2. Borderlands 2 (PC)(FPS/RPG)
3. Gunpoint (PC)(Puzzle Platformer)
4. Robotrek (SNES)(RPG)
5. The Tick (SNES)(Beat 'Em Up)
6. Alien vs Predator (SNES)(Beat 'Em Up)
7. X-Kaliber 2097 (SNES)(Action Platformer)
8. Metal Slug (MVS)(Run and Gun)
9. Shadowrun (SNES)(RPG)
10. Quake II (PC)(FPS)
11. The Twisted Tales of Spike McFang (SNES)(RPG)
12. Hotline Miami 2: Wrong Number (PC)(Action)
13. A Story About My Uncle (PC)(Platformer)
14. Star Wars Jedi Knight: Dark Forces II (PC)(FPS)
15. Star Wars Jedi Knight: Mysteries of the Sith (PC)(FPS)
16. Catacomb (PC)(Top-Down Shooter)
17. Catacomb Abyss (PC)(FPS)
18. Catacomb Armageddon (PC)(FPS)
19. Catacomb Apocalypse (PC)(FPS)
20. The Catacomb (PC)(Top-Down Shooter)
21. Catacomb 3-D (PC)(FPS)
22. EarthBound (SNES)(RPG)
Ah, EarthBound. You and I have a special relationship. When I first got into SNES collecting, I would just mention it off-hand, and the first question I would always get was, "Do you have EarthBound yet?" No, no I did not. They'd always follow it up with, "What about Chrono Trigger," but despite having that one, even it couldn't subdue the interest and the hype around EarthBound's obscene price and inflated reputation.
Well, now I own EarthBound. And now I've beaten it too, my own personal copy sitting in my own personal SNES, next to the Nintendo official player's guide for the game. It was a long, arduous journey, first to spend years collecting only to have someone give it to me as a birthday present for turning 30(only after a decade of hoping I'd get lucky and find it!), and second to play through it as I'm suffering steadily building burnout about SNES RPGs that caused me to quit for a month halfway through so I could play some first person shooters(because burnout causes me to want to shoot things in the face). But I put in the time, and I made you mine, EarthBound. And I will say, I find you incredibly charming, frustrating, cute, clever, annoying, and occasionally infuriating, with a mix of old and new, ideas both unique and antiquated all rolled up together into a ball.
There is a lot going on here, a lot of ideas tried that I didn't always love but that added to the world, so let's start with the basics: I love the setting. Modern-day RPGs aren't very common, so to have one set in the mid-1990s, with all the colors and quirkiness, the skyscrapers and pre-mass Internet, one that gets the fashion and the design of its decade, that is pretty special. EarthBound nails its decade in terms of design. It understands that this is a decade where stuff like this is cool:

And EarthBound runs with it. The soundtrack is a weird acid trip combination of jazz and electronic music, the aesthetic reminds me of an In Living Color intro, and the characters are all experiencing a weird slice of life in a world still reeling from the bizarre culture of the 1970s and '80s. EarthBound was also created in the midst of Japan's Lost Decade, and there is a definite absurdest tongue-in-cheek take on modern society, where people covet awkward things and deal with their own psychological failings in a world gone mad while the hero and his friends fight for meaning and existence in the face of ultimate evil. They join cults, they shop, they work, they complain about local politics, and they try to live their lives completely ignorant of events around them or even of the events they participate in.
While the gameplay is more traditional JRPG-fare, there are some unique touches that change things up a bit. The biggest for me was the roulette system for health, where a devastating attack drains health but doesn't instantly register, giving the player time to heal a character or go nuts before death sets in. I won a couple of boss fights by going nuts; the party was dead save Ness, he was out of PP and items to heal or revive, and I just started rapidly pressing the button to have him attack as much as possibly before his impending death. I prefer to think of it as Ness declaring, "Screw this," and then going full Baseball Bat Guy from the Raid 2 on them, repeatedly beating opponents with his bat in a fervor of adrenaline-fueled malice to do as much damage as possible before the fight is over. I love the roulette system. I also enjoyed the auto-kill system for enemies that were too weak to really fight me, as it meant that even a long dungeon crawl could be navigated safely with even some level of experience boost.
Are there things I dislike? Yes, and this gets back to some of what I said about archaic systems. The item inventory system in EarthBound is horrendously limited, and since it includes all of the gear you are wearing and whatever else you need, it inevitably gets clogged. There is also an abundance of different item types, but you may never know exactly what item you need until you're already in a dungeon and have to walk a long ways to get back. Also, certain items can only be used by certain people, so their inventories will be filled with their goods. Jeff's broken objects and bottle rockets pretty much locked his inventory up the whole game, and since Ness needed his ATM card, receiver phone, and sound stone, half of his inventory was effectively gone. Poo can't even use half the items in the game and must keep his inventory separate for his own items(though that said, his items have an awesome effect on him). There is a storage system, but it is limited in size, limited in how much you can put in or take out at a time, costs money to access, and takes time to use. That was a big point of consternation for me early on; money has to be withdrawn, it doesn't come to you directly, but it takes time, and then I have to spend more time to put up or take out items. It feels clunky. Sure, maybe it's supposed to be a joke on cultural malaise, but it is not conducive to fun game design. Nor is the heavy reliance on menus, and it took someone on this website telling me I could instantly talk or check things by pressing the L button before I realized I could do that. I spent the first fourth of the game opening the menu to use Talk. That got old fast.
I also dislike new members coming to the party at level 1, and EarthBound does this repeatedly. It makes up for it a bit with Poo immediately being leveled to 16, but each time this new character is still a liability. Plus, there is a plethora of status effects, which I still don't know what they do or how to get rid of. In general there is a lack of explanation about the finer details on what abilities do what, what items do, how to get rid of certain statuses, etc. I got diamondized once, I was possessed several times(which are impossible to get rid of by the party...that blows), I was put in tears, given a cold, poisoned, numbed, etc., and I still don't know what a lot of this stuff means.
Those complaints aside though, EarthBound is quirky, weird, and in my opinion once you get past those issues or figure out a few workarounds, it's actually a pretty nifty game. As a result, I found the back half way more fun than the start, and the final boss battle is something to behold. The game has a proper ending which feels like an accomplishment to reach, and it's actually quite extensive depending on where the player wishes to visit and who Ness talks to. I highly recommend returning the library book.
So, EarthBound, worth $200? No, I don't think so. Best game ever? No, I still prefer Final Fantasy VI, and I probably always will. But is it a fun, quirky, and unusual game that is enjoyable, offers a unique world, and is a worthy edition to the SNES library? Most definitely. Despite the frustration, it's a weird ride that's worth taking.
Oh, and that player's guide? It's also quirky and odd, but it has a bad habit of getting things horribly wrong and leaving out information. I don't recommend it nearly as much as the game...