G.O.D.: Mezameyo to Yobu Koe ga Kikoe — Review
Super Famicom | ~50 hours | 5/10
TL;DR at the end.
I really wanted to like G.O.D.: Mezameyo to Yobu Koe ga Kikoe more than I ultimately did.
For the first 10–15 hours, I actually thought I might end up giving this around the same score I gave Terranigma. The opening is probably the strongest part of the entire game. You start out as an ordinary kid in Japan, and there is this strange mixture of Mother-style humor, everyday life, aliens, psychic powers, talking animals, Dragon Quest jokes, regional Japanese humor, and increasingly bizarre situations. It was quirky and unpredictable, and for a while I genuinely enjoyed seeing what ridiculous thing the game was going to do next.
Unfortunately, once the game opens up beyond Japan, nearly everything that bothered me about it starts becoming more and more apparent. By the time I finally finished it, at around 50 hours, I wasn’t excited to see the ending. I was mostly relieved that I could finally play something else.
A really promising beginning
The Japanese section of the game is easily my favorite part.
G.O.D. has a very self-aware sense of humor. It makes jokes about RPG conventions, throws in obvious Dragon Quest references, lets you pick deliberately unhelpful dialogue choices just to see characters react, and frequently goes in directions I wasn’t expecting.
The regional humor is also interesting. Myaa Town, for example, is basically a caricature of Nagoya, complete with dialect, ebi fry, miso katsu and other local jokes. There are similar exaggerations of other parts of Japan and eventually other countries.
That kind of thing gives the game personality.
The early alien invasion also gives the story a strong hook. You start with something relatively mundane, everything suddenly goes completely wrong, and then there’s a ten-year time jump. There are mysterious stones, psychic powers, altered animals, strange religions and an apparent alien hierarchy.
At that point I thought the game was building toward something pretty interesting.
The early battles weren’t bothering me much either. If anything, I thought I was slightly overpowered. The extremely high encounter rate meant I was constantly fighting, so I naturally gained levels without deliberately grinding.
At this point, I was probably looking at G.O.D. as a potential 7/10 game.
Then I left Japan.
The difficulty curve falls apart
This is where the game really started losing me.
There is a huge difficulty jump once you move into the larger world. Enemies suddenly take much longer to kill, status effects become more important, and the amount of experience needed to level starts becoming ridiculous compared with what ordinary encounters are actually giving you.
That creates one of the strangest RPG difficulty curves I’ve experienced.
Early on, the encounter rate practically overlevels you.
Then suddenly the game becomes significantly harder, but grinding doesn’t feel worthwhile anymore. You might need tens of thousands of experience points for another level while ordinary enemies are giving you a tiny fraction of that.
There were points where I was looking at something like 40,000 or 50,000 EXP for another level while regular encounters were giving such small rewards that the idea of deliberately grinding felt absurd.
I’m not going to fight hundreds of tedious random battles for one level. I have things to do.
And the frustrating part is that levels matter a lot in G.O.D. One or two levels can make an area feel dramatically easier. I experienced something similar in Terranigma, but it feels much worse here because this is a turn-based RPG with a massive encounter rate and relatively slow battles.
Eventually the game gives you much better opportunities for grinding. Late in my playthrough I deliberately leveled my party into the high 30s, and the battle balance suddenly started feeling much better again. Random encounters became tolerable and even somewhat enjoyable.
But that almost made the problem more obvious.
Why wasn’t the game providing reasonable experience rewards during the portion where I actually needed them?
The middle of G.O.D. feels like it was balanced around a player being several levels higher than the game gives them any reasonable incentive to become.
The encounter rate is probably the game’s worst problem
I cannot overstate how much the random encounter rate hurts this game.
There were times when I was getting into another battle after what felt like only several steps.
That might be manageable in an RPG where battles are extremely quick.
They aren’t quick here.
Enemies can take a lot of hits, animations aren’t especially fast, status effects waste additional turns, and the game itself generally feels sluggish. Even basic transitions have a slight heaviness to them.
So every encounter becomes another interruption.
Eventually it changes the way you play.
I stopped wanting to explore.
When I saw an optional path in a dungeon, instead of thinking, Maybe there’s something interesting over there, I started thinking:
Do I really want to trigger another four battles just to find a chest containing something I don’t need?
That is terrible for an RPG built around traveling across the world and exploring strange locations.
The game does eventually give you a Chakra ability that suppresses encounters, but it costs MP and doesn’t last long enough to solve the fundamental problem.
On an emulator with fast-forward or some kind of reduced-encounter patch, I suspect G.O.D. would be significantly more tolerable. But I played the original Japanese cartridge on actual Super Famicom hardware, and there is nowhere to hide from the pacing.
The middle of this game desperately needed an editor
The encounter rate would have been easier to forgive if I were constantly invested in the story.
I wasn’t.
The middle portion of G.O.D. is where the game really falls apart for me because it feels like padding stacked on top of padding.
You travel somewhere. Somebody prevents you from continuing. Now you need an item. The item is somewhere else. You travel there. Somebody else needs something before they’ll help you. You go back. You find another MacGuffin. Then another dungeon opens.
There is a sequence around Moscow that is a perfect example. You’re trying to continue through the area, but suddenly another character becomes an obstacle, which turns into a whole chain involving finding somebody else who can help you progress and dealing with their personal situation.
I remember going through the whole thing thinking:
Why am I doing this?
It doesn’t feel important to the larger story. It feels like the developers needed another hour of game.
Then there is the Vatican Museum. You go there for one MacGuffin, leave, and later the game essentially sends you back through the same place again to find another one, this time involving a riddle and statues.
That was probably one of the moments where my patience really started breaking.
Angkor Wat dragged.
The pyramid dragged.
The Mothership dragged.
The game constantly throws in darkness mechanics, warp mazes, password doors, poison floors, strange navigation gimmicks, locked routes and other obstacles.
None of those ideas is necessarily terrible individually. If I encountered one of them five hours into the game, I might even think it was neat.
But after 30 or 40 hours, my reaction became:
Can I please just walk through one dungeon normally?
That’s one of the biggest problems with G.O.D. The individual annoyances accumulate until even harmless gimmicks become irritating because the game has already exhausted your patience.
It feels longer than 50 hours
Some of my playtime came from grinding, so the main story itself doesn’t necessarily require 50 hours.
But the more important issue is that G.O.D. feels longer than it is.
A 50-hour RPG doesn’t bother me if those 50 hours feel meaningful.
Final Fantasy VI constantly introduces new characters, conflicts and story developments. Chrono Trigger moves with incredible efficiency. Even Terranigma, despite its own flaws, feels like its locations and events are contributing to a larger narrative.
G.O.D. repeatedly made me think:
This game should have ended already.
And then there would be another destination.
And another boss.
And another item.
And another dungeon.
By the end, I wasn’t wondering excitedly what the next revelation might be.
I was thinking about what game I could be playing instead.
That’s a really bad place for an RPG to leave me.
Who am I actually fighting?
The lack of a compelling central antagonist also hurts the story tremendously.
Early in the game, certain alien generals are introduced in ways that make you think, Okay, this is probably the major villain I’m going to be dealing with.
Then you kill them.
Another one appears.
Then that one is gone.
Another powerful enemy takes their place.
This happens repeatedly enough that eventually I stopped caring. By the time I reached Atlantis, it felt less like everything was finally coming together and more like the game had turned into a boss gauntlet.
I suppose the aliens themselves are the main enemy, but that’s too abstract. I never developed any particular emotional investment in defeating them.
Compare that with Kefka in Final Fantasy VI. You know who Kefka is. You watch him become increasingly dangerous. You hate him. By the time you’re going after him, there is history behind that confrontation.
Even Lavos in Chrono Trigger, which isn’t exactly a deeply developed personality, has an enormous sense of presence. The entire story increasingly revolves around what Lavos represents and what it has done to the world.
G.O.D. never gave me an equivalent.
There is no face I can really attach to the conflict.
As a result, the game often feels episodic rather than like a story steadily escalating toward something.
The big story revelations didn’t do much for me
Eventually the story reveals more about the relationship between humanity, the aliens and Earth’s ancient past. What originally appears to be a straightforward alien invasion becomes something much more tied to the origins of humanity and who actually has the older connection to Earth.
The problem is that I wasn’t particularly surprised.
Once Mu, Atlantis and this whole ancient-civilization mythology started appearing, I had a pretty good idea of what direction the game was going in. The “aliens aren’t really what you think they are / humanity’s origins aren’t what we believed” kind of story is practically part of the genre vocabulary for this sort of 1990s occult science-fiction.
The ideas are interesting in theory. I actually enjoy this kind of story.
But G.O.D. doesn’t explore them with enough depth to make up for their familiarity.
If this sort of thing interests you, I would much rather recommend something from Quintet.
Playing G.O.D. actually made me want to play Illusion of Gaia. That game also takes you through real-world ancient sites and plays around with lost civilizations, mysterious forces and the history of humanity, but I think it handles the concept far better.
Terranigma does as well.
There are some genuinely good story moments
I don’t want to make it sound like I hated everything about the story.
There was one character storyline in particular that I thought worked surprisingly well.
Ai’s storyline was probably the strongest part of the game for me.
Her relationship with Heath develops quickly—probably too quickly—and then she becomes pregnant and leaves the party.
I started predicting that something terrible was probably going to happen to her.
Then the game seemingly convinced me I had guessed wrong. She was okay. Things seemed fine. She even sends Heath a letter telling him that she loves him.
And then she dies protecting the children at the inn.
That actually worked on me.
The game let me anticipate the tragedy, seemingly reassured me that my prediction had been wrong, and then followed through anyway.
It was one of the few times where G.O.D. successfully manipulated my expectations instead of simply being random.
There are little moments like that scattered throughout the game.
That’s part of what makes G.O.D. frustrating: occasionally you see the game it could have been.
The Chakra system is much better than the game explains
This was another strange one.
For a large portion of the game I thought the Chakra system was basically tacked on.
It isn’t.
Once I started actually looking into what the combinations do, I discovered an unexpectedly elaborate system. Different combinations can affect status resistance, healing, experience gain, treasure detection, shop prices, level-up stat growth, special attacks, telepathy and all sorts of weird things.
There are abilities that let you communicate with certain enemies.
There is an ability that de-evolves enemies.
There are dancing attacks.
There are combinations that allow characters to act while dead or revive automatically.
There are ways to double EXP.
There are combinations that eventually cut shop prices.
There is even an entire Bun King subsystem hidden behind Chakra combinations.
That’s actually pretty cool.
The problem is that the game does an awful job of explaining any of it.
A blind player can spend dozens of hours thinking Chakras are mostly just another source of attacks because the game never adequately communicates how important linking them is.
And apparently some of the later balancing makes much more sense if you’re taking advantage of those combinations.
That’s not good design.
If your game’s difficulty assumes that I understand a complicated system, teach me the system.
Don’t bury half of it and then punish me for not knowing it exists.
Equipment and items are bizarrely unrewarding
The economy also feels badly tuned.
Equipment becomes ridiculously expensive, yet the stat increase you get from buying it often looks microscopic.
You can walk into a shop and see a weapon costing an enormous amount of money and discover that it raises your attack by something like one or two points.
Why would I buy that?
Maybe those individual stat points matter more internally than they appear to. But the game doesn’t communicate that either.
So from the player’s perspective, buying equipment frequently feels pointless.
That becomes even stranger when the game has Chakra combinations capable of reducing shop prices substantially.
Again, apparently there are systems underneath all of this that can mitigate the problem, but unless you’ve somehow discovered exactly which Chakras to combine, you’re just staring at absurd prices wondering whether the developers are making a joke.
Items weren’t much better for me. A lot of what I accumulated barely mattered, while certain status-removal items suddenly became extremely important for specific bosses.
The whole economy and inventory system feels poorly balanced rather than deliberately designed.
The battle animation is fantastic
I do want to give G.O.D. real credit here.
The battle animation is probably one of its strongest features.
There is an impressive amount of character-specific animation. Characters have unique attack animations, Psycho animations, victory poses and little visual flourishes.
Guns leave visible impacts.
Certain attacks damage or alter the battlefield itself.
The ground can crack or show the effects of what just happened.
There are also completely unnecessary character details that somebody clearly spent time animating just because they could.
Mina in particular has an absurd amount of little animation detail.
I found myself trying attacks I didn’t even need simply because I wanted to see what the sprite would do.
For a 1996 Super Famicom RPG, some of this stuff looks excellent.
It’s just unfortunate that these beautiful animations exist inside a battle system that I frequently wanted to speed up.
That’s basically G.O.D. in miniature:
a genuinely impressive idea trapped inside something frustrating.
The soundtrack ranges from mediocre to awful
I really didn’t like the music.
There are a few decent tracks, but compared with other Super Famicom RPGs, it’s nowhere near the level I expect from this era.
This is the same console that gave us Chrono Trigger, Final Fantasy VI, Terranigma, Secret of Mana, Romancing SaGa and plenty of others.
G.O.D. simply doesn’t compete.
Some of the regional music drove me crazy.
London had a track I could barely tolerate.
Angkor Wat irritated me.
The Harlem area was essentially this repetitive drum-heavy loop that I eventually just didn’t want to hear anymore.
Toward the later part of the game, I found myself mentally tuning the soundtrack out or flat out muting the music like the end boss battle music.
That’s unfortunate because music is such a major part of what makes a long RPG journey memorable.
There aren’t many G.O.D. tracks that I expect to hear years from now and immediately feel nostalgic.
The humor and weirdness are still worth something
Despite everything I’ve complained about, I can’t call G.O.D. boring in concept.
It’s certainly different.
You travel around a caricatured version of Earth. There are jokes about real countries and Japanese regions. There’s a cult. There’s a Michael Jackson joke involving a spirit medium. There’s a ridiculous hot-spring sequence. There’s an inventor who promises you an amazing boat and hands you a toy boat.
There are talking animals, mythological monsters, ancient aliens, psychic powers, religious imagery, bizarre side quests, hidden characters and weird mechanics.
The game constantly makes me wonder:
Who thought of this?
And I mean that affectionately.
The Japanese script also has plenty of personality. Since I played the original Japanese version, I could see some of the dialect jokes and cultural references directly, and that’s definitely one of the game’s more distinctive qualities.
I’ve also compared parts of it with the English fan translation, and the translation sometimes seems to push the already quirky dialogue even harder. It reminds me a little of old Working Designs localizations: the original is already strange, but the English version occasionally turns the personality up another notch.
So if someone is interested in G.O.D. as a weird artifact of late-Super-Famicom Japanese RPG design, there is absolutely interesting material here.
Unfortunately, interesting isn’t the same as good
That’s ultimately where I land.
There are so many things about G.O.D. that I like in isolation.
The premise is interesting.
The battle animation is excellent.
The humor can be genuinely funny.
The real-world setting is unusual.
The regional parody is memorable.
The Chakra system is surprisingly ambitious.
Some of the story moments work.
The ancient-alien/occult atmosphere is fun.
But the actual experience of sitting down and playing the thing for 50 hours was frequently tedious.
The encounter rate is terrible.
The battles are too slow.
The difficulty curve is badly uneven.
Grinding is unrewarding during the exact portion of the game where you most need it.
The equipment economy makes little sense.
Important systems are poorly explained.
The middle of the story is loaded with fetch quests and MacGuffins.
Too many dungeons rely on gimmicks that become exhausting when combined with constant battles.
The soundtrack is mediocre at best and occasionally unbearable.
The story loses focus.
There is no memorable central antagonist.
And by the final portion, it feels like the game is throwing boss after boss at you because it still has more bosses left.
The biggest tragedy is that the beginning convinced me G.O.D. was going to be much better than it actually was.
If the game had been shorter, tightened its middle considerably, reduced the encounter rate, smoothed the EXP curve, properly explained Chakra linking, sped up battles and focused its story around a stronger central conflict, I could imagine liking it quite a bit.
Instead, it slowly chipped away at my patience until most of the charm that originally drew me in had worn off.
By the final stretch, I wasn’t thinking:
“I can’t wait to see how this ends.”
I was thinking:
“Why am I still playing this when there are so many better RPGs I could be playing?”
That’s probably the most damning thing I can say about a 50-hour RPG.
Final score:
5/10
I originally thought G.O.D. might be a 7/10.
For a while I was willing to settle around a 6 or 6.5.
Having actually finished it, though, 5/10 feels right.
I wouldn’t recommend it to somebody simply looking for a great Super Famicom RPG. There are far too many better games on the system.
But if you’ve already played the classics and want to experience something genuinely strange—a messy, ambitious, occasionally fascinating late-era Super Famicom RPG filled with aliens, occultism, Japanese humor, elaborate sprite animation and baffling design decisions—then G.O.D. is certainly something different.
Just don’t mistake different for good.
And if what attracts you is the lost civilizations, Mu, Atlantis, ancient ruins and strange ideas about humanity’s origins?
Play Illusion of Gaia
That’s the game G.O.D. made me want to play.
TL;DR: G.O.D. starts out as a charming, quirky RPG with a fun Japanese setting, weird humor, interesting ideas, and some excellent battle animations, and for the first 10–15 hours I thought it might be a 7/10. Unfortunately, once you leave Japan, the game falls apart. The difficulty curve becomes wildly uneven, EXP rewards make grinding impractical when you actually need it, battles are sluggish, the encounter rate is ridiculous, equipment is absurdly expensive for tiny upgrades, and the surprisingly deep Chakra system is barely explained.
The story also loses focus and spends far too much of its middle on fetch quests, MacGuffins, gimmick dungeons, and disposable bosses without ever establishing a compelling central villain. Add a mediocre-to-bad soundtrack and a roughly 50-hour runtime that feels much longer than it should, and by the end I was mostly waiting for it to be over. There are genuinely creative ideas buried in here, and it’s worth trying if you want a very strange late-era SFC RPG, but I can’t really recommend it. 5/10.