Article 55CX2 Homebound with EarthBound

Homebound with EarthBound

by
Nathan Mattise
from Ars Technica - All content on (#55CX2)

EarthBound got a nice Nintendo Power push. But in retrospect, Nintendo of America, you could've tried a lot harder with this trailer.

Give me 10 minutes. I need to defeat five giant moles so the miner can find the gold... which I need to get $1 million and bail out the rock band... who can arrange a meeting with the evil real-estate-developer-turned-mayor I need to beat down.

My partner doesn't get it, which I completely understand. When I first tried EarthBound, I didn't either. The now-cult-classic SNES title first arrived in the United States in June 1995. And I, a nine-year-old, had no chance. I craved action as a kid gamer, and that largely meant co-op, multiplayer, and sports titles (a lot of NBA Jam, Street Fighter, and Turtles in Time). Nothing about EarthBound, particularly when only experienced piecemeal through a weekend rental window, would ever speak to me. As one of the most high-profile JRPGs of the early SNES era, it embodied all the stereotypes eventually associated with the genre: at-times batshit fantastical storylines; slow, s l o w pacing; virtually non-existent action mechanics.

Frankly, I wasn't alone. Based on its sales, not many gamers seemed to understand EarthBound, and it's not clear Nintendo did, either. What on Earth does the trailer above say to you? In the late 1980s and early 1990s, the company again and again (and again) tried to find a hit JRPG in the States without much success. Nintendo literally gave away games like Dragon Warrior-as a Nintendo Power pack-in-and still couldn't find an audience. Even the heralded Final Fantasy franchise struggled initially, as Nintendo brought it stateside with a big, splashy map-filled box that no one seemed to care about in the moment.

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