Today seems like the perfect day to reminisce about Earthbound, a Japanese role-playing game that is best described as a 16-bit electronic acid trip.
Earthbound, which Nintendo originally unleashed upon the United States in June of 1995, is in many ways a traditional turn-based JRPG. It draws much of its inspiration from the original Dragon Quest. You walk around maps and talk to people. You buy things at shops. You encounter enemies, who transport you to separate battle screens and force you to stand around while everybody takes turns attacking.
But Earthbound isnât a medieval fantasy game. Itâs one of the weirdest, most surreal experiences in RPG history. And itâs a must-play.
See, what makes Earthbound special isnât its combat system, or its story, or its soundtrack, or any of the other individual elements that critics like to divide and dissect like theyâre the appendages of an unfortunate lab frog. What makes Earthbound special is the way it takes full advantage of the video game medium to explore the type of trippy ideas that wouldnât be possible anywhere else.
Just ask Shigesato Itoi, the man behind the series (called Mother in Japan):
Some people consider Mother entries to be big scenario scripts rather than games. But thatâs not quite right; they wouldnât have been interesting at all if they hadnât been in game form. Thatâs what they were made to be from the very start, after all. They wouldnât have been much fun in text form only. In game form, theyâre an amalgamation of the ridiculous ideas I sometimes have as a player.
For example, in the Lost Underworld area of [Earthbound], I portray the large size of the world by making the main characters very tiny. I would give these kinds of ideas to people at the workplace, and after a while of this, other people would start chiming in with other similar ideas of their own. Those links of reckless wildness are what the Mother games are built on.
Itoi, who directed, produced, and wrote almost everything in Earthbound, clearly gets why his games work so well. The appeal of Earthbound doesnât lie in its individual narrative or mechanical elements. Itâs the wackiness. The zaniness. The trippiness.
In a gaming landscape stuffed with sci-fi shooters and fantasy adventures, itâs almost hard to picture a game that canât be summed up with a nice turn of phrase or genre descriptor, but thatâs precisely what Earthbound is. Youâll fight a sentient puddle of vomit. Youâll use an inexplicable device called the Pencil Eraser to remove inexplicable statues of pencils. Youâll suffer through morose hallucinations of your family and friends. Youâll meet a man who turned himself into a dungeon.
This is a game that isnât afraid to make you feel lonely. Miserable. In over your head. There are points in Earthboundâlike when youâre stuck inside the fantasy land of Magicant, forced to battle through a windy maze of excruciatingly difficult enemies without the three friends youâve had for the hours beforeâwhen you might feel like throwing your controller at the television. Thatâs what Itoi wants, he told Nintendo president Satoru Iwata. He wants you to feel distraught.
Like many Japanese role-playing games, Earthbound pits you in the shoes of a young boy who is thrown into a near-insurmountable quagmire of obstacles and forced to save the world. Thereâs been an alien invasion. Animals, people, and even inanimate objects are growing violent and malicious. One night, youâre visited by a talking bumblebee from the future and told that you have to gather eight tools called Sound Stones in order to stop Giygas, the alien force behind this sudden wave of hatred that has engulfed the world.
Spoiler warning: The âGiygas is a fetusâ theory has floated around the web for years now.
You partner with a psychic girl, an eccentric inventor, and a ponytailed martial artist. Your adventures take you through modern cities, prehistoric villages, heatstroke-inducing deserts, dinosaur museums, and a yellow submarine. And, eventually, you stop the alien and bring peace back to Earth.
But the end of the game isnât very satisfying. It wonât make you feel ecstatic or relieved that you saved the world once again. Sure, itâs nice to wander back through the world youâve saved, talking to newly cheerful civilians and bringing your companions back to their homes. And then the credits roll, complete with super-peppy music and the adorable sprites youâve seen along your journey, presented as if theyâre characters coming out on stage after a play, bowing for applause.
And then thereâs the photo album. Throughout the game, youâre visited by a bizarre photographer who will descend from the sky like a pillar of light, pop up in front of your party, and ask you to smile. âSay âfuzzy pickles,'â heâll command you before snapping a shot. These pictures will roll throughout the credits, serving as a makeshift montage of your time with the game.
This is all wonderful. Until you wake up in your house. Itâs the middle of the night. Thereâs a knock at the door.
Itâs Picky, brother of Pokey, the portly, antagonistic child who has been hounding you for all of Earthbound. Pokey sent you a letter.
The letter says, âCome and get me, loser. Spankety spankety spankety.â
Fade to black. White letters appear on the screen.
âThe endâŠÂ ?â
Trippy.
This Week in JRPG News
Speaking of Earthbound, hereâs a Kickstarter for a game that looks a whole lot like Nintendoâs quirky RPG. Seems neat!
Kirk Hamilton and I debate the important questions in Persona 3âlike âwhy is Mitsuru so hot?â
Dragonâs Crown wasnât cancelled! Itâs just switching publishers. Atlus is taking the reins on Vanillawareâs gorgeous RPG
If you live in Europe, youâll be able to get your hands on the Devil Survivor games soon, thanks to Ghostlight
More The World Ends With You? Yes please!
Namco Bandai made a lot of money!
What To Play This Weekend
Itâs not easy to get your hands on Earthbound these days, but itâs well worth playing, as is its sequel, Mother 3. Both games are really good at making you upset. But itâs the good kind of upset.
(For more on the awesomeness of Earthbound, check out this long, wonderful write-up by Kotaku columnist Tim Rogers.)
Your Questions Answered
Every week, I post several reader questions about JRPGs. Want to see your question featured in an edition of Random Encounters? Send it to me: [email protected]
Andrew writes:
Do you have any suggestions for games that seem to have a foot in both worlds in having the massive open ended nature of most modern WRPGs, but with JRPG design aesthetic (such more character centric stories, usually better polish)?
For an example of what Iâm talking about, Iâll point at FFXII. Like most RPGs you get shunted around by the story for the first few hours, but thereafter you are free to do whatever. Iâve never seen a JRPG that featured such a huge world that you were free to explore. You had mission questions (such as the hunts), you could synthesize things, just exploring the world was a treat. FFXIII has this to an extent, but the world you get to explore is vastly limited compared to FFXII and almost entirely devoid of NPC interaction.
Any thoughts?
Sounds like you need to get your hands on Xenoblade. Though I didnât love Monolithâs recent Wii RPG, I think itâll be right up your alley. Its world is large and chock full of sidequests, and in many ways it feels like a single-player MMORPG. And its combat system feels quite a lot like Final Fantasy XII (and World of Warcraft).
https://lastchance.cc/xenoblade-chronicles-the-kotaku-review-5898947%3C/a%3E%3C/p%3E
I love JRPGs, especially those such as FFVII, Chrono Trigger, and Star Ocean 3: âTil the End of Time.
However⊠on the other hand, the battle systems of those styled like the Dragon Quest series DRIVE ME BATTY. I canât stand having to pick out every characterâs action right off the top, and waiting for everything to all play out in (what seems like) a mystery of turns, which of course is determined by all the charactersâ and monstersâ speeds behind the scenes. I prefer to see my little timer bar, letting me know whoâs turn is going to come up next, and the ability to possibly go ahead of my enemies and intercept that last wave of damage that would kill a character, to instead heal them, and change my gameplan at the last moment. Donât get me wrong, the STORY of the Dragon Quest games, among other facets of the game (such as music) are fantastic, but⊠that particular type of turn-base drives me crazy and has me either pulling out my hair, or, when Iâm high enough level to not care and just basic attack with everyone, walking away in the middle of battles. The battle screens become the time when I can âpauseâ. I would be playing DWIII on my GBA SP in front of the television, wandering around, and as soon as it was a random monster, just press A a whole hell of a lot while watching, oh I donât know, something like Mythbusters or Iron Chef. I just canât jive with it. Itâs not as engaging, the danger isnât as immediate/pressing, and I canât decide my actions based on whatâs happening, but rather, what I think MIGHT possibly happen.
So, I guess, JASON, my question is this⊠either, what do YOU define as a TURN-BASED RPG (for me, I usually consider that to be the FFVII type, where I can chose âActiveâ or âWaitâ, but my friend obsessed with the Dragon Warrior series insists that DW and PokĂ©mon are turn-based, not the Final Fantasy series), and/or WHAT is your personal preference for this style of battle?
Iâve written about the comforting rhythm of turn-based combat, and, really, Iâm quite partial to lots of combat systems. From the grid-based battlefields of games like Final Fantasy Tactics or Radiant Historia to the slime-filled button-mashing of Dragon Quest, Iâve found a certain level of enjoyment in most combat mechanics (although PokĂ©mon has always felt dreadfully slow for my tastes).
https://lastchance.cc/introducing-random-encounters-your-weekly-destination-5885654%3C/a%3E%3C/p%3E
So Iâll leave this one up to you guys. Whatâs your favorite type of combat system?
Random Encounters is a weekly column dedicated to all things JRPG. It runs every Friday at 3pm ET.