Reviews from

in the past


If you want to know just how emotionally powerful this game is I almost cried on the bus today listening to a song from it called “refreshing toilets”

For the longest time, I believed Mother 3 was a meme. Its sole purpose was to annoy Reggie and other Nintendo figureheads. “Where is Mother 3?” It was a catchphrase that would pop up during nearly every Nintendo Direct or announcement, and it the seemed to only gain traction as the years went on. I couldn’t ever get into Earthbound. I had played Undertale before and enjoyed it quite a bit. I knew it was inspired by Toby Fox’s love of Earthbound (the Mother series), but if I am being honest, I feel he did a much better job. I had no obvious reason to play Earthbound’s sequel. For whatever reason though, I decided I wanted to be in on the joke. By the end though, I came to understand that Mother 3 is anything but a joke, and instead is one of the best video games ever made.

The game tells its story with a veneer of charm and humor. The quirky characters endear you to their plight, and the musical battle system feels playful - like a cartoon sing-along. You battle musical instruments, outrageous monsters, and an army of pig men. Each of these elements feels like a child’s endless stream of imagination drawn with crayon. But this merrymaking exists to remind you of something long gone.

Mother 3 feels personal. It tells a story of loss. Well, maybe loss isn’t the right word. Taken or stolen feels more appropriate. Stolen childhood, stolen culture, stolen family, stolen livelihood, stolen love, stolen innocence. Concepts that, once gone, are rarely reclaimed. The characters of Mother 3 must submit in the presence of two overwhelming powers capable of taking these things from them: Time and Progress. But while Time is natural and amoral – it does not discern between hero and villain, Progress is man-made. Progress can be used for good, but it can also be weaponized.

Imperialism and Colonialism has shown that the introduction of progress can rob a people of their culture. Was the introduction of money a necessary step in economics, or was it a means for the powerful to control vast resources? Is television an improvement in communication, or is it a device used to control what we see and think? I suppose the answer comes down to the motives of those that introduce them.

In Mother 3, progress is wielded by a villain. The change he impresses upon the world isn’t for the better, and so much is lost in the process. While this theme runs the risk of portraying an anti-progress sentiment, like an old man complaining about the modern world, Mother 3 doesn’t ask you to reclaim what was taken, nor demand that you take your revenge for it. Mother 3 understands this power. However malicious it can be, it is simply too great to reverse its affects. There is no going back. Instead, Mother 3 is a game about doing the best you can in the face of such power, finding purpose to move forward, and taking control of your new future. This is the beating heart of the game. The story of a world adapting to a rapid and aggressive change.

The minimalist box art foreshadows the game’s events, though you might not see it until it’s all over. At the end, I was left with feelings I haven’t felt in any other game. They were complex, and even now, hard to communicate. I felt displaced and sad, but also hope. There is so much more that Mother 3 is saying too. I could write a book on it. But it suffices to say that Mother 3 is impactful in ways that other videogames are not. It is a wholly unique experience and will emotionally resonate with anyone that plays it.

This is my favorite game of all time and that's why I don't have much to say about it even 17 years later. Maybe I need to replay it again

The night I finished this game, I had a dream where I got to talk to my Dad again. He hasn't been alive for 7 years. Mother 3 has done something to me.

With how many imitators (of let's say, varying quality) they've spawned it can be too easy to forget just how special this little trilogy is. Wonderful game, this, wouldn't trade it for the world


i ate so many sour Ice Breakers during my playthrough of this and my mouth hurted so fucking bad
5/5

Beaten: Dec 16 2021
Time: 22 Hours
Platform: GBA (Emulated)

I don’t even know what to say. I’m just staring at this page thinking of all the ways I could start this review and they all seem inadequate, ESPECIALLY this way. Mother 3 deserves so much more than I could ever say about it, but I’ll try my best as it is. 

Mother 3 pushes JRPGs beyond their influences, beelining straight for the narrative aspirations of the genre, while tweaking the battle system from the previous games to the point where it’s actually good and really fun now. It’s paced perfectly, and never makes figuring out what to do next terribly difficult. Yet somehow, it opens up in ways Earthbound never did.

Now Earthbound is a fantastic game, don’t get me wrong, but around the halfway point I felt it dragging for me. Shuttling from city to city, watching the scope build and the path forward muddle, I just had to chip away at it until I broke through. Mother 3 doesn’t have anything like that. It’s separated into chapters, each one being about 3 hours long (with an extra long one near the end), and each one has a clear goal and endpoint to keep you going. Somehow it doesn’t feel too even though? The stakes ramp up, the pace quickens, and every twist hits like a brick.

Speaking of twists….
This is probably the best narrative I’ve ever experienced in a video game. It’s got the flexibility of a novel, switching character perspectives whenever it feels like it and sprinkling in character details for details sake. Duster, one of the main cast, walks with a limp. Why does he walk with a limp? They never really say. Why is it in the game? Because it just adds something to him. Duster feels like a person, a human that you can empathize with, from the first scene he’s in, just from the way he walks, and the way people talk to him. He doesn’t get a line until nearly halfway through the game, but by then you could probably write him yourself. Every character in the game is like this. Not just the main cast, but every person in Tazmily Village (the main town of most of the game), and every other person with the smallest impact on the story. And the character writing isn’t even the best part!

The actual narrative is fantastic, flowing from emotion to emotion, event to event, with an expert’s confidence. Mother 3’s opening is famously dark as hell, but the game isn’t a dirge. It gets lighthearted, as funny (or funnier!) than Earthbound in places, but that opening hangs over the game the entire time, paying off in small ways throughout, and massively at the end. I don’t want to get into spoilers here, but I’ll say this game says more about grief and loss and love than all but the most deftly executed novels. Also, it got me to tear up. By default that means it’s somewhere in the top all time for me.

Uh so yeah, if you wanna play a JRPG that burns the conventions of its genre to the ground and will make you cry, play Mother 3. If that doesn’t sound cool to you, I don’t care, play it anyways. Play the whole series. Read everything Shigesato Itoi’s ever written. Go absolutely nuts. It’s deserved.

I'll probably be shot in the head if this isn't 5 stars for a reason.

words cannot express how much I love this game - played through it all and cried at the end like a baby again. genuinely one of the greatest games of all time, must-play if you love games in general

So much can be said and so much has already been said on how powerful of a game Mother 3 is emotionally. Hitting from all sides. Mother 3 isn't a game, it's an experience. An unforgettable one.

Just remember, no crying until the end.

love this game - but some of the characters and writing feel hollow. a departure from the 'young kids adventure' story of EarthBound, where the charm comes from the world and its writing and not your party which are more or less just blank slates, Mother 3 actually has characters and a story with a written main cast. But they're only marginally more written than they were before, I felt like there were a lot of missed opportunities for characters like Kumatora, Lucas, and Duster to really grow as characters. They hardly develop or even really interact over the course of the narrative and it felt a little dissonant contrasted with the plot, which is actually very present and very well written this time around. like you get introduced to these characters with setups and personalities but then they never even talk after that point, it's lame. i wanted to know more about them!!!! I can't help but think of DELTARUNE and how its cast seamlessly develop through their interactions, I think that's something this game would've benefitted from. also, uh, the magypsies. dunno how i feel about those guys. i see why people like em cuz they're ultimately heroic figures but i really don't like that awful fucking sexual assault 'joke' they have, i don't think they were written with any offensive intent but they're defo a lil iffy for a game like this. none of this stops the emotional beats from hitting like a fucking freight train. that ending hurts.

"To think we've been blessed with two children at once..."


This game is what I define is a masterpiece of a video game. The game that Nintendo refused to localize and I finally played it via emulation. Right in the first chapter this game hit me with a gut punch of emotion that I haven't felt since Last of Us. Mother 3 is indeed one of the best GBA games ever made and a game every Nintendo, JRPG, Retro enthusiast and gamer should play once in their life. What a masterpiece of a video game.

literally everything about this game is perfect

sometimes i really wish we got mother 64 because of its strange aesthetic i can seriously inhale the aroma of that cancelled game. but i also feel had we gotten that we would lose the amazing writing of mother 3 GBA

edit: forgot to mention this game made me cry 2 times. like actually crying it got me so hard and the ost is just so fucking great

shigesato itoi's second greatest accomplishment behind placing 8th in the 1992 monopoly world championship

this game is simply the best game ive ever played
im not even a fan of rpgs but my first playthrough of this game had me absolutely hooked, the characters are all amazing, the story is funny its quirky its sad its everything it wants to be and thats why i love it so much

The best in the MOTHER trilogy. They're not playing around anymore cuz shit gets real as soon as the Pigmasks come around. I love how much more serious and emotional the story is compared to Mother 2/EarthBound and the gameplay is so much more fun and lively. Even the soundtrack is great, this is the best possible way to finish the Mother series and it'll alays have a special place in my heart.

This review contains spoilers

I don't like JRPGs. There are a handful of exceptions, but as a genre I find the design tropes boring if not straight up bad. The first half or so of Mother 3 had me convinced that it was different, and if it kept to that course it may have ended up as my favorite in the genre (or close to it). Unfortunately, the latter half leans hard into JRPG tropes and seems to miss the point on many things that I thought it was brilliant for doing in the first place. I've struggled with putting into words my issues with this genre of game, but finishing this Big and Important one that's been on my backlog forever seems like the best time to try and do it.

I think the biggest issue I have with this type of game is the balance of combat. Having a large amount of options in menu-based combat quickly gets overwhelming, so strategic input from the player is usually limited. In most JRPGs there's really no other type of skill involved, just patience for grinding. On the other hand, if the game is too easy then the combat feels like a chore, and I often find myself wishing games like this were just story-focused walking sims. Failing usually isn't fun, and just leads to repeating the same content, so it's a fine line to tread of staying engaging and not turning into a "mash A through combat" game, but also not being so difficult that becomes annoying, forces every player into a single broken strategy, or worst of all leads to grinding. Typically the best parts of these games are the boss fights, well crafted experiences where you get to see and hear something new, and at least in good cases a new unique strategy is needed/helpful for winning. Bear with me, because I can already hear the groans of people reading this, but Undertale is a great example of what I'm looking for out of an RPG. Unique combat experiences that aren't really focused on stats or gear, but more so showing you new ideas and then moving on to the next thing. I realize that I'm writing about playing Mother 3 for the first time in 2022, and many later games including Undertale took inspiration from it, but I want to talk about the ways in which it succeeds and fails at that in my experience.

Early on there are many cool ideas here for how to spice up combat, from the rhythm battle mechanic to the health counters. Enemies are varied and amusing, and the boss fights feel like tight, well-crafted experiences. Later on this falls apart somewhat, but for a while I was loving this. I think it succeeds in large part due to the structure of switching between character perspectives (which I also loved for the story, but I'll get to that later). This not only introduces you to new party members and mechanics often enough that they don't get stale, but these shorter, linear chapters allow the developers to keep a tight grasp on the player's state. The balance of JRPGs often feels like it's at odds with the near universally present XP systems and upgradable gear, and Mother 3 solves that for a good chunk of time by controlling what you're given access to without feeling restrictive. It also helps that each of these characters you play as has a unique theme and take on the mechanics of combat. These separate, smaller stories are intriguing both in narrative in gameplay, and seeing how they come together later is a great driving force for the first half of the game.

Unfortunately, this didn't last forever. The second half of the game (which I'm defining as after the timeskip at the beginning of Chapter 4, it's probably not actually half of the time the game takes but it's a clear dividing point in the game design and story) opens up with an explanation of a currency system. I was already disappointed, as I was enjoying the lack of one. Items before this point were kept simpler, and knowing exactly what you'd have access to surely helped with the balance. Adding currency and shops serves the narrative, but adds unnecessary complexity to the gameplay balance. I could see the argument that it being unnecessary and an annoyance even ties into the story's themes, but I think the game makes that point well enough without the gameplay ramifications. I'm sure it's easy when designing a game like this to just say "other games did it, right?", but Mother 3 demonstrates in its opening chapters that it understands how tightly designed a game can be without that. This idea underlines my thoughts through the rest of the game, "why did they change this after doing it so well earlier?" The rhythm combat and HP counter mechanic lose importance and start to feel dull. The former because there's too many enemies that you can't put to sleep to learn the rhythm or it's just not worth it to do so, and the many of the songs became too complicated for me to keep up more than a few beats. The counter mechanic becomes an annoyance with larger HP totals when you're often sitting there waiting on a heal to finish before letting the enemy attack, or you're trying to mash out commands before a party member dies but the textboxes take too long. You can buy weapon upgrades at shops, but when this is worth doing isn't very apparent until after the fact. Refighting bosses earlier in the game would skip some of their dialogue/cutscene on repeat attempts to speed it up, and at some point they just give up on doing this. Inventory management becomes a chore, and the Inventory Guy is never nearby when you need him. There were some bosses later in the game that I just had to grind for because even using the best strategy at my current level wasn't enough. The separation of save points and hot springs for healing makes little sense when there's no hot spring near a pre-boss save point, encouraging you to just die on your first attempt. There's so many things like this where I thought this game was better and it just falls backwards into the same problems I have with so many other games.

That's certainly not to say this is a bad game, I enjoyed my time with it a lot even in most of those later parts. It does have a ton of content to show you that's all very charming and funny, and I can totally see how this helped spawn the subgenre of CharmPGs, but it feels more genuine in a way that many of those don't. In addition to this charm of the style and writing, the music was a big driving force in my interest to play this, as well as my motivation to continue playing throughout. I don't have a whole lot to say about it other than it's hands down the best soundtrack on the GBA. There's also some cool divergences from the main gameplay, which even if they're hit (the lab section) or miss (underwater) I admire the attempt to mix it up and didn't have a better spot to mention that.

I largely have positive things to say about the story, but it does stumble in a couple of places. Moving away from the perspective shifts of the first half entirely is a mistake in my opinion. On top of enjoying it for the gameplay, I think it would have greatly benefitted the pacing to have some more of these sprinkled throughout the back half as a break from the full-party gameplay with the normal group of characters. Porky's introduction and importance to the story are also questionable. Most people playing this have probably played Earthbound, but I found it too tedious to stick with. I don't know much beyond Porky being an antagonist in that game as well, but taking this story on its own he's introduced too late (and mostly explained through an exposition dump) and just kind of distracts from the main narrative in my opinion. It would have been fine just leaving Fassad and the Masked Man as the main antagonists. I also wish there was more time spent in New Pork City, the last chapter of the game there is pretty rushed and that probably doesn't help with Porky feeling underdeveloped. There's also a story disconnect between the halves of the game with the focus on the Egg of Light, which is hardly used once it's obtained, and its importance only explained later in the exposition dump I mentioned. I also think Lucas as a main character is a little too bland and too much of a self-insert or blank slate character. I prefer main characters in RPGs that are well defined and let you roleplay as them, and there's really none of that with Lucas. There's also a lot of positives to the story as well though. I did love the perspective changing between chapters while that was going on and it was a great way to introduce the wide cast of characters. Even if this isn't kept up, bringing back characters that were out of the story for a while still benefits from those early sections. The variety in locations and scope of the story is impressive and fun. I mentioned above, but the writing is consistently charming and funny. The ending was also pretty well executed and emotionally touching, and the use of musical motifs tying into the story there was cool even if it was probably more notable at the time than it is today with many more games trying to do that.

While I've got a lot of smaller complaints and this game isn't as perfect as I thought it might be for a while, it's still one of the best experiences I've had with a JRPG. It was actually fun enough for me to finish, which I often don't end up doing with these. I was a bit sad when it was over, as this had become a regular before bedtime game for me and was very comfy to play an hour of at the end of the day. I hope I got my message across of what I think this and future games could do better, but over time I imagine my annoyances with this will fade and I'll be left with the positive memories of this experience with it.

Mother 3 is absolutely lovely. It's witty, but also emotional. It's succinct, but says all it needs to say. Lots of games have made me laugh. This is the only one that's made me cry too.

what could have been a third entry struggling with identity issues, considering its departure from the setting and many of the tropes of the first two mother games turned out to be a really solid JRPG. a ton of ambitious JRPG ideas rose out of the early 3D game era post FF7, and mother 3 was clearly one of them back on the N64. having to downscale its scope and retain the art style from earthbound i think gave us a better product overall. mother 3's presentation aged like fine wine, with beautiful, bright colors and a soundtrack weaker than the first two games but still incredibly strong. 3 is just as weird, charming, and self-aware as 2, but with more of a substantial and traditional plot behind it. characters have coherent arcs and deal with hard emotions like grief and trauma.

at its core, mother 3 is centered around the balance between nature and technology. while they're able to mesh together to a degree and technology isn't viewed as an inherently awful thing, the game presents senseless capitalism and consumerism as unsustainable and fundamentally incongruent with the planet.

the most I've cried for a videogame i think

this is the game that made me fall in love with storytelling. this game is the sole reason i write anything.


Unironically the best product (from an artistic perspective) Nintendo has ever put out. I laughed at the NPCs and enemys and cried in half the cutscenes. If there's a game that better tackles the sweeping effects of capitalism, fascism, loss, abuse, power and DANCING MONKEYS, let me know. Ride of a lifetime. Emulate it, play through it, then fly to Japan and give Shigesato Itoi a sloppy kiss on the cheek. Every minute of the 25-hour runtime has something new for you and it is CRIMINAL that crappy copyright laws prevent this from being popularized in the west.

If you’ve played you know. I haven’t quite finished it yet but I know this is one of the best RPG’s ever made just by looking at it. Music and pixel art are incredible. Story is so emotionally impactful. Battles can be quite difficult but very rewarding to defeat enemies. Still maintains that wacky absurdist style established with Mother 1 and 2. It’s Mother 3 baby.

More games should have kids do drugs and have the worst trip of their life where everyone they love tells them they want to kill them

This review contains spoilers

It's difficult to summarize my feelings on this one. I played Earthbound for the first time last year, and it quickly shot itself into my top 5 favorite games of all time. I feel that Earthbound contains a few of the most memorable sequences in games—Moonside, Saturn Valley, Magicant, and the final battle against Giygas, to name a few. Playing Earthbound with the Player's Guide was as close to an otherworldly experience as I've ever had with a video game. As a result, I was always going to go into Mother 3 with unbelievable expectations.

In a lot of ways, Mother 3 meets those expectations. First off, it's extraordinarily well-written, with Itoi's trademark sense of humor (tinged with a measure of dread) shining throughout. It has a very engaging battle system which, when paired with the "rhythm battle" mechanic, makes for some of the most fun I've had playing a JRPG. Finally, the game moves with a sense of urgency—something I appreciated after the occasionally plodding pace of Earthbound. I could go on and on and on about what Mother 3 does well.

All of that said, Mother 3 isn't perfect. Most of the time, I felt that the game involved a few great moments wrapped around a series of McGuffins (more on this later, don't kill me). For example, the game continually asks you to recover the Egg of Light or pull the Needles, but you're given no indication as to why any of this matters until Leder's explanation in the climax, whether through worldbuilding or dialogue. While a lot of the lore is interesting, this "lore dump" approach to storytelling almost always feels lazy and unearned. A large portion of this game involves trudging ahead through unimaginative environments because the game tells you to, but, in my opinion, not because you care.

However, nearly all of my complaints melted away by the time I got to New Pork City. The game is batting on all cylinders there. Rather than giving you a true final boss, Mother 3 uses the final "battle" against Claus as a narrative device that I assume most players, myself included, will never forget. Like I said before, I don't think that Mother 3 is a perfect game, and I still prefer Earthbound in most regards. That said, in light of everything that it does so extraordinarily well, Mother 3 is a game that everyone should play.