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10 Reasons To Drop Everything And 
Play Earthbound 
http://www.gamebasin.com/news/10-reasons-to-drop-everything-and-play-earthbound 
It’s been slightly over a year now since Earthbound finally found its way to European shores, albeit 
as a download for the Wii U’s Virtual Console, and that’s enough time for the novelty to have worn 
away. The novelty, that is, of being able to legitimately sample a title that Americans were able to 
physically unwrap way back in 1995 – that’s a localisation delay of eighteen years, which is a 
leisurely amble even by Nintendo’s standards. In retrospect, though, it’s hard to blame Nintendo 
for its wariness – someone had made the questionable decision to over‐exaggerate the cruder 
aspects of the game’s humour as part of Earthbound’s marketing campaign, leaving reviewers and 
gamers alone baffled by NES‐quality visuals and vomit gags in an RPG landscape that had just seen 
the release of beautiful, sophisticated Chrono Trigger. Earthbound stood out a mile from its 
contemporaries, but for all of the wrong reasons, and sold poorly. Being stashed away in the 
download store of the Wii U – a console that’s reached barely a fraction of its predecessor’s 
audience – isn’t exactly a second lease of life for Earthbound, but with sales figures slowly on the 
uptake thanks to Mario Kart, it’s finally possible for Europeans to see what all of the fuss is about. 
Why has the game amassed a fanbase so dedicate and so vocal that Nintendo themselves called it 
out at E3? Is it actually funny? Is that character really called Poo? With the game currently on sale, 
there are lots of reasons to take the plunge: 
10. It’s A Summer Adventure Movie
Earthbound takes place in Eagleland, producer Shigesato Itoi’s love‐letter to America – or rather, 
to how America presents itself internationally. As such, stepping out of your front door and teaming 
up with an eclectic gang of misfits can’t help but feel like a classic kid’s adventure movie – The 
Goonies, maybe, or Ferris Bueller. The game has a breezy, lazy tone that brings back memories of 
school holidays – even the weapons used by the main characters are baseball bats, yo‐yos and 
bottle rockets, the toys of summer. This optimistic attitude helped Earthbound tell a unique story; 
most RPGs of the time were dour swords’n’sorcery epics, where the world was in terrible danger 
and everyone was either a knight or a shopkeeper. While Ness does have a heroic quest he needs 
to complete, gathering eight melodies to unlock new abilities, these are often hidden off the 
beaten track and almost feel like an afterthought. The actual journey will see you helping out 
struggling musicians, exploring a graveyard, fending off the local bully and uncovering ancient ruins 
– proper Spielberg material. The following year would see the first Pokémon game released in 
Japan, brimming with that same sense of adventure and discovery – step out of your front door a 
child, and come back home a hero. It’s a dream that’s inspired millions of kids and built an empire 
for Pikachu and his pals, but it’s worth remembering that Ness and his friends were saving the 
world before Ash had even got his cap on. 
9. Everything Kids Believe In Is Real
There’s a point in Earthbound where you’re attacked by a speed limit sign. It’s part of the bad guy’s 
malign influence spreading across the planet, but it sums up Earthbound in a nutshell – it’s all about 
how kids think. Why wouldn’t psychic energy bring taxi cabs and coffee ups to life? It happens in 
cartoons all the time, because kids aren’t yet boring enough to question the physics of a homicidal 
sideboard (or burping Auton wheelie‐bin). Alongside a wealth of alien invaders, you’ll find yourself 
needing to catch a ride through a tunnel so the ghosts that live inside don’t get you – it’s a routine 
roadblock that any RPG might throw in your way, but wrapped up in a peculiar piece of child‐logic 
that would make perfect sense to a kid – cars can go faster than ghosts. One town’s got a zombie 
problem, another’s been taken over by religious cultists. Ancient civilisations live underground and 
the local bar is a literal gateway to a world where everyone acts oddly and it’s hard to walk around. 
Through it all, adults blunder. Not exactly oblivious to the strangeness all around them, most are 
nevertheless too preoccupied with thoughts of money, fame or power to really register that 
anything’s out of the ordinary. The grown‐up world and Ness’s own interact only occasionally, and 
neither really understand the motivations of the other. As the player, then, much of what you 
encounter in Earthbound will be strange – but very little of it is out of place. 
8. The Soundtrack
There’s a rumour among Earthbound fans that the game’s lengthy absence from Europe, as well as 
a download or re‐release further afield, was due to numerous samples and motifs in the game’s 
soundtrack getting a little too close to their inspiration for comfort. Nintendo isn’t saying, of course, 
but enthusiasts have put together lengthy videos comparing Earthbound’s score to famous artists. 
Whether you spot the homages or not, Earthbound’s soundtrack will do a lot to surprise you, 
whether it’s the ethereal alien weirdness during the meteorite crash that starts the game or a lilting 
flute melody in a snow‐covered city. It’s the action sequences and battles where the game really 
lets loose, making use of samples and pitch bend effects to supply the proceedings with anything 
from classic rock’n’roll to mid 90s electronica that sounds like someone trapped The Prodigy in 
your SNES. The SNES had a fantastic sound chip, designed by PS3 architect Ken Kutaragi, and while 
Earthbound’s soundtrack may not be as technically impressive as Donkey Kong Country’s nor as 
sweeping as Final Fantasy’s, it’s as much a celebration of American culture as anything else about 
the game. Besides, even the more experimental pieces fit surprisingly well when you’re fighting a 
barf monster in a battle to the death. 
7. It’s Old-School Hard…
By 16‐bit RPG standards, Earthbound is not a particularly taxing game. Its puzzles are lightweight, 
mazes are usually fairly simple and the best equipment can be attained without having to grind for 
rare items. Compared to modern games, though, there are a whole bunch of limitations that can 
trip you up if you’re not careful. The first one you’ll notice when playing is that you have an 
extremely limited inventory – just twelve inventory spaces per player, and that’s including any 
weapons or armour you’re not actively using, as well as key items. Since whatever you grab get 
handed to the next player with a free slot, there’s a lot of juggling to be done. If someone happens 
to leave your party and you’d given them all of your food to hold, you’re going to go hungry. And 
probably dead. That’ll happen a lot, requiring a trip to the local hospital with the spirits of your 
friends in tow, ready to be reunited with their bodies. The enemies in each new area aren’t so 
much a smooth difficulty curve as a series of gut‐punches; you’ll be sent scurrying back to the 
emergency room (which, in a pre‐Obama world, will require you to pay for treatment) until you 
level up and figure out how to deal with the enemies effectively. Oh, and some areas will give you 
heatstroke or poison effects just by being in them. As a consequence, it’s actually slightly daunting 
to enter a new area, and all the more satisfying when you finally get strong enough to walk the 
streets of Eagleland without being savaged by grannies. 
6. …Yet Surprisingly Modern
Its inventory management system may be clunky and the battles may be brutal, but Earthbound 
was surprisingly forward‐thinking in other ways, making use of concepts that would later become 
genre staples. Where most RPGs would use an “overworld map” for traversal, snapping the players 
into random battles at any given moment, Earthbound melded its towns, fields and dungeons 
together with a single unified engine. Within this single perspective, enemies and characters could 
be shown roaming the map, allowing players to more easily anticipate and even avoid a fight if 
they needed to. That said, although the enemies were tough, death returned you to a previous 
save point but – unlike most RPGs – you kept the experience and items you’d accrued. The only 
penalty was that half the money you had on you would be gone, but you could drop your cash back 
into a bank account before heading into danger. Money, in fact, was key to Earthbound’s 
accessibility. Provided in abundance by your distant Dad (an unseen voice on the telephone) every 
time you defeated an enemy, money allowed players to stock up on items and go grinding with 
little penance for failure. Skilled players might be able to beat a dungeon more swiftly, but even 
novice players could get there in the end. Your Dad even advised you to take rest breaks if you’d 
been playing too long in a single sitting, although that’s one innovation few gamers appreciate. 
5. It Has Intermissions
When your Dad’s not suggesting you put the SNES away and go outside for a bit, nature itself gets 
on in the act – at a hot spring, Ness is given a chance to take what the game calls a “coffee break”. 
What follows is a slow text crawl that’s half inner monologue and half director’s commentary, 
recapping everything you’ve done in the adventure and praising your spirit and bravery, all to the 
accompaniment of some soothing music and kaleidoscope visuals. Earthbound understands the 
importance of the journey, and goes out of its way to replace the traditional overworld map with 
extensive travelling sequences and moments of reflection. Itoi’s efforts to bring pacing to his game, 
to have the player as well as the characters take stock and regroup after a particularly tricky boss 
battle, feel remarkably refreshing in a genre where cutscenes generally existed to showcase only 
gloom and failure. Eventually, Ness and his chums will learn to teleport back to previously‐visited 
areas, assuming there’s enough space for a run‐up, and the world will feel smaller as a result. Until 
that point, home feels a long way away, with Mum just an ever‐patient voice on the other end of a 
phone line, and coffee beaks are very welcome indeed. 
4. Its Sense Of Humour
Unless you’re particularly into fart jokes, Earthbound is rarely laugh‐out‐loud funny. It does manage 
to be consistently amusing, though – Itoi was one of Japan’s most famous and prolific copywriters 
prior to his work in game design, and the translators worked long hours to try and capture the spirit 
of his dialogue and kinks of the characters. “I threw my slippers at the beast,” one sailor confessed 
after a nautical battle against a kraken, admitting “Maybe you didn’t notice.” Unfortunately, much 
like South Park’s early seasons, it’s the poo and puke gags that people tend to focus on, missing the 
game’s cultural satire and love of the surreal – ironically, Trey Parker cites Earthbound as being one 
of the inspirations behind modern‐day RPG South Park: The Stick of Truth. The censors went to 
work, too, cutting out corporate logos that hit to close to home and tweaking sprites to remove a 
few of the raunchier references. Even so, there’s a decent amount of cheekiness to be had in an 
adventure described by the localisation team as “glass half full” in tone; Nintendo’s patrician 
approach had only just started to shift under increased pressure from Sega, so while hostile drunks 
become “Annoying Party Guys” and pharmacies don’t say “DRUG” above the door, there’s enough 
hidden away that’s quirky and subversive to keep even modern players entertained. 
3. The Combat System
No matter how compelling the story, RPGs live and die by their combat systems – it’s what you’re 
going to be spending 80 hours doing, after all. Itoi was keen that people who didn’t normally play 
games should like Earthbound, so his team overhauled the way that combat had worked in Mother 
– Earthbound’s predecessor on the NES. The biggest innovation, and one that’s still largely 
uncopied today, is that the characters’ hit points roll down gradually when they’re attacked, giving 
you crucial seconds to act – do you quickly sacrifice someone’s turn to heal them or try and blitz 
through to the end of the battle, thus stopping the clock? Outside of combat, monsters roam visibly 
around the world – when they encounter Ness and the gang, other nearby enemies will rush 
forward to help, but if they can’t get to you in time, they won’t be in the fight. As such, it’s possible 
to divide and conquer a room of baddies, sneaking up on them for a free hit before battle begins. 
By far the most refreshing change, though, is that enemies will start to avoid you if your stats are 
high enough, and if you do collide with them you’ll get the EXP without having to battle. It’s a 
stunningly effective idea that makes exploring old areas a cakewalk, and is one mechanic today’s 
RPGs would do well to take note of. 
2. Faith In Family And Friends
Beneath its gaudy visuals and wacky encounters, Earthbound has some fairly serious things to say 
about having trust in those around you. While you never see your Dad in person, he’s a constant 
companion as he acts as your stat tracker, bank account and game saver thanks to the game’s many 
telephones. And while Mum seems like she’s been consigned to the stay‐at‐home role of video 
gaming mothers everywhere, it won’t be long before Ness starts feeling homesick. If you don’t 
make a point of phoning your Mum regularly, sooner or later, loneliness is going to strike – possibly 
in the middle of battle. Your friends, too, each have their own unique role in the party. Paula’s the 
only character capable of magic for attacks or healing, at least at first, while Jeff will never learn 
any magic but is able to craft weapons out of inventory junk. Warrior Prince Poo is the first to learn 
teleport, but he won’t get healed by any of the western food items in your inventory. Party 
members with particular abilities are nothing new, of course, but Earthbound’s main cast is 
introduced so slowly that each new friend feels like a reinvigoration. The game’s ultimate 
expression of faith comes near the game’s climax, in a touching scene that’s far too impactful to 
talk about here – suffice to say that it uses a very simple trick to great effect. There are no 
Shakespearian betrays in Earthbound, no enemies masquerading as allies – good is good, evil is evil 
and faith in the people you love can be absolute. 
1. The Final Boss
To talk at length about Giygas would be the sort of spoiler the BBC’s likely to upload to an FTP 
somewhere; suffice to say Earthbound players who thought they knew what to expect after his 
debut in Mother were in for a bit of shock. While much of Earthbound’s final battle still inspires 
debate, the emotions and trauma depicted come directly from Itoi’s childhood – as a boy, he 
walked into the wrong theatre and witnessed what he believed to be a rape scene during an adult 
film. Itoi was haunted by what he believed he’d witnessed, and sought to evoke that feeling of 
witnessing something indescribable in the final boss encounter. Earthbound is a deeply personal 
game, with the hopes and fears of its team interwoven throughout. While the final boss fight sticks 
in the minds of those who’ve played to the end and at first seems to provide a deeply grim finale, 
its message is the culmination, not a subversion, of what Itoi’s been trying to say. He reaches into 
his own past and recaptures what, to him, is an expression of true evil that you and your friends 
must overcome together. At turns funny, scary, juvenile, witty, clever and cunning, there’s nothing 
remotely like Earthbound – and it’s currently on sale at the Wii U’s eShop. While it won’t deliver 
the polished adventuring of Skyrim or Mass Effect, Earthbound’s craftsmanship helps the game 
stand tall against modern‐day offerings – and it doesn’t need novelty advertising to win your heart. 
PC Game CD Keys: 
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 FPS Games CD Key http://www.gamebasin.com/pc‐games/fps‐game.html 
 Adventure Games CD Key http://www.gamebasin.com/pc‐games/avg‐game.html 
 Racing Games CD Key http://www.gamebasin.com/pc‐games/rac‐game.html 
 Sport Games CD Key http://www.gamebasin.com/pc‐games/spt‐game.html 
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10 reasons to drop everything and play earthbound   www.gamebasin.com

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  • 1. 10 Reasons To Drop Everything And Play Earthbound http://www.gamebasin.com/news/10-reasons-to-drop-everything-and-play-earthbound It’s been slightly over a year now since Earthbound finally found its way to European shores, albeit as a download for the Wii U’s Virtual Console, and that’s enough time for the novelty to have worn away. The novelty, that is, of being able to legitimately sample a title that Americans were able to physically unwrap way back in 1995 – that’s a localisation delay of eighteen years, which is a leisurely amble even by Nintendo’s standards. In retrospect, though, it’s hard to blame Nintendo for its wariness – someone had made the questionable decision to over‐exaggerate the cruder aspects of the game’s humour as part of Earthbound’s marketing campaign, leaving reviewers and gamers alone baffled by NES‐quality visuals and vomit gags in an RPG landscape that had just seen the release of beautiful, sophisticated Chrono Trigger. Earthbound stood out a mile from its contemporaries, but for all of the wrong reasons, and sold poorly. Being stashed away in the download store of the Wii U – a console that’s reached barely a fraction of its predecessor’s audience – isn’t exactly a second lease of life for Earthbound, but with sales figures slowly on the uptake thanks to Mario Kart, it’s finally possible for Europeans to see what all of the fuss is about. Why has the game amassed a fanbase so dedicate and so vocal that Nintendo themselves called it out at E3? Is it actually funny? Is that character really called Poo? With the game currently on sale, there are lots of reasons to take the plunge: 10. It’s A Summer Adventure Movie
  • 2. Earthbound takes place in Eagleland, producer Shigesato Itoi’s love‐letter to America – or rather, to how America presents itself internationally. As such, stepping out of your front door and teaming up with an eclectic gang of misfits can’t help but feel like a classic kid’s adventure movie – The Goonies, maybe, or Ferris Bueller. The game has a breezy, lazy tone that brings back memories of school holidays – even the weapons used by the main characters are baseball bats, yo‐yos and bottle rockets, the toys of summer. This optimistic attitude helped Earthbound tell a unique story; most RPGs of the time were dour swords’n’sorcery epics, where the world was in terrible danger and everyone was either a knight or a shopkeeper. While Ness does have a heroic quest he needs to complete, gathering eight melodies to unlock new abilities, these are often hidden off the beaten track and almost feel like an afterthought. The actual journey will see you helping out struggling musicians, exploring a graveyard, fending off the local bully and uncovering ancient ruins – proper Spielberg material. The following year would see the first Pokémon game released in Japan, brimming with that same sense of adventure and discovery – step out of your front door a child, and come back home a hero. It’s a dream that’s inspired millions of kids and built an empire for Pikachu and his pals, but it’s worth remembering that Ness and his friends were saving the world before Ash had even got his cap on. 9. Everything Kids Believe In Is Real
  • 3. There’s a point in Earthbound where you’re attacked by a speed limit sign. It’s part of the bad guy’s malign influence spreading across the planet, but it sums up Earthbound in a nutshell – it’s all about how kids think. Why wouldn’t psychic energy bring taxi cabs and coffee ups to life? It happens in cartoons all the time, because kids aren’t yet boring enough to question the physics of a homicidal sideboard (or burping Auton wheelie‐bin). Alongside a wealth of alien invaders, you’ll find yourself needing to catch a ride through a tunnel so the ghosts that live inside don’t get you – it’s a routine roadblock that any RPG might throw in your way, but wrapped up in a peculiar piece of child‐logic that would make perfect sense to a kid – cars can go faster than ghosts. One town’s got a zombie problem, another’s been taken over by religious cultists. Ancient civilisations live underground and the local bar is a literal gateway to a world where everyone acts oddly and it’s hard to walk around. Through it all, adults blunder. Not exactly oblivious to the strangeness all around them, most are nevertheless too preoccupied with thoughts of money, fame or power to really register that anything’s out of the ordinary. The grown‐up world and Ness’s own interact only occasionally, and neither really understand the motivations of the other. As the player, then, much of what you encounter in Earthbound will be strange – but very little of it is out of place. 8. The Soundtrack
  • 4. There’s a rumour among Earthbound fans that the game’s lengthy absence from Europe, as well as a download or re‐release further afield, was due to numerous samples and motifs in the game’s soundtrack getting a little too close to their inspiration for comfort. Nintendo isn’t saying, of course, but enthusiasts have put together lengthy videos comparing Earthbound’s score to famous artists. Whether you spot the homages or not, Earthbound’s soundtrack will do a lot to surprise you, whether it’s the ethereal alien weirdness during the meteorite crash that starts the game or a lilting flute melody in a snow‐covered city. It’s the action sequences and battles where the game really lets loose, making use of samples and pitch bend effects to supply the proceedings with anything from classic rock’n’roll to mid 90s electronica that sounds like someone trapped The Prodigy in your SNES. The SNES had a fantastic sound chip, designed by PS3 architect Ken Kutaragi, and while Earthbound’s soundtrack may not be as technically impressive as Donkey Kong Country’s nor as sweeping as Final Fantasy’s, it’s as much a celebration of American culture as anything else about the game. Besides, even the more experimental pieces fit surprisingly well when you’re fighting a barf monster in a battle to the death. 7. It’s Old-School Hard…
  • 5. By 16‐bit RPG standards, Earthbound is not a particularly taxing game. Its puzzles are lightweight, mazes are usually fairly simple and the best equipment can be attained without having to grind for rare items. Compared to modern games, though, there are a whole bunch of limitations that can trip you up if you’re not careful. The first one you’ll notice when playing is that you have an extremely limited inventory – just twelve inventory spaces per player, and that’s including any weapons or armour you’re not actively using, as well as key items. Since whatever you grab get handed to the next player with a free slot, there’s a lot of juggling to be done. If someone happens to leave your party and you’d given them all of your food to hold, you’re going to go hungry. And probably dead. That’ll happen a lot, requiring a trip to the local hospital with the spirits of your friends in tow, ready to be reunited with their bodies. The enemies in each new area aren’t so much a smooth difficulty curve as a series of gut‐punches; you’ll be sent scurrying back to the emergency room (which, in a pre‐Obama world, will require you to pay for treatment) until you level up and figure out how to deal with the enemies effectively. Oh, and some areas will give you heatstroke or poison effects just by being in them. As a consequence, it’s actually slightly daunting to enter a new area, and all the more satisfying when you finally get strong enough to walk the streets of Eagleland without being savaged by grannies. 6. …Yet Surprisingly Modern
  • 6. Its inventory management system may be clunky and the battles may be brutal, but Earthbound was surprisingly forward‐thinking in other ways, making use of concepts that would later become genre staples. Where most RPGs would use an “overworld map” for traversal, snapping the players into random battles at any given moment, Earthbound melded its towns, fields and dungeons together with a single unified engine. Within this single perspective, enemies and characters could be shown roaming the map, allowing players to more easily anticipate and even avoid a fight if they needed to. That said, although the enemies were tough, death returned you to a previous save point but – unlike most RPGs – you kept the experience and items you’d accrued. The only penalty was that half the money you had on you would be gone, but you could drop your cash back into a bank account before heading into danger. Money, in fact, was key to Earthbound’s accessibility. Provided in abundance by your distant Dad (an unseen voice on the telephone) every time you defeated an enemy, money allowed players to stock up on items and go grinding with little penance for failure. Skilled players might be able to beat a dungeon more swiftly, but even novice players could get there in the end. Your Dad even advised you to take rest breaks if you’d been playing too long in a single sitting, although that’s one innovation few gamers appreciate. 5. It Has Intermissions
  • 7. When your Dad’s not suggesting you put the SNES away and go outside for a bit, nature itself gets on in the act – at a hot spring, Ness is given a chance to take what the game calls a “coffee break”. What follows is a slow text crawl that’s half inner monologue and half director’s commentary, recapping everything you’ve done in the adventure and praising your spirit and bravery, all to the accompaniment of some soothing music and kaleidoscope visuals. Earthbound understands the importance of the journey, and goes out of its way to replace the traditional overworld map with extensive travelling sequences and moments of reflection. Itoi’s efforts to bring pacing to his game, to have the player as well as the characters take stock and regroup after a particularly tricky boss battle, feel remarkably refreshing in a genre where cutscenes generally existed to showcase only gloom and failure. Eventually, Ness and his chums will learn to teleport back to previously‐visited areas, assuming there’s enough space for a run‐up, and the world will feel smaller as a result. Until that point, home feels a long way away, with Mum just an ever‐patient voice on the other end of a phone line, and coffee beaks are very welcome indeed. 4. Its Sense Of Humour
  • 8. Unless you’re particularly into fart jokes, Earthbound is rarely laugh‐out‐loud funny. It does manage to be consistently amusing, though – Itoi was one of Japan’s most famous and prolific copywriters prior to his work in game design, and the translators worked long hours to try and capture the spirit of his dialogue and kinks of the characters. “I threw my slippers at the beast,” one sailor confessed after a nautical battle against a kraken, admitting “Maybe you didn’t notice.” Unfortunately, much like South Park’s early seasons, it’s the poo and puke gags that people tend to focus on, missing the game’s cultural satire and love of the surreal – ironically, Trey Parker cites Earthbound as being one of the inspirations behind modern‐day RPG South Park: The Stick of Truth. The censors went to work, too, cutting out corporate logos that hit to close to home and tweaking sprites to remove a few of the raunchier references. Even so, there’s a decent amount of cheekiness to be had in an adventure described by the localisation team as “glass half full” in tone; Nintendo’s patrician approach had only just started to shift under increased pressure from Sega, so while hostile drunks become “Annoying Party Guys” and pharmacies don’t say “DRUG” above the door, there’s enough hidden away that’s quirky and subversive to keep even modern players entertained. 3. The Combat System
  • 9. No matter how compelling the story, RPGs live and die by their combat systems – it’s what you’re going to be spending 80 hours doing, after all. Itoi was keen that people who didn’t normally play games should like Earthbound, so his team overhauled the way that combat had worked in Mother – Earthbound’s predecessor on the NES. The biggest innovation, and one that’s still largely uncopied today, is that the characters’ hit points roll down gradually when they’re attacked, giving you crucial seconds to act – do you quickly sacrifice someone’s turn to heal them or try and blitz through to the end of the battle, thus stopping the clock? Outside of combat, monsters roam visibly around the world – when they encounter Ness and the gang, other nearby enemies will rush forward to help, but if they can’t get to you in time, they won’t be in the fight. As such, it’s possible to divide and conquer a room of baddies, sneaking up on them for a free hit before battle begins. By far the most refreshing change, though, is that enemies will start to avoid you if your stats are high enough, and if you do collide with them you’ll get the EXP without having to battle. It’s a stunningly effective idea that makes exploring old areas a cakewalk, and is one mechanic today’s RPGs would do well to take note of. 2. Faith In Family And Friends
  • 10. Beneath its gaudy visuals and wacky encounters, Earthbound has some fairly serious things to say about having trust in those around you. While you never see your Dad in person, he’s a constant companion as he acts as your stat tracker, bank account and game saver thanks to the game’s many telephones. And while Mum seems like she’s been consigned to the stay‐at‐home role of video gaming mothers everywhere, it won’t be long before Ness starts feeling homesick. If you don’t make a point of phoning your Mum regularly, sooner or later, loneliness is going to strike – possibly in the middle of battle. Your friends, too, each have their own unique role in the party. Paula’s the only character capable of magic for attacks or healing, at least at first, while Jeff will never learn any magic but is able to craft weapons out of inventory junk. Warrior Prince Poo is the first to learn teleport, but he won’t get healed by any of the western food items in your inventory. Party members with particular abilities are nothing new, of course, but Earthbound’s main cast is introduced so slowly that each new friend feels like a reinvigoration. The game’s ultimate expression of faith comes near the game’s climax, in a touching scene that’s far too impactful to talk about here – suffice to say that it uses a very simple trick to great effect. There are no Shakespearian betrays in Earthbound, no enemies masquerading as allies – good is good, evil is evil and faith in the people you love can be absolute. 1. The Final Boss
  • 11. To talk at length about Giygas would be the sort of spoiler the BBC’s likely to upload to an FTP somewhere; suffice to say Earthbound players who thought they knew what to expect after his debut in Mother were in for a bit of shock. While much of Earthbound’s final battle still inspires debate, the emotions and trauma depicted come directly from Itoi’s childhood – as a boy, he walked into the wrong theatre and witnessed what he believed to be a rape scene during an adult film. Itoi was haunted by what he believed he’d witnessed, and sought to evoke that feeling of witnessing something indescribable in the final boss encounter. Earthbound is a deeply personal game, with the hopes and fears of its team interwoven throughout. While the final boss fight sticks in the minds of those who’ve played to the end and at first seems to provide a deeply grim finale, its message is the culmination, not a subversion, of what Itoi’s been trying to say. He reaches into his own past and recaptures what, to him, is an expression of true evil that you and your friends must overcome together. At turns funny, scary, juvenile, witty, clever and cunning, there’s nothing remotely like Earthbound – and it’s currently on sale at the Wii U’s eShop. While it won’t deliver the polished adventuring of Skyrim or Mass Effect, Earthbound’s craftsmanship helps the game stand tall against modern‐day offerings – and it doesn’t need novelty advertising to win your heart. PC Game CD Keys:  EA Games CD Key http://www.gamebasin.com/publisher/ea.html  RPG Games CD Key http://www.gamebasin.com/pc‐games/rpg‐game.html  ACT Games CD Key http://www.gamebasin.com/pc‐games/act‐game.html  FPS Games CD Key http://www.gamebasin.com/pc‐games/fps‐game.html  Adventure Games CD Key http://www.gamebasin.com/pc‐games/avg‐game.html  Racing Games CD Key http://www.gamebasin.com/pc‐games/rac‐game.html  Sport Games CD Key http://www.gamebasin.com/pc‐games/spt‐game.html  FTG Games CD Key http://www.gamebasin.com/pc‐games/ftg‐game.html  RTS Games CD Key http://www.gamebasin.com/pc‐games/rts‐game.html  SLG Games CD Key http://www.gamebasin.com/pc‐games/slg‐game.html