Yahtzee just reviewed Earthbound. Pardon me a moment while I resize my eyes back down to proper proportions. Though, speaking as a guy with a frakin' Starman emblem tattoo, be wary--here there be grind. Moreso in Mother 1, and only in select places in Mother 3 (until you get the defense up/power down Ω, wherein the rest of the game except two bosses become completely manageable with normal progression). Skip the first one, unless you really like Earthbound, because it's the same game while telling a prequel story. It's also hard as balls without the easy patch, and the first enemy in the game can kill you outright if you don't react right. That enemy? The psychically possessed lamp on your bed table.
But, if you liked Earthbound, then download the fan translation of Mother 3 and follow those instructions to play it, because it's exactly the strong sequel that this series needed. It's definitely worth it. Moments like Tanetane island are what makes gaming something unique among all media.
LordTerminal said:
A ZP retro review on EARTHBOUND?!
https://www.youtube.com/watch?v=JQBiaOQk__A
I don't have a like function here, but I just want you to know that I just liked this so hard I broke my clicking button.
Liquidprid3 said:
Yahtzee reviews my favorite RPG of all time.
Am I in fucking heaven?
Possibly just the nicer, gentrified side of hell, but at least you're in great company.
Sgt. Sykes said:
So what exactly is interesting about this game then? For such a cult thing, it doesn't seem to have anything in it apart from being slightly quirky - but which JRPG isn't.
It's not just that it's quirky. It pokes fun at itself while still having a zany sense of humor, but in kind of unexpected ways. For example: there's a town with a ghost and zombie infestation. After some chaos and getting a new party member, you develop a plan to get rid of the zombies--with zombie flypaper. Want more? Okay. You encounter an isolated tribe of people at the back end of a dark swamp, all suffering crippling shyness. The solution? Go back to the library at the beginning of the game and check out the self-help section for the book "Overcoming Shyness", and have them read the book so that you can enlist their aid in progressing to the next power site. There's some stuff in between, and the story isn't afraid to take turns into the macabre, Lovecraftian, or reflexively philosophical (like the section where you pass out and go on a vision quest inside your own imagination, something that got its own game in Psychonauts), but it all works together in a beautifully chaotic way.