Saiyuki:
Journey West is a charming strategy-RPG released by Koei. The game
follows the adventures of a devout monk named Sanzo as he is charged
with a divine order to deliver a mystical staff from China to India.
Along the way, he meets up with the mysterious Monkey King as well as
a whole host of various companions. Based on the popular Chinese myth,
The Journey West. Saiyuki uses excellent source material
to present a game which is both engaging as a story and just as fun in
gameplay.
Graphically, the game
does look dated considering it was originally released in Japan
several years ago. Most of the battle environments are presented in a
rotatable rectangle featuring forests, mountains, volcanoes, or ice
fields as well as temples and town battlefields. Graphics are sprite
based reminiscent of early PlayStation games much like Vandal
Hearts. Each character has their own expressive portrait to go
along with the dialogue. Spell effects are relatively simple,
featuring different lighting and vibration effects. The
transformations into Werebeasts add a bigger presence to the friendly
army.
The music is of
oriental flavor, not changing much from town to town. While the
distinct music rarely deviates from this style, it fits the game
environment perfectly. Some voice acting between chapters is also not
bad.
The
biggest strength of Saiyuki is in the gameplay. While similar
to most strategy-RPGs of its type, the biggest draw comes from the
scenarios, story, and game system. The player can choose to start out
as either a male or female version of Sanzo. Sanzo is basically the
hero of the game who you must prevent from dying in order to win each
battle. Sanzo carries the staff which is able to summon various
deities to assist the party in healing, defense, offense, and movement
bonuses. Each summon lasts for 3 rounds of the battle. All other
recruited characters are able to transform into Werebeasts, which are
superpowerful versions of themselves. The Werebeasts have more
powerful magic attacks and defense, however, only one character can be
a Werebeast at a time. Furthermore, the length of time you can use a
Werebeast depends on the Weremeter, which is increased through
experience but is depleted as the player uses more powerful
attacks.
Each battle consists
of a battlefield where you can position your characters strategically.
Highlighted squares indicate where your characters and the enemy can
move during each turn. Characters can either move, attack, use item,
or magic during each turn to best dispatch the enemy. Each character
also has an elemental attribute which they are proficient in.
Purchasing spells for the matching elemental class of the character
will maximize attack power and effectiveness for that character. After
each battle the story progresses and your party moves on to the next
town or location. The gameplay system is very intuitive and easy to
master. The fun in the gameplay is enhanced by the many memorable
characters you will meet.
From
the protective and gung-ho Son Goku to the bashful and demure Lady
Kikka, each character has their own distinct personality and viewpoint
on life which serves to promote their emotional interactions. Each
character has a past which at some point in the game is dealt with
beyond just traveling to India and back. There is also a bigger
backstory among the villains which consist of renegade werebeasts and
devils who are against humanity and heaven. I especially like the fact
that some enemies turn good and can be recruited as playable
characters complete with their own Werebeast transformations and
attacks. As if the story and main scenario battles weren’t enough,
there is also plenty to do in towns such as taking on delivery jobs,
practicing battles for experience at the dojos, and uncovering secret
missions at the posts for more money and experience.
Saiyuki: The
Journey West is an unexpected gem which, due to the lack of
marketing power, will be overlooked by many gamers. This is a shame
because the game is truly among the best of its genre. Koei has a real
winner here and I am thankful that some companies are willing to take
the risk and bring games to the U.S. that would otherwise never have
seen the light of day for American audiences.
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