Imagine playing Dragon Quest XI in English where you walk into a quaint little village and hear everyone talking… in haikus.
Or what if you start playing Witcher 3 in German, but every character has an American accent.
These details are bound to make your gaming experience awkward and annoying in the long run.
That’s why video games need a touch of localization to have the same impact on players in every culture.
Video game localization adapts every detail, from voiceovers and character names to idioms, humor, and even design elements.
✨ Get inspired for your game localization projects
In this post, we’re spotlighting eight video game localization examples where game developers went the extra mile for players in different countries.
8 video game localization examples
The global gaming market is growing at a blistering 13.4% a year from 2023 to 2030—fast enough to buy every gamer on Earth a next-gen console.
But here’s the kicker: If your game only speaks one language, you’re locking out millions of potential players.
We collected these eight video game localization examples to show how top studios went global, and how you can follow their lead.
Let’s break it down.
1. Dragon Quest XI: Localized tone and text for cultural immersion
Original language: Japanese
Localized languages: English, French, German, Spanish, Italian, Korean
Released in Japan in 2017, Dragon Quest XI was localized for global audiences in 2018. Many reviewers go so far as to call it one of the best localizations in RPG (role-playing games) history.
Voiceovers with local accents
The game takes you on a journey across the world. The localization team tried to give each town a vivid personality. One way they did it was by using regional accents in both voice and text.
For example, in the English version of the game, the city of Gondolia (representing Italy) shows characters talking in an Italian accent.
Addition of rhymes and haikus
In the town of Hotto, everyone speaks in haikus.
In the undersea city of mermaids, everyone talks only in rhyme.
Just think about how many poems the localization team had to write. Dozens? Hundreds? Naturally, this task took many months of effort.
Character name changes
Several character names were altered to resonate better with Western audiences and reflect regional characteristics.
For example, Camus (perceived as Scandinavian in Japan) was changed to Erik to associate the character with its Viking heritage.
Key takeaways
- Sometimes, games require transcreation instead of translation. This means adapting dialogue, jokes, or cultural references to keep the original meaning but making them more relatable for the target audience.
- Find ways to make the localized version even better. The Japanese version of the game didn’t have any voice. The team added it to the English version, and people loved it.
💡 Remember that video game localization is nuanced
Localizing a game isn’t limited to simply translating text or tossing in a few cultural nods. To truly get it right, you need a clear, repeatable process. In this game localization guide, we run through all the steps to help you deliver a game that resonates with players, regardless of location.
2. Crash Bandicoot: Adapted character design and UI for regional appeal
Original language: English
Localized languages: Japanese, French, German, Italian, Spanish, Portuguese
Crash Bandicoot might seem like an easy game to localize. It has almost no dialogue, the characters are goofy and animated, and the world is a funhouse version of reality.
So, a very low possibility of cultural barriers, right? Not really. Let’s understand why.
Change in animation of the main character
When the game was brought over to Sony for release in Japan, they didn’t like the style of Crash. They wanted it to appear cuter and playful to appeal to Japanese audiences.
This meant modifying his eyes and facial expressions. The makers even considered anime and manga when making these changes. Here’s a sneak peek at the result.
Changes in visual story elements
Visual elements that might be confusing to Japanese players were modified.
For example, boxes labeled “TNT” were replaced with images of bombs, and level names were changed to reflect Japanese idioms and expressions. They also provided written tips, which is common in video games in Japan.
Key takeaways
- Align characters with cultural expectations. This could mean changing the animation, facial expressions, and even dialogues.
- Don’t forget about the user experience. Great UX means knowing how gamers in each region actually play. Tailor things like button layouts, tips, and navigation to match their habits.
🎨 Designing for localization
While most people believe translators do the heavy lifting in a localization, designers have an equally important role to play. And the road can be tough for designers. Read our guide on seven design issues in localization with our best tips on tackling each one.
3. Final Fantasy: Synced script and visuals to avoid cultural backlash
Original language: Japanese
Localized languages: English, French, German, Spanish, Italian, Portuguese
Think Avengers but with a dash of magic, swords, and style. That’s Final Fantasy for you.
Since its debut in 1987, the series has released more installments, with the latest Final Fantasy XVI released in 2023.
Religious alterations
One of the countless changes during Final Fantasy’s original localization was religion-related content. They wanted to avoid direct associations with real-world religions.
For example, here the church was replaced with a clinic.
Even the translation avoided direct references. For example, almost every reference to ‘prayer’ was changed to ‘wish’.
Lip-sync localization
Dialogues in many Final Fantasy games, especially those with voice acting, have been completely rewritten to match the characters’ lip movements.
English, for instance, tends to have more syllables for the same meaning as Japanese. Therefore, the English script was adjusted in both length and rhythm.
Key takeaways
- Be ready to ditch word-for-word translations. Sometimes, you may have to change entire dialogues to fit the context and even the characters’ lip sync.
- Avoid directly targeting any religion, community, or cultural belief system. Instead, make sure the content remains respectful and inclusive to prevent alienating audiences across different regions.
4. Thank Goodness You’re Here: Preserved humor by localizing intent, not words
Original language: English (British)
Localized languages: Japanese, French, German, Spanish, Portuguese, Chinese, Russian
Five scrolls deep into the Reddit thread about this game, one thing was clear: people love it. Not just because of the gameplay but because of its wacky British humour.
That said, I also realize that localizing this game was a major challenge for translators. Let’s dig deep into why.
Keep absurdity intact
The game thrives on nonsense, surreal humor, and wordplay rooted in British culture. The translators preserved this by swapping some British idioms with locally absurd equivalents.
For example, Chinese translators didn’t just keep a line like “Never give an owl a towel.” They twisted characters to create a totally different, but still nonsensical, phrase.
Support from the development team
Unlike typical cases where your translation team works blindly from spreadsheets, this project stood out for its collaboration.
Hear it from Brazilian Portuguese translator Thierry Banhete:
“It could have been an absolute nightmare but the dev team supplied us with visual references and, crucially, a breakdown of the humor style they were going for, so we knew where to aim.”
Key takeaways
- Define a primary goal for localization. TGYH had a goal – preserve the comedic effect. That gave the translation team a specific direction.
- Involve the development team (writers, programmers, and designers) so they can provide context and guide translators in staying true to the game’s vision.
5. Witcher 3: Recreated folklore references and planned voice casting by region
Original language: Polish
Localized languages: English, German, French, Brazilian Portuguese, Russian, Japanese
Witcher 3 made headlines for its brilliant localization. Reviewers rave about the accents and how natural the dialogue feels in different languages.
Understanding indirect references
Many dialogues in the game refer to famous folklore and stories in Poland. For example, “Would you like to buy a brick?” refers to a folklore from Warsaw.
When they translated it into English, they put a different spin on it, which resembled the true meaning of the dialogue.
Planning the voiceover process
The team worked with over a hundred artists for all the characters. Managing the artists, budget, and ensuring that no artist played two roles in the same scene became challenging.
Many scenes in Witcher 3 even had characters who sang.
In the UK, for example, you can call an actress and she can even sing. But in Brazil, you need to call a singer because the actors don’t sing, which can cost up to three times more.
Key takeaways
- Plan for voice overs in advance. How many artists will you need? Can one artist play multiple roles in different scenes? Is there something standard in one country that might take extra resources elsewhere?
- Mention the context for dialogues that are inspired by folklore or stories. Let translators rewrite it in a way that keeps the meaning intact.
6. Chrono Trigger: Tweaked character names and lyrics with historical context
Original language: Japanese
Localized languages: English, German, French, Spanish, Italian
Chrono Trigger is like Doctor Who, but with more sword fights, time travel twists, and apocalyptic stakes.
It’s sci-fi, fantasy, and Saturday morning cartoon energy all rolled into one. It was localized into different languages with the Nintendo DS release in 2008.
Character name alterations
Originally called Gonzalez in Japanese, the character’s name was changed to Gato in English. Turns out, it wasn’t a random name change.
The name Gonzalez was inspired by a Mexican wrestler, ‘El Gato Gonzalez’. In 1974, Guts Ishimatsu, a well-known Japanese wrestler, beat Gonzalez to win the WBC Lightweight title.
Although Ishimatsu got the spotlight, the name Gonzalez became widely known.
Lyrical modifications in translation
Translating lyrics isn’t as straightforward as translating dialogues. You need the translation to fit the original tune.
Chrono Trigger does this well in the 2008 localization, where the lyrics were tweaked to sound in tune.
Key takeaways
- Gato was a minor character in the game but his name had history. Even small details deserve careful attention in localization.
- When localizing songs, rhyme and rhythm matter just as much as meaning.
7. PUBG: Battlegrounds: Reimagined content to meet regulatory and cultural norms
Original language: Korean
Localized languages: English, German, French, Spanish, Italian, Chinese, Japanese, Russian, Hindi
PUBG: Battlegrounds is a battle royale game where 100 players parachute onto an island, search for weapons, and fight to be the last one alive.
The localization team ran into roadblocks in India and China but overcame them with strategies we’ll see below.
Strategic regulatory adjustments
In China, the content was censored to replace violent themes with more ‘patriotic’ messaging and character-friendly animations.
To make the new game more receptive, they even changed the name to ‘Game for Peace’.
In 2020, PUBG was banned in India due to concerns over violence and data security. It relaunched with BGMI (Battlegrounds Mobile India), focusing on age restrictions and a culturally sensitive UI.
Focus on regional themes
Diwali being a prominent festival in India, PUBG celebrated it with special in-game events, themed outfits, and rewards, bringing a festive vibe to its Indian player base.
Key takeaways
- When facing bans or regulations, don’t just cut content. Reimagine it to create a different version that meets cultural and legal expectations.
- Lean into local celebrations and regional events, not just for marketing, but to pump up players.
8. Super Mario Kart: Removed sensitive visuals and swapped in localized graphics
Original language: Japanese
Localized languages: English, German, French, Spanish, Italian
Ever wondered what happens when Mario and friends trade fireballs for finish lines? In this epic game, Super Mario Kart puts your favorite Mushroom Kingdom characters behind the wheel.
Sensitive video content changes
In the Japanese version of Super Mario Kart, Princess Peach and Bowser celebrate wins by drinking champagne.
For the U.S. release, Nintendo changed this due to its no-alcohol policy for kids’ games. In the localized version, the characters just wave the bottles instead.
Focus on details like sign and graphic changes
Some early Nintendo games included Japanese text or kanji in signs and graphics. These were replaced with English (like Lakitu’s ‘Ready/Set/Go’ signs) to ensure accessibility for Western players.
Key takeaways
- Some video content may be perfectly acceptable in one country but banned or sensitive in another. Be prepared to modify or remove entire sections if needed to stay compliant and respectful.
- Pay attention to subtle graphic elements that might confuse players in other languages or cultures.
Ready, set, plan your localized video games
When done poorly, video game localization confuses players, breaks immersion, and creates frustration. It can even make your game feel unplayable. Worse, poor localization opens the door to bad reviews and potential damage to your studio’s reputation.
But when done right, video game localization can turn your game into a magical experience—like it was made for the players, no matter where they’re from.
The payoff? Bigger fandoms, better sales, and long-term loyalty.
Ready to localize smarter and faster? Start your free 14-day trial with Lokalise and bring your game to players everywhere on your terms.