|
| |
|
Saiyuki:
Journey West (PS1) |
|
|
|
|
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. |
|
| |
|