EarthBound may be the winner of the "best game with the worst first impression" award. Getting into this one took at least 4 separate attempts for me. The first 3-4 hours of the game involve you traveling as Ness, all by yourself, with no party members. And I'll be frank, the game was simply not designed for this. Enemies have just as much of a chance to crit shot you as you do them, along with dealing devastating status effects which you have no defense against other than your luck and your ability to trek back to the nearest hospital. You are likely to die, and it is likely to be completely out of your control, even with prep.

Adding to that, you also have to deal with a pitifully low amount of inventory space at first, further compounded by necessary quest items that don't feel like they should be taking up an inventory slot at all. Why does the map have to take one? Along with your ATM Card, and the Sound Stone? That's three inventory slots (maybe two, if you can live without the map) right there that are already hogged for the rest of the game by these things. Is the bike supposed to be a joke item, or an inconsidered waste of space and time? There's a lot going against EarthBound at first... I wouldn't blame you if you wanted to drop it.

Okay, but here's the thing. Push through. Genuinely, sincerely push through if you enjoy classic RPG experiences. Because as soon as you get your second party member and level them up a bit, the meta changes. Now, you've got a mage on your team, an additional set of inventory slots, and a bit more defense and protection against incoming threats. And suddenly, the game actually becomes managable and fun. Well, in bursts.

EarthBound is all over the place like that, like an uneven stock market graph with a line swaying up and down, where you're likely to see the calm after the ensuing difficulty storm. You will have just as many moments where you're in total control of the game, as much as the game will have its moments with you, bringing you down to earth level with bosses that will kick your ass. Although it gets easier over time, there's always that element of a dice roll, where sometimes, you'll just want to depend on those critical hits doing the job for you, but things might not turn out the way you want them to. And if that's not your cup of tea, that's understandable. But I think of it this way. Even if I may not win this time, the luck element does mean that I'm much more likely to win it the next. In contrast to the initial few hours, the rest of the game is about not giving up.

And the theme of "not giving up" is not only examplified through its design mentality, but through its simple and pure story. You are a courageous ragtag team of kids, off on an adventure to save the world. Do not expect the plot to get any more complex than that. What really matters is the usage of RPG gameplay elements and interweaving them into the story of the game, all to tell you just two things: You're getting ever stronger, and ever further away from home.

You'll find yourself counting each landmark you discover, each city or village you stumble into, until the time comes when the game will directly ask you to look back on everything that's gotten you this far. A trip down reminiscing lane. And that's when it'll hit you that this is a story of determination, perseverance. The power of courage, and friendship, and all that shit. Which would normally be a cause to roll my eyes, but EarthBound never uses this as a way to dramatize things and make the story bigger than what it seems. It's almost like a charming children's book, where rather than going on big anime monologues about your friends being your power, it just simply asks you, the player, personally, to never give up. And by leaving it at that, there's something incredibly earnest and sincere about it.

Still, if that's really all that there is to the story, then where is the draw to push through 20 hours of that? The writing is the answer. It's already been said many times that EarthBound had a really damn solid localization for its time, and it holds up just as well today. The NPC's are fuckin' weird in this one, and you'll want to find yourself talking to every single one of them not just for the sake of hints, but just to... take in their oddities and quirks. Take a shot everytime one of them says "Oops!"

EarthBound's writing makes a whole lot of something out of practically nothing by prioritizing surrealism and personality on all counts. Normally, a writer's job would be to make himself sound like multiple differing characters, but in the case of this, every character sounds like one writer. One writer's rambling thoughts, thrown into hundreds of text boxes with reckless abandon, like I'm peering into his very mind. As a result, nothing here feels "real." This is not someone's world made reality, it is a look inside the machinations of Mr. Itoi. And that's what truly makes the game special, once you make sure to roll with that.

Also, a brief shoutout to the final boss, which for its time, was an unbelievable thing to put into your SNES game for kids to play, let alone to see that localized overseas. Sometimes, I see EarthBound as one giant buildup to that single moment. And in a way, I think it further cements its total sincerity of the game's theming. Even though the whole point is to cheer you on and show you the good side of life, it doesn't ignore the fact that there are terrifying things out there.

Summing it up: EarthBound is a simple RPG, coupled with a simple story. Never does that simplicity equal mindlessness. It is a charmingly written game where progression and evolution of your strength and experiences means everything. If you love your numbers going up, and as long as you don't set your expectations to "One of the greatest RPG's ever made", I think you'll warm up to what it's doing and appreciate how straightforward it wants to be. As mentioned, the first couple hours will be rough. Everything else beyond that, will be a pleasant treat, and an adventure to remember.

Reviewed on Oct 07, 2023


3 Comments


6 months ago

I try not to give games ups on a meta level because it's easy enough to assume it's rarely - if ever - a deliberate choice on the dev's part. I feel like I can say the same for Earthbound, but the first section of the game does make me wonder. It took me a few false starts before I could really get into the game for the same reasons you detailed. Playing as Ness alone stinks and everything feels slow and frustrating and unfair. Then you make friends and suddenly life becomes so much more enjoyable. Do I think that was anybody's intention? Not really. Does it feel like it ties perfectly into the themes of the game? Yeah, kinda.

6 months ago

I didn't think about the theming of friendship tying directly into the game's difficulty! Whether that was the intention at all or not, I really like that idea, I totally agree with you.

6 months ago

Lovely review!