Often localization changes include adjusting a game to consider specific cultural sensitivities. These changes may be self-enforced by the developers themselves, or enacted by national or regional rating boards (
Video game content rating system), but the games are still sometimes released with controversial or insensitive material, which can lead to controversy or recall of the product. Games localized for import into Germany often have significant changes made due to the
Unterhaltungssoftware Selbstkontrolle's (USK) strict policies against blood and gore, profanity, and symbols associated with racial hatred, such as Nazi symbolism (until 2019). For instance, the German version of
Team Fortress 2 (2007) has no blood or detached body parts as a result of this regulation, which can cause difficulty for players as it is hard to tell if an enemy has been hit or taken damage. As a result, mods known as "bloodpatches" have been created for this and many German games that allow the blood and gore of the original game to be unlocked. Despite a significant overhaul of the graphics, the German localization of the World War II game
Wolfenstein (2009) contained a single visible swastika on an art asset. As a result,
Raven Software recalled the game. China also has strict censorship rules, and forbids content that endangers the "unity, sovereignty and territorial integrity of the state" or the "social moralities or fine national cultural traditions", amongst other qualifications. As a result, the Swedish PC game
Hearts of Iron (2002), set during World War II, was banned because maps depicted Manchuria, West Xinjiang, and Tibet as independent states. Additionally, Taiwan was shown to be a territory of Japan, as was accurate for the time period, but these inclusions were considered harmful to China's territorial integrity, so the game was forbidden from being legally imported. The localization of
Football Manager (2005) was similarly banned because Tibet, Taiwan, Hong Kong, and China were all treated as separate teams, putting them on equal footing. Other localization challenges or controversies arise from material deemed too sexual for the cultural expectations of the target market. For example, when the Japanese game
Xenoblade Chronicles X was localized for the North American market, the options to change a protagonist's bust size was removed, as were clothing options including bikinis. This resulted in complaints from American players who had been playing the Japanese version. Some translators of video games favor
glocalization over the process of localization. In this context, glocalization seeks from the outset to minimize localization requirements for video games intended to be universally appealing. Academic Douglas Eyman cites the
Mists of Pandaria expansion for
World of Warcraft as an example of glocalization because it was designed at the outset to appeal to global audiences while celebrating Chinese culture. == Linguistic assets ==