I've seen this already. It certainly is interesting to watch and might even justify the practice to those who prefer the localization over a proper, faithful translation.
But to those who would prefer something more in-line with the source material and have that be translated, with very little (if any) deviation or revision and a commitment to consistency above all else, it does very little to convince them.
Rather, I'd argue that it supports my position, in that it underscores just how feasible it would be to implement, assuming that their transparency here is proper.
Most of their work - especially the work that Kate and Koji-Fox are describing here - is just coming up with how they go about revising the content and then adapting it. The task of directly translating it from Japanese into English is already done. They have the materials, notes, etc. and it would just require implementation and QV work, but ironically with less in the way of steps.
I'm not going to minimize or undercut the scale of exactly what it is I'm asking for. I'm fully aware that this is basically a re-implimentation of 10 years worth of textual content (NPC dialog and overworld barks, quest and duty summaries, descriptions and titles, item names and descriptions, and possibly more).
But I also know that the team is capable of doing it, especially since they wouldn't even need to re-record voices, it would just need to be timed with and be consistent with the Japanese audio. Even if it doesn't align consistently with spoken English in cutscenes or other voiced content, the player wouldn't be missing anything.
It would probably be very interesting, to see how such content aligns between translated JP content and the revised/localized EN content.
And something else to point out is that there exists a setting in-game that lets you choose which language cutscenes and other voiced contents play in. This changes more than just the audio track that accompanies it, it loads the cutscene for that specific language selection (albeit with an (*) denoting that text may not align with audio).
This is also a feature that has to be tested by the QA staff, with directed test cases built around it to ensure that the right text prompts appear and that the player's chosen 'cutscene language' audio choice, at least, aligns with what was chosen. This is the reason why, when doing things like Praetorium, you might notice that some people exit the forced/unskippable cutscenes faster than others.
I think my ask would be more than feasible, honestly. But it does, of course, beg the questions:
1. "What of the other languages? why would English get this preferential treatment?"
2. "Wouldn't this cause a rift among fans over which version is the 'right' version to play?"
To answer 1: It probably wouldn't even be necessary, considering that FRE and GER are, for the most part, just proper translations of the JP script, and don't deviate as much. They're far more consistent, save for a few exceptions. It would be something worth looking into, for consistency's sake, and certainly not something I'd argue against since I would love for German or French players to enjoy Japanese Haurchefant.
To answer 2: I doubt it. Players who enjoy the localized content would continue to do so regardless of what others say/think, just as players who would enjoy the EN (JP) content would do so all the same.
This is about accommodating preference, and since the EN script receives a fair amount of acknowledgement by SE and is signed-off on by the core team, so it really wouldn't matter.
It is a JRPG, created by a Japanese company for a Japanese audience as its priority, so of course a translation of the content in its native language would be regarded as 'definitive' or canonical. Those who don't care about consistency or are unbothered by it, or rather prefer the EN localized content, wouldn't care either way, so long as they continue to be entertained.