Oh, Mother.
Ok, so it’s been… ages since I last wrote on this here viddygame blog o’ mine. Why? Well, not only have I been playing less and less in the past years, but what time I have spent playing has been on games that, while enjoyable, have not exactly moved me.
So why jump back into this? Well, one game I played to completion recently has stuck with me for a few weeks after I stumbled upon its end credits, sending me into short reveries and odd avenues of thought the like of which I had not experienced with a game since, well, possibly Persona 3.
The game in question is Shigesato Itoi’s Mother 3, a game famous – or infamous – for not being localized by Nintendo despite all the Earthbound fans’ clamoring and begging. In what one might interpret as a very resounding “fuck you” from Nintendo to all the occidental fans who’ve actually bought their wares since they lost the number one spot in the games market.
Corporate idiocy aside, the game saw a fan translation that turned out to be of superb quality, easily putting any official translation I have been witness to in the past decade to shame.
The game, much like its prequels, is a celebration-slash-condemnation of modern world tropes and Americana. In what could amount to be both a love letter and a critique to the Western way of life as exemplified by the United States of America, Mother 3 takes the player on a journey through what a simple country life must be like in the US, culminating in a colorful simile of New York City, as viewed through the lens of a Japanese mindset.
As a fan of the original Earthbound - which just happens to be Mother 2 in Japan – I came in expecting more of the same quirky humor that made the one localized iteration of the series such a sweetheart for many SNES owners. I was pleasantly surprised to find an even better game, fraught with very mature undercurrents belied by the colorful visuals and humor.
Mother 3 is starts in the fictional rural village of Tazmily, located in an archipelago that, for all the info the player is given, encompasses all the landmass in the game’s world. The village is one where there is no economy and therefore not apparent materialism, marking it as a veritable utopia in many ways. The main characters at the outset are a family of a stoic cowboy dad, a loving mother and twin boys; Lucas, the whiney, frail sort, and Claus, the bold adventurous type.
The game quickly starts piling tragedy upon this family with the death of the mother and subsequent disappearance of Claus, the brave twin. In the aftermath of this, the father, Gin, is left hollow and miserable, constantly seeking out his lost son while neglecting the one still with him. As such, Lucas grows strong and resilient and becomes a rather self-sufficient youth.
All the while, the village of Tazmily is beset by several changes brought on by the appearance of certain figures that slowly turn the Utopic town into a slightly dysfunctional example of consumerism. The very changes to the town seem to expand to what may have been a blank template of a world beyond its borders, where new locations of technological veneer mark a stark contrast against the backdrop of lush forests and vast canyons that surround the once simple village.
As the story progresses and different characters with coterminous stories are introduced as playable characters, the evil empire that has grown while seeming benign becomes more tangible to the player, culminating in the joining of the different central characters into a miniature guerilla of sorts as they stand together against the now common foe.
The pacing of the story, despite the slight periods of level grinding that are still a feature of Japanese RPG’s, is very effective in creating a connection between the player and the main actors, to the point that I was nearly brought to the point of shedding a tear upon a couple of the game’s revelations.
The ending is easily one of the best I have ever seen. It achieves a certain poetic brilliance with its minimalistic use of exposition, a very rare thing today given the horrible parade of game endings plaguing the medium as of late.
It is a shame to think that Shigesato Itoi may not visit this series in the foreseeable future, as he has stated repeatedly that he is not interested in doing so and would welcome any developer wishing to embark in the production of a hypothetical Mother 4.
One wonders what a game such as this might be like on a current or next generation console, especially in light of the fact that Mother 3 was originally developed as a Nintendo 64 title. Personally, I think that the change to GBA as its platform for release was a good thing, as the limitations inherent to the now-defunct portable system only made the stylistic design choices all the more poignant and charming. Perhaps, though, today’s consoles could provide a plausible home for such a game where the quirks of its style can be effectively converted to the high definition detail now commonplace in our living rooms.
I truly do wonder.