What's weird is, given one of the only examples of dialogue choices with more than "Yes/No" in the game is a Rogue/Ninja quest, apparently our characters speak with a Limsa accent.
I like the flair of the localization. Even if you can't make heads or tails of it (mainly lominsa talk) you can always check your journal and it gives you a nice summary.
As well as being fluent in beast-tribe speak? >.>; Nah, the "local accent" responses we give are just there for amusement. (Example: "I go whither the wild rose blooms." Did we come from the same uni as Urianger? O.o Wait... then we would've said goeth and bloometh... =_= )
Beast Tribe's a bit...different. We would adopt their speech pattern to be diplomatic, which is what we're doing in all of the beast tribe quests.As well as being fluent in beast-tribe speak? >.>; Nah, the "local accent" responses we give are just there for amusement. (Example: "I go whither the wild rose blooms." Did we come from the same uni as Urianger? O.o Wait... then we would've said goeth and bloometh... =_= )
However, the ROG/NIN one isn't really entertaining. It's just impenetrable and is the key moment when I didn't feel like it was something *my character* would actually say. Our words should be broad strokes and closer to the English the actual players speak. "I believe there is mummery taking place." (paraphrased) should instead be "Something isn't right about this." Cuz if you're using words the average player wouldn't use, you set up a disconnect between the player and their character.
And the player character dialogue choice also mimics how the Shagians speak when you first speak to them for their beast quest (pssshh...). It's just the localization having too much fun with the script.
Not really. The Echo give the character the ability to undstand and speak every language.
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