[Home]History of SaiyukiGame


Revision 7 . . (edit) July 30, 2003 20:25 by 12-228-50-147.client.attbi.com
  

Difference (from prior major revision) (minor diff)

Changed: 17c17
*...can't remember his name - Lady Kikka's grandfather, and Hakkai's master. Still treats both of them as kids, as in buying candy for Kikka rather than treating them as if they can't do anything for themselves.
*Master Genshi - Lady Kikka's grandfather, and Hakkai's master. Still treats both of them as kids, as in buying candy for Kikka rather than treating them as if they can't do anything for themselves.

Changed: 48c48
I found the game to be less gripping than was FinalFantasyTactics, due, I assume, to a difference in taste. It's true that FFT is harder (and I do generally reset whenever a character dies permanently), but Saiyuki seems a little too easy. I say this from the vantage point of early in Chapter 2, however. I concur that the characters in Saiyuki are much cuter and more lovable than those in FFT; the game looks as though it's going for a surface coating of "kids' game", where even the villains are charming and not playing for keeps (and I'm not really raising that as a negative point). FFT is a grittier story with cloudier morals; I don't think that Square was going for "lovable" as an attribute on many of the character designs. Delita beats the hell out of anyone I've seen in Saiyuki for character development so far, and didn't feel quite as contrived. Perhaps I'll give Saiyuki another look, however; my only complaint boils down to a seeming lack of substance, a feeling that might also evaporate as the story unfolds.
I found the game to be less gripping than was FinalFantasyTactics, due, I assume, to a difference in taste. The battles are fairly varied, and provide some resistance (although I concur that the game is easier than FFT). I was particularly amused by the braid-theory battle near the end of chapter 2. The characters are, by and large, cute, and provide amusing dialogue in the various plot scenes (which I appreciate more now that it's fresh in my mind).

Changed: 50c50,58
::I *do* tend to like easier games, because I get frustrated easily and I don't play games to get frustrated. The easier battles in Saiyuki take me 15-20 minutes, while the easier battles in FFT would take at least 30-40 minutes, and I *have* had Sanzo killed by making some bad decisions in random battles. However, I feel like the terrain varies more and presents more of a challenge than it does in FFT, although I'd still like more water stages, for Gojo's and Reikan's sake. :P And really, part of my feeling for this game stems from the fact that even the random battles have little intros, like when bandits pop out on a snowy peak and the characters wonder why there are bandits in such a frozen place.
:As a further note, the difficulty looks to be increasing as chapter 3 begins...

(should someone move this somewhere now that the text it's responding to has disappeared?)

:I *do* tend to like easier games, because I get frustrated easily and I don't play games to get frustrated. The easier battles in Saiyuki take me 15-20 minutes, while the easier battles in FFT would take at least 30-40 minutes, and I *have* had Sanzo killed by making some bad decisions in random battles. However, I feel like the terrain varies more and presents more of a challenge than it does in FFT, although I'd still like more water stages, for Gojo's and Reikan's sake. :P And really, part of my feeling for this game stems from the fact that even the random battles have little intros, like when bandits pop out on a snowy peak and the characters wonder why there are bandits in such a frozen place.

The game is reminiscent of others of its genre, particularly the Tenchi Muyo! SNES game, which is to say that it does little mechanics-wise that is spectacularly original. This should not be taken as much of a negative thing, however; the game mechanics are all solid and play well (something a few other games might do well to emulate...).

Ryorin also reminds me a great deal of Moneymaker from FrontMissionThree.

Changed: 54c62
::The legend/saga is one of the Great Classics of Chinese literature, and there are plenty of translations and abridgements. A quick Google search shows me that there's an illustrated version at [Monkey King]. The saga contains a boatload of stuff about the Monkey King (Sun Goku in the game), more of Sanzo's ("Tripitaka's") background, and of course the Journey itself. Several of the characters in the journey have analogues in the game, but their backgrounds are not exactly the same, e.g. Hakkai is evidently based on "Piggy" but is not a fallen Heavenly being, and Sa Gojo is probably "Sandy" the river spirit/guardian. The quest with the Guardians is nowhere to be found, although the group is certainly harried by devils and demons all along the way. And as a side note, Koei made their Romance of the Three Kingdoms strategy series before they made Dyanasty Warriors. :P
:The legend/saga is one of the Great Classics of Chinese literature, and there are plenty of translations and abridgements. A quick Google search shows me that there's an illustrated version at [Monkey King]. The saga contains a boatload of stuff about the Monkey King (Sun Goku in the game), more of Sanzo's ("Tripitaka's") background, and of course the Journey itself. Several of the characters in the journey have analogues in the game, but their backgrounds are not exactly the same, e.g. Hakkai is evidently based on "Piggy" but is not a fallen Heavenly being, and Sa Gojo is probably "Sandy" the river spirit/guardian. The quest with the Guardians is nowhere to be found, although the group is certainly harried by devils and demons all along the way. And as a side note, Koei made their Romance of the Three Kingdoms strategy series before they made Dyanasty Warriors. :P

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