Let's discuss some of their biggest blunders. Shining Wisdom is a 1995 Zelda clone by Camelot. In case you didn't know, it's set in the same universe as the Shining series (you'd think this is obvious, but it's is very important for what's to come!) Sega of Europe produced an in-house localization for it, and just like Soleil / Crusader of Centy, Sega of America was wary of publishing it themselves, so they shopped it around to different publishers expecting one that simply edits it for American English and typos and release it overseas. They went with Working Designs. You may have heard of Bernie Stolar. A sabotage professional who headed Sony of America for a while (and orchestrated a staff exodus of employees from Sega of America to SCEA) who was fired because he kept rejecting major games for being "too 2D" (including fucking Crash Bandicoot, who got its entire animated cutscenes removed, and was delayed 9 months on top of that with zero communication as of why). Sega for some reason hired him to finish them off. Before that time, Sony courted Camelot, who was increasingly dissatisfied with its deteriorating relationship with Sega. As a result, Beyond the Beyond appeared on the PS1 in 1995, and Bernie approved it despite being 2D specifically because it harms Sega) While Working Designs was "working" on its Saturn offerings, they had arguments with Bernie Stolar, then head of Sega of America. Their ragequit on English Lunar 1 Saturn was known, but what they did with stuff that DID release was stunning. I'll spare you the case of Magical Knight Rayearth when they argued with the US show licensors about used terminology, further delaying the game (they admit as much on its manual). What they did on Shining Wisdom was stunning.