New Post has been published on http://constantlycalibrating.com/undertale-definitely-not-under-the-radar/
Undertale: Definitely Not Under the Radar
If youâre even remotely connected to the gaming community, you may have heard the name âUndertaleâ in the past couple of months. This RPG from Toby Fox, composer of vast amounts of music for popular webcomic Homestuck and known for producing a mod for Earthbound, has had a huge impact; ranking higher than Fallout 4 in many popular votes.
What if every monster, in every game, was actually peaceful? What if every inhuman abomination; huge, hulking beast; enormous wolf; tall, threatening skeleton could be reasoned with, talked down, and calmed? This is what Undertale might make you think, but if you play the game to its fullest, you might have one more question. What if in every RPG ever, every bone you had crushed underfoot, every disintegrating monster, even the angry frogs who attack you when you first start playing, what if they were all the good guys? And what if, by some cruel twist of fate, you were evil? Slaughtering them all, mercilessly, for experience and gold, because you were trying to stave off boredom.
Warning, this may contain some spoilers. I urge any potential players of the game to experience the story for themselves first.
For anyone who hasnât heard of the game, or else doesnât know much about it, Iâll give a summary. Many years ago, a great war between humans and monsters took place, resulting in the humans imprisoning the monsters in a mountain, bound by a barrier. The barrier can only be broken if a force equivalent to seven human souls attacks it. You play as⊠well I wonât spoil that. But I will say that the main character has fallen into the mountain while out playing/adventuring, and now needs to find a way out.
There are multiple ways to play, coming into three distinct categories: Neutral means killing some and sparing or even befriending others, and pacifist is sparing and befriending all that you can. Most people, if they know enough about the game, will leave it there. They donât want to have to play the gameâs third route:
The âGenocideâ run, a play-through that requires you to be pretty emotionally numb, is probably one of the most heart-wrenching, difficult-to-play, tears-of-pure-sadness few hours you will ever experience with a game. Not just in terms of challenging mechanics, although I can almost guarantee that by the end, you will want to throw both Sans and Undyne into a volcano, but in terms of the terror the characters show as you murder them, and the accusations leveled at you, calling you out as the horrible person you have to be in order to play the genocide run unflinchingly.
The genocide fun starts early when, upon one-hit-KO-ing a pleasant, gentle goat-lady who takes you in and tries to protect you and bake you a pie, she asks âyou really hate me that much?â as she dies. This is only the beginning.
I think Iâm getting sad even talking about it. Moving on.
What is it about this game that has engaged so many people? Even with the rooting in Homestuck, something which Iâm sure provided the game with a bit of an early boost, the fanbase for this game has grown exponentially. The game became a phenomenon with YouTubers and gamers alike at an alarming rate, and every person I have spoken to about it has nothing but good things to say.
Depressed ghost DJ Napstablook canât even work up the energy to attack you in your first encounter with him.
Characters
Could it be the quirky characters and the deep, intricate, and rich background that all three routes possess? Some games will often have shallow characters or development, and while characters are not always the main reason someone chooses a game, the populace in Undertale are really something else. Papyrus and Sans, two wildly different skelebros who care about each other, and you, a great deal. Caring Toriel, solemn but unrelenting Asgore, reserved Napstablook, DETERMINED Undyne, terrifying Muffet, and shy scientist lizard Alphys; not to mention the crazy robotic entertainer Mettaton, And of course, Flowey.
And aside from these main characters, the monsters you happen to meet in the underground are all interesting, with clearly defined personalities: Temmie, Aaron, Vulkin and Tsunderplane to name but a few of my favourites.
All of these zany, quirky folks are extremely well characterised, humorously presented and, in my opinion, a defining feature of why the game is so unique.
A Temmie, and⊠that thing that sometimes happens to an excited Temmie.
 Combat, or lack thereof.
Could it be the fight mechanics? There are multiple ways to approach fights in Undertale. If youâre hoping to be a good person, you can use the talk function to pacify almost all of your opponents. Most of the normal monsters you meet can be pacified with any of the options they present you with, although for some you need to pay attention to the text that comes up between battle sequences in order to plan your next move. Bosses can be a little more complicated, and for some, it may seem like for a long while the talk option isnât doing anything. This is because some of the bosses have a certain story to tell during combat, and talking to them is how you advance this story. But make no mistake, only a couple of the battles youâll enter during the entire course of the game cannot be solved by talking. Defeating a foe in this way will earn you gold.
After youâve taken your action, talking or attacking, the monsters have a turn. You control a small red heart (the manifestation of your soul) in a box on screen, and need to dodge incoming attacks. White attacks need to be dodged, blue attacks wonât hurt you if they hit you while youâre still, while orange attacks wonât hurt you if they hit you while you move. This phase requires a huge amount of skill on behalf of the player; for a lot of monsters you can decipher their attack patterns, but there is consistently a random element that requires reflexes and care to navigate through. Many attacks are themed for the characters using them, in interesting and often entertaining ways.
If being peaceful doesnât appeal to you, however, you can attack the monsters. This is arguably a lot simpler than deciphering which options to pick in order to pacify a monster, merely requiring precision to guarantee the most damage dealt. This will often result in the monster dying. You monster human. Killing the innocent and largely harmless monsters will earn you gold, as well as increasing your LV (love) by earning you a set amount of EXP (execution points).
 Storytelling
Perhaps itâs the diverging storyline? The decisions you make in the game will affect the outcome. Slaying a monster will lock off the pacifist run, unless you reset to before you killed it. Killing a boss will affect how the neutral end resolves, through information you receive at the end of the game. And killing everything, not just every monster and boss you come across, but actively seeking out all the monsters in every area and slaughtering them, will put you on course for⊠well, youâre gonna have a bad time.
Seriously, a few choices can mean the difference between utter oblivion and a happy outcome.
But of course thatâs nothing new. Plenty of games in the past have done choice based gameplay, although perhaps their endings are not as drastically different. To put it eloquently, one Steam user commented âThis game has one simple trick that makes choices matter. Teltale hates it!â [sic]
 Under the Undertale
So what else is there on offer? Going into minute detail, this game has things that could be described as easter eggs; small occurrences that require you to go look for them in order to find them. Attacking the dummy you fight at the beginning, and missing intentionally every time, will eventually cause the dummy to âgrow bored with your anticsâ and ascend. To where, nobody is quite sure. I only know about a few, no doubt there are many more; itâs entirely possible that these secret interactions will continue being discovered years from now.
 Self-awareness
But above all of this, I think the most interesting aspect of this game is its uncanny, disturbing behavior towards you as the player. When I first found out about Undertale, I was watching Dodgerâs videos (https://www.youtube.com/user/PressHeartToContinue) of her live stream of the game. She herself demonstrated something alarming she had found when playing the game off camera. The first time she fought Toriel, she killed her, but decided to try to keep her alive. To this end, Dodger reset to her last save, fought Toriel again, and had her survive. Immediately following this, Flowey confronts the main character. In this encounter, Flowey says âI know what you did. You murdered her. And then you went back, because you regretted it.â
 That thing Flowey says if you went back, because you regretted it.
After the True Ending epilogue, Flowey will tell you that a threat still looms; something that has the power to wrench the happy ending away from your friends. Itâs you. In this way, the game lays the blame directly on you as the player; no alternate timelines, no diverging worlds. If you reset to play a genocide run, you are pulling the characters you care about away from their happiness and into a world of agony and despair. And the game makes it very clear that you are a horrible person to do that simply because it will alleviate your boredom. Being evil in this game is not fun. It hurts to kill these kind, gentle characters, and youâll face punishment for it by the end. Oh and Flowey goes out of his way to taunt people who watch videos of the genocide run rather than playing it themselves.
Just be warned. Once youâve played the Genocide run, it will forever and irrevocably change the way future play-throughs end.
Some players have gone to extreme lengths to ensure their characters have a happy ending. One example Iâve seen is changing the name of the gameâs desktop shortcut to âlet my babies stay happy.â Perhaps more extreme examples are people transferring all the game files to an external hard drive or memory stick, then locking it away, in order to protect the fictional entities they have fallen in love with.
I think this, more than anything, shows the true power and uniqueness of Undertale. On top of the storyline, so powerful, so joyous or so filled with pain and despair, with small nuances and interactions between the NPCs; on top of characters so immersive that people cannot bear to see them sad: characters you can fall in love with, characters who subvert tropes, a character who suplexes a boulder âjust because she canâ; on top of a storyline with clear, distinct endings that your actions as the player have caused; on top of the frankly superb game mechanics; this game has an element that bleeds into the real world for so many people.
This was never going to be a review; you can probably tell this is written from the point of someone who loves the game so much that any numerical score or evaluation I could give you would be heavily biased. This is a summary, and a rather inadequate one really, of all my thoughts about this game, and why it has been so popular and so successful.
And I think the best way to summarise it is like this: Undertale is utterly unique. It messes with your expectations, plays with you as much as you play with it. At least in my experience, there is no game that has had this much of an emotional impact on its players, maintained a high quality of storytelling throughout the entire thing, and developed characters in the way that Undertale has. Some people in the industry even feel this game has forever changed the process by which indie games will be made.














