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. 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 (218). 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 the historically accurate 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. However, 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. Localization community named cultural adaptation Culturalization. There are some researches for game developers, such as The World: Your Oyster from Allcorrect. Linguistic assets In video games there are a number of different types of texts that require translation. These can be Manuals, Subtitles and dubbing scripts. There is another type of script that poses an issue to developers of localization. This type of script is in a format common with software like web browsers or word processors. Utility programs like this have a commonality with each other because a user can input any text into it. This is refereed to as "Interactivity". The interactive element of this type of text makes it difficult for producers of localization because it has an aspect of randomness, For example a user may have