Final Fantasy IX Review: A Nostalgic Return or a Step Backwards?

Final Fantasy IX emerged during an interesting period for the franchise, developed in tandem with Final Fantasy VIII and following the monumental success of Final Fantasy VII. While VIII leaned into a futuristic and realistic aesthetic, Final Fantasy IX deliberately sought to recapture the series’ fantastical origins. This title is a quintessential fantasy RPG, deeply rooted in its narrative and world design.

Alt text: Final Fantasy IX title screen showcasing the game logo and opening sequence, a visual introduction to the classic fantasy RPG.

Upon its release, Final Fantasy IX garnered significant critical acclaim and continues to be celebrated as a standout entry in the Final Fantasy saga. However, and I’ll state this upfront, it personally ranks as my least favorite within the main series. This perspective isn’t to diminish its merits, but rather to highlight that, in my view, it presents more notable flaws compared to its predecessors, issues that were harder for me to overlook.

Despite my personal ranking, FF9 is undoubtedly a game worth experiencing, and it holds up as a good game overall. Nevertheless, it doesn’t quite reach the heights of some other titles in the franchise. This review will lean towards examining the game’s shortcomings, reflecting the high benchmark I hold for the Final Fantasy series.

Alt text: Panoramic view of Lindblum Castle in Final Fantasy IX, an expansive medieval city showcasing the game’s rich world and detailed environments.

Developed concurrently with Final Fantasy VIII, Final Fantasy IX stands in stark contrast in many respects. While both games exhibit similar graphical fidelity due to their development for the same console, their stylistic approaches diverge dramatically from the moment you begin playing. FF9’s setting and storyline deliberately evoke the old-world charm reminiscent of earlier Final Fantasy games, embracing a more traditional fantasy atmosphere.

The game frequently nods to its predecessors, incorporating familiar elements such as Chocobos, Moogles, and even drawing inspiration from character names and locations from earlier titles. The inclusion of up to four characters in battle, a feature that might seem innovative to some, is actually a deliberate callback to the classic gameplay of the initial Final Fantasy games, specifically Final Fantasy I through VI.

However, my primary reservations about Final Fantasy IX stem from certain fundamental issues that noticeably impede the overall pacing of the gameplay. Chief among these are the battle sequences and the frequency of combat encounters.

The transitions into battle from the world map or dungeons feel noticeably sluggish, and the rate of random enemy encounters seems excessively high. As you progress deeper into the game, the prospect of yet another random battle becomes increasingly tiresome and unwelcome.

Alt text: Steiner in Final Fantasy IX, a knight character with detailed armor, in-game model from a cutscene, highlighting character design in FF9.

A novel addition in this installment is the Active Time Event (ATE) system. Throughout the story, a prompt will appear, allowing you to observe other characters in real-time, even when they are geographically separated from Zidane, the protagonist, by pressing the designated button.

Initially, ATEs appear to be a creative and engaging method of enriching the narrative. However, as the game unfolds, ATEs often begin to feel disruptive. They frequently shift focus to characters engaged in actions that bear little relevance to the immediate plot progression, and while one could argue they contribute to “character development,” their impact is debatable.

The mini-games and numerous side quests in FF9 feel somewhat perfunctory and uninspired, especially when compared to the elaborate side content found in Final Fantasy VII. Even against the less robust side activities in Final Fantasy VIII, FF9’s offerings feel underwhelming. We’ve transitioned from memorable mini-games like the exhilarating bike chase through Midgar’s streets and the addictive Chocobo Races at Gold Saucer to the comparatively mundane “Catching Frogs” side quest and the tedious “Racing Hippaul” side quest, both of which are, frankly, quite boring.

Alt text: Zidane and Dagger in Final Fantasy IX, a key duo in the game’s storyline, rendered in FMV quality, showcasing character interactions and emotional depth.

One of the more substantial mini-games, Tetra Master, bears a superficial resemblance to Triple Triad from Final Fantasy VIII, but it resides at the opposite end of the spectrum regarding its significance to game progression. One could argue that Triple Triad exerted too much influence on gameplay, enabling players who mastered it to excessively enhance their characters’ stats early on.

Tetra Master, conversely, offers minimal tangible rewards beyond the subjective satisfaction of collecting all the cards. It stands out as one of the less compelling side quests in the entire Final Fantasy series.

Fortunately, the musical score remains a significant strength. While some tracks clearly echo themes from the Final Fantasy VII soundtrack, the majority of the music compositions contribute as powerfully to the narrative as in previous installments. The plot itself is also captivating, populated with well-developed and multifaceted characters, particularly from a character development perspective.

However, character customization in FF9 leaves something to be desired. Each character is rigidly confined to a specific class, limiting flexibility. Vivi, for example, is exclusively a Black Mage. Moreover, Final Fantasy IX shares a weakness with Final Fantasy VIII: the primary antagonist’s backstory feels underdeveloped, though admittedly less so than in VIII.

Alt text: Final cinematic scene of Zidane and Dagger in Final Fantasy IX, a romantic and poignant moment from the game’s ending, highlighting emotional storytelling.

My concluding critique concerns the Trance (Limit Break) system. Limit Breaks have become a hallmark of the series, often implemented uniquely in each game. However, the Trance system in FF9 is arguably one of the least effective iterations. The Trance gauge fills as characters receive damage, but upon reaching maximum capacity, Trance activates automatically, rather than allowing players to strategically deploy a Limit Break as in prior titles.

Consequently, characters frequently enter Trance at the conclusion of battles or during trivial random encounters on the world map. This design effectively negates the possibility of using Trance strategically to gain an advantage in more challenging fights.

While some Final Fantasy devotees still rank Final Fantasy IX among their favorite entries, I find myself unable to fully embrace that sentiment. I would still recommend playing through it, as it undeniably offers a unique experience within the series. However, it remains my least favored installment, and the game’s sluggish pacing makes me hesitant to revisit it.

Overall score: 8.5/10 (Still a good score, but below the standard I anticipate from a Final Fantasy title!)

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