Final Fantasy IX was released for the Sony PlayStation in late 2000, having been developed as an ode to the past after the tonal change in theme that occurred in FFVII and FFVIII. FFIX featured a whimsical plot set in a fantasy world and leaned heavily on nods and references to past games, including remixed songs, reused character names, and a general emphasis on the Final Fantasy “brand” itself.
This game would be the end of an era in many ways, a beautiful send-off to a style and tone of game that Square wouldn’t revisit in the mainline series again. Its development overlapped with the development of FFX (which would be released only a year later on the PS2 and would mark a significant evolution of the series) and would be the last game in the series that featured an entire soundtrack composed by Nobuo Uematsu, who had been the main composer of all 8 previous entries as well.
As a teen when this game first released, I adored everything about FFIX. It was a breath of fresh air and harkened to what Final Fantasy meant to me as a child. As an adult, particularly after having just played through FFs I – VIII back-to-back, playing this game was an experience in whimsy and nostalgia tempered by a deep sense of loss for everything this game is revered for. It’s far from a perfect experience, but FFIX is stylistic and consistent in theme, with a vision and a story that both explored new ground while unabashedly paying homage to its forebears.
While the mainline series would never again revisit this style, it’s worth pointing out that the lineage of this game lives on in series like Bravely Default and to a lesser extent, Octopath Traveler. We also had spinoff games like Final Fantasy: Crystal Chronicles for the GameCube and later Final Fantasy: The Four Heroes of Light for the DS that carried the torch and passed on this legacy to a new generation of gamers.
Whimsical vs Cinematic
Similar to FFVII and FFVIII before it, FFIX featured many extended Full Motion Video (FMV) sequences, often with characters rendered on top of the video to appear as if they were “in” the video. While this style of cinematic storytelling remained, FFIX is still on the whole a very whimsical Final Fantasy game. While themes of loss and finding the meaning in existence permeate the game, they always take a backseat to colorful, animated, lighthearted set pieces. FFIX is full of larger-than-life characters that lean into every trope in the book, allowing the audience to immediately identify everything there is to know about the character and instead focus on the vaudevillian presentation of its fantasy world. The story of FFIX is still deeply moving in that way that comedy can lower your defenses and make emotional beats hit much harder, however it plays fast and loose with internal consistency, ignoring glaring plot holes and underexplaining pretty much everything. All style with little substance, this is a rollercoaster blockbuster that dumps delightful nostalgia on your lap and allows it to linger until it seeps deep into your veins.
The Gameplay
After the heavy experimentation in FFVII and FFVIII, Final Fantasy IX was a return to form with a very traditional JRPG gameplay loop. The party size was bumped back up to 4 characters, and combat featured the last use of the Action Time Battle system that had been used since Final Fantasy IV. Long gone were complex systems like FFVII’s Materia and FFVIII’s… well everything. Instead, FFIX featured a standard level up system with job identity baked into the characters. Vivi is a black mage, and can only be a black mage. Quina is a blue mage, Freya is a Dragoon, Steiner a knight. What the characters lack in choice they gain in identity, and they gain it in spades.
A small amount of player agency was introduced with the Ability System which allowed you to spend “Gems” on which passive abilities you want to equip your character with, however this is a very light and easy to understand system that often just presented the illusion of choice. Characters unlock new abilities by equipping different equipment and then unlocking the ability by winning combats and earning AP, a system that is almost a 1:1 copy of Final Fantasy VI’s Esper system, with the only difference being that every piece of equipment is useful until all of its abilities have been learned, which is actually a really inventive way to improve what was usually a very rudimentary equipment progression system in previous entries.
Following the immense success of FFVIII’s Triple Triad card game, FFIX introduced a new card game: Tetra Master. It shames me to say it, but Tetra Master is just far inferior to Triple Triad in every way. Where Triple Triad could be brutal with obtuse “rulesets”, the core gameplay was built on structure and predictability, making the difference between winning and losing based on the strength of the cards you used and your ability to strategically outsmart your opponent. Tetra Master on the other hand is full of random variables. Cards “level up” over time, and have randomized attack directions when acquired, making any semblance of balance nearly impossible. Additionally, the core rules have a baked-in element of RNG, something you have zero control over. You can play the worst card in the game against the best card of the game and STILL win if the dice rolls in your favor, meaning that oftentimes victory (or defeat and the permanent loss of a card you spent a huge amount of time acquiring and then leveling up) is up to complete chance. Frustrating to say the least.
To put it bluntly, I’d play Triple Triad in real life. It’d be fun. But you could never play Tetra Master in real life due to the crazy computer programing in the background that makes all meaningful decisions. Luckily, Tetra Master is NOT a progression system in FFIX like Triple Triad was in FFVIII, so it can be completely skipped and have zero impact on your ability to progress through the game. Outside of a few related achievements that took me about 3 hours total to complete, I wisely chose to ignore Tetra Master on this playthrough and was very happy for it.
The Story
Final Fantasy IX’s story is… not its strong suit. Don’t get me wrong, I enjoy the game and I like the story, but looking at the structure of the story with any sort of critical eye reveals that it’s the weakest part of this game. You’ll notice I haven’t broken up the story into a three-act structure here because… it doesn’t follow the standard three-act structure. Sure, I could arbitrarily cut the total story into thirds and call them “acts” but the entire point of an act is to have a self-contained goal and theme, something that FFIX… doesn’t do. Sure, the game has plenty of bombastic and poignant moments, however from a storytelling perspective, it… meanders. A lot. There’s a ton of backtracking and POV shifting that completely dispels the intensity of most of the climactic plot points. It feels less like a story and more like… well a game. And I know that sounds weird, because it IS a game; However, FFIX meanders in a way that no other entry had since the NES days. Hell, I’d argue that FFII has a stronger narrative structure than this game, from a story-beat perspective.
Instead of focused rising action and falling action leading to a grand story arc, instead we have roughly 10 mini arcs that each explore an idea and place our characters in the middle of it. Here’s my breakdown:
The Intro: Vivi explores Alexandria while Zidane, Steiner, and princess Garnet participate in the fake opera/abduction of the princess.
The Chase: The party crash lands in the evil forest when escaping Alexandria, save Garnet and Vivi, and make their way to Dali. There, we learn of other Black Mages like Vivi except they are mindless puppets before commandeering a ship and flying to the city of Lindblum.
The Hunt: We meet regent Cid in Lindblum in his cockroach form and learn of his concern for princess Garnet and the bloodthirst of her mother, the queen. We partake in the Festival of the Hunt and meet Freya who is an ex of Zidane’s and a beautiful Burmecian rat-girl dragoon (and BAE).
Burmecia Falls: We hear that the Queen of Alexandria attacked Burmecia, so we go to save it with Freya. Garnet and Steiner decide to head back to Alexandria. We get to Burmecia in time to be defeated by the queen and her shadowy weapons dealer Kuja who is E X T R A and flies away on a dragon.
Cleyra and Abducting the Princess… again: We go to Cleyra which is just Burmecia 2 and we see it get destroyed when the queen uses the Odin summon she extracted from Garnet. We escape on the Queens Airship and use it to go back to Alexandria where we abduct the princess. Again.
The Lost Continent: We learn Kuja flew to the north continent, and chase after him through Fossil Roo, which is like an underground tramway powered by bugs. We meet a village of Black Mages who gained sentience and are afraid of dying, giving us Vivi’s most important character arc as he is one of them and will also die an early death. We then meet Eiko the summoner and find out that princess Garnet was actually a summoner from the same tribe, and they are kind of like sisters. We follow Kuja to the Iifa Tree which is making all the evil mist in the world and kill it, clearing the mist.
Alexandria Lost and Abducting the Princess… again… again: The evil queen dies in battle against Kuja, so we return to Alexandria and assist Garnet in taking her place as Queen. But before she can be sworn in, Kuja shows up and destroys the city with the summon Bahamut before Garnet and Eiko defend it with their combined summon Alexander. We then talk Garnet into leaving the city to chase down Kuja for revenge.
Following Kuja: We chase Kuja around the world and at one point, get trapped by him in his desert base and forced to get an ancient artifact for him. There are several dungeons back to back that are fun and thematic but otherwise lack meaningful plot progression. We do learn that Kuja is a subordinate of a man named Garland.
Terra and Zidane’s Heritage: At the end of the chase for Kuja, we find ourselves in Terra, which is like… an alternate dimension version of Gaia our home world. We get a HEAVY dose of exposition and narrative (that once again only makes enough sense to allow the plot to move forward with little actual explanations of the hows and whys). Essentially Terra was dying, so they tried to merge with Gaia 5000 years ago. As a part of the process, they need to kill and replace the “souls” of Gaians with those of Terra, and that’s what the mist was/the Iifa Tree was doing. Also, Zidane is from Terra and was sent to Gaia to facilitate the death of the Gaians to accelerate the process. Zidane is basically a lifeless golem as well, similar to Vivi. The themes hit REALLY hard here, since Vivi’s story arc was also done very well, and there’s so many little moments where Vivi and Zidane support one another as they both try to reconcile their own existence.
The Finale: Kuja kills Garland, the leader of Terra, and decides that he’s going to destroy “the crystal” which is the progenitor of all souls and end life as we know it in the entirety of existence. We all get in our associated airships and have a big climactic battle, then we go through the final dungeon of Memoria to meet Kuja and stop him. There’s eldritch entity known as “Necron” that is released after Kuja destroys the crystal and we fight that too. It’s not very well explained. And that’s it! We then get a long tear-jerker of an ending FMV.
The flow of this story is chock full of little moments that really land and in general, the whole thing is very consistent in tone and vision, however it just lacks an exciting narrative structure and you often feel like you go to the next area simply because someone on screen said that’s where you should go, not necessarily because it makes a ton of sense or was telegraphed in any meaningful way. I want to stress that this doesn’t necessarily make any of it bad, it’s just… not a traditional story shape and leaves the audience kind of at a loss for what’s really happening. You never really feel like you know where this is going if that makes sense? You know Kuja is mustache-twirling evil, but you don’t have the stakes or the vision of a villain like Sephiroth driving your chase of him. And all of the other points, the politics between nations, the destruction of practically every city in the game at one point or another, the constant revisiting of Alexandria… most of it doesn’t really play a huge part in the meta narrative. And that’s okay, it’s a part of what makes the whimsical FF games whimsical. That being said, I am actually looking forward to FFX and its much more narrative and structured story after playing this game which always felt so open and directionless.
Extras & Achievements
Okay, so I’m not “dinging” my score for FFIX as a whole because these achievements were introduced after release and were arbitrarily added by the company the performed the remaster in 2016. That being said, WHAT THE FUCK the achievements for FFIX are obnoxious, obtuse, and in a few instances, downright abusive.
First of all, FFIX has some GREAT minigames and extra content that are truly fun. Every corner of FFIX’s world is filled with side-quests and optional events that only amplify the vaudevillian atmosphere.
A fun jump-rope minigame which tests your ability to recognize patterns and consistently hit to a beat.
A dueling minigame during the opening opera scene that has the crowd cheering you on as you perfectly perform the “scripted” battle with the other actor on screen, pressing the right buttons to correspond to the appropriate dodge or attack as rehearsed.
A racing minigame where you press two buttons alternatively as fast as possible to race a poor little hippo boy as he is getting in shape.
A frog catching minigame
A mining minigame
A zodiac symbol coin collecting minigame
A beast hunting festival minigame
The aforementioned Tetra Master card game minigame
A trivia random encounter minigame
A Red Light/Green Light minigame to sneak past a guard to free your party from a prison
A “friendly enemy” minigame
There is an optional superboss, Ozma, who is indirectly tied to this minigame. Ozma is second only to Ruby Weapon in superboss difficulty in the series thus far.
A coliseum minigame
An auction house minigame
A cup-game minigame featuring three identical twins
A Moogle mailman minigame AND sidequest at the end of the game to deliver letters between the moogles of the world
And then the mother of mini-games, Chocobo Hot and Cold which is without a doubt my FAVORITE chocobo-related minigame in any FF and was just as much fun today as it was 23 years ago the first time I did it.
There are THREE related sub-minigames within Chocobo Hot and Cold and they are all a ton of fun and very rewarding, involving finding treasure on the world map and eventually visiting all the beaches of the world for a fun end-game bonus.
The issue with the achievements for this game, is that the designers of the remaster chose the hardest and most time-consuming elements of all the above mini-games and assigned achievements to them. Here’s just a few examples:
The Jump-rope minigame is completely optional and stops increasing in difficulty at 300 consecutive jumps. So, 300 should be the achievement, right? Maybe 400? No. ONE THOUSAND consecutive jumps. This ends up being about 9 minutes of nerve racking perfectly timed button-entry. This achievement took me 3 hours to complete alone.
The racing minigame increases in difficulty 9 times, with each increase coming after 10 “wins”. If you beat the hippo boy by a large margin, then it counts as 5 “wins”, so you can easily power through the first 6 or so difficulties by winning two races each. But starting at the 7th difficulty, you have to really go crazy to beat the hippo, and it’s never by a large margin, so you have to beat him 10 times in a row to get to the 8th difficulty. Then at the 8th difficulty it’s even harder, and I found myself losing some races simply due to fatigue in my fingers and had to step away from the game and come back. And again, 10 more wins to get to the final level of 9 and the achievement. The worst part? This minigame is time-locked and you can’t just continue on with the game and come back to it. You have to do it in one “go” more or less. OBNOXIOUS.
The dueling minigame achievement requires a perfect score. This is one of the easier ones, particularly for those of us that are fans of rhythm games, but it’s still very difficult and once again, is time-locked so you have to just keep doing it over and over to get the achievement, no coming back for it.
Tetra Master requires defeating 100 different npc’s which isn’t too bad (again, took me about 3 hours to do) but still involved a lot of rng manipulation and save-scumming by reloading when I lost my good cards.
So, some of the most delightful parts of the game are ruined by an out-of-touch developer making the achievements absurdly out of reach. But wait THERE’S MORE.
Movie Critic: The game features a system called “Active Time Events” which is basically optional cutscenes you can watch to see what other characters are doing around the world. There are numerous areas where you can miss ATEs due to not visiting the right screens in the right order, or by viewing previous ATEs in the incorrect order, or by selecting incorrect dialogue options. The achievement Movie Critic requires you to get EVERY SINGLE ATE. These are ALL ‘one and done” and ALL are missable. This was without a doubt the most nerve-racking part of my playthrough and required me to have a guide open in another screen at all times that walked me through the game screen-by-screen to ensure I didn’t miss any. This is just antithetical to the original vision of ATE’s that they are bonuses and that they are “guided by your actions”. By always choosing options that you have to choose instead of the options you WANT to choose, it lessens the experience and the feeling of your own input into the events of the game.
Let the Bodies Hit the Floor III: There are three achievements associated with defeating enemies in battle. The first is for 100 enemies, the second is for 1000, and the third is for 10,000 enemies. By the end of the game, playing normally, the player will have between 900-1000 enemies defeated, meaning that this obtuse decision (probably made by some producer who never even played the game and just thought that increasing the amount by a factor of “10” each time sounded neat) essentially requires you to fight an entire games worth of random encountersNINE more times. Thank God that this game has a 3x speed option! To accomplish this achievement, I set my computer up to run overnight with auto-battle enabled in the easiest part of the world with my strongest characters with auto-regen enabled. It still took 10 hours nonstop at 3x speed. OBNOXIOUS.
2Excal2bur
Last but not least, I had to make a separate comment about what is possibly the most legendary of all FFIX goals: getting Excalibur 2. That’s right, this game features the sword Excalibur AND its “sequel” Excalibur 2. The very fact that there’s a sword called Excalibur 2 should tell you everything you need to know about the tongue-in-cheek tone of this game. Excalibur 2 has been in Final Fantasy IX since its initial release and has had the same unlock condition since 2000: Get to the penultimate room in the final dungeon on disc 4 of the game in under TWELVE hours. As a kid, this was the holy grail of things I wanted to do. It was legendary. Nobody I knew IRL had gotten Excalibur 2, and if not for strategy guides and the burgeoning internet FAQ scene, we wouldn’t have ever known it even existed. FFIX is a relatively short game if you don’t stop to do any of the above mentioned minigames and skip through all the dialogue as fast as possible. That being said, in the original version of the game, this was still INCREDIBLY difficult, as the game features an incredibly slow loading combat screen and many long cutscenes that eat into the 12 hours, not to mention having to actually still play the game, level up, and be strong enough to get through the final dungeon and all 5 of its super bosses to get to the final room in under 12 hours.
I never did it. None of my friends ever did to my knowledge (I feel like they would have told me so if they did, it was a big deal). It was almost an urban legend.
When I started this challenge to play through these games and 100% them, I was sweating thinking about this very achievement. Not only is Excalibur 2 still in the game for the 2016 remaster I played, but it is also (of course) an actual achievement, required if you want to 100% the game. I was going to have to find a way to do the thing that younger me with all the time in the world and summer vacations at his disposal never did.
And… well… I did it. BUT I feel empty inside. See, this is the one area of the remaster where the achievement is actually less impressive than it was as a kid. Playing on PC, the long disc-load times are gone. Battles and new screens load almost instantaneously. Furthermore, the games numerous FMVs that chew hours of time off the clock can be skipped now (they couldn’t be skipped on the PlayStation without opening the disc drive and causing the FMV to “crash”, something that could be risky in the playthrough). Additionally, the games’ 3x speed option does not cause time to go by three times faster, meaning that if you know what you’re doing and can still be accurate at 3x speed, leaving this option on will give you a huge advantage.
I’m going to be honest; I took my time and still made the cut. I got the Excalibur 2 at just under the 9-hour mark on my second playthrough using the above tactics. A part of me feels like I robbed past me of a true challenge, like I “cheated” or used performance enhancing drugs. And maybe someday in the future, I’ll set up a PlayStation and make an attempt to do it legitimately with all of the difficulties of the original experience. However, for now, I’m satisfied if not exactly happy. As of this writing, I have 2 months and 1 day to finish 100% FFX, FFXII, FFXIII, and FFXV. That’s roughly two weeks per entry, and I KNOW I’ll be cutting it close. So, with a mixture of pride and regret, I’ll take my “Great Value” brand Excalibur 2 achievement on Steam for what it is and just chalk up the legend as still never being truly attained.
Final Thoughts & Score
FFIX is simply great, and the 2016 remaster introduces some much needed quality of life that makes it the best way to play the game full-stop. If you are an appreciator of the Final Fantasy brand, this game is a must-play as it is chock full of references and nostalgia. Even if you ARENT a die-hard Final Fantasy fan, the game still presents a polished, consistent experience that is chock full of delightful side quests and minigames that add life to every corner of the experience. I’d give the game a 9 if the narrative structure was better put together, however what is here isn’t bad, it’s just wildly different than what most people expect out of a standard story structure. The music is great, the dramatic themes about finding meaning in a world and coming to terms with the nature of your existence are surprisingly well fleshed out and handled maturely. And then it’s also fun and light-hearted and full of little moments that put a smile on your face.
It’s hard to say how exactly I’d fix the few nitpicks I have here, when really the experience feels fully formed and driven by a consistent vision (which was so sorely lacking in the previous entry FFVIII). It’s still not perfect, and for an achievement hunter, you’re in for some PAIN with this one, but on the whole this is one of the greats of the series for so many reasons.
My name is Corey and I’m a hobbyist game developer. This is my personal blog and it will cover all things nerdy, whether it be related to games, tv shows, movies, books, or anything else that catches my fancy.
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