Remember WORKING DESIGNS??

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jflo911

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#1 jflo911
Member since 2005 • 49 Posts

So I was sifting through my collection of Legacy titles and realized how much effort went into box contents/artwork/quality of WORKING DESIGNS games compared to titles produced by other game companies. Isn't it amazing? The box art is for the most part always really decorative and bright, and usually includes some cool inserts!Right now I'm playing Shining Wisdom on the Sega Saturn and I'm really enjoying it.

What are your guys' favorite Working Designs titles/cover arts and why? Which Working Designs titles would you highly reccomend or stay away from? Any console! Share your opinions!

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LoserMike

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#2 LoserMike
Member since 2003 • 4915 Posts

If you're an RPG fan any Working Designs game is good. For their Spazz line-up (the shooters) I would recommend RayStorm and Elemental Gearbolt.

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King9999

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#3 King9999
Member since 2002 • 11837 Posts
They used to be the king of localization until Atlus stepped up. But by the time that happened, Working Designs was already gone. The head of Working Designs started up a company called Gaijinworks. I haven't heard much from them, though...is Gaijinworks still around?
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-Pred-Alien-

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#4 -Pred-Alien-
Member since 2009 • 1733 Posts
Ahh yes, had the survived they couldve been responsible for many great JRPGs that are stuck in Japan that are 360 only.
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Megavideogamer

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#5 Megavideogamer
Member since 2004 • 6554 Posts

One Working designs title I've never played but wanted to was Parasol Stars "the story of bubble bobble 3" for the TG-16. a very rare game.

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faracus33

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#6 faracus33
Member since 2009 • 32 Posts

I sure do remember working designs I have Iron Storm a world war 2 turn based strategy game and Sega Ages for Saturn. You probably could get a lot of money for Working design games theyre kinda rare.

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tenlong

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#7 tenlong
Member since 2009 • 312 Posts

Working design was a great company. Too bad they went under.

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therealnerdd

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#8 therealnerdd
Member since 2009 • 578 Posts
didn't they help worked on growlancer?
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Allicrombie

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#9 Allicrombie
Member since 2005 • 26223 Posts
I miss working designs !
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Panzer_Zwei

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#10 Panzer_Zwei
Member since 2006 • 15498 Posts

In my opinion Working Designs were overrated. They worked in a very convulted way, and that's why they went under. They took too long to release games, charged too much for games that were old already, and did many deluxe editions for games that didn't deserved it. Also, most people think that their localizations were good simply because the games were in English, but in reality they used to mess up with the original game script, which is something no localization should do. The player was basically reading Working Designs and not the original authors.

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wackoss

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#11 wackoss
Member since 2004 • 702 Posts

In my opinion Working Designs were overrated. They worked in a very convulted way, and that's why they went under. They took too long to release games, charged too much for games that were old already, and did many deluxe editions for games that didn't deserved it. Also, most people think that their localizations were good simply because the games were in English, but in reality they used to mess up with the original game script, which is something no localization should do. The player was basically reading Working Designs and not the original authors.

Panzer_Zwei
I'm not defending Working Designs (honestly I've never played any of their games) but you have to understand localization does involve "localizing" it i.e. sometimes you have to change the script in order for it to make sense in another market. A japanese joke that may have been written in the game may not make any sense if it was literally translated to English. They seemed to cater to gamers who had the money to spend on their extravagant bundles. Atlus seems to be trying to fill their role now that Working Designs is gone. Except Atlus will try and sneak in reprints when no one's looking and somehow people still think that their copy of Digital Devil Saga, etc. is worth something.
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Panzer_Zwei

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#12 Panzer_Zwei
Member since 2006 • 15498 Posts

[QUOTE="Panzer_Zwei"]

In my opinion Working Designs were overrated. They worked in a very convulted way, and that's why they went under. They took too long to release games, charged too much for games that were old already, and did many deluxe editions for games that didn't deserved it. Also, most people think that their localizations were good simply because the games were in English, but in reality they used to mess up with the original game script, which is something no localization should do. The player was basically reading Working Designs and not the original authors.

wackoss

I'm not defending Working Designs (honestly I've never played any of their games) but you have to understand localization does involve "localizing" it i.e. sometimes you have to change the script in order for it to make sense in another market. A japanese joke that may have been written in the game may not make any sense if it was literally translated to English. They seemed to cater to gamers who had the money to spend on their extravagant bundles. Atlus seems to be trying to fill their role now that Working Designs is gone. Except Atlus will try and sneak in reprints when no one's looking and somehow people still think that their copy of Digital Devil Saga, etc. is worth something.

That only applies to references another country wouldn't understand. However, Working Designs altered the script in order to make it more amusing.

Wikipedia explains this better:

"Working Designs would also become known for their tendency to interject humor (sometimes crass) into their translations where none had existed within the original Japanese release. The jokes were usually Americanized and would often break the fourth wall with pop culture references and modern slang. Working Designs was particularly fond of referencing This Is Spinal Tap; their old company slogan, visible on some SegaCD releases, was "Our games go to 11!", and several games' translations subtly reference the film. This drew criticism from players believing the implied humor made the localization seem unnatural."

As you can see that is not simply localizing a product, that's going out of the way to basically put their own stuff in the game, which became rather annoying, because games were plagued with this.

Atlus and Working Designs are also very different actually. Atlus is a game developer, whereas Working Designs just localized already developed games. Furthermore, Working Designs tried to sell games that were already old in Japan at full retail price in the West. Something that Sony of America/Europe had a strong policy against. They actually tried to sell Growlanser Generations as separated games, and at full retail price, something to which Sony said no. And they tried to do this again withBouken Jidai Katsugeki: Goemon, which was already on its second players hits run in Japan. And when Sony said no again, that was basically the end of the company.

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Black_Knight_00

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#13 Black_Knight_00
Member since 2007 • 78 Posts
Cadash was awesome. Lunar, and Alundra are great RPGs. Iron storm proves they shouldn't make FPS.
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DeafNYCPlayer

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#14 DeafNYCPlayer
Member since 2004 • 2314 Posts
I have some games from Working Designs- Lunar 1-2 (both Sega CD and Playstation), Magic Knight Rayearth, Albert Odyssey, Popful Mail.
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Panzer_Zwei

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#15 Panzer_Zwei
Member since 2006 • 15498 Posts

I have some games from Working Designs- Lunar 1-2 (both Sega CD and Playstation), Magic Knight Rayearth, Albert Odyssey, Popful Mail.DeafNYCPlayer
But it's important to know that Working Designs didn't made any of those games, they just translated them into English. Lunar is by GameArts, Magic Knight Rayearth by SEGA (and that was actually a launch game for the Saturn that WD took almost 4 years to release), Albert Odyssey by Sunsoft and Popuful Mail by SEGA.

And this brings me to another point on how Working Design's hand actually ruined various games. They removed half the text from the Lunar games on the Playstation, they totally messed up the gameplay and game balance of Silhouette Mirage, and they also removed many stuff from Magic Knight Rayearth, only to put some lame voice acting in the character's diaries.

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-Pred-Alien-

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#16 -Pred-Alien-
Member since 2009 • 1733 Posts

[QUOTE="wackoss"][QUOTE="Panzer_Zwei"]

In my opinion Working Designs were overrated. They worked in a very convulted way, and that's why they went under. They took too long to release games, charged too much for games that were old already, and did many deluxe editions for games that didn't deserved it. Also, most people think that their localizations were good simply because the games were in English, but in reality they used to mess up with the original game script, which is something no localization should do. The player was basically reading Working Designs and not the original authors.

Panzer_Zwei

I'm not defending Working Designs (honestly I've never played any of their games) but you have to understand localization does involve "localizing" it i.e. sometimes you have to change the script in order for it to make sense in another market. A japanese joke that may have been written in the game may not make any sense if it was literally translated to English. They seemed to cater to gamers who had the money to spend on their extravagant bundles. Atlus seems to be trying to fill their role now that Working Designs is gone. Except Atlus will try and sneak in reprints when no one's looking and somehow people still think that their copy of Digital Devil Saga, etc. is worth something.

That only applies to references another country wouldn't understand. However, Working Designs altered the script in order to make it more amusing.

Wikipedia explains this better:

"Working Designs would also become known for their tendency to interject humor (sometimes crass) into their translations where none had existed within the original Japanese release. The jokes were usually Americanized and would often break the fourth wall with pop culture references and modern slang. Working Designs was particularly fond of referencing This Is Spinal Tap; their old company slogan, visible on some SegaCD releases, was "Our games go to 11!", and several games' translations subtly reference the film. This drew criticism from players believing the implied humor made the localization seem unnatural."

As you can see that is not simply localizing a product, that's going out of the way to basically put their own stuff in the game, which became rather annoying, because games were plagued with this.

Atlus and Working Designs are also very different actually. Atlus is a game developer, whereas Working Designs just localized already developed games. Furthermore, Working Designs tried to sell games that were already old in Japan at full retail price in the West. Something that Sony of America/Europe had a strong policy against. They actually tried to sell Growlanser Generations as separated games, and at full retail price, something to which Sony said no. And they tried to do this again withBouken Jidai Katsugeki: Goemon, which was already on its second players hits run in Japan. And when Sony said no again, that was basically the end of the company.

As usual, you are the one who completely puts a new perspective onto many gaming issues:P

BTW, do you think they were working on a Far East of Eden Ziria localisation? I heard the original PCE game was quite good

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-Pred-Alien-

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#17 -Pred-Alien-
Member since 2009 • 1733 Posts

[QUOTE="DeafNYCPlayer"]I have some games from Working Designs- Lunar 1-2 (both Sega CD and Playstation), Magic Knight Rayearth, Albert Odyssey, Popful Mail.Panzer_Zwei

But it's important to know that Working Designs didn't made any of those games, they just translated them into English. Lunar is by GameArts, Magic Knight Rayearth by SEGA (and that was actually a launch game for the Saturn that WD took almost 4 years to release), Albert Odyssey by Sunsoft and Popuful Mail by SEGA.

And this brings me to another point on how Working Design's hand actually ruined various games. They removed half the text from the Lunar games on the Playstation, they totally messed up the gameplay and game balance of Silhouette Mirage, and they also removed many stuff from Magic Knight Rayearth, only to put some lame voice acting in the character's diaries.

Im planning on playing the Lunar games, i only have access to the PSone game? Is the translation really THAT bad? I could try the MCD games but then again they dont have all the cool stuff of the 32-bit versions

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Panzer_Zwei

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#18 Panzer_Zwei
Member since 2006 • 15498 Posts

BTW, do you think they were working on a Far East of Eden Ziria localisation? I heard the original PCE game was quite good

-Pred-Alien-

Well it might have been great on its time, but certainly not anymore. I actually own Ziria and have finished it, so I can tell you it was a real pain in the arse to play it. I can only compare it with the first couple of Dragon Quest games on the Famicom. With a convulted interface and item system, unforgiving gameplay, and just too few and far in between rewarding moments. Throughout most of the game you will only have two of the three possible characters on your party which makes the random battles (that take place every 2-3 seconds) very hard. The Xbox 360 remake does a lot more justice to the storyline in Ziria than the original PCE game. The other games in the series: Manjimaru and Kabuki-Den are totally different though, and they still come as quite enjoyable.

Im planning on playing the Lunar games, i only have access to the PSone game? Is the translation really THAT bad? I could try the MCD games but then again they dont have all the cool stuff of the 32-bit versions

-Pred-Alien-

Well both versions were tanslated by Working Designs in any case. In the MCD versions though, you could keep talking with the townsfolk or shop owners and they would keep saying something new every tme. This was removed from the Playstation version. The cinematics on the MCD version are also more rudimentary, but in my opinion they make more sense (along the story) than on the Playstation.

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-Pred-Alien-

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#19 -Pred-Alien-
Member since 2009 • 1733 Posts
Yeah its hard playing a lot of old JRPGs like the early FFs or early Phantasy Stars
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Legolas_Katarn

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#20 Legolas_Katarn
Member since 2003 • 15556 Posts

I agree with Panzer_Zwei, the company did do and tried to do a lot of things that I did not like. Still, I'm happy that we got Lunar and Growlanser. Didn't they do Vanguard Bandits, I thought that game was known for a pretty bad translation. Not a very good company, but I can't really hate any company that gets us games we might not have gotten otherwise.

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GoreObsessed

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#21 GoreObsessed
Member since 2004 • 8883 Posts
I loved Working Designs! :o