Therefore, in English we tend to use serif fonts for long sections of text (articles, books), while sans serifs are used for headlines. The English typeface keeps some of the feel of the Japanese original, but not to the detriment of its own legibility. Both versions of the game use a sans serif font. Sometimes, non-Japanese people, used to seeing seeing basic Japanese typefaces (or hand/brush written Japanese), are surprised to see stylized Japanese like the example here. The battle screenshot above shows how Nocturne creates hierarchy in the game’s UI. The dialogue boxes are large, and nicely set off the text from the surrounding in-game action, through color and a simple drop shadow. In a game, perhaps the player will simply quit playing. The sharp contrast they provide with the English san serif seems to be a happy coincidence. Submit a font Tools . Etrian Odyssey (in Japanese, Sekaiju no Meikyu, or Labyrinth of the World Tree) is the first game in this series for Nintendo’s 3DS portable. Whether it’s the sans serif fitting into Persona 4’s UI, the serif in Tactics Ogre subtly suggesting parchment paper, or the the round typefaces in Etrian Odyssey paired with the game’s bubbly character designs, typeface choices support other themes in the game. It serves as a heading for turn icons, essentially the number of moves the player has on their turn. Even for players with normal vision low contrast ratios make text less legible. Interestingly, Nocturne was the first SMT game to be released in the U.S., so while the Japanese version had an established history to draw upon (or was beholden to), the U.S. version was able to start with a fresh slate. Some great comments led me to think about Atlus’s typography choices in other U.S. localizations, and to the explorations below. Typography isn’t — and shouldn’t be — invisible, but if it’s calling too much attention to itself, it’s not supporting other themes. However, with SMT3, Atlus decided to, as far as possible, stay close to the Japanese original. It also uses grey drop shadow, perhaps to evoke smoke. The logo lacks personality, despite the quirky “G.” Perhaps Atlus tried to fix the blandness by using drop caps, but it doesn’t really add much. The black/gold/white color scheme epitomized in the logo is woven throughout the game’s art and UI. As we noted above, since the level of complexity is different between standard Japanese text and English (something we can see clearly in the two screenshots above), sans serif makes more sense in Japanese than in English. Shorn of decoration, Nocturne feels direct and stark, like the semi-naked protagonist pictured above. The overall impression for me, then, is that both logos are good, though the Japanese version clearly had more time, thought, and and attention devoted to it. Instead, it’s the exploration of how game designers use (or don’t use) text to make dialogue engaging, menus easier to understand, and reinforce elements of the game’s theme or art. First, as the first Shin Megami Tensei game in nearly ten years, the developers used the game as a means to try out 3D graphics, discard the first-person perspective that defined the series, and re-establish the series’s ties to a contemporary, real-world setting. New comments cannot be posted and votes cannot be cast. Interestingly, the English localization keeps the 「Japanese style」 brackets for dialogue rather than using [English ones], probably to differentiate names from dialogue. That purple motif runs through other parts of the UI. Text in the English version that would have been better as a sans serif (the “What will you do?” text, character names on the battle screen) probably couldn’t be changed on a technical level. Our friend Matthew Butterick makes this easy to understand. Disrupt one thing and you disrupt others. Kanji on the other hand are ideographic characters, originally from China, which usually have multiple pronunciations in Japanese. I don’t recall the red emphasis text in the English release of the game, but this text, which is in bright red, has a black outline, and even a drop shadow, really makes sure key items, requests, and other information pops out of the dialogue. In the screens below, the heading “Persona” is in large, heavy black text, with white outlining. All the Fonts you need and many other design elements, are available for a monthly subscription by subscribing to Envato Elements. Look at the articles written about Persona 5’s UI. By slotting in a serif typeface to replace the Japanese text, the relationship the text had with the UI and the character art vanishes. Unlike Persona 5 though, I’m a fan of both the Japanese and English typefaces. The characters themselves are easily distinguishable, and the counterspaces are very distinct (check out the counterspaces, particularly the “e,” in the word “one”). Moving to the subtitle, the Japanese and English versions use the same font for the Nocturne text, but the Japanese versions match the color of the SMT logo text. There is an issue with the dialogue typeface when it’s blown up though, if you’re playing it on a modern TV screen or monitor, rather than the CRT TVs it was designed for. Sorry if this has been asked before already or if it is actually easy to find.. On the 3DS the series has the luxury of presenting each character’s moves on the bottom screen. Previous Atlus games (the first Persona titles, for example), were often highly edited when brought over to the U.S. Look at the articles written about Persona 5’s UI. Compare the Japanese and U.S. box art for Tactics Ogre, as an additional example (of many). This bright, flashy UI emphasizes Persona 4’s optimistic protagonist and narrative. The character art — designed by Hiroshi Minagawa, and the incomparable Akihiko Yoshida — draws the player into the text as well. On both versions, the logo text is in a relatively thin serif font on a very busy background. I think its just a "ransom note" font, but great find! Typographic hierarchy is vital in games, particularly in RPGs. These kind of flourishes engage the player, making her want to read the text. There’s a lot of dialogue in Tactics Ogre, and as we move into the game itself, it’s apparent that Quest and Atlus made some really good choices here. We’ve already seen an example: the white Japanese text in Tactics Ogre logo. Perhaps a little too on the nose, but you can’t get more fantasy than that. I actually think the differences between the logo point to subtle differences in how the games were marketed. An emphasis on user actions makes core functionality immediately apparent and provides waypoints for the user. Many serif fonts also have large x-heights (essentially taller lowercase characters), which are easier to read. Persona Font Download - free fonts download - free fonts online. There are several elements I don’t like the English typeface. A quick explanation of serif and sans serif fonts. Many games even have an icon for when the player should press to move to the next lines of dialogue. It’s also a little quirky (the longer upward line on the second stroke in カ for example), which I think adds to the charm. Often, however, the same kind of issues cropped up in non-Japanese media localized for a Japanese audience. Like the sans serif font, these character designs are rounded, adorable, and inviting. The foundational elements of print-based design — typography, grids, space, scale, color, and use of imagery — guide visual treatments. Other lowercase characters also look similar, and are thus hard to differentiate. Clearly changes have to be made — the entire process of localization is translating text, graphics, and even UI for audiences in different cultures. There are a number of issues in using the Ogre Battle logo on the U.S. box. The dark gold/brown ties it to the larger logo, without attracting too much attention or overpowering the main logo. Themes New fonts. 1 matching request on the forum. In this game the differing heights and widths of the characters themselves, make them easier to distinguish. There are benefits, however, to the removal of those modals. Finally, the boxes even have a little flourish, with the green and subtly plant-like shapes around the main text. That mandate was this principle in action. PlayStation 3 - Persona 5 - Font - The #1 source for video game sprites on the internet! Like the other games mentioned so far, it’s an RPG, but it’s less focused on narrative. The U.S. version bumps up to three lines, but I like the room to breathe in the Japanese version. I think the legibility is worse because of that proximity, and it suggests a relationship between the two lines (as does the text “series” which is the same color as the Tactics Ogre logo). It’s vital that RPGs use typographic hierarchy to create order. Interestingly, even though Apocalypse (subtitled Final in Japan) is a direct sequel to Shin Megami Tensei IV, it does away with the word-balloons for dialogue text. This is a community for all MegaTen and subseries related news. It stayed that way until pretty recently. Alternatively, the game could have simply not used brackets at all. The bright gold and metallic effect shouts out “swords and fantasy” at full volume. I’m not a huge fan of either outline, though it’s necessary for the text to show up at all on the art. In trying to analyze the text in these games, a few themes became clear. Even the purple outlining subtly reinforces those themes of ambiguity and technology. I think the Japanese brackets are better for this task than the English ones, especially since we don’t use them that commonly or for that purpose in English anyway. Let’s check out some art. Nocturne also uses stroke outlines to good effect — either black or purple outlining white text, so that the text pops off the action it overlays.
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