There was a stretch of time, somewhere in my youth, where it felt like video games changed forever. Final Fantasy VII, VIII, and IX weren’t just releases—they were events. They arrived almost like clockwork, each one marking another year of growth, challenge, and wonder. I remember getting them for Christmas, back-to-back, year after year. That kind of pace is unheard of now—and maybe it should be—but back then, it felt like we were being fed magic on schedule.
Final Fantasy VII is the obvious titan. It’s the one everyone knows. It’s the one that got the lavish remake treatment. It carved its place into the cultural bedrock of gaming history. Final Fantasy VIII was stranger, more cerebral. Maybe not everyone’s favorite, but it dared to be different. Its mature tone, grounded setting, and complicated junction system made it unlike anything else at the time.
And then there’s Final Fantasy IX.
For me, this is the pinnacle. My magnum opus. The game that defines what Final Fantasy is—and what it should be. I’ve played it more times than I can count. And somehow, it still finds ways to surprise me, to comfort me, to make me feel like I’m discovering something all over again.
A Cast That Doesn’t Just Work—It Soars
When people think Final Fantasy, they think characters. Every game has a cast, and most are memorable in their own right—but with IX, it felt like something clicked into place. This was the first time I felt like the entire party was designed to matter. Everyone gets a moment. Everyone has a role. There’s no “dead weight.”
It’s also the first game in the series where I truly felt like any combination of characters could work in battle. There’s strategic value in all of them. There’s synergy. And part of that is thanks to the fourth party member in battle—a small but crucial innovation that made every encounter feel more dynamic. (More games need to do this. Expedition 33, I’m looking at you.)
Zidane, the “main character,” isn’t even really the main character—at least, not at first. Early on, this feels like Dagger’s story. Or maybe Vivi’s. Or Steiner’s. And that’s what makes it brilliant. Zidane hangs in the background, seemingly simple, until the game slowly pulls back the curtain in Disc 3, and suddenly, everything pivots. His origins, his connection to Kuja, the existential weight of what he’s facing—it hits hard because the game waits. It lets us care first.
And that’s not even touching on the rest of the cast:
Vivi, who might just be the most emotionally resonant character in the franchise. Dagger, whose journey from sheltered princess to bold leader is the emotional backbone of the story. Freya, who brings quiet tragedy and resolve. Amarant, one of my favorite late-game additions in any Final Fantasy. Steiner, whose loyalty and growth make him impossible to hate. Quina, comic relief with surprising depth and one of the most unique Blue Mage systems ever. Eiko, young and brave, carrying more emotional weight than most characters twice her age.
Everyone belongs. Everyone fits. This is how you do an ensemble.
A World That Feels Like a Stage
Final Fantasy IX is Shakespearean. That’s the only word for it. Theatrical in the best possible way. It’s a game that knows it’s about drama, about performance, about masks and roles and fate. From the in-world plays to the poetic dialogue, everything is wrapped in this classical storytelling tone that makes it feel timeless.
Every town, every region, every dungeon is bursting with identity.
Alexandria feels like the opening act of a great play. Treno lives in darkness—both literal and metaphorical. Burmecia is soaked in rain and sorrow, its music echoing long after you leave. Lindblum is mechanical and modern, without losing its soul. The Outer, Forgotten, and Lost Continents all carry their own unique aesthetic, and the Mist that connects it all binds the world together in ways both practical and spiritual.
There’s verticality, scope, and intimacy. It’s a world that invites exploration—not just for loot, but for lore.
Combat, Customization, and the Limits of Trance
Let’s be honest—Final Fantasy IX isn’t breaking ground with its turn-based combat. But what it does do is refine. And the ability system? That’s where it shines.
Learning skills through gear and then keeping those skills permanently once mastered is just good design. It gives weight to equipment. Makes you think about trade-offs. Should I equip this worse dagger so Zidane can learn Thievery? Hell yes I should.
That system—so clean, so rewarding—has inspired more than a few successors. And for good reason.
But there’s one big miss: Trance.
This game’s version of the Limit Break system is… frustrating. You build up a meter slowly, then suddenly—bam—it triggers. Whether you want it to or not. And if it happens during a random mob battle instead of a boss fight? Tough luck. It’s gone. There’s no saving it, no storing it. That lack of control strips away what should be a powerful, climactic moment and turns it into a coin flip.
Bosses, Mini-Games, and Everything in Between
Where the combat shines, though, is in its boss design. The fights are fun. Memorable. Even when they aren’t hard, they’re theatrical. And then there are the secret bosses—Hades and Ozma—some of the most challenging and satisfying in the series. Ozma in particular? A true test of mastery.
Then there’s the world outside the battles.
The Chocograph system? Inspired. It makes exploration feel personal.
Tetra Master? Not as elegant as Triple Triad, but it holds its own.
Frog catching, Stellazzio coin collecting, Easter eggs, Excalibur II speed run—these aren’t just mini-games, they’re memories. They add richness. They make the world feel alive, not bloated. They’re fun. And that shouldn’t be rare in an RPG.
Kuja: The Phantom Menace
Now let’s talk villains.
Kuja is criminally underrated. He’s everything you want in a Final Fantasy antagonist: flamboyant, mysterious, insecure, powerful, philosophical. He appears early and lingers. He’s not just a threat—he’s a presence. And when the truth behind him is revealed? That shared origin with Zidane? It recontextualizes everything.
He’s not Sephiroth. He’s not Kefka. He’s Kuja. And he deserves more respect.
The Ending: A Curtain Call Done Right
The last act of Final Fantasy IX is exactly what it needs to be. The four elemental guardians, Memoria, the final battle with Kuja, the surprising appearance of Necron, and that final perfect cutscene—it’s dramatic, thematic, and deeply satisfying.
It’s a happy ending, but it’s earned. Bittersweet. Joyous. A curtain call that reminds you what made the whole play so damn special.
Why Final Fantasy IX Deserves the Remake Treatment
If there is one game in the series that deserves a full remake—voice acting, modern graphics, reorchestrated soundtrack, the works—it’s Final Fantasy IX.
Imagine Vivi with a voice. Dagger’s silent moments given breath. Steiner’s earnest yelling. Zidane’s charm. Kuja’s monologues. The world coming alive with today’s fidelity, while still holding onto that fairy tale tone.
It would be the greatest day of my life.
And maybe that’s fitting. Because if this really is my last Final Fantasy game for a long time—if this is my sendoff—then I couldn’t have picked a better one.
Final Fantasy IX isn’t just my favorite. It’s my Final Fantasy.
Final Fantasy IX = 10/10





