Saiyuki: Journey West
Review by Ruin
"Final Fantasy Tactics Jr. ?"
Without giving too much away, supposebly, this game is based upon a Chinese legend of the same name. For the purpose of simplicity, I'll use the names presented in the video game. Sanzo is a monk that recieves word from a godly persona to deliver a staff to some unknown place within India. Naturally, this would be a long journey for our young Buddhist Monk. All the threads of fate are in order as the master of his temple had foretold that Sanzo would take the journey, and so he sets forth with the ''Mercy Staff'' unto whatever dangers lie ahead.
Along the way he meets Son Goku (The Dragonball character was based upon him) who has been sealed in a rock for 400 years. It was punishment by Buddha --- because supposebly, Goku stomped around heaven destroying godly figures before a little divine intervention occured.
Graphics: 6/10
Graphics aren't a big deal in Strategy RPG, but on many occurances you find yourself wondering ''why couldn't they try a LITTLE harder?''... This is apparent on many levels. Son Goku's concept art/anime intro counterpart hardly even wears the same garb as his in-game representation, and often the characters look to be within some sort of proposed block, as if they were all created from one basic skin and were only allowed to fit the mold. Some of the magic effects are dazzling [Read: 1 year ago]... some are too drawn out. You'll cringe after you witness your characters take Wereform 4+ time.
Sound: 5/10
This gets an extra point for the ''Magic Son Goku'' intro theme. The music on occasion is very uplifting, while sometimes it just sounds like stereotypical chopsocky film filler. You'll hear the traditional low whistles, high reed twinkles, all that you would expect from something taking place in China. Ick. The sound effects are crisp, but I want some more satisfying death throes!
Gameplay: 8/10
Only minor gripes here. The equipment system (head items, body items) seem a bit redundant, or broken. The equipment almost makes no difference, and I perceive just by the atmosphere there are no hidden equipment trinkets about in the game. Only 1 character can turn Wereform at a time, another big letdown. The rest of the gameplay is standard Final Fantasy Tactics goodness: You bring your equipped/leveled up team into battle agaisnt about half a dozen or more enemies of swapped palletes to indicate more powerful brethern of what you faced 3 hours ago... and fight based upon where you attack them (side, front, back) and what elevation (high > lower). You buy new spells for your characters from shops, the techniques inscribed upon scrolls and then simply equip them. Dragonball fans will recognize the ''Nimbus'' cloud as well as Goku's ''Power Pole'', supposebly, even the attack pictured in Saiyuki's intro is what the Kamehameha was originally based upon. There are no random battles, instead, it is done by completing sidequests and training at dojos. The fights seem to be deliberately drawn out, as if trying to make them last longer by simply the same visual cookie-cutter effects you've seen many times before.
Control: N/A
Honestly, this isn't real an issue considering you have all the time in the world.. and the game primarily only uses 4 buttons. Circle advances, Triangle cancels, the shoulder buttons represent special features of your choosing.
Replay Value: N/A
There is really no fantastic secrets to discover, realms to save, princess to rescue.. the game is actually very linear. But, in all honesty, purists of the book... fans of Dragonball.. and the FFT everyman will return to play every once in a while.
Overall: 8/10 (Not an average).
Reviewer's Score: 8/10, Originally Posted: 08/18/01, Updated 08/18/01
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