Well, FFIX isn't even an experimental title. It is a throwback to the early games in the series.
What a step back it is from Final Fantasy VII and Final Fantasy VIII.
Indeed, pathetically slow battle system.Fast is still slow as hell.
Can't be any worse than the bullshit that was VIII.
Final Fantasy IX is perfect.
The battle system may have some issues, but nothing beats Draw as the worst PSX FF mechanics.
Yeah I don't think it's worth comparing how broken systems can be if you put your mind to it. Pretty much any system which offers any options at all can be broken. I find it more worthwhile to just examine how interesting a system is in terms of what it offers the player, and how fun it is to mess with those options. FFIX has a very limited growth system compared to most FFs, that's where it fails to engage me. FFXIII also suffers from this problem significantly, and probably in a worse way. Crystarium was super boring, and the weapon customization system was totally brain dead.
Final Fantasy IX is perfect.
Really? I find the regular battle theme okay at best. To each their own, I guess. I do agree that the FFVI boss theme is fantastic!I actually thought the boss battle theme was kinda weak. The regular battle theme far outshine the boss counterpart.
Interestingly, FFVI was the opposite. Regular battle theme was okay, but boss battle theme was amazing.
I agree about the battle system being a step-down compared to the two previous entries, but in most aspects I think IX was superior to VII and VIII.The issue isn't that the battle gameplay is a throwback, it just wasn't good enough in my opinion. Visually the game harkens back to the earlier titles too, but was updated sufficiently to make it the best looking PS1 era FF. I can't say the same thing about the battle system, it felt more like a step-down than a step-back to me.
A lot of FFIX's decisions - especially the way Trance works - are semi-sensible reactions to the way that the Limit Break systems worked in FF7/8 - Trance is set up to discourage people from the common tactic of hoarding Limit Breaks and spamming them on bosses for an effortless kill (something that was also a problem for FFX). But it ends up just being a weird feature that never quite finds its role in things.
The problem with FF9's ATB actually isn't that it's slow - though it is, and that's annoying early in the game - it's that it doesn't have a pause-timer function.
FF4 and 5 pause the timer anytime an action takes place, even normal attacks (you can see this by watching the ATB bar).
FFVI sped things up a tiny bit by not having the timer pause during regular attacks and simpler spell animations, and introduced something that's essentially an animation queue - if several inputs are bunched together, they'll just play out in sequence, not right when your command is entered.
The pause-timer function, in turn, allowed for more elaborate animations in FF7 and 8 - limit breaks and summons pause the ATB while they're playing out so they don't cause issues in the animation/turn queue.
FF9's problem is that the timer never pauses during any animation ever - so during longer battles or following any particularly long animation, you're still queuing up more turns (which further delay the animation queue, ad infinitum). This is why FF9 alone suffers from the problem of having your actual turns play out sometimes over 60 seconds after selecting an action, often when the action is no longer context-appropriate (hello, Heat status effect). This is also why auto-Regen is so overpowered in FF9: you keep regenerating every second even during immensely long summons, so simply deliberately slowing the battle by bringing in the longest animations possible will keep you at full health basically all of the time.
It's an objectively bad design decision and speeding up the ATB speed doesn't fix it.
The battle system. Not the game -_-
This thread isn't about FF VII.The whole game is a step back.
Damn, you gave voice to something I've always felt about FFIX but couldn't quite peg. Especially your example with the Heat status effect. I've lost characters too many times to this simply because they act well after I've input a command (so they incur the status effect before they act).
FFIX is a great game, but the encounter rate, slow loading battles, camera pans, and slow battles (even with ATB speed set to max) hurts my opinion of its gameplay significantly. Few things are worse in this series than having the entire party Auto-Potion, my goodness.
Then there's other smaller things like Amarant being a poor addition to the team, Dagger being useless for a good chunk of the game. the plot punching itself in the face on Disc 3, and some other stuff. Definitely better than 8, but too many things prevent it from being as good as FFVII and Tactics.
I wish FFIX got an expanded, fixed "International version" like FFX, X-2 and XII (not like VII and VIII's International versions). It could have been perfect.
Not sure how you got your tag, but I think this is well stated, and I'm not a big fan of FF8. I finished it, and the ending was totally satisfying, but I really didn't like much of the game after the scene in space. Anyway, it's always been a game I've thought about going back to, since I never really had the greatest grasp on the draw/junction system. It just seemed so tedious and vast. I just wanted to play some FF, and 8 (kinda like 12 and 13) veered way off-course. Some folks loved it, some didn't. I was somewhere in the middle.I agree with Duckroll about FFVIII being a far more interesting and experimental title than IX. Personally, I really enjoyed the micro-management aspect of its battle systems because ultimately what it allowed was for you to switch between distinct "modes" in battle.
For example, the least (obviously) interesting part was the "farm" mode where you'd enter a new area, meet a new enemy type and sytematically draw off as much magic as possible then move it to an appropriate stockpile to leverage a particular trait or ability.
The regular "fight" mode basically imvolved the player in making a decision as to whether they wished to fight using primarily physical or non-magic consuming abilities so as to conserve power, or whether to tactically expend magic (weakening their build in the process) for a quicker victory.
Finally there was what is probably best described as all-out "zerg" mode, which involved using purely the most powerful abilities to defeat enemies as fast as possible. Typically this would involve abusing Aura and Meltdown magic (2 of the most efficient spell types for raising most any stat) to keep the character in perpetual limit break mode.
This is a pretty cool system to me as it gives the player maximum control at all times, and was I feel super-rewarding especially once you'd spead your GF's smartly and had levelled them sufficiently to access the various "refine" abilities. This combined with the "zerg" mode would, for instance, allow Irvine to take out the end boss lightning fast with repeated volleys of LB'd pulse ammo, each shot hitting for max damage.
Coming from that experience, FFIX felt sadly dull and uninteresting to me, even disregarding the general sluggishness of the entire battle "clock" it was a real step down imho.
Add on top of that my preference for practically every other aspect of FFVIII over IX and its no suprise that the former title remains one of my favourite JRPG's ever, whilst IX I can't honestly say I even like, despite playing it through to completion at least twice. (JP and US import versions).
IX's battle system is completely borked, not only due to it being slow, but due to the absolutely ridiculous decision to make the ATB always count down no matter what was happening--long attack animations, loading whatever. It makes status spells like Protect and Mighty Guard completely useless because their time limit is always counting down so they hardly last any real turns.
It's a shame, because I think it's the only aspect of the game that prevents it from being the best of the three Playstation Final Fantasies. VII still sits at the top as the most well rounded of the three. And VIII brings up the rear, like always. Screw that game.
A lot of FFIX's decisions - especially the way Trance works - are semi-sensible reactions to the way that the Limit Break systems worked in FF7/8 - Trance is set up to discourage people from the common tactic of hoarding Limit Breaks and spamming them on bosses for an effortless kill (something that was also a problem for FFX). But it ends up just being a weird feature that never quite finds its role in things.
The problem with FF9's ATB actually isn't that it's slow - though it is, and that's annoying early in the game - it's that it doesn't have a pause-timer function.
FF4 and 5 pause the timer anytime an action takes place, even normal attacks (you can see this by watching the ATB bar).
FFVI sped things up a tiny bit by not having the timer pause during regular attacks and simpler spell animations, and introduced something that's essentially an animation queue - if several inputs are bunched together, they'll just play out in sequence, not right when your command is entered.
The pause-timer function, in turn, allowed for more elaborate animations in FF7 and 8 - limit breaks and summons pause the ATB while they're playing out so they don't cause issues in the animation/turn queue.
FF9's problem is that the timer never pauses during any animation ever - so during longer battles or following any particularly long animation, you're still queuing up more turns (which further delay the animation queue, ad infinitum). This is why FF9 alone suffers from the problem of having your actual turns play out sometimes over 60 seconds after selecting an action, often when the action is no longer context-appropriate (hello, Heat status effect). This is also why auto-Regen is so overpowered in FF9: you keep regenerating every second even during immensely long summons, so simply deliberately slowing the battle by bringing in the longest animations possible will keep you at full health basically all of the time.
It's an objectively bad design decision and speeding up the ATB speed doesn't fix it.
Not sure how you got your tag, but I think this is well stated, and I'm not a big fan of FF8. I finished it, and the ending was totally satisfying, but I really didn't like much of the game after the scene in space. Anyway, it's always been a game I've thought about going back to, since I never really had the greatest grasp on the draw/junction system. It just seemed so tedious and vast. I just wanted to play some FF, and 8 (kinda like 12 and 13) veered way off-course. Some folks loved it, some didn't. I was somewhere in the middle.
If only it wasn't so slow...
Still my favourite.
The Chocobo digging mini game was really good and so was the equipping ability system. I loved the combat system too but yes, nowadays you will realize how slow it is. Shame that there's no way to make it faster. I would most definitely replay it.
Haven't played 8 and 9 in years. How fast is 9's compared to 7's because I'm playing through 7 now and all I keep thinking is how f-ing slow the thing is.
The battle system or the game overall? I agree overall FFIX is better, but FFVIII's battle system is better for the reasons already explained.
You aren't playing the 50hz Aus/Euro edition are you?
You aren't playing the 50hz Aus/Euro edition are you?