Earthbound

Do you like Earthbound? If you answered no, it’s because you haven’t played it.

It seems that the big thing about Earthbound is that everybody loves it for different reasons, and more often than not, they’re all little personal things. I’ve read a host of Earthbound-related stuff this week, and I recommend checking out at least Talking Tyrant Loki‘s take on it. It’s the shortest of the three links I’m posting here, and probably the easiest to swallow. Another one from a website I’ve never read before called Critical Distance gives you a sort of play-by-play of a handful of other people’s EB-related musings. The last, an absolutely mammoth review by Tim Rogers really digs into the game. It’s a long read, and it’s incredibly deep. If you don’t want to experience Earthbound after reading this, nothing will sway you.

Me, I think the thing that draws me most to Earthbound is the music. Ever since the first time I played it, the Onett theme has stuck with me. I whistle it pretty consistently, and usually when I go for a walk on a quiet day (sans iPod) I find the Twoson theme playing in my head.

More than anything, the little scene you get when waking up in a hotel and the accompanying melody are permanently ingrained on my soul. Most people miss it because you wake up and leave the room to get back to the quest, but there’s a piece of music that plays after the “good morning” melody that I’m sure is exclusive to the room after waking. Once you leave the room, it switches back to regular ol’ hotel music. I think. It’s been almost a year since I played the game, so the details are a little fuzzy.

The point is, that that one tiny moment -those ten second between when the screen fades after talking to the hotel clerk and leaving your room- makes me feel an overwhelming sense of serenity. In other RPGs, waking up after a hotel stay produces a chime and then it’s back to business. Earthbound perfectly captures that one feeling that we all get occasionally in the morning, when you wake up and everything feels absolutely perfect for a few fleeting seconds.

The little melody. The music that comes afterwards. The chirping of the birds in the background. This minor instance that is a throwaway moment in any other game has had a deeper and more lasting impact on me than any other element of any game that I can think of. You may read this, having never played the game, and think I’m nuts. Maybe you have played it, but didn’t get the same sensation. But this affected me. I can’t even describe how it works in my head. Anytime I stay at a hotel in real life, this scene invariably invades my mind.

There’s a scene in the game where you stay in a haunted hotel, and the whole process is similar, but twisted. That was when I truly realized that things were really amiss, despite the fact that the town was overrun with zombies and smelly trash can ghosts. It was emotionally distressing, to say the least.

All that, and I haven’t even gotten around to the Sound Stone Melody (called “Smiles and Tears,” apparently). This is the first song that I can remember which evoked a strong emotional response in me, and remains one of two songs and the only instrumental piece that has ever brought tears to my eyes on the merits of the music alone, the other being Queen’s “Save Me.” But while the latter brought about its response through a genuine expression of despair and loneliness, the Sound Stone Melody has a more ineffable quality to it. I don’t know how it manages to grip my consciousness so tightly, but it does. It’s one of my favourite pieces of music, and it really is beautiful.

The main quest of Earthbound is to assemble the pieces of this melody. Yes, it’s to help defeat an evil alien, but that’s besides the point. You travel the world, to these sacred places that really aren’t so extraordinary on their own. At each one, you acquire the next few bars of the tune. Once you’ve assembled them all and listen to the entire piece, you cannot help but be overcome by a wave of nostalgia, remembering all of these places, and everything you experienced on the way there. Maybe it was just a silly quest in a silly video game, but now it’s a part of you too, and that melody will bring all those feelings and memories back every time you listen to it. I used to sit on the Sound Stone screen and listen to the melody -even when incomplete- over and over, because it brought with it the absolute strangest feeling I’d ever experienced. It was like the greatest happiness and the deepest sorrow wrapped into one short, simple melody.

So yeah, Earthbound is pretty deep. I recommend playing immersing yourself in it as soon as possible. And don’t just get to the end. Walk around. Explore the world. Let it and all of its little details wash into you. Though given that everyone who writes about Earthbound in this way played it in their developmental years and is now waxing nostalgic about it, I’m not sure if an adult could properly appreciate the game. All I can say for sure is that I played plenty of video games in my youth, and none of them evoke that same warm feeling in my chest that Earthbound does.

It’s running through my brain

Yesterday I discovered the Playstation Store for the first time. This is both fantastic and not good at all.

I suppose I knew that it existed. As I understood it though, it could only be accessed via PS3 and then the games could be transferred to your PSP. If that was ever the case, it’s not anymore. And now I have access to PSOne Classics, and my credit card bill is going to inflate dramatically.

I’ve already bought Breath of Fire IV, Tomb Raider and Gex 3: Enter the Gecko. BoFIV and Tomb Raider because the kids at Gamespite keep telling my how good they are and how I missed out, and Gex 3 because I remember playing and enjoying the N64 version as a whippersnapper. In retrospect, it’s a game that only a child should enjoy; a second-rate Banjo-Kazooie.

The most interesting thing about Gex 3 is that it’s just loaded with pop-culture references. And this was in an age before Family Guy. At least, Gex: Enter the Gecko (Gex 2) predated Family Guy by about a year, and it used the same schtick. After a little research, it seems like Enter the Gecko was actually released before Banjo-Kazooie, making my comment in the last paragraph a little backwards, but you’d think that Crystal Dynamics would have learned from the best for Gex 3. That is to say, the best for 3D platforming collectathons anyway.

I actually cannot wait to dig into Tomb Raider. I remember hating the demo with a passion, but I’ve heard enough people say that once you get around the lame controls and gunplay mechanics there’s a great adventure buried in there. I hope to excavate this supposed relic. Hyuk hyuk.

And Breath of Fire IV? I’ve played the first dungeons in the first two BoF games, and have delved a bit farther into Dragon Quarter (which I need to get back to…), but otherwise I have very little experience with the series. RPGs also seem better suited than complex action games to be played on a system that’s missing two buttons and an analog stick from the original controller. Also, I probably don’t need to buy a third copy of Final Fantasy VIII. Though I inevitably will. The idea of being able to play FFVIII anywhere is way too tempting. And when I can, I fear my 3DS and all other PSP games I own will become completely irrelevant. The only thing that’s really stopping me from doing so right now is the fact that my tiny memory stick is full and I don’t want to buy a new one.

In conclusion, I’m glad the most these games go for is $10 (sans tax!). That’s considerably less than people are trying to make me pay for used physical copies! Hooray!

Droppin’ addendums

I have a couple things to add to previous posts from this week, and no better time to do it because I don’t really have anything else to say today.

Firstly, and most importantly, you can quick turn in MegaMan Legends! While not as intuitive as the quick turn in Resident Evil games (pressing down+run), it offers more fexibility by letting you quick turn in any direction! I say less intuitive because in RE games you’re always pressing the run button anyway, but the circle button in MML is for talking to people and opening doors/chests. Now that I think about it though, MML doesn’t have a run button and the next most logical choice is the context sensitive button. So forget everything I typed here except for the “I was wrong there is quick turn” bit.

I don’t know which one it is, but I’m sure somewhere there’s a game where the quick turn is pressing both shoulder buttons? Maybe I dreamed it?

Secondly, I tallied up the amounts of songs that I like in Rock Band 2 and LEGO Rock Band. Just because I didn’t feel comfortable rounding up the amount of crappy songs in LRB to “about half.” And what I came up with is that I like 19 of the 45 songs, which means that in reality, 58% percent of the songs in LEGO Rock Band are crappy. Not really enough of a difference to justify the time it took to do the math. Whatever.

I did the same count for Rock Band 2, and amazingly I like 63% of the songs on that disc. Which is surprising to me, because when I think about RB2’s setlist, I can only think of the boring-ass garbage on it like “Float On,” “PDA” and “Feel the Pain”. So I guess if you’ve heard me dissing on RB2’s setlist, just disregard it because I apparently like it quite a bit more than I thought.

P.S. I like roughly 30% of the tracks in Band Hero. And that’s being generous.

Holder of Legends

My family was down in the States last week, and I’d given them a short list of things to pick up for me while they were down there. It was mostly Peanut Butter Crunch and Mountain Dew Throwback, but at the very end, I snuck a note on there asking them to check out the used game shops for either MegaMan Legends game. I wasn’t expecting much, because I’ve been prowling the local shops for years now. Lo and behold, the ol’ family came through for me.

So now I’m the proud owner of a legitimate copy of MegaMan Legends. It doesn’t have the proper jewel case, but I can fake that if it ever starts to bother me. It’s been a few years since I played it in earnest, so I’d forgotten just how strange the control scheme is. I was a little worried about how MegaMan Legends 3 would control on the 3DS, but my fears have been assuaged now that I know they certainly couldn’t have gotten any less functional. It’s all moot though, because that game was cancelled.

I think the most jarring thing to me is that there is no quick-turn button/button combination. I don’t think it was introduced into the Resident Evil series until the GameCube remake, but I have lingering memories of there being such a technique in MML. Maybe I’m thinking about the sequel? Maybe there is a quick turn and I don’t know how because I don’t have the manual? It would be really handy though. S’all I’m sayin’.

On the other hand, I’ve been doing pretty well for myself so far. Near the beginning of the game, there’s a huge robot boss whose weaponry can destroy the surrounding buildings. One of the sub-quests later in the game is to grind up the money to donate towards rebuilding the city. Usually the costs are pretty high, but I managed to end up losing only two of the smaller buildings on this run, which is significantly better than I remember doing on any previous playthroughs. So, I guess I’m getting the hang of the funky controls again.

There’s a second phase in the Northern section of the city that works the same way. Only this time there are a handful of smaller robots which are far more interested in demolition than self-preservation, and three of which fly around and spawn new robots. Also the buildings are spread out a bit more, forcing you to run back and forth across the map in a vain attempt to save what you can. Needless to say, that part never works out too well for me.

It’s a great joy to drop back into the MegaMan Legends world though. Kattleox Island is such a vibrant place, with little flourishes all over the place to keep explorers happy. Maybe they’re as simple as a poster with a pig and chicks on it that says “Don’t kick us!” (which ties into Legends 2), or as unexpected as a lone Servbot hanging out on a roof. And the characters! The voice acting doesn’t exactly shine, but it certainly has the same memorable quality as the original Resident Evil does, just without most of the cheesiness. At worst, Capcom had programmers/translators who wanted to do voice acting do it this time around.

In the end, I think it’s mostly the fact that I can appreciate this game for what it was in its time. Mechanically, it doesn’t hold up as well as I’d like to say, but it certainly makes up for that lack with a compelling game and story underneath those outdated levers and pulleys. I still love the game, and I’m relishing the chance to really get into it again.

Gimme the honky tonk blues

MegaMan Legends 3 was cancelled yesterday. This is absolutely heart-wrenching news for me for a lot of reasons. Obviously, because I’m a MegaMan fanboy (though I’ve been somewhat less vocal about that recently), but also because that’s the 3DS game I was waiting for. I wouldn’t go so far as to say it’s the reason I bought my 3DS, but it would likely have been reason #2 if I had an enumerated list of reasons why I bought the machine.

It’s also sad because the Legends series is far and away my favourite incarnation of MegaMan. The platformers are great and all, but not one classic MegaMan game had the charm and personality that Legends exuded. MegaMan Powered Up! certainly tried, but even with its cutesy style, it still lacked the pure soul that makes Legends so unique.

While the graphics in the Legends games are blocky, they still look damn spiffy for PS1 games. Hell, these games are partly defined by their colourful palettes and Miyazaki-esque art direction. There wasn’t exactly a great wealth of PS1 games that made such good use of so few polygons. Not to mention that the characters’ faces were all fully animated in cutscenes. It’s not so impressive today, but was definitely a Big Deal in 1997. The only other game I can think of that had complex facial animations (defined here as more than a hinged jaw) in that generation was Turok 3, and that was in 2000. I’m sure there were more, but those are the only two that spring to mind.

Moreso than the graphical prowess though, the characters and worlds really popped and brought the games to life. Every major character in MegaMan Legends (the first) is lovable. I could go on to describe all that in great detail here, but why do so when there is a perfectly good article already written about the same subject?

Point is, Capcom may have figured it was a lost cause because all that matters is profit, but I think it would have been a fantastic game. The people working on it were committed to the project, and there was a fairly huge community surrounding and supporting it. It likely wouldn’t have been a million-seller, but maybe it would have been the 3DS game to own. Now we’ll never know. And we’ll never have closure to that cliffhanger ending in MegaMan Legends 2. Goddammit.

Like a bullet from a gun

I bought my 3DS on launch day, and sadly, while Super Street Fighter 4 and the included apps were neat and kept me busy for a while, I pretty much didn’t use the machine until the eShop launched a couple weeks ago. And now that I have both The Legend of Zelda: Ocarina of Time 3D and Resident Evil: The Mercenaries 3D I see no lack of 3DS usage in my future. Haven’t played Mercs yet, but I have thoughts about Zelda!

Firstly, wow, I don’t think I’ve ever seen a game where the graphics are so… inconsistent. At least where it wasn’t done on purpose. Yeah, the textures are cleaned up, the pre-rendered areas are completely remade, and character models look better, but not all of them! I’d need to stick them side-to-side, but most nameless NPCs still look very N64, and I suspect that maybe the bosses weren’t touched at all aside from a brightened colours? Maybe it’s not so drastic, but you can certainly tell that the game was just touched-up and not truly remade. The game looks spectacular in 3D though! It’s just a shame that you have to keep it at that perfect angle though. Oh well. Glasses-free.

Also, I’m surprised that I immediately took to the tilting mechanic for aiming. I didn’t think I’d use it when I read the reviews, but it just happened instinctively. Of course, doing so with 3D on usually makes a blurry mess because I don’t think to move my entire body in relation to the screen, but whatever. It’s cool, and almost as immersive as aiming bows and hookshots with the Wiimote.

It would seem that I’ve forgotten the locations of several heart pieces and gold skulltulas! This is crazy, because I used to be able to 100% the game without even a glance at a FAQ or map. Old age is starting to catch up with me, I suppose. And was there a stone of agony in the N64 version? I assume it used the rumble pak instead of an onscreen cue, but I don’t remember it at all. Possibly because I never had my rumble pak plugged in. And as I final note, after 13 years I just got the “skulltula” pun (skull + tarantula). Never clicked before. I’m stupid.

 

Get on your bikes and ride!

First thing to mention today, I’ve been thinking about this for a while now, and I’m working on a new little side project for this summer. The, uh, “field research” is going quite well, and it should be ready to launch on the first of July. I’m thinking that since it’s a wannabe-professional writing project that I should probably hire an editor, but we’ll see how it goes. Maybe it’ll work, maybe not. We’ll see come the end of the summer.

Also, how great is Link’s Awakening DX? I think it’s pretty awesome, though it is probably the single most obvious piece of evidence that I’m not nearly as patient with my games as I used to be. See, right at the beginning of the game, you can buy a bow from the shop. But it’s 980(?) rupees, which is way more than you can afford at the outset of the quest. But there is a crane minigame that, for the cost of 10 rupees and a little professional insight, you can grind and have that money much faster than you’d acquire it normally. Each play costs 10 rupees and there are two thirty-rupee prizes, so you have a net gain of 40 rupees a run, which means it takes 25 rounds to secure the necessary funds. It takes roughly a minute to grab both rupee prizes, which doesn’t sound so bad, but who wants to grind a crane game for half an hour? So for the first time ever, I’m skipping the bow for now. I’ll wait to come back once I’ve got the cash or the need for the weapon. I seem to remember having more rupees than I’d ever need by the third dungeon, and I don’t recall the bow ever being required to advance. As far as I can remember it’s more of a convenience, which is a far cry from modern Zelda games that have you use it all the time.

Lastly, where my recent Final Fantasy addiction is involved, I think I need to take a break from Dissidia and focus on Final Fantasy XIII. The game (Dissidia, that is) informs me that I’ve played it for forty-something days in a row now. That’s great and all, but at this point I’m mostly just grinding up my characters so that they’re overpowered when I start up Dissidia 012. FFXIII, on the other hand, I am crazy about and need to spend more time with. Over the last few weeks I’ve been powering my way through the “slow” part to the game, but it’s been slow going, getting in maybe one play session a week that lasts more than an hour. I really have no qualms with what I’ve played so far though. Yes, it’s running through enemy-filled hallways to the next cutscene, but I like it that way! Plus, the battles are dynamic enough that I don’t care if I’m just mashing the auto-battle command over and over. Not to mention that the game rewards you for ending battles as quickly as possible, and I love that the game doesn’t keep an average of your battle results. I would hate to open my menu and see a less-than perfect four-star rating there every time, spitting on my pride. Really, I could talk about FFXIII all day long, but this post is long enough already and I’ll save it for another time.

We’ve got a line in the sky

The past 24 hours have both strained and bolstered my love for Nintendo. Not equally, but we’ll get there. For now, let’s just focus on the worst of it, and then end on a positive note.

Yesterday we were promised a system update for the 3DS that enabled, among other things, the eShop. This is a feature that should have been included at the release of the hardware, but I can understand that they wanted to make sure it was as good as it could be, and delays are always better than half-assed product. But then the update was pushed back and back again up to yesterday. And then I got a message saying it would be available in the evening. I waited all damn day, and when did the update go live? 11:40. PM. If not for the fact that I love my system update, I might still be a little bitter about that one.

The eShop, however, is the glorious ship upon which all my hopes and dreams ride. See, ever since before the original Wii (more on that later) launched, I’ve been dreaming of a time where classic GameBoy games would be provided via some sort of download service. And now they are! Yeah, maybe the only ones worth a look are Link’s Awakening DX (still my favourite Zelda ever) and Super Mario Land (debatable), but some day Pokémons in all colours of the rainbow will be available, and maybe more importantly, the Wario Land series. And Donkey Kong ’94! Oh, and the Kirby’s Dream Land and Final Fantasy Legend series! And Metal Gear Solid! …I could go on like this all day. For now I’ll just revel in my favouritest Zelda and the fact that I actually really like Super Mario Land.

And now, about today’s overload of Nintendo goodness. Where to even start? To put it simply, I think the 3DS is about to really come into its own. The first-party lineup alone is more than I need, nevermind the love Capcom’s showing: two Resident Evils and the all-important MegaMan Legends 3. But that Wii U? I am ever so excited about it! With the first Wii, I admit, I was just as skeptical as everyone else, but I have no doubts that Wii U will deliver on every count. USB hard drive compatibility? Check. Awesome new tablet controller? Check. Some decent horsepower? Check. Console that’s an adorable cross of Wii and 360? Check and double check.

Let’s just get one thing straight; I think that the name Wii U is so, so terrible. That is not the name of a game console, that’s the sound a fire truck makes!

But on the plus side, we’re going to have a plethora of great games to play! Think about it this way: Four Swords could get a real revival! And not like I’ll play any of them (Arkham City being the only possible exception), but there are a buttload of “core” games headed to Wii U too, which nearly knocked me off my seat. Anyway, I should go and actually watch that press conference now. Following like five live blogs of it was all well and good, but I’d like to see some of this stuff in action.

They’re preaching lies

I’m sitting here trying to finish up Secret of Mana on my phone, but it’s getting to a point where I just don’t think it’s possible to continue. It’s really bad because I’ve beaten this game several times before. I wish I could just say that it’s because I’m getting old and suck at games now (which may be more true than I want to admit), but it’s actually because SOM for iOS is so, so badly balanced.

In the Super NES version, the game was pretty easy. If you get stuck somewhere, it’s because you forgot to buy the better armor at the last town. Maybe you played too fast and didn’t level enough (though level gains aren’t nearly as important as in, say, Dragon Warrior) and need to go back and grind a handful of bees or chobin hoods. Bosses were the only real challenge, and that was until you realized that spamming magic would essentially end the fights before they really began. What I’m getting at is that I never really faced a sticking point before. But now they’re everywhere! The game has been totally rebalanced in the enemies’ favour, and now the bosses are usually where you find respite from the terrible onslaught of death.

Mooks have been way upgraded for the iOS version of the game, their attacks doing a whole hell of a lot more damage than ever. Magic is even worse. And that wouldn’t be too bad on its own, but your character’s hit rates have gone way down. I swear nine out of ten times your attacks will whiff. I first got stuck in the upper land forest, where the combination of overpowered caterpillars and unhittable moles and fish ripped me a new one over and over again. I don’t remember ever using cups of life outside of bosses back in the SNES days, but by God, the merchants are sending their kids to college on my cup of life purchases alone this time around. It seemed like for most of the mid-game that every time I walked onto a new screen the sprite would be dead within ten seconds.

But a combination of grinding money and buying the (awesome) Gold Island armor as soon as possible really made the areas between getting Flammie (SOM’s airship stand-in) and entering the underground city really easy (or at least bearable). Now, in the underground city however, things have gotten retarded hard again. My armor is no longer game-breaking, but merely enough to keep my dudes from dying in a single hit. Making my way through a single hallway is tough, and getting from one end of an entire screen to the other without a casualty is nearly impossible. It gets worse too, because I’m stuck right before a boss with no supplies and no MP and he’s apparently immune to physical attacks? I definitely don’t remember this guy. So basically I have to work my way back out of this area (which is one of the longest dungeons) to get stuff, but getting out alive in my condition is going to be yet another nigh-impossible challenge (see the image above, and that’s right outside the boss room).

I remember a long time ago, when Secret of Mana was fun. But now it’s tedious and unfair and frustrating. I don’t like the iOS port, and until they put out a patch that at the very least puts my hit rates back to a reasonable level, I don’t think that I can finish it.

You’re mad

Still plugging away at Final Fantasy on my iPhone, not really sure what I should do next, because I got the airship right after Lich, and then went on to get my class changes right away. Thought Pants might be better off with magic. He’s not.

It’s been a long time since I’ve played this game too, and that was the first time. Having gone so far off course on my second playthrough makes me feel really cool because I don’t really think about sequence breaking when I play games. But it’s so easy in Final Fantasy! If you wander around enough (and have a vague idea of what you’re looking for), the game basically cracks right open once you kill Lich and get that canoe.

Oh, and check this out! During my first outing, I played FF1 pretty rigidly, always using my fight commands and saving as much of my black mage’s MP for bosses as I could. Large mobs were annoying and took several rounds to defeat. It was not efficient at all. This time I’ve been wantonly blasting whoever I can with magic, and it turns out that you generally will have enough MP to go around anyway. And then I got the Gauntlets and Healing Rod.

I never realized that items like these were in the game; you can equip them for weak stat bonuses, but really what you want is to use them as items. When using these particular pieces of equipment in battle, they cast thundara and heal respectively. With no MP cost. And they never get used up or go away. So now that Gus can cast thundara every round with no MP drainage, cannon fodder enemies are rendered completely moot. Even nine-monster squads are vanquished in a single turn. I don’t know why the game even bothers to keep sending them out.

I honestly cannot wait to see what other items like this I can find. Something that casts healara would be nice, because while ~50 to the team each turn is more than enough for dungeon crawls, it’s not quite enough to keep up with the bonus dungeon bosses and their unusually strong magic. But then again, I suppose that’s what all my unused MP is for.