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  Saiyuki: Journey West (PS1)


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       Review by: Nemorian

       Reviewers Score:  8 / 10

Posted: February 15, 2006

Game Title: Saiyuki: Journey West
System: Sony Playstation
Genre: RPG / TBT

Based on the Saiyuki legend from China. I can't say how true to the legend it stays however, I've never taken the time to read up on it.

Graphics 8/10
Similar to Final Fantasy Tactics really, or any other TBT game on the PS1, they all look nearly the same to me, but I don't pay much attention to graphics unless you can't tell what's going on. The magic animations are decent, but when the characters transform to and from Wereform the animation drags on for a bit too long and can get annoying after a while. The parts between chapters were good, along with the opening movie, can't go wrong with anime cutscenes! Well... not usually anyway. The overworld is like other TBTs as well, a bland map with dots for locations.

Sound 6/10
The music isn't bad, but it could have been better... maybe it's just me. I don't remember how many different tracks there were, after the third battle I turned off the music and got a CD, and the music with the opening scene was a bit, well, annoying.

Gameplay 9/10
Classic TBT gameplay, move, attack, cast spells and don't let the main character bite the big one. Most of the characters have an ability called Wereform, allowing them to change into a massive beast for a limited number of turns, this could last a while depending on how big your Weregauge is and which attacks are used, keep in mind that to get a larger gauge and more attacks you have to transform and earn exp for them, if you don't use Wereform, it will never get any stronger. Spells in this game are bought, not earned, and each character has an element that gives them much more power when using a type of spell that matches it, and a significant decrease in power if it's the opposite, but that's just common sense. Since Sanzo (the main character) lacks the wereform ability he is a bit lacking in the power department until he gets a power of his own, the power to summon Guardians. Depending one which Guardian is summoned, the party gets a bonus and Sanzo gets a new spell, but since they can only be summoned once a battle and last three short turns you had better wait until you really need it. Battlefield aside there isn't much else to say, in towns you simply pick a place to go from a list, Shops, Smithy, Dojo and Post is pretty much it. Items and equipment are gotten from the shops, the smithy upgrades your weapons, you can get battle practice at the Dojo from beginner to master depending on your level, no wereforming in those though, and finally the Post is where you can earn some cash by taking odd jobs, just remember that the more the reward is the more likely you'll be attacked by bandits.

Storyline 8/10
The story focuses on Sanzo, a young monk. Lady Kannon speaks to him in a dream and gives him the task of taking a holy staff to India. Simple right? Not a chance. Bandits, monsters and plenty of other things stand in his way. It's a good thing that along the way, Sanzo will meet some powerful allies including Son Goku, Cho Hakkai, Sa Gojo and many others.

Replay Value 5/10
There are a few secrets to look out for, if you don't find them the first time you have a reason to go through again but they aren't that difficult to find.

Overall: 8/10
All things considered it's a fine game, whether you're a TBT fanatic like myself or not, you'll find no reason to pass it up... unless you can't stand that type of game.
 
 
 

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