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Final Fantasy IX Review: A Retrospective That Works

A retrospective review of Final Fantasy IX, Square's 2000 PS1 RPG: Zidane, Garnet, Gaia, Active Time Events, black mages, and why it still holds up.

By mitch·7 min read
A thief and a princess stand together on a floating continent amid a bright, colorful fantasy landscape.

Final Fantasy IX opens with a kidnapping that isn’t really a kidnapping, and that’s the whole trick of it. Zidane Tribal and his troupe of thieves snatch Princess Garnet Til Alexandros XVII out of Alexandria, only to find she wanted to leave anyway. She was already planning to flee to Lindblum to warn Cid that her mother, Queen Brahne, had started acting strange. Square’s ninth mainline entry lands on the original PlayStation, and it spends its first hour telling you it would rather be charming than cool.

That choice defines Final Fantasy IX. After the sci-fi slant of Final Fantasy VII and Final Fantasy VIII, Square Product Development Division 1 went backward on purpose. Development ran in parallel with Final Fantasy VIII. The team built the game as a retrospective for the series, drawing heavy influence from the original Final Fantasy and scattering allusions to the rest of the catalogue through it. The result is a medieval fantasy world called Gaia, a cartoonish art style, and a game that knows exactly what it is doing with both.

Zidane Tribal and the Thief’s Errand

Zidane is a thief, and the game never pretends otherwise. He belongs to a troupe, and the job that starts the plot is a kidnapping ordered by Cid of Lindblum — not to hurt Garnet, but to protect her from her own mother. Garnet doesn’t resist. She joins the party on her own terms.

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The cast grows fast. Vivi and Steiner come aboard during the escape from Alexandria. Freya joins later, after the group learns Alexandria has invaded Burmecia. Each of them gets a reason to travel that isn’t just loyalty to the lead.

This is where Final Fantasy IX does its best work. The party is a collection of people with separate business in the same war. Zidane is the thread, but he isn’t the whole cloth.

Gaia, the Mist Continent and Four Nations

Most of Gaia’s people live on the Mist Continent, named for the thick Mist that sits over the lowlands. Mountain ranges cut the continent into four countries: Alexandria, Lindblum, Burmecia, and Cleyra.

Alexandria is a warmongering monarchy holding the eastern half. Its city Treno sits under perpetual starlight, home to aristocrats and paupers alike. Lindblum is technologically advanced, a hub of airship travel on a plateau to the southwest. Both are mixed populations — humans, humanoids, anthropomorphic animals.

Burmecia is a kingdom of endless rain in the northwest, inhabited by anthropomorphic rats with a fondness for dance and spear fighting. Cleyra seceded from Burmecia and sits in a giant tree in the desert, protected by a sandstorm.

The world opens up from there. Players eventually reach the Outer, Lost, and Forgotten Continents. The Outer Continent holds Conde Petie, home of the dwarves; Black Mage Village, a secret settlement of sentient magician drones; and Madain Sari, once home to a near-extinct race of horned summoners who conjure beings called eidolons.

At the center of it is the Iifa Tree, which pushes the Mist out through its roots to other continents. The Mist stimulates the fighting instinct in humanoids. That’s the engine under Gaia’s bloody history, and the game is smart enough to let it sit there until it matters.

Active Time Events and the Field Screen

On the field screen, the player moves a character through pre-rendered backgrounds of towns and dungeons. Final Fantasy IX adds the “field icon” — an exclamation mark over the lead character’s head that marks a point of interest. It’s a small thing that saves a lot of wandering.

Moogles handle the housekeeping. Players talk to them to record progress, recover energy, and buy items. An extensive optional quest runs through Mognet, the in-game postal service, sending letters to Moogles and other non-player characters.

The world map is a three-dimensional top-down view of Gaia. Players move freely unless water or mountain ranges block them. Chocobos, boats, and airships get them across.

Battles come from random encounters on the world map and hostile field screens, the same as earlier Final Fantasy games. The new idea is Active Time Events. ATEs let the player watch events unfolding elsewhere, and they hand out character development, unique items, and prompts for story decisions. Sometimes they split the party into two teams to solve puzzles and navigate mazes at once.

Queen Brahne, Kuja and the Black Mages

The war is the spine of the story. Brahne is manufacturing soulless black mage soldiers that look like Vivi. Cid confirms in Lindblum that he hired Zidane’s troupe to protect Garnet from Brahne’s newfound aggression. Then Alexandria invades Burmecia with the black mages, and Zidane and Vivi join Freya to investigate.

What they find is worse than expected. The Alexandrian forces, headed by Beatrix, took Burmecia with help from Kuja. Refugees fled to Cleyra. Brahne imprisons Garnet, extracts her eidolons, and uses the eidolon Odin to destroy Cleyra while Zidane’s group tries to defend the city.

Garnet and Steiner had slipped back to Alexandria to reason with Brahne. That attempt fails completely, and the cost is Cleyra. The game doesn’t soften it.

Kuja is the other hand in all of this. He’s Brahne’s ally, and the story spends a long time letting you wonder what he actually wants from a queen who is already winning.

Nobuo Uematsu’s Last Solo Score

Final Fantasy IX was the last game in the main series whose music was composed solely by Nobuo Uematsu. That fact matters more than a trivia line usually would. The score is doing the same job as the art — pulling the series back toward the medieval style of the earlier games.

The re-releases kept the game alive past the disc. It came to the PlayStation Store in 2010 as a PS1 Classic, compatible with PlayStation 3 and PlayStation Portable. The original platforms in the listing run PlayStation, PlayStation 3, and PlayStation Portable. It’s single player, third person, with a bird’s-eye and isometric perspective.

By March 2025, Final Fantasy IX had sold 8.9 million copies. For a game that deliberately turned away from what the two entries before it had built, that number is the argument for the approach.

What Final Fantasy IX Gets Right

The return to roots isn’t nostalgia for its own sake. Final Fantasy IX introduces real systems — Active Time Events, Mognet, skill systems — while dressing itself in the older style. The medieval setting and cartoonish art are a break from the sci-fi slant of Final Fantasy VI, VII, and VIII, and the game uses that break to tell a story about war and manufactured soldiers that the futuristic entries couldn’t have told the same way.

The black mage soldiers are the best idea in the script. They look like Vivi, and Vivi is a party member you’ve spent hours with. Brahne is mass-producing something that resembles a person you know. The game doesn’t need a cutscene to explain why that’s horrible.

Where it stumbles is pace. The middle stretch — Burmecia, Cleyra, the prison, the eidolon extraction — stacks one disaster on another, and the party spends a long time reacting. Zidane’s crew is reactive for hours. The ATE system is meant to fill that space with other perspectives, and it does, but it also fragments the story at exactly the point where momentum should be tightening.

The field screens and the field icon hold up. Pre-rendered backgrounds are a limitation the game turns into a style, and the exclamation mark is one of the cleanest bits of user interface design on the console.

The Verdict on Final Fantasy IX

Final Fantasy IX is a retrospective that works because it isn’t only a retrospective. It draws on the original Final Fantasy and the rest of the series, then adds Active Time Events, Mognet, and skill systems that the earlier games never had. It also has the last mainline score Nobuo Uematsu wrote alone, and a world — Gaia, the Mist Continent, the Iifa Tree — built with more care than the plot strictly needs.

The 8.9 million copies sold by March 2025 are the commercial case. The critical case is simpler: this is one of the greatest games of all time, and it earns that by being generous rather than clever. It gives you a thief who kidnaps a princess and then spends the rest of the game trying to keep her alive.

The weak point is the reactive middle, where the party chases Brahne and Kuja instead of setting terms. That stretch is why this isn’t a perfect score. Everything around it — the cast, the world, the black mages, the score — is strong enough to carry it anyway.

Key facts

  • Release: 2000
  • Developer: Square Product Development Division 1
  • Publisher: Square, Square Electronic Arts, Square Enix
  • Platforms: PlayStation, PlayStation 3, PlayStation Portable
  • Genre: Role-playing (RPG), Adventure
  • Modes: Single player
  • Copies sold: 8.9 million by March 2025
  • PS1 Classic re-release: 2010, on the PlayStation Store
  • Composer: Nobuo Uematsu, the last mainline entry scored solely by him
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