Mother 3 and purity

December 21, 2008

This post contains major Mother 3 spoilers.

If EarthBound was about friendship, Mother 3 is about family. Claus’s disappearance and Hinawa’s death are not merely plot events; they permeate the game’s psyche and lay the foundation for scenes like the poetic “Sunflower Fields” chapter. The saga of Lucas’s family provides both a framework for characterization and the game’s strongest narrative hook.

That said, I think there is something else going on too, as Mother 3 seems to have a curious obsession with purity and purification.

Early in the game, Flint and Duster come across a “Pig Mark Notebook” featuring this missive from Porky:

All the creatures around here suck. We need to make ‘em cooler. So the theme will be:

  • Tougher!
  • Rougher!
  • Badder!

We’ll mix and match this and that to create whole new things no one’s ever seen before! I dub it the “Fascinating Chimera Project”. Let’s reconstruct and modify stuff slowly and steadily.

Many of the game’s enemies are the result of this project. Some, like the Cattlesnake, have lighthearted names and appearances; others, like the Mecha-Drago that kills Hinawa, are significantly creepier. All, of course, are unnatural.

Similarly, all three of the game’s major antagonists (Fassad, Porky, and Claus) are cyborg-like beings. As enemies, they are somewhat soulless, as though they’ve lost some of their human identity, but when they are defeated — Claus in particular — their personalities return and their emotions come through again. It is as though the player cures them of their mechanical infections.

The purification theme is reflected in the gameplay as well. The majority of the game’s healing points are not inns but hot tubs and springs. To activate one of these, you must walk your characters inside and wait for several seconds, presumably while the grime of battle washes away. Meanwhile, relaxing music and bubbly sound effects play, and a thin white film covers the screen. It’s a minor thing, but it makes healing feel more tangibly cleansing than selecting “Sleep” from a menu.

Before Porky’s influence, the Nowhere Islands are a utopia. (Is this an etymological reference? I don’t know, but I like to think so.) Lucas’s pastoral hometown, Tazmily Village, is something of a socialist paradise. Goods and services are freely offered; crime, greed, and money are foreign concepts. No one wants for anything.

The arrival of the Pigmask Army brings capitalism, technology, and corruption. A system of currency is introduced, and suddenly stores begin selling things instead of simply giving them away. People become suspicious and greedy. Porky’s minions install television-like “Happy Boxes” in people’s homes, brainwashing the townsfolk into materialism. And all of this conflict plays out inside of an electronic video game!

(Interestingly, while the plot is telling us how modernization is an obvious detriment to society, the gameplay mechanics are telling us otherwise. Things get much easier to manage after the Pigmasks arrive. Greed and money are useful concepts in RPGs; stocking up on food items, though lampooned by one of the NPCs, is a key strategy in surviving difficult battles. The ability to purchase new weapons and items instead of relying on treasure hunting and random drops means a more regular upgrade schedule for your characters’ stats. When Lucas and friends travel to the metropolitan New Pork City, items are even easier to come by; vending machines and shops litter the map. As far as the player is concerned, there are clear upsides to this new socioeconomic system.)

How did this corruption come about? Towards the end of the game, a character called Leder gives a long speech that reveals much of the backstory. After humans destroyed the world with an unspecified cataclysmic event, a group of survivors had their memories erased and were sent to the Nowhere Islands to begin anew. “In short,” Leder says, “everyone would play out the ideal ‘story’ that they had come up with. The people would restart their lives in a simple, peaceful village, in the kind of place they wished they had grown up in.”

It was not quite a tabula rasa, however. Leder explains that the bell he rings throughout the game is “to keep everyone’s fabricated memories from reverting,” and the ruins of Osohe Castle, a relic from a past civilization, had to be worked into their story somehow (Kumatora was made its princess). The imperfections could not be hidden forever, though; Porky got beneath the surface, and all was nearly lost.

The inscrutable endgame sequence, then, is Mother 3‘s ultimate act of purification. After defeating Claus, Lucas literally destroys the world by pulling the last of a series of mystical Needles from the ground, and everyone is rebirthed in darkness. Only here at the end of all things can there be a fresh start. The game’s logo, which appears on the title screen as an unsettling amalgam of wood and metal, appears again after the credits in an all natural form, symbolically exorcising the world’s imperfections. And with that, the story closes.

5 comments

And this is another point in MOTHER 3 that didn’t sit well with me. MOTHER 1 and 2 were “urban” RPGs. They were set in a modern world, but still utilized the conventions of fantasy RPGs. In both MOTHER 1 and 2, though, the world may not be perfect, but it is your home. Cities are not demonized, but shown as having good and bad qualities.

In MOTHER 3, however, the game kinda beats the player over the head with the idea that cities and such are evil things. If MOTHER 3 was its own game, I would not be raising such a ruckus, but the fact that it is a MOTHER game has me worried. Being a child of the city myself, it was refreshing to see a world similar to mine in MOTHER 1 and 2, and like in the real world, it was good and bad at the same time (nothing is perfect after all). In MOTHER 3, though, the “simpler life” is seen as ideal, and any negative aspects of a “simpler life” are glossed over.

For me, as a player, I felt somewhat betrayed. That may have been the point, but still. MOTHER 1 and 2 were kind of unique in how their worlds were similar to ours, in how the metropolis was seen as much of a part of life as natural places. MOTHER 3 however, in taking the mindset that the “simpler life” is inherently better, not only loses uniqueness in that there have been too many games and pieces of fiction with a similar theme, but also kind of spits at its past, one that accepted the good with the bad.

I dunno, maybe I am merely taking offence as I am a city-child. But I just feel that championing the “simple life” has been done to death. While I think nature is beautiful in its own right, I also see beauty in the artificial. MOTHER 1 and 2 seemed to recognize this dual beauty while MOTHER 3 seemed to merely push one above the other.

Thern again, Porky’s “modern world” is a severly skewed version of the real world, moreso than the “modern worlds” presented in MOTHER 1 and 2, so that may have been the point. I dunno.

by The Unknown on December 22, 2008 at 3:01 pm #

I agree with you that EarthBound‘s world felt quite familiar. Much of the game’s appeal (for me) was its gleeful shoehorning of RPG tropes into a realistic setting. By contrast, Mother 3 takes place in a well-constructed but ultimately fantastic setting, which admittedly make it a less familiar experience.

At the same time, I think that the “cities are evil” interpretation is an oversimplification. To me, neither EarthBound nor Mother 3 is about “the simple life” or the relative corruption of cities; they’re incidental to the stories those games want to tell. Since Mother 3 is less parodic and more character-driven than its predecessor, it doesn’t depend on the setting. In other words, it doesn’t detract from the game’s thematic ambitions to use New Pork City as a stand-in for corruption.

You could say that this makes the game less Mother-like — which I think you do, given that you would not be as bothered if this were a standalone title. I won’t argue with that point, except to say that I’ve expanded my conception of what a Mother game is to include this one. :-)

(As a side note: as I noted in that lengthy parenthetical paragraph above, the mechanics are at odds with the plot on modernization; on balance, I think the game reflects there are good and bad elements to it, as you say.)

by Dan Bruno on December 28, 2008 at 10:25 pm #

I guess that’s what’s bothering me then; the fact that MOTHER 3 relies more on characters than setting. Don’t get me wrong, I love character focus in works of fiction, but I guess I just miss the similar settings of MOTHER 1 and 2.

I’ve said it before, and I’ll say it now: in my opinion, MOTHER 3 is a great RPG and full of Itoi’s charm, but as a MOTHER game, it is somewhat out of place.

I guess I’ll just have to learn to live with it. =P

by The Unknown on December 30, 2008 at 6:10 pm #

Mother 3′s plot twist is right out (literally) of an M. Night Shyamalan movie. A *crappy* M. night Shyamalan movie.

I don’t think Itoi is very good at telling stories; I think he’s better with motifs and “themes” like the previous games and early into Mother 3. I think he tried top explain the plot (and why Porky was there and stuff) this time and it ended up really messy.

Personally I think the ending would have been just as touching if the player didn’t know Tazmily was all a lie – maybe even moreso. One thing that bothered me about the scene with Leder was how none of the characters were shown reacting to it. I know it’s hard to show emotion through tiny sprites, but they had Flint flip out at the death of his wife… to not even have dialogue after such a climatic scene felt kind of underwhelming, and maybe shoehorned in – it’s never really mentioned after that either.

by MINUS on January 16, 2009 at 1:23 pm #

I think Mother 3 is a very Mother-like game, but tackles different areas then its predecessors. Let me explain.
Each Mother game tries to introduce a new twist on an RPG, offers insights what a normal ‘game’ can be. They did this in different ways.
Mother 1 & 2, deconstructed the concepts of a Fantasy world, the concepts that a RPG was merely a ‘D&D/Dragon-Quest/Final Fantasy Clone’, and rexamined the importance of mileu by minimizing the oddness of the setting, but making the scenarios bizzare, unlike other RPGs with oddness in setting, but fairly drab scenarios.
Mother 3, deconstructed the concept of the Player interaction with the world as well as the entire RPG genre. It makes you care for the characters, trying to work beyond the bondries of a “typical RPG”. Its finale is the largest source of deconstruction. In RPGs, Death is cheap. Oh noes, my party member died time to use a Phoniex Down/Revive. But when it said “Claus took mortal damage!” we didn’t think ‘Quick to the item menu! (That would be impossible anyway, but still) we just felt sadness.
Both are deconstructions, but Mother 1 & 2 is a superficial parody that seperates its plot and deconstruction. Mother 3 was a deep parody that makes it plot the deconstruction in the most majestic way.

by Tentelumper on October 21, 2009 at 11:55 pm #

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