Hades II and the art of localizing a game that lives and breathes narrative

When Supergiant Games builds a world, every line of dialogue carries weight. Characters have voices. The writing has rhythm. Narrative and gameplay are so deeply intertwined that a mistranslation isn’t just a linguistic error — it’s a crack in the experience.

Working on the localization of Hades II across eleven languages was one of the most rewarding and demanding projects our team has undertaken. It forced us to answer a question that sits at the heart of everything we do: how do you make a game that is profoundly English — in its wit, its references, its cadence — feel genuinely native in Korean, Turkish, Ukrainian or Simplified Chinese?

The answer is never a direct translation. It’s a deep understanding of what the original is trying to achieve emotionally and culturally, followed by a reconstruction of that effect in the target language. A joke that lands in English through wordplay might need a completely different mechanism to land in French. A character voice that feels authoritative in the original might require different register choices in German to avoid sounding comical.

This is what we mean when we talk about localization as craft. It requires linguists who are also gamers, who understand the genre conventions their audience brings to every play session, and who care enough about the source material to do it justice.

The result, when done right, is invisible. Players in Athens or Seoul or Istanbul don’t feel like they’re playing a translated game. They feel like they’re playing their game.