The characters, meanwhile, despite the annoying ones, have been well-constructed in terms of characterisation. Despite being a child, Vivi is an engaging character. Dagger and Freya are relatively boring but reasonable enough. Steiner is very good indeed- comically gruff and angry at all times, and enjoys a fantastically strained relationship with Zidane throughout, returning character conflict to the heart of the set-up which works very well, much better than the “everyone seems to mysteriously like Squall” problem from VIII.
Zidane himself is an all around good guy- brave , impetuous, ill-disciplined, honourable, true etc. The sort of hero plenty of people really love to love, and I certainly had no issue with him, though he didn’t exactly catch me as such- though I know people for who, he is their favourite FF character. No matter what your view on him, I think you would have to have brain damage to think he is not better than Squall.
Ok- onto the system. Well, still too many powers, too many resistances, too many random encounters, blah blah blah blah blah. However, I was surprised to find that despite some improvements, IX actually really irritated me, system wise.
First, the good news- character development is MUCH better. Each character has a pre-set, unchangeable class. That’s a simple option that can be bettered but in its simplicity is much better than in the last two games- characters truly feel distinctive (though to my mind, Zidane was too good a fighter- it is good that finally the big sword guy is not the main character, yet Zidane often easily dealt out as much damage as the fighters (Steiner and Freya) did). The most important thing is that the fighter can fight, the Mage can spell cast, and you can’t just chop and change their skill sets. The only problem with fixed classes is that you tend to feel you are following a pre-set line with a character rather than developing him/her yourself, but this is preferable to the personality loss of VII and VIII. I still rather liked the class system from V, though.
Special powers this time are effectively ‘extracted’ according to which items you are wielding. This is rather odd, but it does mean you are faced with a strategic choice of equipping with better gear, or waiting with old stuff until you have learned the ability related to it. Different characters all have different potential abilities, and the system works well- there is no possibility of interchange. Also, you never have to pick potential combat options for someone, each person has one fighting ability and one special ability (Magic for Mages, stealing for Zidane, etc.) and this works great- no more deprivation of being able to use items because you wanted to use other powers- and certainly no more damn Drawing; Square clearly realised their mistake and made everything run off good ol’ Magic Points again.
Meanwhile, you have a whole host of other characters you control at various times, which is all rather neat and adds to the variety of things. You are also back up to four characters at a time, which tactically speaking I much prefer. Furthermore, for most of the first half of the game, the plot in any case explores multiple storylines so you follow the fortunes of two different parties and need not make choices about who to leave and who to include anyway- again, I found this a good thing.
But what didn’t I like? Well…and I suppose this is only a personal opinion, but ir really is a very strong one… something seems to have gone very wrong with the timing of the combat system.
First of all, everything seems much slower, even with the speed turned up. That’s really not helpful, because you are starting from a position of irritating random encounters in the first place; slowing down the pace of combat compounds that problem. And it is yet further compounded by the fact that animations seem to be getting longer (though the GF ones can now be sped up, thank God- unskippable cutscenes are one of the things I hate mos tin ANY game that includes them- I think it is a cardinal rule that the player should never be made to sit through a cut scene if he/she does not wish as it detracts from gameplay- especially as he might have seen said scene a dozen times already. GF animations were pretty much cut scenes in of themselves). And just to make it worse, there are these occasional pauses after attacks or before them- especially from monsters- which further contribute to making the fighting a drudge rather than joy.
And it still gets worse. A hideous mistake is that time continues to pass during animations. This is totally ridiculous on so many levels. For a start, it meant that my characters with Haste were often no faster than the ones without (including the enemies without) because the various animations took so long that the person who last acted was ready to act again by the time the person currently acting had finished his/her animation, so everyone acted in order regardless of being hasted or not, which is silly. Not quite as silly, though, as the spells that kill you after a certain amount of time has passed- which means if you are stuck in a string og long animations, that character dies before you can do anything about it. If you are lucky enough to not be in such a string, you might end the fight before the countdown runs out. What kind of retarded system has your fortunes based upon how long the animations are taking?
And still worse- it takes so long for anything to get done, that I had forgotten what I had told people to do by the time they got around to doing it. Everything seemed so sloooooooooooow… an unwelcome new status feature (as if the game needed any more) affects a character by making them die if they take any actions. That condition is spectacularly pointless-s it may as well just kill any character not immune to the effect, because chances are the affected character is already going to act because of an order you gave him what seemed like hours ago, and can’t cancel. You can’t wait for animations to finish before issuing orders under clearer circumstances either- because, as time is passing during them, this just lets all the bad guys act before you.
It’s terrible- it really ruined the combat for me, and I know I am not the only one exasperated by the timing problem; our gracious computer mod Lana stopped playing FF IX exactly because of the irritating, prolonged fights. My FFVIII review mentions how combat had a good ‘feel’ in the game- combat here only ever irritated me immensely. Oh, and the ‘work out what you need to fight a boss by trying and losing and re-loading’ syndrome has, if anything, gotten stronger- bad mistake.
In fact, the game kept throwing irritations at me. Take Beatrix, for example. She is a legendary fighter, at first working for the evil Queen out of duty. Each time you meet her, she wipes the floor with you due to her superior skills. However, when she spontaneously changes sides (depriving you of the opportunity to finally beat her, which was annoying in of itself), imagine my irritation to find out that when you control her, my other characters were actually already BETTER than she is now- despite having only just had the party wiped out by her again a few seconds earlier when she was a bad guy. This kind of stupid buggering around- the sudden de-powering of a built up character just because she has joined your side- is the kind of thing that breaks suspension of disbelief, because it is such a powerful non-sequitur. Beatrix is not under your control for long, so why be shy? In VII, when Sephiroth is in your party for Cloud’s flashback, they don’t shy away at all from making him as hard as he should be, and that works much better, The fact that Beatrix’s side changing apparently makes her now not accountable for the part she played in allowing countless thousands of people to be killed seems like a trivial matter in comparison- but that bugged me as well.
And the cardgame. FFVIII’s (with the exception of the truly dumb random rule) had a cardgame that was quick and easy to learn and fun to play. IX makes it a central point that no-one really knows the rules of how the cardgame works. Huh? As if I really want to put so much effort into learning something that is, after all, effectively irrelevant.
I would also IX seems to be not up to part in the area of sidequests- there is a big treasure hunting chocobo one, but that didn’t engage me at all, the others are sparse.
Anyway, I don’t want to go on moaning, but basically it often seemed that the game was going out of its way to annoy me when it didn’t have to. Ah well. So…
… in conclusion, I think I can say this. VII did a lot of things right. The main things wrong with VII weren’t wrong with VII as such, they are problems with the whole FF system- Materia being the exception, I think.
IX improves a lot on VII in this general respect- but for everything it got right, it seemed to make something else not as good also. Hmm.
I prefer VII simply because of IX’s style, which is not to my taste. As a GAME, IX is no worse- it is very well produced and its good points far outweigh its bad. But two games on from VII, you would rather have something better than something which is only as good. And I think a lot of IX’s negative points are ones that could easily have been eliminated- a shame.