"Shadowgate is a living castle, boy. I can feel her... she's afraid of what's coming"



Sorry, but we’re all but afraid of what’s coming: Shadowgate Italian version! Exciting as this news might be for all the Italian gamers out there, you can’t imagine how great it feels to us. If life were a huge videogame, being contacted by Dave Marsh and having the chance to work on such a legendary game would undoubtedly be part of its achievement list.

In case you don’t know what Shadowgate is about, repent by reading the following synopsis: you play as Jair Cuthegar, a simple soldier who’s been led by powerful wizard Lakmir to Shadowgate, a mythic castle once home to the greatest wizards on earth, recently conquered and pillaged by Talimar the Black. You will have to go deeper and deeper into the castle, explore its darkest catacombs as well as its luxurious halls, defeat enemies the likes of dragons, wraiths and banshees in order to find out more about Talimar’s evil plans and stop him in time. Your only weapons will be a dirk, the priceless hints of Yorick – your boney companion – and, above all else, your cleverness, for your adventure will be replete with traps and riddles only a sharp mind could overcome.

As localizers, we found in Shadowgate a brand new challenge: the one about epic language. Being the story set in a world apart from our own which, however, recalls many of the paradigms of the middle age, the language used to describe the epic journey of a wannabe hero couldn’t be colloquial. Terms and titles such as Staff of Ages, Golden Thorn, Lakmir the Timeless and Circle of Twelve needed a both evocative and archaic translation, which was possible partly thanks to the incredible richness and variety of the Italian language. We did our best to manipulate language, just like an artisan modeling a vase, in order to convey an epic now-or-never atmosphere which would add to the beautiful drawings, immersive music and challenging plot that were already part of the game. We aimed at giving the Italian audience a high-quality product that crosses the boundary of a simple translation whose only goal is to make the original script barely understandable to non-English speakers. We aimed at creating a unique experience which will hopefully make you feel a bit privileged compared to all of your non-Italian friends. Oh, and don’t forget that Italian will probably be the first language to be added to the game: go brag about it with the rest of the world!


The Italian version of Shadowgate is currently being tested and will be released very soon.

Are you ready for a really infamous game?


Are you ready to embark on an Italian quest for infamy? You’d better, since Infamous Quests’ RPG/point and click hybrid is finally coming in its crazy Italian localization! 
With over 120,000 words, QFI is the biggest project we’ve ever carried out – it’s been kind of like reading Stephen King’s ‘It’ and stopping being afraid of huge books. What’s been even harder to handle is the three-path structure the adventure is divided into. As you get the chance to play the story as a sorcerer, a brigand or a rogue, the story takes on a different turn according to the player’s choice, involving different missions, characters and solutions. If you think about the ‘path-finding system’ our translation process begins with – that is, taking notes of every comment/dialogue of the game, so that every sentence listed in the script is fully contextualized – you’ll realize how challenging it’s been. Nevertheless, it all took 5 weeks rough for us to be done with the translation – the time spanning from August to September was basically crunched by summer holydays and agreement signing. 
What we’re sure all of the old fans of the genre will find delightful is the huge amount of references – not only to videogames, but to a wider range of pop-culture fields, including tv series, cartoons, and movies. Not only will you read the narrator making jokes on King’s Quest, Quest for Glory, Space Quest, Shadowgate and Oldboy, but you will also stumble on lines echoing Dr. Who, the Simpsons, the Muppets and a strange movie starring Keanu Reeves whose reference we had to change since the movie has never had an Italian version. So lucky you to have such beautiful nerdy girls working on the Italian localization of your favorite games! 
One more thing we hope you’ll appreciate about our work is the transcreation part, which has never been as important as in this case. Monsters, spells, weapons, plants, cities, roads, pubs, and characters themselves: each had his own special name in the original English version and so it will be as for the Italian localization. We didn’t change everything and each time we replaced original names it wasn’t just for the sake of it – that goes without saying. We stuck to those names which were perfect in their original shape and we changed the ones which could sound better to the Italian speaking audience. We bet you want a tiny cute example. There’s one of the fellows Roehm will have to work with if he chooses the path of the brigand whose name is Chuy. Chuy is a big bear. Chuy doesn’t mean a thing in Italian. We chose to call it Grizo, which recalls the term ‘Grizzly’ and ‘Griso’, one of the bad boys in Alessandro Manzoni’s “---“ at the same time. Pretty clever, isn’t it? 
That’s basically it. We’ll probably write a more specific post-mortem on QFI localization some time later. In the meantime, stay tuned because the announcement of the official Italian release is coming soon!

LocJam 2014

Hello, fellow gamers and fellow localisers!
We are taking part in LocJam, the competition the whole world of localisers has been waiting for. The contest consists in translating Lucas Pope’s “Republia Times” in one week-time. 
It’s been very challenging for us, since the game, though kind of basic at first glance, unwraps itself more and more each time you play it, revealing several layers of understanding. Just as “Papers, please!” (Pope’s game released right after Republia Times) it’s highly political, dealing with the Powers That be and stressing the importance of each choice made by the gamer. It all revolves around you being chosen as The Republia Times’ new editor-in-chief and having to choose which articles to publish on the newspaper you’re working for, discarding the ones showing Republia’s government in a bad light and stressing the ones supporting Republia’s government (or just the other way round, it’s all up to you). 
So, what do we think makes our translation special?
The first thing is that it’s not only a translation, but a full localisation instead. It means that each name has been translated to Italian with the purpose of conveying a very specific meaning to the player. We’re not huge fans of Gone with the Wind’s Scarlet being translated into Rossella, because that really made no sense at all. Nevertheless, what made us want to translate the names of each tv star, athlete or place appearing in the game was the need to make Italian gamers think about how Republia’s dictatorship might as well strike their own country sometime in the future. What makes Pope’s games so special is how they could fit in each country’s reality, being as vague as they could be. However, it wouldn’t have been much of a challenge to leave those names as they were, wouldn’t it? We tried to embrace the essence of Pope’s game (which basically is “this might happen to you”) by making it more specific and Italy-centred. After all, we think that’s what competitions are for: experimenting. Let’s leave the serious and ordinary and sensible part of our brains to commercial projects, shall we? 
Oh, and here’s the second thing: some articles are completely crazy, spreading black humour all over all over your computer screen. Cool! 
Wish us luck! 
If you want to find out more about LocJam, here’s the link to its website.

The Samaritan Paradox

When Mark J. Lovegrove replied to one of our infamous publisher-stalking-e-mail, we couldn’t believe it. When we saw a small Italian flag appearing on top of the screenshot announcing the development of The Samaritan Paradox on Screen 7 website, we couldn’t believe it either. Now that we’re writing this post and The Samaritan Paradox will be released in just a week… Guess what? We still can’t believe it. 
We’re very proud of working along with Screen 7, a relatively new-born publisher which is focused on bringing great adventure games to the public - they did the Cat Lady, folks! The whole process of localising The Samaritan Paradox has been such a great experience, with Mark supporting us and Petter Ljungqvist keeping up with our questions about any possible aspect of the game. Now let’s stop being sentimental and let’s focus on the game. 
The Samaritan Paradox is a detective drama which tells the story of lonely cryptologist Ord Salomon. Ord stumbles on Jonatan Bergwall’s last novel, finding a hidden message the three-month-dead author wrote to his daughter, Sara. The message says: “There’s one more”. Ord will soon find himself on a quest to discover if there’s a Bergwall’s secret book hidden somewhere, longing to unravel the mystery that seems to keep Sara from living a peaceful life. The Samaritan Paradox stands out for its clever puzzles whose difficulty is just right: some will have you walk to and fro talking to yourself and some others will take but a few minutes to be solved. Moreover, the way the story is told is quite amazing: you will control two different characters in two different times, living only apparently different lives. Plus, the game is softly wrapped up in a delicate Swedish atmosphere, taking you to some of the most famous places in Gothenburg and making you want to travel through Sweden. 
What about its localisation? Well, it’s all been very challenging. It’s like the game summed up the hardest issues for localisers. It has rhyming riddles (note the plural form!), hints sewed into the very structure of English words and characters with all kinds of personalities to be mirrored in Italian dialogues. The whole localisation project has been quite tough (as well as satisfying) and it took less than two months to be carried out. Nevertheless, we found the time to scatter some tiny Italian-cultural reference all over the game. Just try looking at the globe and focusing on the paintings you’ll come across. 
The Samaritan Paradox is to be released on April the 18th. If you want to find out more about the game, go check its official website.
Game snatched, game played. ;)

Countless cunts we must account for

Our dearest adventurers, today there’s something very important we’d like to write about. It’s been more than a month since Donald Dowell’s release and the game has been doing great so far. However, we’ve been told that one particular line of the game has been perceived as offensive by some players and we’re here to talk it out, or better, to write it out.


Here’s the deal: Donald addresses more than once to Count Barker as “Cunt” Barker.


We all know the C word is undoubtedly offensive, particularly as a gender slur against women, in American English and we apologize to all the American gamers who felt offended by that particular line of the game. On the other hand, we feel the need to explain why we didn’t mean it to be offensive. We won’t start raving about how we’re both focused on gender studies, how we’re both women, how we both love women with all our hearts and souls (being both active members of the LGBTQIA Community), because you simply don’t know us personally and because that would kind of sound like homophobes listing all their gay and lesbian friends when accused of hate crimes. So let’s skip to a few objective points we’d like you to focus on.


In British English, cunt is not as strong as it is in American English. Go ask your British friends, surf the Internet, do what you please. It’s not used as a gender slur, as it mostly addresses to men with the meaning of “stupid”.

Donald Dowell is clearly based on British English and not on American English. The game is clearly set in Ireland and not just in a more generic English speaking context. You can see that from its very first line: “My name is Donald Dowell. I am Irish”. There are plenty of references to Irish setting and culture, among which we quote: “Typical Irish weather…”/ “No one cares about ghost stories and old Irish manors”/ “This is Ireland, not America!”/ “A pint of Guinness. No graphic adventure set in Ireland should ever be without one” and please don’t get us going on. So the fact that DD is set in Ireland, where people speak British English and not in America, where people speak American English, should be reasonably clear.

Moreover, “cunt” is not the only typical British expression we put into the game. You came across several balderdash, bonkers, boozer, eating house, bollocks, aye, quare and again, please don’t get us going on. So we simply didn’t just wake up one day and decided to put the C word into the game. It really came out naturally. We’re really sorry if someone felt it was offensive, but the truth is, in the undoubtedly Irish context Donald is set in, that word is not offensive. To us, it’s much like talking of cigarettes and feeling offended by the word fag. It simply doesn’t mean that. 


This leads to one peculiar aspect we found absolutely interesting. It’s about the cons (and no, we don’t mean it the French way) of speaking the language of whom we may call the “winners”. American English is undoubtedly more spoken than British English (which can be said to be spoken by native British people only). It has spread throughout the world as some kind of lingua franca. But the fact that there are more people speaking American English than British English doesn’t mean that we are all forced to stick to the meaning of the former. We’re talking about two different varieties of equal importance. British people or people attempting to write in British English like us should not feel forced to adjust to more spoken American English. Funny how the major language (in terms of speakers) sometimes needs to adjust to minor ones. That’s one reason why language and linguistics are so damn interesting: they make us all equal. There are no winners and no losers, because each official language and each dialect are equally important and differences are welcomed and studied and celebrated.


So yes, that’s basically the point of all of this: we hope you’ll welcome this peculiar difference between British and American English. We don’t want you to feel offended by that word, but at the same time we don’t want you to ignore a language slightly different from your own.             

One last thought about Donnie

It’s been about a week since “Donald Dowell and the ghost of Barker Manor” release. We hit 1000 downloads and we are not going to stop! We hope news and reviews about DD will keep coming in (speaking of which, if you are interested in reviewing it, don’t hesitate to contact us!) and we’ll keep you updated.


It feels quite strange to define Donald our latest localization project, since we naturally tend to identify it as our latest game. The point is, no matter how developers underestimate the work of localizers and no matter how stubbornly they keep relying on fan translations (which we personally love, but if you’re a pro doing a pro game, you need to rely on pros) our work is rather important, especially when it comes to adventure games. We are the ones who can make your game the worst product ever and we are the ones who can give you the chance to get in touch with thousands of people who would be otherwise linguistically cut out of the picture. We’re like a gigantic megaphone in the chaos of Babel.


If you’ve already played Donald, you might have noticed how each character’s personality is peculiar and, we daresay, unique. They’re all portrayed in full details and each line they speak adds more to their personality (sometimes making you laugh like crazy). Each aspect of their personality must be channeled through words, and it must be channeled correctly: what used to be a hilarious joke or a pun in Italian, must be an English line as funny as the original one. That’s why we feel like Donald is a part of us. We spent hours talking with Andrea Ferrara, DD developer (so basically triple D), on how to translate that particular joke. Sometimes we even added new jokes that came out naturally and sounded perfect in English. We didn’t simply translate Donald, we shaped it according to the needs of a foreign language, we caught the spirit of each character and tried to pour it in the lines they spoke. We gave Donald an English soul.


Anyway, be it labeled as our latest project or our latest game, it’s definitely a game you must play! If you haven’t given it a try yet, you can download it here: Any kind of feedback from our dearest gamers is welcome!


What about now? We’ll probably get back to old English-to-Italian localization. Want to find out more? Stay tuned, we’ll keep you posted!     

Corpse stuff, it sure is!



Donald Dowell: invading your country soon. Very soon. Pretty much now.

To all the ghostbusters out there: hold on to your ghost-hoovers, since Donald Dowell is coming to town!


ApeMarina’s amazing creative talent, Ross Kevin Moffat’s precious native-English-‘speakerness’ and our interlinguistic insanity have mixed together to present you the craziest adventure of all time. Basically there’s just one last proofgaming (and a lot of graphic adventure website stalking, of course) to go before we can share Donald’s story with you.


You know the plot (do you? In case you missed it, you can find out more in the previous post and on the developer’s official website:, you know how we’ve been handling its localisation … wait, it seems you know pretty much everything, so what are we writing for? Oh yes, before you go, let us tell you one thing about Donald and its universe.


Donald Dowell and the Ghost of Barker Manor is not just a hilarious adventure game. It’s much more than that. Its plot, its atmosphere and its characters draw a unique universe apart from ordinary life where there’s room enough for anyone. A sort of shelter you can run to whenever you feel misunderstood or even mocked. You will soon find out how each character of the game is some kind of weirdo: people sleeping in coffins, a painter who’s just got out of the asylum and basically does nothing to keep away from it, an alienated leprechaun, an infamous cook whose kitchen is invaded by ants and many more. They will all make you laugh in the first place, but then click by click a deeper vision embracing Donald’s world might strike you: you’re just like them. We have all felt outcasts at some point in our lives, we have all been treated as mad people for whatever stupid reason.


It might sound a bit far-fetched, but according to us Donald Dowell is about family. Not the family you’re given by birth, but the one you choose to create day by day, tie by tie. It’s about that special place where you can act as queer as you please, because you will always find someone who’s queerer than you and you’ll feel okay with that. It’s about sharing your own peculiarity and adjust to other’s. It’s about creating a universe which balances on those differences the outer world stumbles on. It’s about that last second before the credits of the game end, when you can’t help but wonder: ‘Hey, wait a sec! What about *that character*? I want to know how (s)he’s coming along! I want to keep in touch with him/her! Seriously, is there going to be a second episode?’

What's that reflection on Donald's glasses? Oh, wait! It's us!


Donald Dowell's coming!

Italian websites have just started writing about DD, our upcoming project.

Here's a short list:


Watch out, for we'll be soon invading your country websites as well!

Donald Dowell and the ghost of Barker Manor

“Donald Dowell and the ghost of Barker Manor”, a graphic adventure developed by ApeMarina, will be our first Italian to English localization. It tells the story of Donald Dowell, a 80-year-old Irish man who’s just retired and who suddenly finds his life utterly boring. He starts looking for a job, gets hired as a ghostbuster assistant and is sent to Barker Manor to investigate about some strange phenomena going on there. During his stay at the Manor, he will have the chance to meet a wide range of peculiar characters, such as a nymphomaniac maiden or a hotel director who likes to sleep in a coffin… and, needless to say, a whole lot of ghosts! The brave adventurers who are determined to solve the mystery of Barker Manor, will have to succeed in such tasks as fixing a time machine, destroying a happy newly-wed couple, evilly using a laxative meatloaf and many more!

We were very excited when we decided to carry out this project, mainly because Donald Dowell is a 100% Italian production which really deserves to be played by as many people as possible. Its dialogues are hilarious, its puzzles perfectly fit into the story and Donald is one of the funniest characters we’ve ever played: never before had we played a graphic adventure whose main character is an old man whose cynical comments, endless jokes and naivety you will be soon become addicted to. Donald will never spare you his comments about how easy it is for you to be sitting before a screen, forcing him to do the craziest things in the world, or about graphic adventures themselves, quoting milestones such as Monkey Island or Full Throttle now and then. In short, we felt we had to give Donald the chance to become available by international gamers, providing him with a full English Localization.

Localizing DD to English has not been easy at all. The original version features several jokes and puzzles based on puns and rhymes, which are definitely the toughest lines to translate. Moreover, there are some references to Italian culture whose meaning we’ve tried to keep (actually, there’s one character in particular who is like a giant walking reference to Italian culture, or we’d better say ‘misculture’). We tried our best to balance English references created just for the English version with Italian references which were part of the original script.  

We are currently working to complete its localization, so you’d better stay tuned for further updates!


The Marionette Overview

The Marionette, our first Italian localisation, will be released by the end of July, so maybe it’s time to take a seat and have a closer look at it. 
The Marionette is a freeware adventure game developed by Team Effigy and released in English in 2009. Moreover, it won 4 2009 AGS awards (best original story, best background art, best music, best tutorial or documentation). It seems quite an interesting resume, doesn’t it? 
The game tells the story of Martin, an ambitious young sculptor, who finds himself stuck in the dreamlike (or we’d better say nightmarish) world of Alice. He knows nothing about this girl who claims to have unfinished business with him and he will have no choice but to find his way out of that mysterious world. All along his journey, Martin will be able to count on Giuseppe’s help, an elusive character who seems to be the only human being inhabiting Alice’s world. The Marionette is much more than a simple ‘point and click’: it arises deep questions about the process of creation and how it might lead you to drastic decisions which will affect your life as well as your beloved one’s. It’s about the paradox of wanting to selflessly give the world an artistic masterpiece to stare at and having to selfishly bury yourself deep in your own world. It’s basically about choices, the ones which have affected Martin’s past and the ones you will have to make during your game experience – a plot which recalls the one sketched by Hudson’s upcoming game, The Novelist.   
Localizing The Marionette has been such a great experience: Auriond (the game developer) has been the first one to give our skills a chance and we hope we have paid off part of our debt of gratitude to her. The work has been divided into several parts: firstly, we had to play the whole game just as an ordinary gamer would do; then we took notes of all its different paths – which was more than necessary, since the game has several different endings and almost each dialogue option might lead to a different turn of the story; only after finishing the path-finding process could we start translating all The Marionette lines. Finally, we got the Italian subtitles implemented and could be the first ones to play the Italian version: we obviously found some mistakes that were to be corrected and report them to Auriond. The final step consisted in translating all TM relevant graphic aspects as well (letters, notes, puzzles and the likes), taking care of the Italian game manual and carrying out  a final ‘proofgame’ of the whole product.  
We have poured our hearts and souls into this project, in an infinite (and kind of creepy) parallel with Martin’s devotion to his art. We hope you will all enjoy our work and keep supporting us! 

How we work

It’s easy: we work just like a passionate gamer would do and just like a passionate gamer would want us to do. We loathe translators who work on a script belonging to a game they will never play: it isn’t fair and it has disastrous consequences on the localization of the game as a whole. 
Therefore, we usually play the whole game. Okay, piece of cake, what more? What makes us so special? While we play the game, we take notes of all its possible ‘paths’ – that is to say, all the possible dialogues and comments any character could possibly do. 
Only once we are done with all the path-finding, we start handling the original script. The point is that, because of technical reason, scripts are usually structured in a crazy and not linear way – you can’t translate them as you would do if you were handling a novel, because one sentence is not necessarily related to the previous and the next one (well, actually it is NEVER related to the previous and the next one, save a little prayer for poor localizators as we are). 
Thanks to the path-finding, we localize comments and dialogues in a chronological way (that is, according to the linear unwrapping of the story told by the game). We read comments and dialogues directly on our notes, this time as if we were REALLY translating some kind of linear novel, then we find each sentence on the original script and replace it with its translation. That’s the only way we can make sure that every single sentence is fully contextualized and successfully localized. 
While translating, we prefer to constantly keep in touch with the game copywriter or anyone who can answer to our question about peculiar dialogues and scenes from the game. Translating very seldom leads to a sentence which is identical to its original one, particularly when it comes to cultural references, puns and puzzles. That’s why we need to know exactly what the writer was thinking of when s/he wrote that particular sentence, and that’s why we need to keep in touch with her/him throughout the localization process. 
Once we’re done, we can language-test the game as well. It’s up to you: we have done it before and we have no problem with it. Needless to say, even when testing we try all the different paths, in order to make sure that every single sentence came out fully contextualized. 
How much does all this great stuff cost? We usually charge our customers 0.05 euros per word (while usually Italian localizators charge from 0.07 to 0.10 euros per word) – pathfinding and localization included. However, since at the moment we are focused on getting in touch with great developers and on building an interesting portfolio, our fees are definitely negotiable. Therefore, it is always advisable to ask us for an estimate of our work even if you think it is unaffordable. 
Moreover, in case you are not sure about the incomes which may derive from the Italian localization, we can nevertheless find an agreement about a small percentage to be paid for each sold copy of the Italian version, so you would pay only for what you would have actually sold.

Our Crew - Marialuisa Ruggiero

Marialuisa Ruggiero_ She's the translator of the team and her role is complementary to the one performed by Claudia. She handles the ‘boring’ part of the work by translating sentences which do have a correspondence in Italian, plays the videogame we’re working on over and over and over again in order to take notes of all of the different paths so that every translated word would be fully contextualized. She also tests the whole game once it’s been localized and is some kind of a PR (she takes care of all the e-mail stuff). She got her Master’s Degree in Comparative Literatures and Cultures at the Orientale University in Naples by writing a dissertation titled Soft Sounds of Distress in a Language They Didn’t Understand: Gender Studies as told by Contemporary Literature, in which she translates and analyzes (according to gender theories) three short stories respectively by Emma Donoghue, David Levithan and Jennifer Finney Boylan. Apart from her role in the RuM Corpse team, she also works as a freelance translator for English and American novels.  


Our Crew - Claudia Mucavero

Claudia Mucavero_ She's the creative genius of the team and she specifically focuses on transcreations. It means that when you don’t know how to translate an English sentence or term which doesn’t have a direct correspondence in Italian (be it a pun or a word which doesn’t really exist in standard English), all you have to do is tell her what the deal is; then she will wave her hand at you, silently telling you to be quiet and finally, just like an ancient oracle, she will come up with the most stunning and creative solution ever. She got her Bachelor’s Degree in Linguistic Mediation for Institutions, Trade and Business at the Tuscia University in Viterbo by writing a dissertation titled There’s Nothing as Queer as Folk – Polari: the Lost Antilanguage of Gay Communities. Here she focuses on the so-called Polari (a language spoken by English gay men in 1960s), on its origins and its end, also attempting to translate some excerpts of radio sketches wholly performed in Polari. She’s currently studying to get her Master’s Degree in International Communication Languages and in the meantime works as the pulsing heart of the RuM Corpse.


Why RuM

Only two days have passed since we created our facebook page. We have been busy spreading the news of the upcoming Italian localization of “The Marionette” and we’ve noticed that the only thing that seems to impress and/or traumatize (is the glass half filled or half empty?) Italian gamers as much as the news is the name of our team. So maybe it’s worth spending a couple of minutes of our time trying to explain its origins to all of you.

The name was created by Claudia, the creative genius of this duo, which proved what a grand linguist she is by grasping different meanings and chopping, mincing and compressing them in one single word. 

First of all, RuM is some sort of crippled palindrome made up of our surnames: Mucavero and Ruggiero (which I report here in rigorous alphabetical order, otherwise we’d argue and break up just as the Spice Girls did). ‘U’ is the second letter of both of them, while R and M are the initials of our marvelous patronymics. So that’s why R and M are written in capital letters while poor ‘u’ is struck by a dwarf curse. 

RuM Corps – stop considering the final ‘e’ which has a history of its own – is the nickname the New South Wales Corps gained in the late nineteenth century. Quoting from the most reliable and beloved source in the world (Wikipedia, I love you) we can tell you that the Corp was created in 1879 and sent to Australia in order to take the newborn English colony under control. Its members were mostly soldiers paroled from military prisons and people who liked to mess things up (politically correct term: ‘troublemakers’). The regiment was named “RuM Corp” after the illegal rum trafficking which most soldiers soon became involved in. So, what about us? We pretty like to mess things up, just like them, and we really love to drown ourselves in the famous ‘seven seas of rye’ (you don’t believe us? Go ask Claudia about that night she drank a homemade cuba libre and almost fell to the floor).

One thing you should always keep in mind is that a vowel might change your lives. So you still don’t believe us? Ok, go asking for an advertising slUt instead of advertising slOt and tell us what happens next. A corpse is a dead body. Great, we’ve got two alcoholic necrophiles disguised as localizators! No, wait a minute, we can explain. It all stems from ‘Burke & Hare’, a wonderfully British movie which all of you should watch and which tells the story of two men who start selling corpses (and, when needed, also ‘creates’ them) to Edinburgh Medical Faculties, whose anatomy classes wouldn’t go much further without something physical to study and observe. Well, we’re two Italian girls, far more desperate than those two body snatchers, who needed to create a job out of nothing – since Miss Fornero is currently offering us no job but the one which involves becoming a sweet Arcore slut (and no vowel mistake here).
Are you looking for a more romantic reason to tell one day to your children when you’ll be telling them about those two cool girls who allowed you to play tons of adventure games by localizing them in Italian? Okay, here you go: we localize games which would otherwise start rotting just as a corpse does.

Fifth screenshot from the Italian version of The Marionette.


Fourth screenshot from the Italian version of The Marionette.


Third screenshot from the Italian version of The Marionette.


Second screenshot from the Italian version of The Marionette.


First screenshot from the Italian version of The Marionette.



About us

RuM Corp.(se) is made of two girls of genius (well, more or less), experienced in graphic adventures Italian localization. All the years spent playing ‘point and click’ adventures are probably the best guarantee of the passion we pour into our creations – if you need recommendation letters, you can contact a whole crew of mighty pirates, some templar armies ready to take over the world, cursed families that really love to hang black mirrors on their mansion walls and [EMPTY SLOT where you can write a quote from your favourite adventure]. Moreover, the games we have already localized (which you can find out more about on this very page) are the best guarantee of our credibility and our skills. 
This blog is aimed at anyone who might be interested in it: developers, localizators and gamers who might want to find out more about that fantastic graphic adventure which, [EMPTY SLOT where you can write your favourite curse], has not been localized yet but which those two incredible girls are working on. 
Girls? Yep, please get rid of all of those gender stereotypes rotting your brain and enjoy our page. Welcome on board!

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