Doubts, Answered
The questions we hear most often, answered as plainly as the subject allows.
Is localization testing the same as translation review?
No. Translation review reads text in files, usually with revision by a second linguist as ISO 17100 requires. Localization testing checks the same text inside the running game, together with layout, fonts, input, audio and cultural fit. Both are needed; neither replaces the other.
When should localization testing start?
Plan it at the start of production, run pseudo-localization as soon as UI exists, and begin localized smoke tests the moment translated text is in a build. Starting the first real pass after the string freeze keeps rework low. See the test pass for the full sequence.
Do testers need to be native speakers?
For linguistic passes, yes: native or near-native fluency plus familiarity with how games are written in that market. Functional localization checks such as formats or truncation can be done by non-native testers with good instructions.
What drives the cost of localization testing?
The number of languages and platforms, total word count, play-through length, how quickly testers can reach content with debug tools, and the number of regression rounds. Good cheat menus often save more money than any rate negotiation.
Can machine translation replace testing?
No. Machine translation, sometimes post-edited under ISO 18587, can speed up translation of large text volumes, but it knows nothing about speakers, scenes or register. It tends to raise, not lower, the need for in-context testing.
What is the most common localization bug?
In most projects, truncation and overlapping text top the count, followed by untranslated strings and inconsistent terminology. The most damaging bugs, however, are usually rarer: offensive content and broken placeholders that block progress.
Why do platform terms matter so much?
Console makers publish required wording for buttons, accounts, save data and system features in each supported language. Using the wrong term can fail certification and delay launch. Testers check these against Sony's TRC, Microsoft's Xbox Requirements and Nintendo's Lotcheck guidelines.
How are cultural issues decided?
Reviewers flag risks, explain them and propose alternatives. The developer or publisher decides, often with legal and age-rating advice. Our cultural review notes describe the common categories.
Do live-service games need ongoing testing?
Yes. Every patch, event or season adds text and can break existing layouts or fonts. Most live teams run a short recurring pass with a stable group of language testers who know the game.