“…Studies of interlingual subtitling, and audiovisual translation in general, indicate that this activity in itself requires: "l'elaborazione complessiva di un prodotto multimediale, e non solo delle sue componenti linguistiche" (the overall processing of a multimedia product, and not just its linguistic components) 1 (Heiss 1996). Moreover, there is little literature on the phenomenon of video games translation as a teaching activity, and few established guidelines, especially for Japanese: "[t]he scarcity of VGLOC courses available at the moment is paradoxically opposed to the growing demand for video games in every language" (Granell 2011, 188), yet VGLOC courses are offered by private institutes in Europe and the UK, as well as in the United States, and academic literature has for the moment been identified for Brazil (Esqueda, Stupiello 2018), Spain (Granell 2011) and the Netherlands (Sleegers 2018). Nevertheless, it is possible to draw on studies of audiovisual translation in general for the translation of 'cutscenes' (i.e.…”