>The juxtaposition of how seriously the game treats itself compared to other entries in the series makes it harder to take seriously and comes across as more of an edgy fanfic, especially when the previous two games could provide the same emotional punch and better beats.>The cartoony artstyle compared to the Earthbound 64 beta leaves a lot to be desired and provided a better artstyle for the more gritty storyline while this new one is too cutesy to be taken seriously.>The game has humor interspersed and often included in very inappropriate moments right before or after actual serious events in the game happen, rolling porky before the Claus fight for instance. >The game has very little development and backstory for a character focused game, especially Hinawa who is overshadowed by George an unseen character in terms of backstory. Claus and Hinawa are only given five lines of dialogue to get us invested. >The game has an extremely rushed and hamfisted plot with the themes being shoved into your face constantly, the three year timeskip ending a lot of plot threads and starting a bunch of new ones. The entire town goes from loving Lucas to being scornful and resentful of him in a matter of a few minutes thanks to this. Leder being the most pointless exposition dump with his gravity coming across as completely weightless.>The game has way too little connection to the first two games, taking away the modern day setting and acid trip like atmosphere for a more generic JRPG setting with none of the charm of the first two.
i guess so
>>3068705Decent RPG, bad Mother title. A Mother title in name only. Failed to innovate in the same ways as its predecessors. Failed to innovate even compared to its contemporaries. Where M1 and M2 were paving new roads and offering QoL where previous RPGs had not, M3 did nothing but try playing catch-up with extant games, and did not implement its features well despite coming out years after the very games whose features it emulated.It is laughable to me that this game is so desired when it is easily the least desirable not only among its own series, but among games that were coming out around the same time.
I wonder what has to happen in someone's life that they feel like spamming the same thread for years at this
>>3068713Oh yeah Earthbound totally paved new roads with shitty inventory management, having to wait 20 minutes at a waterfall, one shot bottle rockets, constant phone calls, and a terrible rolling health mechanic that's indistinguishable from instant damage is so revolutionary!
Mother 3 and Mother 1 feel more similar to each other than Earthbound does to either.
I remember when this got translated in the late 2000s. The internet went crazy over it, weebs with awful taste praising it endlessly. I played about 45 minutes and thought "nah", that's when I knew I wasn't a hipster.
>>3068705>the jux-shut the fuck up juxtafag
>>3068728This is called "soul"
>>3068728>and a terrible rolling health mechanic that's indistinguishable from instant damage is so revolutionary!t. Never recovered from a seemingly one hit kill in time
>>3069175>>3069178>Objectively bad game design is soul
>>3069185limiting inventory size to keep items balanced is objectively good design>no but I need 99 hamburgers NOWskill issue>but moving the items is CLUNKYwho fucking cares
>>3069243Mother 3 did inventory space objectively better. And that game is far better balanced than 2 is.
>>3069243Inventory management is only a problem for people who didn't learn Japanese.https://files.catbox.moe/kj59w1.webmThe unbearably slow molasses menus from the EN localization kills any kind of speed you can work at when it comes to re-organizing shit.
>>3068733That's some impressive mental gymnastics lmao.
gtfo its the greatest game of all time
>>3071035Not even close.In Mother 3, a complete “doomsday” follow-up to the state of humanity after Mother 2, humanity had destroyed itself and had to settle on the isolated Nowhere Island. They (without their memory and experience of the previous world-ending event) went back to a more communal lifestyle where people help each other without expecting anything in return, and it is said that the village “knew not of sadness” until the blatantly named Pigmask army arrived. Despite their arrival at the town starting a literal wildfire and spawning animal-mechanical chimeras that killed one of the most beloved people in the town, Lucas’s mother Hinawa (and her innocent 12-year-old son), the town eventually, accepted the new way of life introduced by the Pigmasks: exchange of goods and services with money, industrial jobs, questionable entertainment venues, the joy of life by owning these so-called Happy Boxes that seem to serve no real practical purpose - a literal vehicle of consumerism.Eventually, the people abandoned their modernized village for the grand life in New Pork City, which turned out to be a corrupted, polluted mess underneath its flashy exterior. And the solution? To give everyone their memories back and make a wish to reset the state of the Nowhere Island back to its non-materialistic and communal lifestyle. To go back to nature, as the new title screen after you complete the game indicated. There is no subtlety nor nuance here whatsoever. Capitalism is bad and the only way to fix humanity is to go back to a time when there is no technological advancement, no economy, no money - no “greed”. A drastic tonal and viewpoint departure from the previous games that, in my opinion, doesn’t feel like “Mother” I know and love. And it doesn’t resonate with me as deeply as the previous game’s narratives and messages, despite being more “mature”, supposedly.
>>3071035t. was 13 years old when he played the rom
>>3069293It is the exact same system except the gadget guy gets extra slots (not worth the trade for much shittier gadgets)
>>3069750Is there no EN patch for this?
>>3072155It's a fundamental difference in the way that the English version loads and draws its text.The price you pay for having a variable-width font that can fit lots of information and more characters per line is that it takes several times longer for the engine to load a greater number of letters, pass them across the text rendering routine that draws it all to VRAM, and then display it on-screen.The JP version doesn't have to go through all of this bullshit because it simply loads up every possible character that can appear on screen in VRAM, and since the characters are all in 8x8 tiles, it can skip the entire process described above.Short of going in and re-writing the entire text rendering routine to be more efficient, there is no way to patch this out.
>>3072202Here is a more visual example of what I mean. Notice how nothing at all changes in the text in VRAM for the JP version, where the EN game has to load in all the text that it is going to display on the fly, as it needs it.Unfortunately, with the sheer amount of text and detail in EB's English localization, the variable-width font was basically required and would be too big of a loss to abandon, even for the menus alone.
>>3072202>>3072207This is probably a stupid question but I'm going to ask it anyway.What was so essential about English being displayed with variable width characters?Couldn't every letter in the English alphabet be displayed in an 8x8 tile, or would that just look stupid?Is the problem more to do with a given string of text in Japanese needing more words in a translated English sentence to get the intended meaning across?I'm sure there is a good reason for this, since other SNES games seemed to do this too, I'd just like to know.
>>3068705Nothing will be as good as Mother 2 or FFVI.
>>3072146>Capitalism is badbased
>>3072333It's kind of a combination of all of the above.There's nothing inherently "wrong" with using fixed width characters, and older games did it all the time. But in Mother 2's case there are some good reasons to use the VWF font.First, let's talk about the menus. This is probably the easiest thing to deal with since there's a shit ton of room on the screen, and you can just jack the tile above the main letters (used for ゛゜) and go full Dragon Quest on it by making each item name occupy 2 lines. Furthermore, considerations must be made for length since depending on how you approach it, you are more or less limited to 9 letters per line for equippable items (on the "last" line with the E) or you find an alternate position for the E somehow.For text boxes, you start getting into weird territory and have to make some choices. You can do something similar to above and steal the tile above the main text to buy extra room. The problem is, the text box realistically only has 5 usable lines of space without expanding the text box.Battle text boxes have the same problem and you effectively get 3 lines to work with employing the above methods. EarthBound is famous, however, for its somewhat verbose enemy names and battle strings, and you also run into length issues for the targeting dialogue.Anyway, somewhere down the line, someone decided it would just be easier and better to program in a VWF routine and live with its consequences than to reprogram the menus to worth with a fixed-width font and deal with it.