Final Fantasy IX hands-on impressions

[07.07.00] » Square continues Final Fantasy tradition of neglecting to suck.

   The ninth Final Fantasy has reached the hands of eager Japanese gamers -- and the GIA. We've played through the first few acts of Final Fantasy IX and are here to tell you what we thought. (Hint: we liked it.)

   The presentation of Final Fantasy IX upholds the high standards set by previous Square titles. The game begins with an understated yet stunning FMV establishing the world of Final Fantasy IX. We fade from area to area on a cloth map, intercut with scenes of grandeur and beauty. Many-propellered airships and floating theaters do a good job of setting the mood. The detail with which Square has realized their world of fantasy is immaculate.

   After a few more minutes of stunning cinematics, we get control of Zidane. Zidane and his crew is being hired out by Prefect Cid to abduct the Princess Garnet. Garnet's mother, the incredibly ugly Queen Brahne, has been on a miltaristic streak against neighboring territories. After playing as Zidane briefly, the player takes control of Vivi. Vivi is trying to get into a play, but his ticket turns out to be a fake. After a little espionage and some help from a street rat named Jack, Vivi's in and watching the play. Zidane and gang enter the play, only to leave mid-scene to try to kidnap Princess Garnet. At this point, the player takes control of Steiner, Garnet's bodyguard, and sets out in search of the Princess...

   Final Fantasy IX uses this tactic of switching characters quite frequently during the early stages of the game. Instead of disorienting the gamer (as one might expect), it has precisely the opposite effect. Since the action always follows the most exciting part of the story, the player is rapidly drawn into the game and introduced to the different characters. It makes for a linear unfolding of the story--at least in the first acts--but also makes for great storytelling.

   The graphics of Final Fantasy IX easily surpass those of Final Fantasy VIII. The backgrounds are filled with incredible amounts of detail and moving objects. Like the backgrounds in Chrono Cross, Final Fantasy IX's seem "alive," not just empty, high-resolution renders. Some gamers expressed concerns about emotionally connecting with anime-styled, super-deformed characters, but the high level of animation and detail in the character models makes even these "cartoony" characters concrete and believable.

   Musically, the game doesn't break any new ground. Nobuo Uematsu's tracks so far are up to the standard set in Final Fantasy VII and VIII. No tracks really stand out yet, but with over 160 songs on the soundtrack, some memorable tunes are sure to come. Of particular note is the "traditional" introduction to the battle sequences; the rolling introduction and bass riffs are sure to send any longtime series fans into convulsive fits of nostalgia. Sound effects are taken from the same sound effects library Square has been using since Final Fantasy IV.

   Battles, as everyone knows, permit four characters in your party. In a small change from previous titles, characters' Active Time Bars now fill up while spell animations are cast. Four characters helps battles go more quickly and keep the player more interested in how the battle is unfolding. It's hard to draw any conclusions about the new "systems" at this early point, but for the most part they appear to be balanced and enjoyable. The variable ability system found in items seems to be an excellent balance between customizability and unique character skills.

   In short, Final Fantasy IX breaks little new ground but is a well-polished, enjoyable title. In other news, the sky continues to exude its usual blue hue, water continues to be wet, things fall down, not up, as hardcore gravity fans claimed, and Legend of Dragoon still sucks.


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