Posted: July 2, 2012
Every hobby
has its grails. Game collecting is no different. Grails can be rarities (Nintendo World Championships, Little Red Hood, or Super Noah’s Ark 3D, just to name a few), are incredibly
rare and fetch insane prices. Such games aren’t usually what you would call
quality, though; their rare status stemming from low demand and lackluster
development. Other grails are more a matter of personal taste typically being
referred to intimately by owners as classics. Games like Chrono Trigger, Secret of
Mana, and Castlevania: Symphony of
the Night, meanwhile, embody classic, defining a generation, selling well
in their time, and beloved by players then and now. These titles are high on
collectors’ wish lists as well as short lists of games never to part with. Earthbound is one such game, topping the
charts for both most wanted and most beloved, and demanding triple digit prices
for even poor condition cartridges.
I spent
years wondering what was so amazing about this near mythical game. Nintendo
seemed disinterested in it, barely acknowledging its existence. Little did I
know that Earthbound was the second
game in the Mother series, the first
and third only having a Japanese release. In Japan, characters from Mother 1, 2, and 3 are among
Nintendo’s most famous, fitting right in
with Smash Bros.’ most famous characters, even though in other countries the Mother misfits might seem out of place.
I recently
acquired this legendary cartridge, thinking it would at least be a good
addition to my collection. I expected a traditional 90’s RPG. You know the kind:
a band of four sprites set out on a journey to save the world, leveling up as
they go, blah blah blah. But after five hours had drained away, it was 5am, I
hadn’t blinked in ages, and I began to realize Nintendo had committed one of
the most heinous gaming crimes of the ‘90s.
Story
Earthbound was a product of the ‘80s, as
a series anyway. Certain ‘80s tropes are infused into the story, chief among
them the clichéd, Spielbergian story of extraterrestrial events forcing a ragtag
band of kids to set off on an adventure to save the world. Seriously, play Earthbound and tell me if you don’t walk
away wanting to watch E.T.. It begins
with a youngster named Ness (or whatever you choose to call him) waking up after
a meteorite rocks his home town of Onett. From there, Earthbound circumvents the normal “children know best” plot in
which adults slowly figure out that the kids were right all along (once it’s
too late, of course). Instead, the adults trust their children from the start. The
kids trek off into mortal danger on a regular basis anyways. Who cares? I mean
there are only aliens intent on destroying humanity. What’s the harm?
Ness
eventually treks his way up a nearby mountain to its crater. He is accompanied
by Pokey, a pig nosed little puke, who sharply escalates from local friend to
one of the stories main antagonists. The meterorite turns out to be the first in
a series of events destined to bring forth the evil Giygas, an
embodiment of evil hellbent on destroying Earth and Her inhabitants. An alien bee
from the future tells Ness that he is fated to destroy Giygas, after
undertaking a grand quest. You have to get used to quirk like this. Alien bees,
Loch Ness monsters, killer trees, Earthbound has it all.
On his
journey, Ness is accompanied by three other children: Paula, proficient in
Psychic abilities, Jeff, adept in weapons and inventions, and Poo, a
stereotypically enlightened martial artist. They form a bond that even breaks
the fourth wall, as they are often told that there is a fifth character witnessing,
or perhaps controlling, the events of the story. See! Earthbound didn’t forget
you! The theme of predestination admittedly seems forced, but I felt like it
added another layer to the game; one that truly allows the player to forge a
connection with the story and invest in everything that occurs.
Story
progression proceeds much the way you would expect in a 16-bit RPG; reach a new
town, find out what’s preventing you from going any further, crawl through some
dungeons, defeat a boss, save a town, move on to the next town. Rinse, lather
and repeat. The key differences come by way of dialogue. Nintendo is known for
good localization, but Earthbound is
a triumph of its time. I cannot remember ever talking to every NPC in a town
just to read what they say in any other game. NPCs all have something relevant
to offer the player, are often genuinely funny, and, like the game itself,
interact with the player himself. At one
point, an NPC asked me if I had seen a giant ant, or if I had gotten that far
in the game yet. Sure enough, the next boss was a giant ant. Saving toys with
the player as well. Ness’s father keeps a record of his travels and, upon
saving, asks Ness if he wants to continue on. When Ness, being you, answers
that he wishes to quit, his father tells him that he should probably just turn
the console off.
Story 9/10
Gameplay
Enjoy
mashing on one button for the entirety of a game? Excellent. Go play Earthbound. Nintendo loves streamlining gameplay.
The Paper Mario series is a great
example. The first game was an already a simplified, user friendly take
on the current crop of RPGs. By its last release, Paper Mario had been whittled down to a simple sidescroller with
character-level progression. The mission to transform the complicated, often
convoluted and tedious RPGs of the era into something far more accessible was well
under way during Earthbound’s
development.
Ness and his
companions control incredibly well. The directional D-pad is smooth and
responsive and comes in handy in certain areas. With a simple tap of the L
button, Ness can talk to NPCs and interact with his environment; a great
improvement from its predecessor which forced players to select each option in the
menu. Combat in Earthbound is just as
lovably odd as the rest of the game. Luckily, it has enemies in the environment
who initiate a battle sequence upon contact. It is welcomed to see exactly what
attacked Ness before a battle ensues. Final Fantasy and Pokémon always suffered
from this one particular flaw; your character is minding their own business
then BAM you’re in a battle. (I did find a rather advantageous exploit. If an
enemy is approaching a weakened, near-death Ness, walking away until the enemy
disappears off the screen allows for a reprieve from battle. When returning,
there is a chance that said enemy is no longer there and Ness can be on his
way. Just don’t assume that a cleared area will stay that way forever. It
won’t.) When a battle scene begins, you’re given the choice of attacking, using
a PSI, using an item, defending or running away. A fifth option – auto-fighting
– is present but might just be the most useless thing ever.. Most of the time,
it involves mindlessly slamming on the A button until an opponent is defeated a
la Pokémon. Just note: certain enemies are harmed by particular PSI moves,
which make them invaluable during boss battles. Save PSI as often as possible.
Combat unfolds
in first person, as Ness and the gang face their foes head on. Again, Pokémon, albeit without your Pokémon sitting in the foreground. I would
have preferred traditional Final Fantasy-style
combat, with characters visually attacking the enemies on screen. Instead, the
attackers merely blink when hit. PSI attacks, however, appear as psychedelic displays,
distinguishing themselves from one another and actually appearing to inflict damage
on your foes. If every attack were displayed in this fashion, combat might not
feel so tedious.
In case you hadn’t already gathered, Earthbound is weird. Really weird. And there’s no better representation of this weirdness than Ness’s enemies. Early in the game you face run-of-the-mill animals; runaway dogs, spiteful crows and coiled snakes. Later, enemies range from Ramblin’ Evil Mushrooms to Mad Ducks and Enraged Fire Plugs. Yes, you fight fire hydrants. I found myself playing into the wee hours of the morning just to see what I’d find around the next corner. And I was never disappointed, even though the novelty wears off once you’ve faced your hundredth Starman.
In case you hadn’t already gathered, Earthbound is weird. Really weird. And there’s no better representation of this weirdness than Ness’s enemies. Early in the game you face run-of-the-mill animals; runaway dogs, spiteful crows and coiled snakes. Later, enemies range from Ramblin’ Evil Mushrooms to Mad Ducks and Enraged Fire Plugs. Yes, you fight fire hydrants. I found myself playing into the wee hours of the morning just to see what I’d find around the next corner. And I was never disappointed, even though the novelty wears off once you’ve faced your hundredth Starman.
Along the
way, death has little consequence and is, in some ways, actually beneficial.
You will die -- a lot, especially early in the game when most enemies have
almost the same HP Ness does – but when you die, or faint I suppose, the game doesn’t
restart from the most recent save. Instead, Ness resumes play from the last
place saved and retains any
experience gained and goods collected. Game mechanics like this aren’t just
incredibly helpful, they prevent you from losing everything you gain between a
save and a hard-fought battle. Bosses can be an insurmountable, but
after losing once or twice, Ness and friends accrue enough experience on the
return trek that what once was impossible is suddenly nothing more than a quick
tussle; effectively eliminating most grinding.
Gameplay 8/10
Presentation
Looking like
the 16-bit version of an elementary schooler’s doodles, Earthbound may not impress on first inspection. But while the level
and character designs are almost over-simplified, I found myself – no pun
intended – drawn to the unique art style, finding it rather endearing. The clean
layout adds to the quaint atmosphere too. Every town is spread out in such a
way that it can easily be navigated without feeling empty at all. Each
environment is alive with wandering townspeople, buzzing cars, fluttering butterflies
and vicious wild animals running around trying to slaughter the only children
in town. It’s cute really.
As for sprite
animations Earthbound is fairly cut and dry, spare walking animations. Come to
think of it, I only ever thought about animations while writing this review.
Each character already has so much personality packed into a few dozen pixels
that there was no need for further characterization. Now don’t get me wrong, a
few more animations would have been a great addition and could have potentially
opened up plenty of new plot devices. But having none at all never seemed to
impact the story. Would have been nice to see Ness punch Pokey right in his
smug face though.
The music of
Earthbound is iconic and some of the
best on the Super Nintendo. Songs range
from upbeat melodies for towns such as Onett and Twoson –yes the first four
towns are named after one, two, three and four—to eerie atmospheric noises and
tunes while in dungeons or caves. Keiichi Suzuki, one of the game’s composers,
praised the Super Nintendo for the freedom it offered them as artists. This
freedom shines when looking back at the sheer number and variety of tracks (133
to be precise). A highlight of the score to me was in how some tracks stood out
from the level or scene they were placed in. After a few hours of gameplay the
disjointed feeling of the tracks eventually faded and I could appreciate
exactly what the developers were trying to accomplish. Each song did indeed fit
into every scene. They add a strange, otherworldly at times, tone to the story
and only feel off when compared to the typical or cliché.
Presentation 8/10
Overall
If you
really want to experience the best the SNES has to offer I cannot recommend Earthbound enough. Sure its gameplay
could have used a bit of variety but you don’t really play Earthbound for the
controls or battles. You play it for the adventure, the story, the dialogue,
and the characters. That’s where Earthbound shines. Boasting one of the most endearing cast of
characters and some of the best writing in the 16 bit generation it deserves to
be played by any Nintendo fan; hell any video gamer at all. And seriously
Nintendo, no one cares about Wii Sports or Nintendoland, give us more
Earthbound!
Earthbound 8.3/10
Game Info
Platform: Super Nintendo Entertainment System
ESRB: K-A
ESRB: K-A
Publisher: Nintendo
Developer: Ape, Hal Laboratory
Release Date: June 5, 1995
You didn't mention the scratch and sniff card, which was really unique! I loved this game and wish I still had it. Great review for nostalgia, thanks!
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