Friday, December 19, 2014

RPG Week 2014 Day Five: Final Fantasy IX


While Dragon Quest VIII was a monster of a game, no RPG this year left as much of a lasting impression on me as Final Fantasy IX did. As such, it's fitting to me that we close out this year's RPG Week with what has essentially become one of my favourite games...of all time. I knew from the moment I heard that opening theme that this game would be something truly special.

Released on the PlayStation in North America on November 13, 2000, Final Fantasy IX marked a striking departure from the two previous Final Fantasy games on the PS. While VIII had opted for a more realistic  feel evolved from FFVII, FFIX instead looked back on earlier games and embraced, for one last time, the Fantasy of old. It's apparent from the designs of everything in this game that FFIX is truly a fond look back, and a memory of what Final Fantasy once was. The idea of crystals that shape the world returns, as does the four member battle system. Airships and kingdoms scatter the land of Gaia, and the denizens are made up of more than just humans. The world of Final Fantasy IX is vastly different from VII and VIII, and I know that fans of those games might look upon FFIX with confusion. But I was, and still am, utterly enthralled by the world, and really all that Final Fantasy IX is and represents.


Hiroyuki Ito, the original creator of the Active Time Battle System, returns as director as he was with the critically and fan adored Final Fantasy VI. Nobuo Uematsu is back with his ninth consecutive score, and Hironobu Sakaguchi himself takes a place in the writer's chair. Final Fantasy IX revolves around several characters brought together and shaped by an encroaching war, and the sinister events taking place behind the scenes. You follow the thief Zidane Tribal and his group, the Tantalus Theatre Troupe, as they attempt to kidnap Princess Garnet from the Kingdom of Alexandria. In the midst of the encounter, Zidane meets the young black mage Vivi, along with Garnet's stalwart protector Steiner, before learning that Garnet had in fact wanted to be kidnapped, so she could escape the confines of her mother, Queen Brahne, who's erratic behaviour has caused destruction across the world. The four journey far and wide in an effort to stop the mad Queen, meeting the gourmet Qu chef Quina Quen, the Burmecian dragoon Freya, the young summoner Eiko, and the bounty hunter Amarant.

Of the most magnificent parts of FFIX, the characters and their stories are my favourite. Each character exhibits a unique theme about them, and throughout the game each of the characters must come to terms with their own struggles. For example, Freya must deal with loss, Steiner must fight between his duty and his compassion, and Vivi must contend with his own mortality. There are strong and philosophical themes at play here, and there's a true and great sense of progression in the characters as you go through the game.


And the character and world designs are indeed so very inviting and varied. The translation of such designs to everything in-game is a testament to how far the series has come in a few short years since Final Fantasy VII. Character models and animations are vibrant and fluid, and the models of the buildings and sights within the game blend seamlessly together to create an almost storybook fantasy setting. And I must surmise what must be one of the greatest and emotional soundtracks of this day and age. Uetmatsu, as if there was any doubt, created an outstanding and masterful soundtrack that not only has various wonderful nods to the original Final Fantasy, but several high-profile and emotional punches of its own.

Those familiar with gameplay of previous Final Fantasy games will generally know what to expect from this entry: a huge world to explore with many modes of transport, a range of side activities to partake in, and many battles to be fought. There are many people in the world that offer you items or other rewards for simply talking to them, or for completing a certain task. FFIX also features a unique game-within-a-game of its own, in the form of the collectible card game Tetra Master, which unlike Triple Triad from FFVIII, is required to play at least once in the main story. The lovable bird creatures Chocobos make an expanded appearance in this entry, and an entire mini-game involving your Chocobo can be played where you dig up treasure in a set amount of time for a reward. This mini-game also levels up your Chocobo so it can traverse more terrain and find more treasure on the overworld as you ride it.


The Active Time Battle System, once again, makes an appearance now with four party member instead of three. As before, a meter for each character slowly builds, and when full allows a character to attack. The meter fills faster or slower depending on a characters speed, and the enemy can attack at random points during the battle. Characters are put on either the front or back row, with the front row able to deal and receive more damage, while the back row is the opposite. Limit Breaks are sadly gone, replaced by what's called Trance mode. A separate gauge fills as damage is received and can be carried over between battles. When full, a character enters Trance, where they deal more damage and are able to perform a special action. In Zidane's case, he has an entirely different set of attacks while in Trance. I confess that I miss the Limit Breaks, but I believe the Trance system is far more visible and easier to manage.

Characters can apply abilities via a limited number of Ability Points, and can swap out different abilities (with different required AP's) outside of battle, and can learn new ones by using certain weapons, armour, or accessories that contain one or more abilties. While they use the equipment, they have access to the ability in question, but cannot use the ability without the equipment until the ability is levelled up through experience gained in battle. It's an easy, manageable system that's also a far cry from the Junction system found in FFVIII. For those who played Tales of Vesperia, the system is quite similar. On that note, characters now embody specific "classes" as they did in several of the original games. Zidane is a Thief, and Vivi is a Black Mage, for example. As such, equipment, abilities and how you manage each character is dependent on your strategy, rather than just picking certain characters and giving them every spell under the sun. Such a feat is now impossible, but I am perfectly fine with that. It gives your party members, and how you utilize their specialties, much more focus. Final Fantasy IX can be quite the challenge at times, so it's important to know your party members well. Yet another reason for the welcome emphasis on characters.


Believe me when I say that I had every intention of going out with the best for RPG Week 2014.

I love Final Fantasy IX.

It is a masterpiece, in my eye. One of the greatest games ever created.

I have been waiting to talk about this game for months, and much like Chrono Trigger last year, I stumble with words to perfectly articulate this game to those who have never played it. I can only express in small ways what this game means to me, personally. I experienced this game during a period of uncertainty and strife in my life, and no words could be offered that might explain why I feel such a connection to it. It simply floated into place, like a puzzle piece gently settling in to complete a picture. I played FFIX immediately after Final Fantasy VIII, and while VIII surprised and delighted me, I simply was not prepared for how much I got out of Final Fantasy IX. It was the first game, out of ANY game in a long time, that I genuinely felt complete as I watched the credits roll after more than 60 hours exploring the game. Final Fantasy IX left me with a satisfaction reserved for some of my absolute favourite games and series. To find another game and series capable of such a feat is truly, truly wonderful. This game; the themes, the characters, the world, the story, it all just clicked. Melded together in a brilliant harmony.


And so ends another week of RPG awesomeness.

Thank you for reading if you chose to do so, and I hope you play some damn good games come the new year! I know I hope to. And I hope you play some fantastic RPG's, there's a lot of my favourite genre out there!

As a sendoff, I leave you with the incredible ending theme to Final Fantasy IX, "Melodies of Life," sung by Emiko Shiratori (who sang it in both English and Japanese). Here's the song, but if you don't mind spoilers, I'll leave a video with the song and cutscenes from the game here as well.

Enjoy! :D


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