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Review
Final Fantasy IX is here, and all that is old is new again. Square's
developers have once again outdone themselves as far as technical
execution and visual artistry, building a fantasy world that I could be
content to simply stare at, remembering years past when all these things
struck an internal chord for the first time and wondering how a game
console could hold images this beautiful.
This installment of the series has perhaps been the most anticipated
among die-hard fans of the series, signalling as it does a brief return
to some of the visual designs, gameplay elements and overall spirit of
the FFs we grew up on, and they won't be disappointed in the slightest.
In that regard, this game combines the finest of the past and present,
the fantastic themes of the classic games brought to life by the
technology of the PlayStation. In terms of its gameplay and structure,
Final Fantasy may be showing its age, or perhaps more precisely a lack
of evolution to suit that age, but the series' trademark formula has
hooked fans on three generations of consoles now, and it looks prepped
and ready to conquer a fourth in short order.
Is there RPG life beyond this, though? Perhaps it's a consequence of
how quickly it's followed on the heels of Final Fantasy VIII (just over
a year passed between installments), but while the nostalgic appeal of
Final Fantasy IX is undeniable, it's mirrored by a less pleasant sort of
déjà vu. How much of this is truly new, and how much of it is
merely time-tested, as it were? A question to while away the hours with,
I suppose. New or old, there's still only a small selection of RPGs,
past and present, that can compare.
Graphics
To begin with, credit must be given where credit is due, even if I can't
imagine how to properly describe the look of Final Fantasy IX. The
graphics in this game defy hyperbole. Remember when you were trudging
through the third disc of Final Fantasy VIII, things were going a little
slow, and then all of a sudden you were in Esthar? If you were me, your
jaw hit the floor. The visuals suddenly took a flying leap into an
entirely new level of creativity.
In Final Fantasy IX, that same thing happens every time you come to a
new area. Every single time, you're presented with something entirely
new and beautifully rendered, to the point where you almost develop a
tolerance to it. "Oh, dear, not another extraordinarily
well-realized fantasy realm. That's the fifth one this disc..."
Each time you think you've seen it all, though, Square tops themselves
once more. The cusps of plot that accompany each change in disc present
cinematic sequences that will leave you either picking your jaw up off
the floor or trying to remember where it was your soul disappeared to,
and eventually, by the end of the third disc, you'll probably just quit
bothering to pick your jaw up, regardless of whether or not it'll leave
a stain on the rug.
Square has done about as much as they can with the PlayStation here.
The realtime battle scenes are remarkably faithful 3D recreations of the
corresponding pre-rendered areas, and as far as smoothness and
refinement are concerned, the spell effects are as awesome as we've come
to expect, and the character animation in and out of battle easily
compares to the current crop of Dreamcast RPGs. Your superdeformed party
has its own wide array of charming motions, and every monster, from the
tiniest Cactrot to hulking Behemoths and Iron Men, is superbly designed
and animated.
The pre-rendered backgrounds, meanwhile, are so exquisitely drawn as
to push the limits of the system's resolution, forests and cities and
otherworldly realms filled to the corners with beautiful artwork,
interactive elements, little bits of animation and huge swaths of
movement laid over the backgrounds, and on and on. Most of the areas
have to be seen to be believed - there is not much more detail that can
be stuffed into a TV screen at this rate. But put those rendered scenes
in motion and there seems to be no upper limit to what their 3D artists
can do with the nearly-unlimited resources of their workstation systems
(aided by some very fine compression algorithms, which result in superb
video quality). The cutscenes in FFIX have a marvelously exciting
immediate impact, and they're another massive step forward in the
quality of facial animation and character behavior, conveying emotion
even more effectively than VIII's already expressive CG.
In part, though, that's thanks to the character designs, which
physically express a broader range of emotion to begin with. Yoshitaka
Amano, as you no doubt know, provided the fundamental visual designs for
FFIX, bringing his refined, ornate sense of the fantastic, and that in
turn was deliberately strained through the superdeformed style that the
earlier Final Fantasies embraced as a matter of both choice and
necessity. The ramshackle Brothers-Grimm quality of some of the town
sequences perhaps result from this change in style, but the characters
are where you'll notice the real change, a motley crew of designs that
range from the fanciful to the utterly bizarre.
Character
Perhaps the best thing going for Final Fantasy IX as far as character is
concerned is the presence of a proper villain, especially in the later
movements of the story. Kefka, from my point of view, was the last FF
bad guy to really sink his teeth into the role. Sephiroth was certainly
a good-looking fellow, but his motivations were about as clear as mud,
and Final Fantasy VIII hardly had a villain at all. There was that
sorceress everyone was going on about, but she spent the balance of the
game merely being talked about behind her back. Kuja, on the other hand,
who represents the forces of evil in FFIX, does his thing quite
impeccably, blending a little of Kefka's cackling villainy (always a
reliable shtick) and plenty of the bishonenosity that made Sephiroth
such a hit with the ladies. There are some interesting reasons behind
why he's such a miserable bastard, and in his peculiar way he's one of
my favorite visual designs of the series - the realtime model may look a
little funny, but check him out in the pre-rendered cutscenes,
particularly in his second appearance.
All the rest of the characters are a treat - visually, if nothing
else. Their basic traits and arcs of development aren't necessarily
anything you wouldn't encounter in earlier FFs (or any kind of
literature in general, for that matter), but they're engaging and
sympathetic nonetheless. The charming thief Zidane Tribal breaks the
streak of reluctant Final Fantasy heroes, injecting a touch of redder
blood back into the series. Princess Garnet, the female lead, teeters on
the edge of falling into chick-who-gets-saved hell, but she manages to
crawl back from the brink with a few strong moments, and she looks great
with short hair. Her guardian knight Steiner does "lovable dumb
lug" to a tee, and watching him clank when he walks always inspires
a smile. Quina Quen deserves a mention simply for being the most
original RPG character...ever? Well, what else do you say about a
towering clone of Puyo Puyo's Parara, with a gigantic tongue and a puffy
chef's hat? Speaking of which, the returning Moogles deserve a mention
as well, serving as your save points and a source of welcome comic
relief. Vivi, meanwhile, is Vivi. The Black Mage design is classic, and
discovering a charming personality underneath the big floppy hat is a
welcome change after all those years of inscrutability. His evolution
may be a bit predictable, but I still love the little guy. Just in my
nature to root for the underdog.
That I can develop that kind of a feeling for the characters is a
testament to how good Squaresoft's localization staff has become. This
is arguably as good as an English script has gotten in an RPG, just in
terms of flow, readability, and coherent voice - yes, I realize we've
said the same thing about Chrono Cross, Legend of Mana, and Vagrant
Story already, but it is done that well. To finally see such
consistently professional, polished translations puts to rest one of the
nagging problems RPG fans grew accustomed to over the years. Finally, we
don't have to settle for second-rate text in our games.
Gameplay
Ah, yes, this is a game, isn't it? One can forget that at times, after a
long while working one's way through Plot, but you'll be called upon to
test your brain and your reflexes through Final Fantasy IX's dungeons
and battle sequences. The past revival that characterizes the visual
style of the game carries over somewhat into its combat and development
systems - if you've played anything earlier than Final Fantasy VII,
you'll probably be able to place a few gameplay elements from back in
the day.
The party size, for example, is up to four, just like the first game
(if memory serves, Final Fantasy IV was the first installment with a
five-character party), and the five equipment slots signify a return to
the more complex equipment system in the earlier games as well. The
handling of Summon monsters, here called Eidolons, bears a strong
resemblance to the Espers from Final Fantasy VI, and the loose
class-based structure is a little like Final Fantasy IV - the characters
are people first and foremost, but you can still pick out archetypes
like the Summoner, the Black Mage, the Dragon Knight/Lancer, the Knight,
and so forth, although Quina fairly defies categorization.
The system of ability development follows the same line of descent
from FFVI as the other PlayStation FFs. In this case, you acquire
abilities from the items you equip, attaching those abilities to your
character by way of a set of Blue Crystal slots, which you gain as you
increase in level, and eventually getting to keep those abilities
independently of the associated equipment, once you've acquired the
requisite amount of Ability Points. Abilities run the gamut from spells
to special attacks to passive defenses and immunities, and different
abilities can be learned by different characters from the same item of
equipment, so one of the more interesting aspects of development is
shuffling around your characters' equipment not just according to its
immediate effect on your statistics, but also what skills the characters
can learn. It's a good system, especially taking into account the more
traditional item acquisition that the series has returned to. Once
again, the treasure chests have cool stuff like Genji Gloves and Ultima
Swords and Aegis Armor, instead of just Bolts and Fur. In a simplified
holdover from FFVIII, though, you can make new items from old at
synthesis shops located in several towns.
This is, then, another Final Fantasy, with some fun new evolutions
added to the traditional gameplay model for a little variety. Actually,
let's look back at all the different ways Final Fantasy has evolved over
the years, changing this and that between each new game. Please keep in
mind, of course, that most of this is coming off the top of my head, so
do cut me a little slack if I miss things by an installment or two. The
point will carry through anyway. So let's see. The series moved from
turn-based to Active Time battles in Final Fantasy IV, I believe. Summon
monsters were added in III. The AP-based skill evolution system was
added in VI, and mutated into the various skill systems in its three
successors - before that, there was the brief flirtation with the
complex Job system in V. The battle system fiddled around with various
twitchy elements in VI and VIII. The series developed serious plot and
character (as opposed to "nameless heroes go kill Garland")
around III or so. Of course, there was the evolutionary leap in
graphical style from VI to VII, and the addition of the pre-rendered
cutscenes that have become a series trademark. In IX, there's another
new ability development system, and the addition of the Active Time
Event system is a neat way to make cinematic sequences a little more
interesting.
So what hasn't changed, over this illustrious history? I'll answer
that with another question. What happens in a dungeon every twenty
seconds or so?
Random battles. Since the series' inception, Final Fantasy has never
strayed from the basic, Dungeons & Dragons-inspired device of
completely random monster encounters, springing enemies on you with
regular frequency in areas that are deemed hazardous. This needs to
change - if I hear that classic "whoosh" coming out of
nowhere, followed by swirly colors and the traditional battle theme, on
PlayStation 2, there will be a flood of curses laid down upon the demons
of lazy game design. Chrono Cross, Chrono Trigger, Valkyrie Profile,
Lunar, and many more games have all shown, to varying degrees, how to
implement a more intelligent and less frustrating encounter system,
gradually eroding the excuse of "that's how Final Fantasy is."
FFIX is particularly aggravating in this regard because the encounter
rate occasionally spikes up to Tales of Destiny levels, which is a
ridiculous obstacle to have to deal with when you're trying to clear
your head and calmly work through one of its intricate puzzle-box
dungeons. The slow pace of combat is aggravating as well - one of the
IGN PC editors stopped by for a moment during an FFIX battle and
observed "You do a lot of waiting in this game, don't you?" I
would not necessarily mind fighting a great deal, since I have in fact
played RPGs with enjoyable combat systems (Chrono Cross and Valkyrie
Profile spring to mind), if only it were a little better-handled. As it
is, fighting so many lengthy battles against the same enemies over and
over hampers the enjoyment of many dungeon sequences.
It strikes me that, as the divider between the "Gameplay"
and "Cinematic" sections of Final Fantasy becomes ever more
sharp, some serious effort ought to be made to make the former more than
just the barrier that stands between you and more of the latter. The
combat sequences are beautiful to look at, but so many areas possess so
little variation in terms of opposition that the novelty wears off well
before you run out of encounters to fight through, and so what's left is
essentially just a chore to be completed.
Sound
Musically...hm. After the kind of soundtracks that Square has produced
in the past three years or so, it takes something pretty special to
establish a new high-water mark, and Final Fantasy IX, while at times
inspiring, relies on one or two melodies for its best notes, and it
features a few tracks in key moments that I flat-out did not like. The
final battle music is the prime offender in that regard, but I didn't
find the world theme or the flight theme particularly suitable either,
and the new battle theme goes off in more uncertain directions after a
very strong beginning. The general character of the music is
unpleasantly light and bodiless - for an epic adventure, the soundtrack
takes an awfully ambient tack much of the time. "Melodies of
Life" is a suitable one for plucking on the heartstrings, though,
and it supplies the base for many of the better BGM tracks (you can pick
out its melody in at least three different ones). I'd also be remiss if
I didn't mention the presence of the famous Crystal theme, both the
original version and a beautifully dark minor-key adaptation, which I
could listen to for hours.
Thanks to IGN for the review
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FFIX is uncomfortably familiar in terms of narrative structure as well as narrative content. Like the previous PlayStation FFs, and to a lesser extent the series in general, events progress in a particular way - up until the wide-open rose-smelling sections on the third disc, you move predictably from chapter to chapter of the tale and don't deviate particularly far from your path. Lengthy sections of the game up through that point are thoroughly noninteractive, too, as you tap the X button through scenes of dialogue or wander about towns looking for the particular characters and items that will push the plot forward. On a larger scale, you battle your way through part of the plot, get the ship, sail to the other continent, explore more of the plot, get the airship, encounter the pre-climactic bits, get the run of the world to build up your levels and equipment in preparation for the final battle, and then proceed to the endgame. The previous sentence could describe VII, VIII, or IX with equal precision.
Final Fantasy could go on forever re-creating its particular spin on the traditional heroic quest, and it would be a success every single time, but I can't help feeling as if something that features this kind of majestic visual craftsmanship ought to host a story built with equal care. I recognize the value which these conventions hold for both Square and the series' legions of fans, but in the words of a great philosopher, overspecialization leads to death. There's going to be a point one of these days where the formula won't necessarily work anymore. There will come a day that beauty will finally prove to go only skin deep. This is the last Final Fantasy on the PlayStation, and a brave new world of next-generation consoles awaits, in which the destination of Square's flagship series remains uncertain. What is Final Fantasy X going to be - a leap ahead like Final Fantasy VII was, or more of what we've seen on the PlayStation? What on earth will Final Fantasy XI be - if it follows its current trend, it may very well be the most amazing game that no power in the world will be able to make me play.
Eh, probably just me getting old again. The fact of the matter is that there has never been a Final Fantasy that delivered less than your money's worth of adventure - not now, and probably not ever - and I can't see any Final Fantasy fan experiencing any disappointment at the end of their experience with Final Fantasy IX. Its conclusion may not be the most original you could conceive of, but it's no less satisfying for that. Perhaps I just need to sit back, relax, and remember how I used to feel when I played these games. It was a long time ago, and I was a rather different person then, but reliving the good old days is more than half the point of FFIX.