca find themselves reluctantly teaming up in order to survive.
Runtime:
82 minutes
FEATURES:
FAQ
“How do you fansub a videogame?”
Soundtrack
A (work-in-progress) list of the Cowboy Bebop tunes used in Song.
Trailer
May 4th, 2008 by Andrew
Yesterday, I met with my translator for this project to go over lingering questions I had about some of the dialogue. Part of it was trying to make some of the lines flow better as conversation and part of it was exploring whether certain lines could have a different meaning. It was a fascinating session as we pondered how to restate idioms and odd phrases in ways that would make more sense in the context of the story or just simply compute better for native English speakers. One bit that stands out for me was a Faye line near the end that sets up a funny exchange between her and Jet, but sounded rather odd translated literally. We came up with a solution that is far from literal, but gets the same meaning across and sets up the gag much more naturally. Having read lots of anime translation notes over the years, I guess it should be no surprise that translation often involves one’s personal interpretation.
Now that I pretty much know everything that’s going to be in the video (a second look at one scene saved it from deletion), I can get started on the sound mix and subbing. Having learned how to adjust volume levels for an entire track cutting the trailer (so much more convenient than the old method of adjusting each clip individually), the mixing should be simple. I’m also looking to replace some of the sound effects to give them more punch. And to save me time and frustration, I’ll be doing all the subbing in Premiere where I can time all the subs visually. I figure at Fanime and even for whatever form Song’s web release will take, hard matted subs won’t be an issue. Song will be mastered to DVD eventually with removable subs the old-fashioned way (BTW, if there’s some program for making a DVD subtitle track that has the same WYSIWYG simplicity of an NLE program, I’d love to hear about it).
The last technical question is what to do about the game’s own subtitles. You might’ve noticed some Japanese writing appearing in the lower-left corner of the frame in the trailer. That’s a remnant of the game’s subs which displays the dialogue and the name of the character who is speaking. The dialogue appears over the lower “black bar” and thus is easily cropped out with a letterbox matte but unfortunately, the character name appears in the frame itself and there is no option in the game to turn the subtitles off. This leaves me with three options:
1. Leave the name alone (a la the trailer)
2. Blur the name out
3. Extend the letterbox matte to crop out the name
Obviously, there are downsides to all three options. Would a constant blurry section be even more distracting than the name already is? Is it worth losing a good chunk of visual information to eliminate the annoyance completely? I’ll experiment with the three prospects but if anyone has thoughts on the matter, don’t be shy.
Posted in Cowboy Bebop: The Song Remains The Same, Studio Sokodei |
April 27th, 2008 by Andrew
82 minutes, 26 seconds.
Good golly, nearly went insane from the monotony of cutting the last few fight sequences (Continuity!), but I’m satisfied I did the best I could with footage that really wasn’t meant to be chopped up like this. The final runtime will probably be a tad shorter as there’s one scene and some scattered lines I’m still thinking of cutting, but no more than a minute or so.
Next step is the sound mix which should be less stressful, but I’ll probably take a day or two to decompress before jumping back in. The score still isn’t final as there are a couple selections I’m not entirely happy with. But the good news is that I’m on a comfortable track towards the Fanime premiere.
Posted in Cowboy Bebop: The Song Remains The Same, Studio Sokodei |
April 13th, 2008 by Andrew
Saturday, May 24th, 2008, noonish.
Posted in Cowboy Bebop: The Song Remains The Same, Studio Sokodei |
April 9th, 2008 by Andrew
Though I’m still editing, I thought I’d post the list of Bebop tunes I’ll be using in Song which, if you have the soundtracks, might give you an idea of the story’s tone. I’m about 90% certain this list is final.
I suppose you could view the soundtrack page as an indicator of my progress based on how many question marks remain.
Posted in Cowboy Bebop: The Song Remains The Same, Studio Sokodei |
April 6th, 2008 by Andrew
When you load up Serenade of Recollection in the PS2, one of the first things that pops up is “Tank!”, Bebop’s beloved opening theme. The friend who first showed me this game (and from whom I’ve been borrowing it for close to a year now) thought I’d get a kick over the game’s spin on the anime’s iconic opening animation. Instead of replaying the intro from the anime, the makers of the game actually recreated “Tank!” shot-for-shot using their cel-shaded character models in real time.
(Anime version is on top.)






Well, almost shot-for shot…
Here’s our first glimpse of Spike in the anime intro:



And here’s the game’s version:



You guessed it, all traces of smoking have been scrubbed from the game’s version of “Tank!”.




Indeed, at no point during the game is any character depicted smoking, making it the most smokeless depiction of CBBB since… Fanboy Bebop, I guess.
More Useless Trivia:
“Tank!” is the only part of the game where we get to see the 3D model they made of Jet’s Hammerhead.
Posted in Cowboy Bebop: The Song Remains The Same, Studio Sokodei |