Final Fantasy IX: The Subtle Yet Effective Ability System

in Hive Gaming4 years ago (edited)

Every Final Fantasy game spices the JRPG gameplay up by having a unique system. Playstation-era Final Fantasy games are notable for having a completely different system per entry and the last game of that era has one of the most subtle systems of the whole franchise.

Final Fantasy IX goes with the series back to the feel of the older games. It ditches the futuristic setting of the three games before it and goes back to the medieval style of the first five games. FFIX uses the familiar Active Time Battle System which has been around since FFIV, but adds its own Ability/Equipment system on top of it.

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In Final Fantasy IX, each character is locked into a certain class. For example, Vivi is a mage and the only character in the game who can use Black Magic. This is similar to games like Final Fantasy IV but in FFIX's case there is an additional layer of customization.

Equipments in this games come with different skills and abilities instead of just being items that boost stats. While equipped to a character, they can use the skills and abilities that matches their class. Once the character accumulates enough ability points from battles, they learn these abilities and will be able to use them without equipping the item.

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(Zidane's Support Abilities by late game.)

There are two types of abilities. The first type "Action Abilities" cost MP and can be used through one of the commands in battle such as Black Magic and Summon. The second type: "Support Abilities" offer special effects as long as they're equipped be Equipped from the menu outside of battle. They use special points called "Magic Stones" which can be acquired as the character levels up.

Support Abilities which are unique to FFIX are what I think is fascinating. They offer lasting effects as long as they're equipped. Their effect vary. Some prevent bad status effects (Bright Eyes prevents Darkness, Antibody prevents Poison.) Some help with getting stronger (Level Up.) Some modify stats (HP +10%.) Finally there are the character specific ones like Zidane's Mug/Bandit abilities that enhance his Steal command.

Each character can learn dozens of these abilities, but can only equip few of them as they require Magic Stones to be used. The more powerful the ability is, the more it costs. Luckily, by the end-game levels, you can equip many of the strongest ones at the same time.

Part of the fun of Final Fantasy IX is choosing the best set of Support Abilities for each area to defeat its enemies and/or Boss more efficiently. I even couldn't beat some Bosses except by equipping just the right abilities that are effective against them.

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(Stop is a fearsome spell, Locomotion ability is literally a life-saver)

What I love most about the Support Abilities is that a lot of them can change how a battle is played. Locomotion which prevents Stop and Jelly which prevents Petrification are surprisingly useful against many enemies. When you only have only three mages in the whole game, Silence becomes a huge deal, so Loudmouth works wonders.

One of my favorite abilities is Return Magic which allows the user to re-cast a Magic spell that hits them against the enemies. I was enjoying retaliating against enemies until I fought Kraken. Water-magic heals him so when Return Magic re-casts Watera against him, I actually save him instead. Kraken battle made me more careful when I equip abilities.

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(Enemies can use buff skills like "Protect.")

I found that the system makes grinding feel worthwhile as long as I have new unlearned abilities to grind for. FFIX has slow loading screens (even in the modern port,) so it's nice to know that I'm leveling up multiple things at once.

The equipment system of Final Fantasy IX is an Easy to Learn and to Master system. It's intuitive enough that most players won't find it difficult to experiment and deep enough to add layers of customization.

It may not have the infinite possibilities of FFVII's complex Materia system, and it's not as unique/different as FFVIII's broken Junction system, but the system of Final Fantasy IX uses is simple and easy-going much like the game's world and story.

So, what do you think?

Have you played Final Fantasy IX? What do you think of it compared to other Final Fantasy titles? Do you like JRPG battle systems to be complex or simple? I look forward to read your thoughts in comments!


First image is edited from this wallpaper site. All other images are screenshots of the game taken by me.


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Another game on my wishlist.

I kind of prefer finite classes in RPG's, as it often matches the personality of the character in the story. Ideally, as you get deeper into the game plot, the character grows in both depth of wisdom and in gameplay abilities. Probably why I enjoy the Tales of series so much.

It is kind of interesting especially when a character unlocks something in the story which also unlocks a unique class power or weapon skill only they can utilize.

I love that about having each character tied to a few set of classes, it really ties to the story. Balancing a game that way is easy for developers too, that's why games like FFIV and FFIX are super balanced compared to the more customizable games in the franchise.

Though I don't mind RPGs that go full customizable route! Especially if they had a story reason for why that is possible (FFVII's Materia.)

Thanks for the comment~