The Most Common Game Localization Problems

Video game localization is a complex process — it requires knowledge of languages in addition to an understanding of the cultural characteristics, context, and even game mechanics. Errors in localization can ruin players’ experiences, cause confusion, or even make playing the game more difficult. Let’s take a look at some of the most common game localization problems and how to avoid them.  

Lengthy texts  

One of the biggest problems in localization is the difference in text length. For example, English typically has shorter phrases than German or French, leading to potential interface problems. Text may not fit onto buttons, and it can disrupt dialog layouts or even overlap with important elements on the screen.  

Let’s look at some examples in German. When localizing games from English to German, texts are often longer, creating problems with the UI, subtitles, and text descriptions. 

Buttons and interfaces

German words are often longer than their English counterparts: 

  • “Save” (4 characters) → “Speichern” (9 characters)
  • “Load Game” (9 characters) → “Spiel laden” (12 characters)
  • “Settings” (8 characters) → “Einstellungen” (13 characters)

This can cause text on the buttons to be too long, requiring a change of fonts or reduction of text size.  

Dialogs and subtitling 

Sentences are often longer in German due to the structure and need for extra words to convey the same information. For example:  

“Got a minute?” (12 characters incl. spaces) → “Hast du eine Minute Zeit?” (26 characters)

An example from The Witcher 3:  

English: “Not enough coin.” (16 characters) → German: “Du hast nicht genug Geld.” (27 characters)

Technical and system messages

The German language often relies on more descriptive constructions than English:  

“Increases damage dealt by 10%.” (36 characters) → “Erhöht den verursachten Schaden um 10%.” (45 characters)

This creates problems in games with limited text fields, such as in card games or strategy games where skill descriptions or information have to fit into small windows.  

Item and skill names  

German often uses compound words, making names of items and skills longer:  

  • “Fireball” (8 characters) → “Feuerball” (10 characters)
  • “Quick Heal” (10 characters) → “Schnelle Heilung” (17 characters)
  • “Stealth” (7 characters) → “Tarnfähigkeit” (13 characters)

Humor and wordplay  

Some English jokes or references may be difficult to convey in German without significantly lengthening the text. For example, one of the jokes in the English version of Monkey Island goes like this:  

“You fight like a dairy farmer!”

Answer: “How appropriate! You fight like a cow!” 

The German version required the phrase to be expanded in order to preserve the meaning: 

“Du kämpfst wie ein dummer Bauer!”

Answer: “Wie passend! Du kämpfst wie eine Kuh!”

Translating from English to German often increases text length by 20-30%. This is frequently the case for languages that are “longer” than English. This creates problems with the game’s interface, subtitles, and text display. 

❗ The solution is to make room for longer strings in advance, or use adaptive interfaces.

Linguistic and style biases  

It can happen sometimes that localizers carry over their linguistic preferences into translations, making texts too formal or, inversely, too casual. 

This may cause characters to speak unnaturally, and change the story’s overall feeling.  

How it happens:

Excessive formality or informality

Some translators tend to make texts too formal or too informal.  

Example: The Witcher 3

In English, Geralt says curtly, gruffly, and conversationally: “Got a contract for me?”

If care isn’t taken in the translation, he might speak too formally and archaically: “Have thee a contract for me?” which is not fitting for his character.  Or, conversely, it could be made too casual: “Yo, got any work?” which is far too modern.

Using literary style where there was none before  

Sometimes translators may try to make the text “prettier” in translations, even when it isn’t appropriate.

Example: Dark Souls 

The English: “You Died” is concise, cold, and in the spirit of the game. 

A poorly translated version of this might be: “You passed away…” or “You fell in battle…”. 

This can make the text feel too pompous and disrupt the game’s style.

Shifting the emotional color of phrases

If a translator interprets a line differently than it was intended, the character may begin to seem different.  

Example: Resident Evil 4 (2023)

In the original, the enemy shouts: “Behind you, imbecile!”

The Russian version used “Обернись, болван!” (Turn around, you moron!), which kept the same spirit. If, however, the translator had decided to soften it to something like “Берегись, дружище!” (Watch out, bud!)—the threat is gone.

Gender and social biases

Some translators may unconsciously change the gender color of texts.  

Example: Cyberpunk 2077

In English, NPCs address the hero neutrally: “Hey, merc!”

A bad translation might force a gender on a player: “Эй, парень!” (Hey, dude!), which immediately changes the perception of the character.

The same goes for how characters and players are addressed: many languages have different levels of politeness, but they don’t need to be added everywhere.  

Good localization takes the original style, but adapts it to fit the target language’s culture. It’s important not to impose one’s own preferences on a text, but rather to convey the intonation and character’s personality as the developers intended.

Inappropriate tone  

Translators may incorrectly interpret a character’s tone. For example, a serious hero may suddenly speak in a light-hearted manner, or a villain may sound unconvincing. Here are a few examples of how this typically happens. 

Change of character  

One of the biggest mistakes you can make in localization is changing a character’s personality by incorrectly conveying the tone.  

Example: Mass Effect (Russian localization)  

In the original version, Commander Shepard speaks with restraint and a note of confidence.  

In Russian-language voiceovers, many phrases came across as overly harsh or patronizing, making the hero feel less natural. 

Comedy where it shouldn’t be

Sometimes mistakes with tone turn serious scenes into comedic ones.  

Example: The Elder Scrolls V: Skyrim (Russian localization)  

The paranoid mage of the College of Winterhold speaks tensely in the original, like he fears for his life.  

In the Russian version, he comes across as calm and relaxed, which makes his fear less believable.  

Unnatural emotion  

If a character speaks excitedly in the English version, but in the translation the phrase feels emotionless, players may lose important cues.  

Example: The Last of Us Part II (differences in localization)  

In the original version, heroes can scream, breathe heavily, and choke when they’re in stressful situations.  

In some of the localized versions, their speech remains smooth and without any stress.  

Incorrect accents and speech rhythm 

Some characters speak with a specific rhythm that is key to their personality. If this is changed in the translation, the lines may sound strange.  

Example: Portal 2 (GLaDOS)  

The English version of GlaDOS speaks with a mechanical, slightly lengthened tone that makes her voice both sarcastic and cold.  

Some localizations didn’t carry this over, making her voice sound like standard AI without the original sarcasm.  

Cultural differences in tone

Some languages and cultures express emotions in very different ways. For instance, in Japanese games, characters are more expressive than in Western games—this is part of the language. When translating, it’s important to consider this factor.  

Example: Final Fantasy XV  

In the Japanese version, characters often speak enthusiastically and react emotionally to events.  

In the English translation, the tone is more muted to adapt the game for Western audiences. Meanwhile in some European localizations, the heroes come across as too theatrical.   

Misusing local slang  

Slang is a very important element of speech that brings characters to life and conveys the game’s spirit. If not properly translated, however, it may come across as unnatural, too modern, outdated, or just ridiculous.  

Here are some examples of this kind of mistake.

Literal translations with no regard to context  

Often slang expressions can’t be translated word for word, because they won’t make sense in other languages.  

Example: French → German (Life is Strange)  

In the French original: “C’est ouf!” (That’s crazy!).

Literal German translation: “Das ist verrückt!” (That’s crazy!). A more natural version: “Krass!” (Gross!).

❗ The phrase “C’est ouf!” is verlan, or a type of reversed language slang, which is often used by French youth. The German equivalent “Krass!” conveys the expression better than the standard “Das ist verrückt!” which sounds too formal.

Using outdated slang  

When translators use slang that has fallen out of use, characters can seem strange.  

Example: Spanish → Italian (GTA: San Andreas)  

In the original Spanish: “¡Qué chido está esto, hermano!” (How cool is that, bro!)

The obsolete translation in Italian: “Che fico, fratello!” The current phrase is: “Che figata, bro!”

❗ Although “fico” once meant “cool,” it’s rarely used by today’s Italian youth. “Figata” is a more appropriate word. On top of that, “fratello” no longer sounds natural in that context, and “bro” conveys the street style better.

Adding more slang that wasn’t in the original  

Sometimes translators go overboard, adding slang expressions where there were none, which can also cause characters to change.  

Example: Japanese → Portuguese (Persona 5)  

In the original Japanese: “行くぞ!” (Let’s go!). It was badly translated in Portuguese as: “Bora nessa, mano!” (Come on, bro!). A more appropriate translation would have been: “Vamos lá!” (Let’s go!).

The original is a common phrase, but the Portuguese translator added “mano,” which made the character’s speech more informal than the Japanese version. This can affect a character and their communication style.

A good translation of slang conveys the style as well as makes it feel natural for speakers of the target language.

Bizarre profanity  

Profanity in games is more than just a list of rude words. It conveys characters’ emotions, emphasizes their cultural backgrounds, and helps create realistic dialogue. Poor translations will use profanity that sounds unnatural, is too soft, too aggressive, or just plain ridiculous.  

Here are some examples.

1. A direct translation where the style was lost  

Some profanity can’t be translated verbatim, because it sounds weaker in the target language or doesn’t convey the same level of rudeness.  

Example: English → German (Cyberpunk 2077)  

In English: “Fuck this job!”

Literal translation: “Fick diesen Job!” A more natural variant would have been: “Scheiß auf diesen Job!”

Although “ficken” literally means “fuck” in the German language, it is usually used in its literal meaning, and not as an interjection. It is much more natural to use “Scheiß auf,” which is closer in emotional tone and meaning. 

 2. Language that isn’t strong enough 

Some languages are less prone to using profanity than English, but that doesn’t mean that the translation can get rid of these expressions completely. 

Example: French → Spanish (The Last of Us Part II) 

In the original French: “Putain de merde!” 

The too soft translation in Spanish: “Vaya por Dios.” A more appropriate translation would have been: “¡Mierda, joder!” 

The phrase “Vaya por Dios” literally translates to “Wow!,” which doesn’t match the emotional intensity of the scene at all. 

 3. Excessively formal profanity 

Sometimes translators try to convey profanity in a refined manner, which makes characters’ speech unnatural. 

Example: Italian → Polish (Grand Theft Auto V) 

In the original Italian: “Vaffanculo, bastardo!” The inaccurate Polish translation: “Idź precz, bękarcie!” A more appropriate translation would have been: “Pierdol się, gnoju!” 

The phrase “Idź precz” is too outdated and literally means “go away,” which doesn’t convey the aggression of the Italian expression. The Polish language has a rich tradition of expressive profanity, and their correct use makes dialogues livelier. 

 4. Language that is too strong 

Just as they can become too soft, so too can poorly translated lines become too harsh, making characters seem more aggressive than intended. 

Example: Japanese → German (Yakuza 0) 

In the original Japanese: “この野郎!” (Kono yarō!).

The too harsh German translation: “Du verdammter Hurensohn!” (You damned son of a bitch!). A more appropriate translation: “Verdammter Kerl!” (Damn bastard!) 

In the Japanese language, “kono yarō” is profanity, but not as harsh as “Hurensohn,” which sounds much more aggressive in German. When translations are made too harsh, the tone of the scene can be inadvertently changed. 

❗ A good translation both conveys profanity and adapts it to sound natural to the target audience.

A few more mistakes that can also affect the perception of a game

Quotes without quotation marks  

Some games contain references to literature, movies, or famous expressions. When quotes aren’t framed correctly, players may miss the reference or assume the phrase is a mistake. This is especially true if the quote is from a culture they’re unfamiliar with. 

Problems with the HTML code  

Games often use tags to format, color, or animate text. Errors with these tags can cause issues such as text that disappears or system messages that break.  

Problems with the source code and files  

Developers sometimes provide translators with incomplete or incorrect files, without context, explanations, or information. This can cause ambiguity in the translation, confusion with character names, and errors in adaption.  

When the localizer doesn’t play games 

This is probably one of the biggest mistakes that can be made. Literal translations don’t always work. Humorous elements, wordplay, and cultural features require adaptation rather than mechanical translations. Sometimes poor translations can destroy the joke or make the dialog unnatural.  

The best way to avoid this is to get to know the game. If translators haven’t played the project, they may not understand the game’s slang, the context of phrases, or the characters, and this will affect the quality of the translation.  

In conclusion   

Localization is more than just translation. It is the adaption of a game from one culture, language, and audience to another. A good translation makes the game understandable and enjoyable, while a bad one can ruin the feeling and spoil the experience. This is why quality localization requires attention to detail, creativity, and a deep understanding of the game’s context.

At Inlingo, we take every game seriously: we make sure to keep the game’s textual style on top of adapting jokes, cultural references, slang, and everything else. Contact us to discuss your project, and let’s make your game popular all over the world. 

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