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Hey, RPG Hero: Go Home and Be a Family Man

Posted by Nadia Oxford

So on Saturday I indulged in my weekly Mother 3 play session--

("Oh God, she's talking about Mother 3 again, you sneak up behind her with this piano wire while I slip this cyanide into Mackey's coffee.")

Please let me live. I don't know when I'm going to be so motivated to pick a game's brain ever again. Mother 3 is unlike any RPG I've ever played--and for the simplest reasons. This, more than anything, is what fascinates me about the game. Shigesato Itoi realises that the easiest way to get people to love your characters is to treat them like human beings. For some reason, woefully few of his fellow RPG designers have picked that up.

It's rare to find an RPG cast that everyone can relate to on a human level. Mother 3's world-saving brigade casts ground-shaking magic and racks up experience points and throws giant staples at enemies like any other JRPG (okay, the staples, not so much), but Itoi wants us to feel close to them. So he draws us in by being realstic about the one thing that unites even Superman with the common Earthling: family.

Here there be spoilers.

(Oh and don't feed Mackey any cyanide. Thank you. His parents appreciate your restraint.)

Parents don't mean much in JRPGs. They usually exist as target practise for bad guys, a catalyst to turn fresh-made orphans into Super Saiyans. In instances where they do survive, they stand blankly in front of the kitchen sink all day, every bit the same plastic "house" accessory as the ever-ticking clock, the endlessly-burning fire and the assembly line coffee table with the book nailed to it.

Or, sometimes a parent exists as a shadowy legend that the hero is destined to chase (sidenote: DragonQuest V did a wonderful, wonderful thing by casting you as an aspiring hero who travels along with his Pop, then grows up and makes more traveling/slime-fighting babies). In short, mom and dad are a springboard to get the main character out of the house and on the road. The standard shonen game hero is usually fine with this, even though he's a little punk who's barely off the tit and has probably never spent a night away from home. In fact, he's rarin' to go without a backwards glance.

JRPGs never grew up, much as fans like to think they went through a growth spurt with Final Fantasy VII. Realistically, they share a lot in common with young adult fiction. The story isn't supposed to be about parents, right? It's supposed to be about the kid, the adventurer the audience is supposed to relate somehow. Parents are old and slow. They're uncool.

But moms and dads are cool. All right, so "cool" might not be a great descriptor, but as you grow older, you start to appreciate the dedication your mom and dad have towards one another. The bond between two people is a deep and ancient thing that has held society together since the dawn of humanity. If you're lucky enough to have two parents who still love each other after years of living together, you're witness to something special. It's not as exciting as a rampaging dragon that only you can stop, but it's still one of the most powerful forces on Earth.

It's Itoi's exploration of this bond that makes Mother 3 special. In the game's first chapter, Lucas vacations with his grandfather, mother and brother in the mountains. Mom (Hinawa) sends a carrier pigeon to tell Dad (Flint, stuck at home) that they'll all be coming home that evening. A forest fire begins a chain of bad juju that prevent Hinawa, Lucas and Claus from coming home. There's one brief scene where Flint, unsure about his Hinawa's whereabouts even after the fire is put out, retreats inside their house and reads over the note she sent. Even with mere sprite graphics and Flint's silence, you can clearly feel what he's thinking.

Eventually, Flint gets the inevitable bad news: Hinawa died to save Lucas and Claus from a nasty creature altered in an experiment and set loose in the mountains. Flint loses it completely, seizing a burning stick from the fire pit his sons are warming themselves next to and pummelling fellow villagers who try to comfort him. He breaks down further when Claus goes missing, and as the game progresses over three years, Tazmily's villagers remark that Flint does nothing except visit Hinawa's grave and search for Claus.

People freak out when their significant other is killed. They maintain fruitless searches for children long after others have given up and moved on. The loss of Hinawa and Claus irrevocably changed Flint the way it would change any human being--so why is this the first time a JRPG has conveyed such a sad but common occurence so powerfully? Why is this the first time, in my recollection, that a JRPG husband has had such a strong reaction to the death of his companion?

I'm holding hope that more game developers will begin to look at their family for inspiration instead of bothering with more corrupt Churches and Governments.

Related Links:

The Reason Why Mother 3 Never Came to America
Mother 3 Makes Me Feel Human Again
OST: Mother


+ DIGG + DEL.ICIO.US + REDDIT

Comments

Ian said:

Here here.  That is one of the reasons I love Mother 3 so much...it has a real emotional core to it, one that's completely believable.  Not many games can boast that.

November 25, 2008 12:31 AM

Demaar said:

Damn man, I hope I remember to come back and read all these spoiler laden articles once I've played the game. When's Earthbound coming out on VC, again?

November 25, 2008 8:28 AM

Jeff said:

Nice article, Nadia. I never played any of the Mother games, but they are definitely on my list.

It would be sped up even further if Nintendo decided to finally release Earthbound on the Virtual Console. But we can dream.

November 25, 2008 10:37 AM

Alex said:

It's been pointed out before by better writers than myself, but it's interesting that Mother 3 is the only game in the series in which the main character's mother plays a prominent role in the story.

I initially thought that Earthbound's portrayal of the parents was a little simplistic, but the more I thought about it, the more I'm changing my mind. Even though Ness' parents didn't factor much into the plot, they did into the gameplay. Ness calls his dad a lot because it's used as the save point, but each time, the dad makes a comment on how much stronger the kids have gotten since the last time they called. And Ness' mother is relatively ordinary, but the game puts an emphasis on the idea of "returning home." If you go home, Ness' mom feeds him steak (or whatever food you chose) and you get a free heal. And if you DON'T return home periodically, Ness is prone to homesickness, which will affect him in battle.

In Mother/Earthbound 0, a lot of the action is actually driven by the villain's adopted mother, but other than that, there's not much plot to be had.

For sure, there's been no game with the emotional maturity of Mother 3. Even Earthbound starts out pretty sitcom-y until its final act.

November 25, 2008 11:11 AM

Bob Mackey said:

I loved the commentary about the absentee father in Earthbound.  Even in the credits, he was represented by a ringing phone.

November 25, 2008 3:30 PM

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about the blogger

John Constantine, our superhero, was raised by birds and then attended Penn State University. He is currently working on a novel about a fictional city that exists only in his mind. John has an astonishingly extensive knowledge of Scientology. Ultimately he would like to learn how to effectively use his brain. He continues to keep Wu-Tang's secret to himself.

Derrick Sanskrit is a self-professed geek in a variety of fields including typography, graphic design, comic books, music and cartoons. As a professional hipster graphic designer, his recent clients have included Hooksexup, Pitchfork and MoCCA, among others.

Amber Ahlborn - artist, writer, gamer and DigiPen survivor, she maintains a day job as a graphic artist. By night Amber moonlights as a professional Metroid Fanatic and keeps a metal suit in the closet just in case. Has lived in the state of Washington and insists that it really doesn't rain as much as everyone says it does.

Nadia Oxford is a housekeeping robot who was refurbished into a warrior when the world's need for justice was great. Now that the galaxy is at peace (give or take a conflict here or there), she works as a freelance writer for various sites and magazines. Based in Toronto, Nadia prizes the certificate from the Ministry of Health declaring her tick and rabies-free.

Bob Mackey is a grad student, writer, and cyborg, who uses the powerful girl-repelling nanomachines mad science grafted onto his body to allocate time towards interests of the nerd persuasion. He believes that complaining about things on the Internet is akin to the fine art of wine tasting, but with more spitting into buckets.

Joe Keiser has a programming degree from Johns Hopkins University, a tiny apartment in Brooklyn, and a fake toy guitar built in the hollowed-out shell of a real guitar. He writes about games and technology for a variety of outlets. One day he will stop doing this. The day after that, police will find his body under a collapsed pile of (formerly neatly alphabetized) collector's edition tchotchkes.

Cole Stryker is an American freelance writer living in York, England, where he resides with his archeologist wife. He writes for a travel company by day and argues about pop culture on the internet by night. Find him writing regularly here and here.

Peter Smith is like the lead character of Irwin Shaw's The 80-Yard Run, except less athletic. He considers himself very lucky to have this job. But it's a little premature to take "jack-off of all trades" off his resume. Besides writing, travelling, and painting houses, Pete plays guitar in a rock trio called The Aye-Ayes. He calls them a 'power pop' band, but they generally sound more like Motorhead on a drinking binge.


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