10 Reasons To Drop Everything And Play Earthbound

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.
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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.