I’d be willing to bet that the Chrono Trigger script was more intact than almost ALL 16-bit or lower RPG translations. 50% may not sound like a lot, but considering space limitations and cutting off the “fat” of a translation, it’s not that bad. Plus, it’s possible Woolsey was referring to 50% of the physical space, not 50% of the content. (I could say “That man over there is a really evil bad guy!” or I could say “That guy is really evil!” Both mean the same thing, but the second one is more succinct, but somebody could argue that I cut 50% of the original out. But I would say the second sentence is better because I kept all the original meaning and emotion of the original sentence, just with less beating around the bush) Chrono Trigger’s translation, while more succinct than the original Japanese, kept the same basic meaning of the original, and that’s what’s important. Plus it was written in an interesting and entertaining manner, which is more that can be said about RPGOne’s future translation, if their FF6 translation is any indication. (Although, to be fair, I hate to say it, but very, very, very few fan translations end up having particularly interesting scripts that don’t end up being extremely overdone).
The fact is, if you’re going to re-translate a SNES RPG because the translation was bad, FF6 and Chrono Trigger are the LAST places you should look, because frankly, they were the two of the best-translated SNES RPGs (along with possibly SMRPG). Look at stuff like Breath of Fire 2 if you want to see a bad translation (and even that is better than most NES games).
Now, if they were only translating the games out of pure love or whatever (which is why I don’t mind when people spend time making silly hacks on games they love and stuff), then fine, but the way they always act like they’re crusading against the evils of bad translation or whatever really aggrivates me.
But that’s just me. You DID ask what everybody thought about RPGOne.