Considering that the English translation prettied up Caspar's endings for Flower (changing "often out of control to "sometimes reckless" and removing the text confirmed Caspar's career involves invading other countries), while vilifying his non-CF ending (saying he had victims), yeah. Same with turning Rhea restoring the Church to her rehabilitating it. There's definitely reason to side-eye the changes made by the translation team.
TBH,
(bcs i didn't enjoy FE14)
FE16 and Nopes (and all Fodlan content) seriously made me reconsider my stance on the localisation.
After FE Tellius I knew (I mean after FE10) that changes/omissions existed but never thought they were deliberately made to push one character by destroying others, the general feeling was the same at the end of the game (we are supposed to worship Ike, the localisation played it up to 11, but FE10 does it on its own).
Now, FE16 ?
I was pleasantly surprised with FE15's voice acting so I thought the dark eras of lolcalisation were behind us...
But then Rhage popped up.
And with Rhage, I started to notice all little tweaks here and there made in the localised (some at least) scripts, that added end up with the result that "maybe Supreme Leader isn't that bad" that is pretty different from the JP/og version.
When FE10's loc said "Ike is the most awesome dude ever" instead of the jp FE10 saying "Ike is the most awesome dude", the Fodlan lolcalisation tries to give a different meaning to the solution/story given by the game!
As you pointed out, Caspar doesn't invade countries and is "sometimes" reckless, instead of being "out of control while invading the rest of the known world", his non uwu endings are worsened, Rhea was swapped by Rhage, the church needs to be "rehabilited" instead of "restored"...
I don't want to be overly critical and dissect everything when I'm playing a game, I'm playing first and foremost to enjoy myself but when I listen to Leigh's voiced lines and see this :
or this :
even if you're not thinking about localisation too much, you can see there is an issue in voice direction, which leads to discovering issues in script localisation and then... you start to ask "why", and come up with sad answers.
So, because Fodlan verse really disappointed me lolcalisation wise, even if I made exceptions earlier for FE14 and FE15, I can't be assed to trust the lolcalisation at all, so if a game has audio but no dual audio, it will be a hard pass.
Even if a kind soul, like the ones who made the FE Datamine site, compile and upload the script with the different audios to compare, it's a big no-no.
I know jp audio will not solve everything (especially if i still don't understand the jp script lol) but at least when the localised script tries to sell me the apple that is orange in the original script is akshually purple I'd have some clues about something being wrong.
More power to you if you like purple apples, but if I was supposed to get an orange apple, I would like to get this orange apple (or maybe red or yellow if needed), and not another product.
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So I've noticed that they went and translated "the dreamer" as "the dreamer unit" in French, the same way you would say "an Eule unit". While I'd love to speculate how there's hidden nuggets of information in different localizations (how the Dreamer is canonically a Replika in French, for example), I'm sure it's just the translation team taking creative liberties and/or working on assumptions based on context. Still, one can wonder.
Update: In the German version, they used the masculine word for dreamer; while in the Russian version they used the feminine one. Once again, it probably doesn't mean anything but it's interesting how in both languages they could have used either grammatical gender but each went with a different one, following some internal logic for what felt right.
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// I wonder, since according to a rumor I heard from a friend, dying in the BBU universe actually won't turn you like barnaby/into a ghost... does Barnaby actually just party with dead bodies???? QKWKEKAKA
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A glimpse at the details of how the system efficacy mechanic works, wherein you can divert power from, say, targeting systems to all remaining thrusters in order to increase evasion, reaction speed, and melee damage
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