The English Localization of Chinese Wuxia Games: The Case of Tale of Wuxia

  • Jie Zhang School of Languages, Literacies and Translation, Universiti Sains Malaysia, Penang, Malaysia
  • Malini Ganapathy School of Languages, Literacies and Translation, Universiti Sains Malaysia, Penang, Malaysia
  • Mohamed Abdou Moindjie School of Languages, Literacies and Translation, Universiti Sains Malaysia, Penang, Malaysia
Keywords: Chinese wuxia games, Cultural adaptation, Domestication, Transcreation, Video game localization

Abstract

This article explores the approaches to localizing Chinese wuxia video games into English via a comprehensive analysis of the English localization of Tale of Wuxia from three dimensions: technical, linguistic, and cultural. To this end, a corpus containing in-game screenshots captured from the two versions of the actual game was built by the researcher. The data was qualitatively and descriptively analyzed to present findings and implications. It was revealed that the English localization of the game was unsuccessful in the following three dimensions. Technical issues involved text overflow and mishandled variables. Linguistic issues were mainly reflected in substandard translation of character names, culture-specific items, and martial moves, and style inconsistency. We highlighted and discussed cultural adaptation as well with in-game examples. By advocating domestication as the primary localization strategy, this paper proposes translation techniques such as transcreation, paraphrasing, and omission for localizing common components in Chinese wuxia games. This study is hoped to contribute to current research on the English localization of Chinese wuxia games and provide a reference for Chinese wuxia game developers and localizers.

Downloads

Download data is not yet available.

References

Al-Ajarmeh, O., & Al-Adwan, A. (2022). Insights into blending game localisation in the Arab world: Arafiesta as a case study. The Journal of Internationalization and Localization, 9(1), 61-84. https://doi.org/10.1075/jial.22002.aja

Al-Batineh, M. (2021). Issues in Arabic video game localization: A descriptive study. Translation & Interpreting: The International Journal of Translation and Interpreting Research, 13(2), 45-64. https://search.informit.org/doi/10.3316/informit.023546408106683

Al-Batineh, M. (2023). Beyond translation: A thorough analysis of the Arabic localisation of The Witcher 3. 3L, Language, Linguistics, Literature, 29(4), 46-62. http://doi.org/10.17576/3L-2023-2904-04

Aroni, G. (2025). Cultural Heritage and Chinese Digital Games. Youth and Globalization, 6(1-2), 166-189. doi:10.1163/25895745-bja10036

Bernal-Merino, M. Á. (2007). Challenges in translation of video games. Tradumàtica: Traducció i Tecnologies de La Informació i La Comunicació, 5, 6. https://raco.cat/index.php/Tradumatica/article/view/75761

Bernal-Merino, M. Á. (2015). Translation and localization in video games: Making entertainment software global. London: Routledge.

Cao, T., Zhou, H., & Feng, A. (2023). Becoming a Xia: Constructing Cultural Identity in the History of Wuxia Games in China. Games and Culture, i(42), 1-42. https://doi.org/10.1177/15554120231208735

Chandler, H. M., & Deming, S. O. M. (2011). The game localization handbook. Jones & Bartlett Publishers.

Czech, D. (2013). Challenges in Video Game Localization: An Integrated Perspective. Explorations: A Journal of Languages and Literature, 1(1), 3-25.

Dietz, F. (2006). Issues in localizing computer games. In K. Dunne (Ed.), Perspectives on Localization (pp. 121-134). John Benjamins Publishing Company. https://doi.org/10.1075/ata.xiii.10die

Dong, L., & Mangiron, C. (2018). Journey to the East: Cultural adaptation of video games for the Chinese market. The Journal of Specialised Translation, 29, 149-168. https://doi.org/10.26034/cm.jostrans.2018.216

Du, W. (2022). Localizing RPGs into Chinese under the perspective of the skopos theory: a case study of Disco Elysium. English Square, 30, 15-18. doi:10.16723/j.cnki.yygc.2022.30.031

Fernández Costales, A. (2014). Video game localization: Adapting superheroes to different cultures. Revista de Tradduccio, 21, 225-239. https://raco.cat/index.php/QuadernsTraduccio/article/view/284145

Gustafsson, R. (2007). Localization of Computer Games. Numerisk analys och datalogi, Kungliga Tekniska högskolan.

Holleman, P. (2018). Reverse design: Final Fantasy VII. Boca Raton: Taylor and Francis.

Lepre, O. (2015). The translation of humor in video games: A case study. [Doctoral thesis, University College London]. https://discovery.ucl.ac.uk/id/eprint/1468872

Li, Q., Liu, R., Wang, G., Yang, H., & Sun, X. (2023). Translating ARPGs from the perspective of the skopos theory: a case study of Cyberpunk 2077. Overseas English, 1, 33-35.

Li, X. (2018). Translation strategies for video game titles. Writers and Artists of China, 3, 97.

Lorge, P. A. (2012). Chinese martial arts: From antiquity to the twenty-first century. Cambridge: Cambridge University Press.

Mangiron, C. (2007). Video Games Localization: Posing New Challenges to the Translator. Perspectives, 14(4), 306-323. https://doi.org/10.1080/09076760708669046

Mangiron, C. (2018). Come on! Burning issues in the game localization. Journal of Audiovisual Translation, 1(1), 122-138. https://doi.org/10.47476/jat.v1i1.48

Mangiron, C. (2021). Found in translation: Evolving approaches for the localization of Japanese video games. Arts, 10(1), 9. https://doi.org/10.3390/arts10010009

Mangiron, C., & O’Hagan, M. (2006). Game localisation: Unleashing imagination with ‘restricted’ translation. The Journal of Specialised Translation, 6, 10-21. https://ddd.uab.cat/record/143140

Mangiron, C., O’Hagan, M., & OrerO, P. (2014). Fun for all: translation and accessibility practices in video games. Bern: Peter Lang.

O’Hagan, M. (2005). Multidimensional translation: A game plan for audiovisual translation in the age of GILT. In H. Gerzymisch-Arbogast, & S. Nauert (Eds.), MuTra 2005 - Challenges of Multidimensional Translation: Conference Proceedings (pp. 76-87). Saarland University.

O’Hagan, M., & Mangiron, C. (2004). Game Localization: When Arigato gets lost in translation. In S. A. Scott (Eds.), Proceedings: New Zealand Game Developers Conference: fuse 2004 (pp. 57-61). University of Otago.

O’Hagan, M., & Mangiron, C. (2013). Game localization: Translating for the global digital entertainment industry. Amsterdam: John Benjamins Publishing Company.

Teo, S. (2009). Chinese martial arts cinema: The Wuxia tradition. Edinburgh: Edinburgh University Press.

Venuti, L. (2017). The translator's invisibility: A history of translation. Routledge.

Wang, Y. (2017). Translation strategies for the titles of video games from the perspective of the Skopos theory. Journal of Jiamusi Vocational Institute, 9, 355-356.

Wijman, T. (2022). Global Games Market Report. Newzoo. https://newzoo.com/resources/trend-reports/newzoo-global-games-market-report-2022-free-version

Zhang, X., & O’Hagan, M. (2019). Transcreation in Game Localization in China: A Contemporary Functionalist Approach to Digital Interactive Entertainment. In S. R. Nana & U. Akiko (Eds.), Diverse Voices in Translation Studies in East Asia (pp. 181-201). Peter Lang International Academic Publishers.

Zhou, X., & Yang, R. (2020). Translating titles of educational games under the perspective of the skopos theory. Shanxi Youth, 12, 289.

Published
2025-07-29
How to Cite
Zhang, J., Ganapathy, M. and Moindjie, M. (2025) “The English Localization of Chinese Wuxia Games: The Case of Tale of Wuxia”, Malaysian Journal of Social Sciences and Humanities (MJSSH), 10(7), p. e003499. doi: 10.47405/mjssh.v10i7.3499.
Section
Articles