497 reviews liked by SolMerse


Genuinely don't remember much about this game other than the localization went bonkers. I think they even said the game took place in the USA, lmao

This game is seriously so beautiful. its story and its foreshadowing is brilliant and the music only helps it. i cant get enough of its characters. Shulk is literally my husband idc.

Pros: Attention Zelda fanatics, seek this one out! Anywho, welcome to Game & Watch Gallery 4, the most comprehensive and best curated collection of Game & Watch games ever released!

There are a whopping 20 G&W games included, and 11 of which have modern interpretations that involve the Mario universe cast of characters (everyone gets a turn here too, there's even a game where Luigi boxes against Waluigi!) where 6 of said modern games are remasters of previous G&W Gallery modern games. Whew, it's hefty, especially compared to previous G&W Gallery entries!! And not only are there a lot of games here, they've chosen the best of the bunch (Octopus, Fire, Chef, DK 1, Jr, and 3, Fire Attack Cement Factory, Rain Shower, Tropical Fish, Bomb Sweeper, Safe Buster, Climber, and more!), these are all quality titles included!! The higher the score, the faster and more difficult the games become, and if you manage to cross 1000 points in a specific game, you earn max stars, and those stars are currency, essentially to unlock more and more G&W games! Eventually, you'll unlock games in the museum menu, which is a sub-category that only includes 'classic' games, no modern titles, but even these selections are quite fantastic with upgrades from previous G&WG games, and additionally, classic games in this entry feature "shadow" images, which are just background "ghost" images that show where the active character objects will move across on the playing field, which helps greatly in gameplay knowing where exactly movement happens, and it also reflects what playing on an actual Game & Watch system feels like. I only wish these extra classic games also had modern takes (Mario's Bombs Away particularly, as it involves Mario in what appears to be... the Vietnam War??? hahah!).

But the final game unlock is the ultimate goal, which is the final G&W title to have ever released in fact, Zelda, and boy, is this one a cool as hell addition! Playing as Link as you fight off Moblins, ghosts, and Stalfos through various dungeons as you grab items and weapons to face off against a dragon boss to collect pieces of the Triforce, to eventually save princess Zelda! Comprehensive for a G&W game, right?? It's a bit simpler than what you're probably imagining, heh, but they manage to make it work, and make it fun, as you shield backwards or forwards on a 2D plane, avoiding enemy attacks, to try and kill the Moblin guard in each room, it... works! And definitely worth tracking down this game if you're a big Zelda fan, as this is one of the rarer officially developed Zelda titles from Nintendo.

And there's more! A couple of the games included are multiplayer, yeah, there were multiplayer G&W games back in the day, and now they have some modern takes here too! Two games, Donkey Kong 3 and Boxing, have multiplayer link cable support, where two people can face off against one another in simple but fun combative games. In DK3, Mario faces off against Donkey Kong in a 1-on-1 tug-of-war style game, where you're shooting either bubbles in modern, or bug spray in classic, on a three tier playing field, as a bug or fireball or ghost moves between them in the middle. Push those elements in the middle of the playing field using your spray all the way to your opponent's side of the arena to knock em out!! Can get quite energetic, it's probably my favorite (also playable Donkey Kong? Hell yeah! In fact, the classic G&W version might be the first time Donkey Kong was ever playable in any video game?!? Yeah, I think it is!) And boxing is essentially the NES game "Urban Champion" but, it's more fun, I promise, haha! Where you can raise or lower your fists, and punch high or punch low, and if you punch your opponent where they aren't guarding with their fists, you'll give em a solid whack, keep at it to give em a KO, and it's as simple as that! Fun little multiplayer games, whether classic or modern!

Also, for all those Smash Bros. fans out there, Mr. Game & Watch, the dude himself, actually shows up here, hah!

Cons: These are simple high score games, where you're doing pretty much the same few things over and over, with the challenge of keeping up your performance as the speed increases and additional variables are thrown in as well, it's like you're spinning multiple plates at once. I find it incredibly satisfying and fun, but I understand that it may not be everybody's jam. This is a "Minigame collection" after all. And like said above, I wish every playable game had a modern version, as a lot of the classic games playable in the museum are excellent, and I would've loved more. And if that's the major complaint, that I would've loved even more, then you know you got yourself a pretty great package here.

What it means to me: I grew up playing the Game & Watch Gallery series on Game Boy and Game Boy Color, so I had already been a fan, but when they announced this one, it was next level. All the modern games looked lush as hell, with vibrant colors and details pushing them beyond what you'd typically even see on the SNES, the backgrounds alone were stunning in games like Rain Shower and Octopus, I thought. And these backgrounds even change colors or go through different seasons the higher your score is, which is just lovely to look at, and keeps things fresh the more you play. It certainly became one of my most anticipated titles! And it delivered too! Dozens upon dozens of hours were put into this game, and I don't regret a minute of em, so much fun! Also, extra little note, this is, to my knowledge, the only video game to feature both Rare's Donkey Kong (who shows up in the title screen) as well as Yoichi Kotabe's Donkey Kong (the classic style DK from DK '94 on Game Boy), who's featured on the box art as well as in "modern" DK games included. Since this was one of Nintendo's first releases to include Donkey Kong after the Rare buyout from Microsoft (which happened in September 2002, and this game released in October of 2002, pretty dang close!) Just thought that was neat!

This was in fact not the peak of combat

"A story is a series of memories. Memories are remembered with other memories, and in turn become memories themselves. If you don't take care to preserve your memories, you'll forget them. So, please tell us frogs your memories of everything so far... That is what people refer to as 'saving'."

This isn't really a review, more of just some...thoughts on this game and my relationship to it. Fair warning, it's pretty navel-gazey and self-indulgent. You may not really get on with this one.

One of the all-time best Hard Drive headlines remains "Huge Earthbound Fan Excited To Play It For The First Time". It's a good gag, an playfully teasing dig that is funny because it's true, and could only come from a place of understanding of the EarthBound/Mother fandom. I know, because once upon a time, I was a Huge Mother 3 Fan Excited To Play It For The First Time.

It's hard to emphasize how much of a fetish object Mother 3 was for the western EarthBound fandom, even for the wider JRPG fandom. I became aware of EarthBound through Smash Bros, as I am sure most people my age did, and was immediately taken in by how out-of-a-piece it was with the rest of Nintendo's stable, and my interest only skyrocketed when I searched the internet and found out that EarthBound was super fucked up and weird and scary in a way only slightly off-beat Nintendo games hyped up by 14-year olds who don't really know anything else could be.

(See also: Majora's Mask, and endless features in Official Nintendo Magazine UK swearing that the ReDeads in Ocarina of Time were the scariest shit in the fucking world man you'd fuckin shit and piss your pants)

And then, of course, there was the sequel on the Game Boy Advance, that never left Japan and never would, implicitly because it would emotionally scar anyone who played it and was even more messed up than it's fuckin twisted predecessor. EarthBound has a habit of being slightly spoken over by many of its most ardent fans, certainly, those I was privy to in my days lurking on noted Haven for Absolute Unhinged Freaks Starmen.net, but Mother 3 was on a whole other level. Everything about this game was spoken of in terms of absurd religiosity, which was only heightened by its relative inaccessibility. Speaking about the game in hyperbolic terms practically became a core tenant of the EarthBound fandom, as if an official translation could be physically evoked out of the ether if enough people were enthusiastic enough for it. Entire swathes of the game were freely discussed, both before and after the (also given a kind of quasi-religious status by the fandom) fan translation were released, spoiling every single conceivable thing in the game in order to entice someone, anyone to give it a go and join the chorus, never quite seeming to realize that, mostly, they were was just talking to each other, and to impressionable 13-year-olds like me.

I swallowed all of this. It was hard not to. I remember one day, on what was probably at the time the most exciting website ever devised, the Smash Bros. Dojo, which contained daily updates for the sure-to-be greatest Smash Bros. ever made when Lucas and New Pork City were announced. To say I lost my shit was an understatement. I freaked out to just about any of my friends who would care to listen, performing the same role of Eulogist that all the people I saw online do for Mother 3, giving away every possible twist and reveal and plot point to people who, maybe might have actually played EarthBound on their own one day and liked it well enough. To say that I was a fan of Mother 3 at this point would be incorrect: I was a religious convert, a cultist, a Happy-Happyist passing down the teachings that I had taken in from sermons of the mount like "Blues Brothers Symbolism in EarthBound". Blue, blue.

I did play EarthBound, and really loved it, mostly because like 80% of the conversation around the game, when I was getting into it, was about how totally fucked up the final boss battle with Giygas is, and the remaining 20% was endless relitigating about why a game so impossibly magical and amazing didn't sell well enough, which carried the implicit conversation with the unreleased status of Mother 3. Because of this, I found so many surprises and things I found personally resonant, things that I had nothing to bring to other than myself. I didn't even have this feeling with the even-more over-discussed Final Fantasy VII because the things culture remembers of that game are bafflingly at odds with what it actually is and what I took away from it when I came to it.

But with Mother 3? I can't say the same thing. It's partly because it's a much shorter, more focused game than it's predecessor, it's partially because it stands alongside Far Cry 2 and Dark Souls as one of the most over-analyzed games in existence. But mostly, I think it's because the fandom conversation around this game warped my perception of it and turned every step on the Nowhere Islands into charted territory, where everyone had left their mark, and I had no space to make mine, no space to find myself beneath everyone else.

There are a huge amount of things that I love about Mother 3, so many things that I appreciate, and so many things that make me smile. But I've never been able to feel like my experiences of it were entirely mine. I've never been able to find the unique resonances with my own life or experiences that characterize all of my favorite games. Everywhere I look, every corner I turn on the Nowhere Islands, I see the words of others, the perspectives of others. I look at little elements like the doorknob, and instead of being able to turn it over in my head, and place it within the wider whole, all I can hear is a cacophony of voices echoing throughout the years, the interpretations of posters on Starmen.net, Itoi and Brownie Brown's own comments on the subject, drowning out any thoughts I might have.

Yes, I could definitely discuss my thoughts on the fact that the village of Tazmily was in some way doomed to it's fate from the very beginning because of it's pursuit of an idealized vision of a specifically American past draped in western imagery that conveniently ignores the great darkness of that time in material history...but even this thought echoes with perspectives I've read countless times before. Wess' abuse, the Magypsies as a deeply clumsy but earnest attempt to explore gender non-conformity as it relates to the social and "nature", the way forgetting haunts the entire game world, as if everyone else on the Islands knows what a terrible mistake has been made by choosing to move backwards rather than forwards and desperately wishes to avoid it by enshrining themselves in your memory...it's possible you've read stuff here and thought "oh, that's interesting!" But every time I go to speak, every time I open my mouth on these things the words of others spill out, so ingrained and intertwined that I don't know which thoughts are mine and which thoughts are creeping in from forum threads long, long ago. Playing this game is like playing with a director's commentary track inside my head that I cannot switch off, commenting on the meaning or intent behind every single pixel on the screen, and it's heartbreaking because I truly believe this kind of voracious all-consuming analysis is completely antithetical to why these games are good.

Mother/Earthbound games are free-wheeling, lackadaisical, and rarely concerned with all-consuming arcs and statements. Those things are there, but the real pleasure of playing one of these games is just meeting the weird and wonderful people of this odd and beautiful world. You can see it in the battle system, in how it is playfully carefree with it's rules and rhythms, with many boss battles being beaten after you have technically been dealt lethal damage, but the game is kinda taking it easy until it gets to you. You can see it in the, frankly, absolutely astonishing soundtrack that freely mixes and matches genres and tones and instruments all processed through the woeful GBA speakers. You can see it in how the MacGuffin that dominates the first half of the game's plot is basically forgotten about and never mentioned again afterwards, in the lack of interest in connecting the dots between EarthBound and this game, in how the same reverence that the fandom spaces I hung out in hold this game and EarthBound are viewed with huge scepticism via Porky's Museum of EarthBound ephemera.

Mother 3 is not a religious object of absurd fervour, it's not a mythical Dark Dragon waiting to be unleashed. It's a video game, one that is laid back, at ease and confident in itself. And I wish I could be the same with it, but I can't help but play this game with the same awkward, nervous, stammering energy that comes with meeting an internet acquaintance in person. I wish I could be normal here, I really could! But my brain is too filled with EarthBound fansite trivia, I'm so sorry. Did you know there's an unused sprite that depicts the creation of the Masked Man, but that it was never used because it's probably just too fucked up and scary f-

Boney attacks!

...yeah, ok, I deserved that.

I've read a lot on games I love, and games I don't, but never do I really feel like those perspectives take me over, leave me unable to see the game beneath them. Certainly, my perspective has been altered by the perspectives of others, sometimes for good and sometimes for ill but with no other game do I feel so wholly unable to find myself in, no other game has this opaque wall around it made of What Other People Thought About It. Not even EarthBound has this for me. And it makes me really sad. Mother 3 is a special game. A really great one. And I think I do love it but...it's a love with a lower-case L. Despite it's reputation as a merciless feels machine, my appreciation of Mother 3 is extremely emotionally detached in a way I find kind of upsetting. There are definitely things about it that I feel strongly about, things about it that provoke profound emotion in me, but I wish I had been able to find those things for myself, instead of my love for the game sold to me by overzealous fans.

No, that's wrong. It's not the fan's fault. Well, not entirely. I do think that a lot of the conversation with these games is kind of fundamentally opposed to what they actually are in a way that speaks to the relative immaturity of a lot (not all) of the people talking about them at the point in time where their critical reception was still cooling. But ultimately, It's not the fault of people just talking enthusiastically about a game they loved, or at least, wanted to love. Mother 3 is just...as a result of my interactions with it, how long its shadow is cast across my mind as a child...trying to find personal meaning in Mother 3 that relates personally to myself is like trying to find something new in Citizen Kane. When something is that storied, that discussed...what hope do I have?

When people who were there talk about their first interactions with EarthBound, it's so often framed as this unfolding flower of a work, that grew beyond whatever humble thoughts they may have derived from the game's legendarily misguided marketing campaign. They weren't expecting to find one of the best games of all time inside it, but they did. It's the same I feel about when I played my favourite game for the first time. I wasn't prepared for the things it would do and show me. This is not to say that novelty is an inherent facet of a game I love. But at the same time...I don't know how fully I can love something that falls into a dutiful checklist of the things I already expect to find there.

I think Mother 3 is a great game. But I think people should be allowed to find that for themselves, or not if that's how it goes. It is, ultimately, A Video Game, after all, a children's video game at that, the video equivalent of a Ghibli or Pixar film, and not a holy missive from on high. Because I don't know if I feel, in my heart, that Mother 3 is a great game, and I think that's terrible. I think fandom and conversation can be really special, and I hope this doesn't come off as a condemnation of the western Mother/EarthBound fandom. But I think sometimes, Fandom can do terrible things to work, warp it to fit their enthusiasm. I see it in games like Persona 5, Xenoblade, Dark Souls, games that become disseminated by voices that come to dictate the scope of their meaning.

Maybe you would find Mother 3 weird, funny, or heartrending. Maybe you would think of it as super fucked up and nasty and scary. Maybe it will be the saddest thing in the world for you. But I think, as with any game, you owe it to yourself to find out for yourself, rather than have some ageing boomer online tell you what it should be.

It's like the frog. You can dissect it forever, but nothing you learn or examine or analyse will change the fundamental fact that the frog is dead. Wouldn't you much rather meet it for the first time when it's still alive, while it can still save your game?

8-bit games often feel strangely lonely and alienating to me. Do you feel like this? I can't really put my finger on why, exactly. Maybe it's because so many of them are such well-trodden ground by now, that it feels like everyone else has been and gone, leaving me alone, crawling amongst the wreckage the words of others have left behind.

Few games tap into that feeling more than the much-maligned Final Fantasy II. There's really no way to say this without sounding hyperbolic/unhinged/pretentious, but it's a game that I am absolutely convinced has a true Soul, one that exists beyond the cartridge, and in the heart and imagination. In the same way that many people develop emotional attachments to their cars and end up attaching human characteristics to their errors and singularities, evolving them into quirks and endearing character flaws, Final Fantasy II's straining ambition gives it an utterly human character to me, a mess of quirks and ideas and wholly distinctive character traits that are entirely its own. Even when the game has serious issues that can impact my enjoyment - namely, the dungeon designs, the one part of the game I find largely indefensible - I find myself endeared to it completely. "Oh, you, FF2!"

There is no other game quite like Final Fantasy II, and there probably never will be again, simply because we now have so much ingrained knowledge of how systems like these are supposed to work, how stories like this are supposed to be told. The lessons learned from games like Final Fantasy II have taken root in the future, but in so doing, the games themselves have been left to languish in retrospect's austere halls.

If I had to sum up the soul of this game, I'd say that it's character can be drawn out through one of my favorite anecdotes in video game history (https://twitter.com/woodaba2/status/1331685180285874176?s=20), the story of how Ultima, the spell sought after by the heroes that Minwu, the most stalwart and useful of the guest party members, gives his life to unseal, only to find it ultimately useless. Although "fixed" in subsequent releases, the emotions this bug inspires live on in the "correct" implementation of Ultima, that being it growing in power the more spells you have mastered, and it takes quite some mastery to push it beyond the bounds of Flare. Even if you do unleash it's full power, that power comes from the user, not the spell: in the hands of a party member without spells, Ultima is powerless.

Unintentional though it may have been, this moment is core to the heart of Final Fantasy II and why it remains incredibly impactful to this day. Common storytelling logic - and, indeed, the original intention of the script - holds that Minwu's death would allow the heroes to find the weapon they need to overthrow the evil Emperor once and for all, but the programming of Final Fantasy II, astonishingly present thanks to the myriad bugs and systemic quirks the game is infamous for, rebels against this idea. "No," it says. "Ultima is but the loudest cry of a far bygone age, echoing almost silently into the future. Minwu died for nothing."

When Aerith dies in Final Fantasy VII, the party is struck by the suddenness of it, but eventually come to understand that she died casting a spell that may save the planet. They can find meaning in what she died doing, even as they mourn the death itself. But in Final Fantasy II, people die and often, their deaths are senseless and without meaning. Perhaps characters like Gordon, who dies from his wounds in his bed, marking your first real mission for the Rebel Army a failure, may have inspired tragic cutscenes in a SNES or PS1 RPG (though I should stress that this game does have the integral addition of choreographed cutscenes punctuating critical moments, but I'll let New Frame Plus discuss it better in their excellent video: https://www.youtube.com/watch?v=xapVOKEMk6A), but here, a death like this brings with it only the hole they leave in your party, a wound on the very battle screen that no one can entirely replace.

Not to say that characters are entirely mechanical, like they are in the original, but certainly the game leverages the mechanical boosts the guest characters offer you to make you truly feel their absence. Despite his sparse dialogue, Minwu, the ass-kicking white mage sporting one of early FF's best designs is beloved by fans because he is a crucial asset in battle, and his loss is deeply felt by a party that has no doubt by this stage come to depend on him. Your permanent party members, the vectors through which you'll explore the game's revolutionary levelling system - now thoroughly jacked by The Elder Scrolls, becoming the foundation for the most popular RPG in the world - wherein your characters grow organically through play from orphans who are destroyed in the first battle of the game to distinct archetypes of your own choosing. In my last playthrough, Firion became a master of bows and magics, while Maria took up Leon's fallen sword and became a dual-wielding powerhouse. You can become incredibly powerful in your chosen niches quite quickly in the remakes of this game...not that it will help you against the might of Palamecia.

Victories against the Empire are hard-won, difficult to come by, and often, negligible or even fruitless. Even slaying the Emperor in his palace only allows him to rise again, more powerful than ever before, as the Emperor of Hell itself. By the time you begin the final assault on Pandaemonium, there's a very real sense that there's not much of the world left to save, so devastated has it been by the conflict, leaving you wandering alone in the wreckage of the world listening to the crucially melancholy overworld theme (https://youtu.be/SaCLoLBdxTU). A later Squaresoft title on the PS1 leaves its world in a similar state going into the final dungeon, but it never hit me there quite like it does here because that game is filled with so much exposition and character moments that there's so much else to think about and consider. Final Fantasy II drowns you in the sensory silence of it's empty world, and it is deafening.

But still, you press on.

For those you have lost. For those you can yet save.

Because the deaths of Minwu and the others, they can't have been for nothing.

You can't let them be for nothing.

Most people don't get out of this game what I do. Heck, even I often don't get out of this game what I do in my moments of highest appreciation for it, as it exists in experiential aggregate, forgetting the miserable dungeons and the way the game is almost completely broken in it's original form. But there's no doubt in my mind that this is a special game, that does very special things. You may argue that those things are unintentional, sure, but does that matter? Games like Metroid II: The Return of Samus have come to be seen in bold and incisive ways that grow beyond their original intentions, so allow me to plant my flag and say that Final Fantasy II deserves to be acknowledged and appreciated much the same, as a defiant Wild Rose, rather than be left to wither and dry up on a sad, lonely outpost on the road to a future that left it behind.

my opinion is Popular now unlike destroy mid. Upvotes to the LEft !

I finally beat Mario 64 for the first time and did a BLJ on my first try

Good game