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Richard Honeywood

A Localization Director for Level-5 and (formerly) for Square, Square Enix and Blizzard Entertainment

Redirected from Richard Mark Honeywood

Richard Honeywood

Richard Mark Honeywood has spent the better part of his life living in Japan, and has contributed to countless titles since the days of the PlayStation launch. Originally employed as a programmer at Rise, then Digital Eden (a second-party subsidiary of Nintendo), Honeywood eventually found his calling as a games localizer at Square Enix.

As a founding member of Square's localization department in Tokyo, he has served as translator, localization director, and programmer on dozens of titles over the last nine years, including the Final Fantasy series, the Mana series, Xenogears, Chrono Cross, The Bouncer, and Final Fantasy Crystal Chronicles. He spent over four years simultaneously developing the foreign versions of Final Fantasy XI along with the Japanese development team.

After the merger between Square and Enix, Honeywood was assigned the responsibility of overseeing the new localization of the Dragon Quest series, working closely with series creator Yuji Horii and his teams. On top of translation direction, he helped run the localization department at Square Enix, as well as performing an advisory role on the translation of several of their titles.

In 2007 Honeywood left Square Enix and joined Blizzard Entertainment as their Global Localization Manager. He worked on World of Warcraft: Wrath of the Lich King and Starcraft II: Wings of Liberty before leaving in November, 2010. In April 2011, he joined Level-5 as their localization director.

Credits  + Add Credits

Final Fantasy VIII
Chocobo Racing
Chrono Cross
Final Fantasy IX
The Bouncer
PlayStation 2
Final Fantasy X
PlayStation 2
Final Fantasy XI
PlayStation 2
Square Enix
Final Fantasy Crystal Chronicles
Square Enix
Sword of Mana
Game Boy Advance
Brownie Brown
Dragon Quest VIII
PlayStation 2
Square Enix
Dragon Quest Swords: The Masked Queen and the Tower of Mirrors
Genius Sonority
StarCraft II: Wings of Liberty
Personal Computer
Blizzard Entertainment
Ni no Kuni: Wrath of the White Witch
PlayStation 3
World of Warcraft: Wrath of the Lich King

News & Blogs

Ni no Kuni: Wrath of the White Witch demo impressions

Ni no Kuni world

Ni no Kuni: Wrath of the White Witch is a game I've been excited about since I learnt about its cousin Ni no Kuni: Shikkoku no Madoshi on the Nintendo DS years ago. It's nearly out in America and Europe (and Australia, whoo!) and I've got my Wizard's Edition on pre-order. So Namco Bandai Games released a demo on the PlayStation 3 this week. It has one gigantic flaw: it's not out until next month and I'm extremely frustrated by this. Read on

Ni No Kuni...epitomizes the old-school console RPG; in fact, it feels more like a classic Dragon Quest game than recent Dragon Quest sequels do...Imagine if DQVIII's sequel had appeared on an HD system rather than on the tiny DS, that Akira Toriyama's artwork had been swapped out for image design by Studio Ghibli, and that the combat system added a real-time element and played up the monster-collecting mechanics of Dragon Quest V and Dragon Quest VII...To top off the Dragon Quest vibe, Ni No Kuni's English localization has been spearheaded by Richard Honeywood, the former head of Squaresoft localization who defined the Dragon Quest dialogue style with his work on DQVIII. Ni No Kuni reads and sounds exactly like it was ripped from the DQ world; characters speak with a variety of European dialects (including a persnickety Welsh monster companion) and puns abound. A feline fortune teller is called a "Purrognosticator"; a pig soldier is called a "Boarrior"; and the mechanical pig boss you battle at the demo's end is called "Porco Grosso." That... is Ni No Kuni. And it's endlessly charming.

In this podcast at, translator/localization specialist Richard Mark Honeywood discusses the tumult over the edgy Judeo-Christian overtones in Xenogears, especially the name of the final villain.

[They] took every biblical reference they could and tried to twist it. One of the translators was a bit worried about this and was like 'I don't want to have fundamental Christians or other religious groups being upset and blowing up our office.' And I guess in the States, at that time, it was a concern. So I had two translators walk off it and I was stuck there by myself.

Created 10 years, 11 months ago by Jeriaska | Edited 5 years, 9 months ago | 6305 views
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