Saiyuki: Journey West
Playstation
Reviewed: 4/3/03
If you live in a rural area, go stick your head outside and take a deep
breath. If you live in a large city, which may be polluted, just
pretend with me. Mmm, smell that? It's a big breath of what
we call "fresh air." That’s exactly what I felt when playing Saiyuki:
Journey West.
Saiyuki is a tactical/strategy RPG that centers around an adolescent named
Sanzo or Genjo, depending on whether you should choose your character to
be male or female. Your main character was found in a basket floating
down a river, not unlike the Bible’s Moses, and adopted by some monks in
China. The story kicks off when a goddess named Lady Kannon appears
to Sanzo/Genjo and tells him/her to deliver a thunder staff to the temple
in India. Kannon then provides a staff to you, the monks bid you
farewell and good luck, and off you go on your journey west!
Keeping in line with the actual Asian legend the story is based on, your
character soon encounters Son-Goku, who was imprisoned in stone by Buddha
after invading heaven. Goku is your first party member who can use
"Were Form" in battle. A Were is the huge beast that certain characters
can morph into to bring down all hell on the enemy. One party member
can use their Were form at a time, and only for a certain period of time,
indicated by an on-screen meter. This restriction may seem like a
bummer at first, but it should give an idea of just how powerful the Were
form is. If you just switched everyone to Were for the whole battle,
things would just get unfair. Also, it adds a nice element of extra
strategy to have to decide on who to mutate and when.
In another welcome twist, your main character is the only one who cannot
become a Were. This might suck to hear at first, but that small lacking
is more than made up for by his/her ability to summon Guardians.
Through the game, your crew will rescue several holy spirits who will agree
to help you on your quest. When a Guardian is summoned, it will stick
around for a few turns and assist your party in various ways. For
example, one Guardian will greatly increase you party’s attack power, while
another will restore a certain amount of HP after every turn, and so on.
Also, every guardian, while being summoned, grants Sanzo/Genjo a special
ability. These may be a brutal attack, helpful assist spell, or great healing
magic.
There are only some minor things I don't like about Saiyuki. One
is that once your main character gets KO'd, you've lost the battle.
This, however, is in some other tactical RPG's, so Saiyuki doesn’t lose
major points there. Similar to that gripe, there is no way to revive
you characters once fallen—they just go away. Again, though, this
is not exclusive to Saiyuki, and does't hurt it much. And to make
up for the previous flaw, characters can't "die," even if they disappear
from battle, thanks to the fact that they are all important to the story.
And finally, the story is mildly entertaining, but sometimes seems to go
off track and move at a slowed pace. Those and the outrageous difficulty
of the final boss are about the only flaws that detract from the experience, though.
Overall, Saiyuki: Journey West is a surprisingly good, and quite underrated game.
I would very highly recommend it to tactical RPG fans.