Ys IX is a decent ARPG. All aspects range from "average" to "slightly above average." Story, combat, and music are all decent. It is not a miserable time, but it is not a stellar time either. If you have played Ys VIII: Lacrimosa of Dana, this will feel exceedingly familiar; they are cut from the same cloth. Ys IX inherits almost all the problems from Ys VIII, with some notable improvements and additional drawbacks. Ys IX effectively feels like they took Ys VIII and made a new game from its component parts. Don't go in expecting something fresh. In this review, I'll mainly compare it to Ys VIII, as this is the only other Ys game I have played and they are so similar the comparison just feels inevitable. I'll note the key ways it differs in this review. Story The story is interesting but ends up being quite shallow. Adol is arrested in the city of Balduq. You find out there are many seemingly random arrests, and the mystery is all around this prison and the spooky "Grimwald Nox" world that occurs when the plot demands you do some wave-based enemy combat sections. There are some other hooks here (like there being two Adols) ; largely, however, you're stuck with these "hooks" for the entire duration of the story. All the pay off, explanation, and any plot progression is basically entirely back loaded in the story. You only learn what is going on in the final 25% of the game, leading to it feeling very shallow plot-wise. The other 75% of the time, you're running in a very predictable loop. You do side-quests, fight a horde of enemies from Grimwald Nox (literally copy and pasted wave-based defence from Ys VIII), then you enter some dungeon that ends up always leading to prison, without fail. You even always have an extra side-quest to rescue some random person from the prison. All of it is exceedingly repetitive and predictable. Most of the story that goes on here describes political history and tension between Romn and Gllia (two countries). However, in contrast to Ys VIII, the Scooby gang this time around actually has plot significance, and it feels a lot more cohesive why these characters are in the plot to begin with. Each character plays some role, minor or major, in the overall mystery you are presented with. Sadly, you only learn and see all these things at the end of the game. They could have done a far better job drip-feeding these details over the course of the story rather than dumping it at the end. This compounds yet again in it feeling too shallow, on top of the fact Adol is a silent protagonist. The story is held back from realising its potential for expanding on the plot points it has. Party members also lack many moments that show chemistry between them, but when there are moments, they are quite enjoyable. Overall, however, from a character perspective, it is a large improvement from Ys VIII, which had Dana as basically the only character and all the ship crew, which were literally just bodies to fill 50% of the game so they could tell Dana's story. Here, all the characters you "recruit" into the larger Scooby gang add quite nicely to world-building and contextualising all the political tension and history between Romn and Gllia. There are shallow, yet nice sub-stories here of people who are connected and side-quests related to these characters. I think the only character that doesn't add anything is literally a random dude you find at a lake, who decides he's just going to live in a pot in your basement now. Wrapping it all up, the story is decent. It won't keep you hooked, it won't surprise you, it won't feel crazily satisfying or shocking at the end, but it's okay. Gameplay If you played Ys VIII, you pretty much know how the gameplay is. It has most of the same pros and cons, with some exceptions. Cons being, chest rewards are still boring (open chest, get two twigs, YAY), no i-frames, unintuitive hit boxes, etc. Pros being, combat is generally fun and feels satisfying, mildly interesting accessories, and mastery (when you get past the jank) feels good. Ys IX has the same set-up as Ys VIII for combat. You have 4 attack abilities you can use that require SP, which recharges over time or with a charged attack, some ultimate move you can activate when a bar fills up, and you can equip 2 accessories, plus armor and a weapon, etc. Ys IX does improve on general exploration in comparison to Ys VIII. You get "Monstrum" abilities here, highlights of which are wall climbing and gliding. Wall climbing feels very nice and fast (though glitchy if you bump your head into a ceiling). For exploration, this means that horizontal maps are much more prevalent than in Ys VIII. Ys VIII is just filled with flat planes and the occasional hill; in Ys IX, you can explore roof tops, towers, all sorts. The drawback is a lot less map variety; you're stuck in Balduq and some generic grassy plains the entire game. Many collectibles are scattered around to encourage exploration; they end up being busywork but don't overstay their welcome *too much*. Weapons and armour are the same as in Ys VIII, that is, boring and linear. You have one line of weapons that get better linearly. Two sets of armor, one focused on evasion %, one on defence and HP, they linearly get better. Almost zero choices to make here. Hit boxes seem tighter than in Ys VIII. They still have some issues with appearing delayed or unintuitive after an animation, but I didn't find the hitbox of an ant in Australia wiping out my entire team. This problem is replaced with another one, in that often there are just *too many* enemies simultaneously attacking at once; it is almost impossible to see what's coming. Some sort of arrow or mechanism is needed to show enemies off-screen readying to attack you. Ys IX has flash guard and flash dodge; it works the same as in Ys VIII. I like this system, but it is critically flawed. Whenever you do certain special attacks, all enemies freeze on the screen for a time. This makes it almost impossible at times to actually time guards and dodges with enemy attacks. You have no idea if the enemy is going to randomly freeze, so you mistime the parry, then there's a cooldown window so you can't parry again, and thus, you get hit. There is also no feedback that your parry is on cooldown, so it ends up feeling like you missed the timing, even when you might not have; your parry is just on cooldown. Ys VIII had this problem to some extent, but it didn't feel nearly as bad there. Ys IX feels like it has far less enemy variety than in Ys VIII. Mostly, this is because a lot of enemies are of a samey design due to being Lemures (enemies in Grimwald Nox), so they end up feeling less distinct. There are some unique enemies in dungeons and outside Grimwald Nox, but it is a striking downgrade in variety from Ys VIII. Bosses are okay; it is the same as Ys VIII, entirely non-contextual. You walk into a sewer, find Lord of the Lizards: God of Destruction, you walked into his crib, he doesn't like it, so now you do battle. I found bosses in Ys VIII generally more enjoyable, though. Ys IX rehashes the defence and elimination missions from Ys VIII, only this time there's no parrot (a pro or a con, depending on your affinity for parrots or hearing "Adol, Adol, Squawk" every few seconds) . As stated in the story section, you do these consistently each chapter, usually one required defence mission per the story and one optional elimination. They're mundane, not very interesting. In summary, combat is better and worse than Ys VIII in nuanced ways, but it is still generally fun. Conclusion You can't go too wrong with Ys IX. It's a solid mix of flaws and middle-of-the-road gameplay and story. It is the more well-rounded version of Ys VIII, though I'd prefer Ys VIII over this. If you liked Ys VIII and don't expect anything wildly different, you can't go wrong with this.
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