10 Reasons To Drop Everything And Play Earthbound

5. It Has Intermissions

EarthboundTitle 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 €œcoffee 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.
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Chris has over a decade's experience as a game designer and writer in the video game industry. He's currently battling Unity in a fight to the death.