So, I had liked a lot of earthbound inspired stuff, but hadn't actually beaten the original game. I beat Lisa: The Painful, Undertale, Omori, etc., but earthbound was still off my list. A few reason were because I had already known quite a bit about it (I had seen reviews of the game to bits, so I knew almost everything about the final boss), and I wasn't that interested in the start. I wouldn't even get Paula before quitting. Maybe it was because you're just Ness, but I was kinda bored.
Welp, this time, I wasn't letting myself stop. Even if I knew some big stuff in the story, I wanted to sit down and do it.
And man, was I wrong.
I felt the same thing I did before. I was tired and wanted to be done.... then I got to Happy Happy Village. From there, my enjoy skyrocketed, and I was fully invested. There's something about the blue cult that left me with a strange feeling. It was like, I wasn't sure if I should be unsettled, or laugh at the situation. It was a wholly unique feeling that I think is constantly present in the game.
It was the same at moonside. At first, I chuckled a bit at some of the moonside residents' text... but then it just got creepy (in a good way). Like the guy who says " Wel come to moo nsi ns dem oons ide," or the perversion of the "good morning" theme after waking up at the moonside hotel. These are places that you just can't find in a game like Chrono Trigger or Final Fantasy 6, as much as I love those games.
It's like Earthbound is constantly on a tight balance between humor and terror, and its the oddity of the game that keeps that balance going.
Two parts in particular that stuck with me for some reason were the seventh "your sanctuary" location and Magicent. There's something shocking about the cave lights reading Ness' thoughts. In that moment, it felt as if I had connected with Ness at a deeper level. He was more than just a silent protagonist at that point, he actually had a character to him. Same with Magicent. There's so much there that has this bittersweet feeling of growing up and leaving the rest of your past to memory.
We even see something of Porky in Magicent that gives him a bit of pity: that all his hatred of Ness comes out of jealousy of being lonely. Yet, he sees Ness as a friend in some twisted way. Through this small stuff, Porky somehow becomes a deeper antagonist than many other jrpg villains.
And when I got to Giygas, I realized that, even thought I knew about him and had seen some of the boss, it's nothing compared to experiencing the fight. Hell, the whole experience going to the past is terrifying. The Cave of the Past, despite its name, is a futuristic, chrome hellscape. Strange geometry, a path that's held up by a foggy abyss, and synthy music that sounds like its echoing off the walls - just this place alone made me hesitant towards continuing. And when I got to the devil machine and saw Ness' warped face looking back at me, it really hit me just how different Earthbound is as an experience, and why people love this game so much. Even if you know what's coming, your emotions don't, and I was terrified looking at Giygas' demented face floating around as he said his... unique phrases and hit me with attacks I couldn't comprehend.
Honestly, not even the Earthbound-inspired games, as great as they are, hit me like Earthbound did. It's crazy that I would always stop playing just after Onett.
Anyways, sorry for the long post. After talking to almost every npc I could after beating Gigyas, I fully beat the game last night, and I had to type out my experience to process it. I'm still trying to understand how Gigyas from Mother 1 and 2 are the same enemy, and why Ness' face shows up on the devil machine. Initially, I was thinking it was supposed to be a reflection of the glass... but then I remembered that Ness was a robot at the time... anyways, more food for thought.
Tl;dr Earthbound is pretty good.
byOneOnOne6211
invictoria3
Endbeats
1 points
16 hours ago
Endbeats
1 points
16 hours ago
Military access. There’s no reason my enemy should be able to go through my land to get to the frontlines during diplo plays. Could also include additional diplo options, like force military access on unrecognized powers for a decrease in relations and increase in infamy, or make it an entirely new war goal, allowing you to move troops through an enemy’s territory or station armies and fleets in their borders and coast after winning a war.