Saiyuki: Journey West Review
Despite its age, the title is well executed and possesses enough merit to compete in the market in 2001.
Strategy games look to be on the upswing in North America. After the success of Final Fantasy Tactics, more publishers seem to be willing to localize this particular breed of game. Released in Japan in 1999, Saiyuki: Journey West has made its way to the Western world courtesy of Koei. Despite its age, the title is well executed and possesses enough merit to compete in the market in 2001.
The game begins at a small Buddhist temple in China, where Lady Kannon, one of the guardians of heaven, appears to the young monk Sanzo. At Kannon's request, the monk (the player can choose a male or a female) embarks on a holy quest to gather and bring the other five guardians to the Thunder Temple in India. However, such a thing is much easier said than done. The world has grown tumultuous in recent years, and each step on the long road to India is fraught with peril.
Movement from place to place is accomplished on a large map, with each point representing a new location and a potential conflict. There are a few temporary branches in the path, but in most cases, you'll know exactly where you need to travel next. Mountains and rivers must be crossed, bandits and devils must be fought, and countless trials must be endured in order to continue the journey. Dialogue and battles will both occur on small 3D maps, and with each successive battle, the story is advanced.
While a single monk may be ill-equipped for such a dangerous quest, the protagonist will soon enlist the help of the monkey king Son Goku and others like him. In addition to varying stats and mobility, each character has a unique ability and weapon. For example, Sa Gojo has the ability to regain life by remaining in water and carries the moon pole, which raises his speed every time it's tempered. Lady Kikka can charm enemies with her bow and arrow, and Sanzo can call upon a heavenly guardian to temporarily aid the party.
Each character also has a numerical value for each of five elements: wood, earth, water, fire, and metal. Everyone will have one dominant element, but it's possible to strengthen the levels of any individual element by using spells of the corresponding discipline. Raising a character's elemental affinity will give him or her increased defense against that type of attack and allow him or her to use higher level spells of that particular element. Finding the best ways to use innate skills is definitely a key to victory, but clever customization of spells and accessories can give you a significant edge.
Battles in Saiyuki are turn-based affairs where you will fight with up to six characters. The turn order is determined by speed, so knowing who moves next can have a significant impact on the battles. Highlighting a character with the cursor will show you if that character will go first, second, third, and so on. Unfortunately, there is no easy way to see which character will go when. Making the extra effort to check up on the turn order will make you a much more efficient strategist, so it's a shame there isn't a quick display function.
There is one other factor that plays a large part in Saiyuki's combat system: the were-gauge. With the exception of Sanzo, every character has a second powerful form that has greatly increased power and a unique arsenal of attacks. Every action you take in this form will cost a certain amount of bars from the gauge, and when the gauge is depleted, the character reverts to normal. The gauge is quite small at the outset of the game, but by using your were-form to its full potential, you'll gain enough experience to raise your were-level and extend the gauge. Bonus were-experience is also awarded depending on how many turns it takes to win a battle, so you're encouraged to develop the most effective strategies possible and maximize damage.
Saiyuki: Journey West Quick Links
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- GameSpot Score 8.1 great
Player Reviews
Critic Scores
- IGN 8.4 / 10
- Gaming Age C-
- Cheat Code Central 4.5 / 5
- RPGamer 7 / 10
- Electric Playground 7.5 / 10
- Games Are Fun 8 / 10
- RPGFan 91 / 100
- GameCritics 8 / 10
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