Tuesday, December 23, 2014

Surprisingly seasonal: Final Fantasy IX

For some reason, Final Fantasy IX always makes me think a little bit of Christmas.
Actually, I shouldn’t say “for some reason”, because the truth is I know perfectly well why IX puts me in a Christmas frame of mind.

Set the Wayback Machine to late 2000.  I had shipped out for basic training in the Army on Halloween of that year.  What with one thing and another, I was in reception and fitness training for a while, and didn’t get to basic training proper until the day before Thanksgiving.  I don’t know if they still do, but at the time, the Army sent all Initial Entry Training (IET) soldiers home for two weeks for the holidays.  The trip home is a short story all by itself, but one for another time.

This was right shortly after the PS2 launch, and I was sorely tempted to buy one when I got home.  But at that time, it was really never even a possibility.  One reason was that I didn’t have quite enough money to justify it in addition to all the games I bought while I was home, and my buying those games — a certain core few of them, anyway — was never in question.  Since they were all PS1 games, there seemed no real necessity at the time for a PS2.  Another reason, far more practical, was that there simply were no PS2s to be had.  That soon after launch, finding a PS2 in a store was a lot like finding a Wii after that system’s launch some six years later.

It was, in some ways, one of the best Christmas seasons of my life.  I felt as free from outside responsibilities as I ever have, in a way.  Sure, basic training was a stressful environment, and there was no question of my going back to it after my brief, two-week reprieve was up.  But during those two weeks, I was liberated more completely than I have ever been (and likely ever will be again) from pretty much all the normal pressures and stresses of life, in the Army or otherwise. 

I can still remember all the games I bought in that shining two-week stretch: Breath of Fire IV, Lunar 2: Eternal Blue Complete (about both of these, I will assuredly be writing at some later point), Mega Man X5, Mega Man Legends 2, RayCrisis: Series Termination, Vampire Hunter D (God knows why), and of course, Final Fantasy IX.  It was Lunar 2 and Final Fantasy IX that I had been most looking forward to.  The rest were impulse buys, and mostly worth it.
To this day, the songs “The Place I’ll Return to Someday” and “Crossing Those Hills” from the soundtrack put me in mind of snowfall, Christmas decorations, being with family.  The former, especially, has a nice medieval-ish feel to it. 

Of course, there’s nothing especially Christmas-y about IX in itself, but because of this association, every year when the holidays roll around, I get the itch to start playing it again.

*             *             *

In those days, most of the Final Fantasy fans I knew came into the series with Final Fantasy VII.  I did, myself.  The history of the series prior to that point has always been a little murky to me.  There are names of characters, places, weapons, and spells which crop up throughout the series, and which I know are significant, but which by the same token I have no personal experience with.  Aside from Final Fantasy III, I haven’t really made a series attempt at any of the older games, and even my run at III was the DS version.  So even most of what I know is secondhand, things I’ve heard about and read about – absorbed through some sort of strange osmosis – rather than seen and done for myself.
Final Fantasy VII and Final Fantasy VIII were pretty radical departures from the accepted norms of the series (up to that point), which had always leaned pretty heavily toward high fantasy.  Final Fantasy VI (Final Fantasy III originally, here in the U.S.) was somewhat steampunk, but that was about it.  Yet Final Fantasy IX is a call back to those earlier times, what we in the late 90s and early 2000s were calling “classic” or “old-school” (if you can believe it!).  But in the late 90s, Final Fantasy VII and VIII seemed worlds away from their immediate predecessors.  Today, of course, they hardly seem so revolutionary, except in terms of technical presentation.  But that’s hindsight for you.  In its time, the look, feel, and themes of IX seemed like a deliberate call back to yesteryear.

So Final Fantasy IX is a kind of love-letter to the elder days of the series, name-dropping characters, places, and items from times past.  It has a light-hearted streak in it, and while many of the human characters look appropriately anime-styled, a number of non-human characters, like Freya, and Doctor Tot, and maybe Amarant, look almost like something out of Brian Froud’s work.  Even as the story is mainly serious, there’s a certain sense of fun and whimsy, as if the underlying directive of the game’s overall design was a question: “Wouldn’t it be neat if…?”

Wouldn’t it be neat if there was a whole city built throughout the branches and trunk of an unfathomably massive tree?  Wouldn’t it be neat if there was an underground transit system between two cities that was basically a cart slung from the body of a giant insect who simply walks along a track in the ceiling?  Wouldn’t it be neat if…?

And the world this all takes place in treats all the oddities – the non-human people like Freya and Amarant, the odd, improbable locations – purely as a matter of course.  The game never goes out of its way in the narrative to point out all these weird, wonderful things.  It just puts them there, and you go through them, and you think, “Wow, that’s really neat!”  If anything, it heightens the sense of wonder.  You feel like you’re discovering these things for yourself, instead of having them forced upon you, or having them belabored, as if by a tour guide. 

*             *             *

If Final Fantasy IX takes its sense of light-hearted, free-wheeling adventure from the older entries in the series, it gets its overall sense of structure and mechanics from the newer entries still.
Like its immediate predecessors on the PS1, Final Fantasy IX features actively rendered 3D character models on lush, detailed pre-rendered backgrounds.  Battles are still turn-based, and still use the ATB system originally developed back in the early 90s with Final Fantasy IV.  However, the pace of IX is somewhat slow compared to its predecessors.  Loading times are longer than they’ve ever been, which is especially problematic when you’re heading into battles.  Minor battles may wind up taking longer to load (and to exit once you’re done) than they actually take to fight.  The battles themselves seem to take longer as well, compared to earlier games.  The ATB gauges fill slowly (at least, until you get your levels high enough), and the battles are in some ways bigger.  At the very least, your own party is bigger – Final Fantasy IX allows you to take four characters into battle, just like the “classic” games it strives to remind you of so much – instead of just three like VII and VIII do.

Character advancement is also simpler than in previous games.  The gear you equip will have various skills which you can activate.  If you keep a skill active long enough, you’ll learn it permanently, even after discarding the equipment itself.  For those who felt hamstrung by the subtle complexities of Final Fantasy VIII’s junction system, this is a breath of fresh air.

The characters themselves are reminiscent of Final Fantasy IV.  Not in themselves, but in the way they are presented.  Each character essentially adheres to one of the main jobs from the Job System, first introduced in Final Fantasy III.  Zidane, our hero, is a Thief.  Garnet is a White Mage and Summoner, with a focus on her White Mage abilities (another character, encountered later, has the same mix of abilities, but with the balance reversed).  Vivi is a Black Mage.  Steiner is a Knight or Paladin.  Amarant is a Monk, while Freya is a Dragoon. 

This gives you a party of characters with their own unique identities, both in terms of the story and in terms of game mechanics, which was an unfortunate failing of VII and VIII.  While the games’ various systems allowed for a lot of leeway in customization, they did so to the detriment of the characters’ sense of identity beyond what could be expressed in the story scenes proper.  I personally like the game mechanics and story to be a bit more solidly merged; I dislike the feeling that the parts I’m watching and the parts I’m playing are largely divorced, so I appreciate the way IX handles its characters.

Ultimately, I’d argue that the game’s… stately pace is probably the only major failing with regards to mechanics or structure.  While in some ways the overall design isn’t as ambitious as Final Fantasy VII or VIII, and it does wind up being fairly linear for most of its length, these are not necessarily bad things in themselves.  We tend to think of them as bad in terms of Japanese RPG design, because many Japanese RPGs are quite linear compared to many Western RPGs, and in PS1 era the problem was especially bad.  But it’s not a bad design choice inherently, and sometimes these familiar elements can be comforting.

*             *             *

Final Fantasy VII started us off with a high-intensity bombing mission, throwing us right into the action with barely a word of explanation or justification until the excitement died down.  Final Fantasy VIII gave us a CG cinema scene montage that segued into an intense duel between the two rival characters of the story, and gave us a nice, exciting battle not too long after.

Final Fantasy IX begins with the Princess Garnet til Alexandros having a dream that may be a memory from her childhood, when she was on a boat on a storm-tossed sea.  Then the story steps sideways, and gives us our hero, Zidane Tribal.  He’s a thief, a womanizer, and a wise-cracker.  He also, for some reason, has a monkey’s tail.  It’s important later, actually (kind of), but nobody comments on it.  When you have rodent people running around; and black mages with no faces except for their big, glowing eyes; and the king of a neighboring country who’s been turned into a sort of insect creature (and later on, a frog); and various other not-quite-human characters, a man with a tail seems pretty mundane in context, even if it does appear to be prehensile.  We see Zidane plotting with his companions, part of a group called Tantalus.  They have a dastardly plan to kidnap Princess Garnet, and then the story steps sideways again, and now we’re in the oversized blue coat and big, pointy hat of Vivi, a black mage.  He’s going to see a play titled “I Want to Be Your Canary” (though he seems to have been sold forged tickets by a scalper).  The play is a sort of faux-Shakespeare piece; it’s being performed by a renowned theater group called Tantalus…

It sounds maybe like a recipe for drama, or madcap hilarity, or maybe both.  It settles for being amusing, and being a deliberate start for a story that’s a slow burn most of the way through.  We find out that Tantalus’s plan to kidnap the princess is actually a rescue attempt.  Garnet’s mother has not been herself in recent years, and she has taken to leveraging the weapons being sold to her by an arms dealer named Kuja (who looks nothing at all like any other arms dealer the world – ours or the world of Final Fantasy IX – has ever known) to invade neighboring countries and claim more territory for her kingdom of Alexandria.  Among her weapons are the black mages, who seem to operate with one directive and one directive only: To destroy.

And yet not all black mages can be bad.  Vivi’s one of them, after all.  And while Zidane is the protagonist, in a major way, Vivi is the emotional center, the figurative heart of the story.  The other characters have led lives that went more or less normally – even Zidane, really – but not Vivi. 
Vivi was not born, but created.  He is a black mage; in Final Fantasy IX, these are a separate race of beings which Alexandria has recently begun to use.  Like the rest of these, Vivi was intended to be a weapon, but something went a bit off during his manufacture, apparently.  Instead of being an engine of mindless destruction, he has a conscience.  Where many other black mages you come across are menacing with their completely obscured faces and large, glowing eyes, Vivi seems simply innocent and a little naïve, childlike in a way. 

Fairly early on, you run across a village of other black mages who, like Vivi, are choosing to live their own lives.  But they face a dilemma.  After a period of time – no one knows how long, and it seems to vary for everyone – a black mage simply… stops.  They go limp, fall down, and no longer do or say anything or respond to anything or anyone.  The black mages aren’t certain what this stopping is, exactly, but they worry about it, and fear it.  Vivi, traveling with a band of much more normal people – for a given value of “normal” – begins to understand what this stopping is all about.  More, he begins to understand, from what he has witnessed of the other black mages, that although he has no way to know how much time is left before he “stops”, too, all signs point to it being not very long.

But despite his youth, his inexperience, and his childlike nature, Vivi does the thing which so many other characters, even the seemingly happy-go-lucky Zidane himself, can hardly bring themselves to do with all their experience of the world.  Perhaps he can do it simply because he is so childlike, because his experience of the world has been so limited, and so filled with kind, caring people.  He hopes.

In many ways, this hope is the theme of Final Fantasy IX.  There's the usual stuff about saving the world from an outside menace that threatens to destroy it, and it's all interesting enough, and well done, but I'd prefer not to give much away, and it will lose a lot of its impact for being known ahead of time.  The important point is this: To see that life is still worth living – that it is still worth going grimly forward in the face of danger, despair, horrible truths and pain and seemingly certain doom – requires hope, but in the end, is worth it.  The hope will sustain you, if you let it, if you choose not to close your heart to it.  And that in the darkest moments, the pain can be borne, and you can go on, because you are not alone.

*             *             *

It was surprising to write those last few paragraphs, because honestly, I hadn’t known this, or at any rate I hadn’t thought this, about the game until I started writing about it.  I find that this is sometimes the case.  An idea may be nebulous and vague in my mind, or completely unrealized, and remain that way until I start trying to put words to it.

At any rate, I think that’s where I’ll leave this for the time being.  I’m not sure how much I’ve said here that may be of any real use or import or significance, but I got here by muddling through from beginning to end, mostly, the way I usually do, and I think I ended it on the right note, however I got there. 

Friendship and fellowship and hope.

I have a hard time thinking of a better way to celebrate the upcoming holiday than these.

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