Since its original release in 1998, Square's science fiction RPG Xenogears has garnered acclaim as one of the most ambitious and thought-provoking games for the original PlayStation.
Known for its intricate plot that interweaves elements of psychology, philosophy, and religious symbolism, Xenogears carved out a unique place in the history of Japanese role-playing games.
Yet, the same features that made the game celebrated also turned its localization into one of Square’s greatest challenges, especially when adapting the complex and controversial content for Western audiences. Richard Honeywood, who played a pivotal role in establishing Square’s localization department in the late 1990s, offered insight into this tumultuous process.
In a recent interview reflecting on his experience as localization coordinator and project lead for Xenogears, Honeywood described the climate of concern within Square about releasing a game with such significant religious themes.
US staff members worried about potential backlash or even security threats due to the game’s exploration of sensitive topics like deicide. Honeywood recounted how he had to request changes to the original script to lessen potential controversy overseas.
One significant alteration involved changing the name of an in-game group from “The Church” to “The Ethos” before the Japanese release to avoid mistaken associations with real-world religions, specifically the Catholic Church.
"The team asked us to remove the word 'Church' in order to prevent it from appearing as a direct reference to the Catholic Church," Honeywood explained.
This required him to engage directly with the development team, advocating for adjustments on behalf of Square’s American office. The project's complexity was further heightened by staff changes within Square USA’s localization division.
Initially, Honeywood was supported by a small team, including Michael Baskett, known for his writing on Final Fantasy VII, and new hires Yoshinobu "Nobby" Matsuo and Brian Bell.
However, an internal dispute led to Baskett’s departure and prompted both Matsuo and Bell to request reassignment to other projects, leaving Honeywood to take on a more direct role in the translation effort. Localization during the late 1990s posed additional hurdles, as digital research resources like Wikipedia were not yet available.
As Honeywood recalled, searching for translations and references meant trips to the National Library and dealing with slow intranet connections, while bug reports had to be sent by fax.
“We didn’t have instant access to information,” Honeywood noted, emphasizing the monumental effort that required him to spend countless nights in the office to keep the project on track.
His commitment eventually won respect within Square, dispelling doubts about the dedication of foreign staff. Despite these obstacles, Xenogears was successfully released in the United States in October 1998, published by Squaresoft for the PlayStation.
The game quickly earned critical praise, with Electronic Gaming Monthly’s John Davison lauding it in the December 1998 issue as “easily one of the most sprawling games yet on PlayStation” and commending its intriguing narrative and innovative themes.
Over the years, Xenogears has developed a dedicated cult following, recognized for pushing narrative and thematic boundaries in RPGs on Sony’s platform. Xenogears’ localization stands as a testament to Square’s determination to deliver innovative content to global audiences, overcoming creative, logistical, and cultural challenges to cement the game's legacy as an RPG classic.
Known for its intricate plot that interweaves elements of psychology, philosophy, and religious symbolism, Xenogears carved out a unique place in the history of Japanese role-playing games.
Yet, the same features that made the game celebrated also turned its localization into one of Square’s greatest challenges, especially when adapting the complex and controversial content for Western audiences. Richard Honeywood, who played a pivotal role in establishing Square’s localization department in the late 1990s, offered insight into this tumultuous process.
In a recent interview reflecting on his experience as localization coordinator and project lead for Xenogears, Honeywood described the climate of concern within Square about releasing a game with such significant religious themes.
US staff members worried about potential backlash or even security threats due to the game’s exploration of sensitive topics like deicide. Honeywood recounted how he had to request changes to the original script to lessen potential controversy overseas.
One significant alteration involved changing the name of an in-game group from “The Church” to “The Ethos” before the Japanese release to avoid mistaken associations with real-world religions, specifically the Catholic Church.
"The team asked us to remove the word 'Church' in order to prevent it from appearing as a direct reference to the Catholic Church," Honeywood explained.
This required him to engage directly with the development team, advocating for adjustments on behalf of Square’s American office. The project's complexity was further heightened by staff changes within Square USA’s localization division.
Initially, Honeywood was supported by a small team, including Michael Baskett, known for his writing on Final Fantasy VII, and new hires Yoshinobu "Nobby" Matsuo and Brian Bell.
However, an internal dispute led to Baskett’s departure and prompted both Matsuo and Bell to request reassignment to other projects, leaving Honeywood to take on a more direct role in the translation effort. Localization during the late 1990s posed additional hurdles, as digital research resources like Wikipedia were not yet available.
As Honeywood recalled, searching for translations and references meant trips to the National Library and dealing with slow intranet connections, while bug reports had to be sent by fax.
“We didn’t have instant access to information,” Honeywood noted, emphasizing the monumental effort that required him to spend countless nights in the office to keep the project on track.
His commitment eventually won respect within Square, dispelling doubts about the dedication of foreign staff. Despite these obstacles, Xenogears was successfully released in the United States in October 1998, published by Squaresoft for the PlayStation.
The game quickly earned critical praise, with Electronic Gaming Monthly’s John Davison lauding it in the December 1998 issue as “easily one of the most sprawling games yet on PlayStation” and commending its intriguing narrative and innovative themes.
Over the years, Xenogears has developed a dedicated cult following, recognized for pushing narrative and thematic boundaries in RPGs on Sony’s platform. Xenogears’ localization stands as a testament to Square’s determination to deliver innovative content to global audiences, overcoming creative, logistical, and cultural challenges to cement the game's legacy as an RPG classic.