>>725352985
For official translations that take significant liberties?
>Final Fantasy XII (PS2, Alexander O. Smith)
>Vagrant Story (PS1, Alexander O. Smith)
>Skies of Arcadia (Klayton Vorlick)
>Metal Gear Solid 1 (PS1, Jeremy Blaustein)
These are a good benchmark for games that significantly reframe or rewrite dialogue and aren't "word for word" accurate, but convey the intended meaning and feeling in a way that feels wholly natural and true to the games. You would be disappointed to go line-by-line, box-by-box because it often deviates heavily from what is literally there, but the end result is excellent and still correctly conveys what you are supposed to know.

For official translations that prioritize accuracy?
>Metal Gear Solid 2 (PS2, Agnes Kaku)
>Dragon Quest I, II, III (GBC, Nob Ogasawara)
For MGS2, it was Kojima's backlash from the heavily localized MGS1 that produced a solid, direct script in MGS2. For DQ123 GB, Nob Ogasawara dropped the garbage Ye Olde English and did a clean, straight TL of the text in contemporary English basically free of errors. These represent what I think most people in this thread WANT in a vidya translation.

For fan translations that take significant liberties?
>Mother 3 (GBA, Tomato)
>Tomato Adventure (GBA, Tomato)
These two games represent the gold standard for fan translations in general even though it's clear that liberties were taken to make them sound as good as they do in order to capture all the characterization and flavor in a way that feels like they could have been English native works from the start.

For fan translations that prioritize accuracy?
>Final Fantasy 5 (SNES, RPGe)
>Hat World: New Testament (RPG Maker, /vrpg/ autists)
I would say that both of these are about as good as you'll find for fan efforts that don't try to "localize" the scripts in a significant way and read clean, yet straight throughout while, again, avoiding most of the "shitty fansub/scanlation" pitfalls (though there are still a few).