 The localization process of Final Fantasy X and Final Fantasy X @-@ 2 was analyzed as a case study by Mangiron and O 'Hagan to highlight the liberties of localization . Technical limitations include localizing over a thousand weapons with unique names that must be conveyed in 15 characters yet have no English equivalent as in the case of 花鳥風月 ( kachōfūgetsu , Meaning " Beauties of nature " Literally : " flower , bird , wind , and moon " ) that became " Painkiller " in English . Other cases include the addition of accents as in the case of Final Fantasy X @-@ 2 's O 'aka , a merchant , who speaks Cockney despite no accent being present in Japanese . Also included were references to Lollapalooza and humorous references to speech , with Rikku 's verb conjugation of a noun having been modified for English audiences . Other differences like Sano 's name being changed to Ormi for the English version , with Mangiron and O 'Hagan noting a possible issue with the Spanish meaning of " Sano " as " healthy " in stark contradiction to Ormi 's obese appearance . Mangiron and O 'Hagan conclude that these changes and contextualisation by addition result in transcreation instead of just translation . Using the games as a case study , Mangiron and O 'Hagan highlight that the freedom to modify , omit or add content results in the traditional concept of fidelity being discarded to maintain the " game experience " . 
