DETERMINATION.
Phew, now it's time, I can not any longer wait, because I have, for weeks,
Undertale,
oh undertale ... you do not make it easy for me, frankly, you're one of
the hardest games to review that I ever played. That's why I've
postponed this text for weeks - and to let it sink in. But these few
weeks have been worth it, because would I have written this right after
completing the sensational indie game it would have been completely
different. I would like to devote myself to the challenge of discussing
Undertale, saying a lot and coming to a conclusion. For most of people
it was easy - Masterpiece. Art. A new milestone in storytelling in the
medium of video games. For me it's more complicated, and I'm sure I do
not agree with such predicates, or only to a limited degree.
But I have eagerly readied set me a list, and should I work through it chronologically.
As
a short teaser for people who do not like long textwalls and also
belong to the 10% that did not play Undertale in the first two years -
do it. If you have undertale on sale or can get it somewhere cheaply,
have a lot of patience and frustration tolerance in terms of difficulty,
and want a clever, clever experience, Undertale is a must. That must be
enough as a preface, it's enough. Perhaps it should be noted that this
text will contain explicit spoilers in a given place. Do you want to
experience the game unbiased, it is probably in your interest to come
back later.
My Prehistory - Hype and Skepticism
Undertale
has experienced an almost unprecedented megahype in the recent Internet
past when it hit the start line in 2015, and invaded tens of thousands
of Steam libraries from the gaming community like a zombie disease. It
was everywhere, and thus literally omnipresent, one could NOT avoid it.
Just as the positive echo and the award-demands for the kinda retro
pixel-made game with 8 / 16Bit times-soundtrack. Well, I escaped it
anyway, at least in terms of playing, because I was extremely skeptical
about Undertale from the start. That was first and foremost crucial to
the graphics. The rudimentary 2D pixel graphics are reminiscent of old
Nintendo and Gameboy games, and are mostly black and white, which, along
with the questionable design of the bosses, so brutally deterred me
that until 2019 I had not the slightest interest in trying Undertale
myself. Even the few things I caught up about the story and the combat
system did not interest me, so I just dismissed it as overhyped internet
crap. The only thing that I positively perceived was the iconic and
catchy soundtrack that circulated through Youtube, and I liked it too.
Then,
three or four months ago, I got to get Undertale for free through a
friend on my Playstation Vita. That was the breaking point - I would
never have thought of spending or just catching up on the game myself,
but if I got it served for free on a silver plate - why not? Maybe it
was time to see what was really behind the gigantic mega hype. Good
decision, if I may say so. I was surprised to say the least.
My experience with Undertale, and my current position
It has been several weeks since I completed all three 'True' paths of Undertale on my Vita. Then I fought through the internet to learn all the secrets and facts about the game that I did not know before. I listened to the soundtrack again and reflected on its scenes, listening to remixes, looking at fanarts, thinking more and more about the story and the characters of Undertale.
I
was always very anti-Undertale. My friend, who is an absolute big fan,
even though he did not even beat the game like me yet, has always felt
that painfully when I made fun of it. And I too suffered during my
playthrough of Undertale, groaned annoyed, throwed the console aside
frustrated, collected criticism in my head and my fundamental 'That's
still stupid'! - attitude hardly changed. But. Undertale is like a
disease. The longer it works on you, the bigger the damage. So I let
Undertale linger on for a few weeks, and quite frankly - I can no longer
wholly disprove my friend's suspicion that I would not jump at the
positive rapture of Undertale just because I want
to be against it. Because that's how it feels more and more - that I
should love Undertale, but I do not want it, because I want to be
against it, because I do not want to admit that I was wrong and biased.
Because one thing is for sure:
My
goodness, Undertale is a complex and on many levels fascinating story.
Undertale is more than the sum of its parts; it has a playful, moral,
gaming-metaphysical, metaphorical, emotional, and entertaining depth,
and excels in almost every one of these categories. Undertale is more
than a game, it is a milestone that actually adds a new comment to the
entire medium in my eyes, and explores the possibilities.
But is that enough? Will Undertale live up to its hype? I first wanted to write no.
But honestly? I do not know anymore. Undertale has an awful lot of
weaknesses, and the hype that characterizes the game as the holy grail
of gaming seem a bit too
euphoric and misguided too me. Because, and I'll come back to that
later, many elements of the Undertale cosmos do not even come from the
game itself. But in order to break down what makes Undertale in my eyes
deficient and error-prone, let's look at its weaknesses.
Undertale - The weaknesses, my criticisms
I
have addressed the graphics. Many people may not mind them, there may
even be enough lovers of this nostalgic-minimalist style, but I simply
saw it as shit-ugly and extremely deterrent. And when I started my
playthrough, it took me a long time to get used to the black and white
in-game artwork of the monsters. Okay, that may be all style decision so
far, but what really bothered me in the long term and would have been
avoidable, are the sometimes grotesque and aesthetically unattractive
designs of the characters. By that I mean, above all, Undyne, who in the
fight is a bald, one-eyed pirate with two crooked teeth. Her running
sprite is a bit more colorful in color, but if you look at all of
Undyne's fanarts, you'll soon realize that she has mostly full red hair
in them and looks different than in the game - with good reason. Similar
cases are characters like Alphys and Toriel, if the latter was just
another habituation thing. Of course it may all be a matter of taste,
but these are factors that made it harder for me to like this and that
character.
Since we talk about likeable characters - I hate all Undertale characters.
While this may have changed a bit by now, more about that down below,
but my goodness, were they unbearable. This goes hand in hand with my
second criticism, the humor.
I think I remember that I did not have to smile once in the whole game,
at least not because of the humor. This one was so unpleasantly,
profane and infantile, with an impressive consequence, that I wanted to
blow up EVERY of the main actors into nirvana. Hate character number 1
for me was Papyrus, whose only role in the game is to offer Comic
Relief. Mettaton and Sans were similarly bad. But Papyrus, Papyrus was
that one acquaintance we all have, who is always desperately trying to
be funny, and we are torn between a polite laugh and an exasperated
groan. I I think of Undertale as infinitely unfunny. My thoughts on
papyrus are a bit different now, but more on that below. What definitely
has not changed is my
aversion to Alphys. Even after I know what's behind her awkward, clumsy
way, I find her no less annoying and exhausting.
The last big stumbling block Undertale has in my opinion is the difficulty.
Undertale is and has often been compared to Dark Souls. With this
analogy I could and can only facepalm. Dark Souls is fair. Dark Souls
gives you opponents with fixed attack patterns that you can study, learn
and anticipate, you can equip yourself individually for each opponent
and of course you can level or get better, try other weapons and all
that. Dark Souls annihilates you, but it builds you up again, and
motivates you to keep going. Undertale does not. Unfortunately,
Undertale is in many places incredibly frustrating and sometimes even
outrageously unfair, and the lack of options that you have as a quiet
protagonist Frisk makes you run all too fast into a dead end. In
addition, the game relies heavily on backtracking as well as
heal-spamming - You actually only have a chance in the really tough
fights if you heal yourself constantly, but since you can only carry
eight items, shops in the game are very irregularly distributed and you
never know where the next mega boss is waiting for you, you have to run
back for 20 minutes at a snail's pace to stock up on a few items. I'm
thinking specifically about Undyne The Undying. Without 8 healers, I
would probably have been obliged to this fight 200 times more often than
I finally have, and that was over 60 attempts. Undyne the Undying and
of course the notorious Sans, who is probably one of the heaviest bosses
in video game history, are the two highs of a combat system that often
feels unfair. Of course you can also learn this system, you can master
the patterns of Sans and Undyne and all the others with hundreds of
fights, as many did with 0 hit runs and the like. For me, however, that
often felt more random, With Undyne, I was exposed to the mercy of
chance by changing patterns of attack, and, as I said, survived by many
healings. Nevertheless, Undynes fight can be beaten, without being
really unfair. Sans' fight is the opposite. This fight is downright
unfair, as unfair as it can be. Words like 'ridiculous', 'nonsense',
'stupid shit', 'filth' and 'unbeatable filth' slipped away from me at
the time. I do not know how many attempts it has cost me. 200? And the
bad thing is that you can not do anything to improve, except to go
through it over and over again. That's why I would never think of
comparing Undertals with Dark Souls. Because Undertales fights are often
unfair. But maybe ... does that have to be? More below. As a last
comment, that even Grinding is essential if you want to survive on
non-pacifist routes.
The puzzles,
as in any puzzle game, were unbearable, superfluous, and an only
time-eater. By a long distance on the shit podium comes the arrow
jumping games in Hotland. These were the moments when I myself would
have liked to send Undertale under the earth.
But
where is a lot of shadows, there is also a lot of light due to nature.
In this case, probably more than I would like to admit, and so it will
take even longer.
Undertale - The good stuff
Where
should I start? Undertales great strength is his story and his world.
The fact that we are thrown into an initially hostile underground as a
frisk may not be a special premise, but what IS, is how well thought-out
the story is and how it unfolds - Undertale really creates a world that
responds to us as a
player. I know of a few, really very few games that change their world
to such an extent like Undertale because of the player's actions, and so
well, convincingly and consistently. So Undertale has its three big
routes, depending on the behavior of the player, all of which are
completely different and, in the case of the Genocide route, even create
a totally different mood and perception of the game. Undertale was
perhaps the first time that I felt that I was being taken seriously as
an acting protagonist - I decide, the world reacts. Simple, familiar
concept, yet rarely used as it should. Undertale really shines here.
Although the story about Chara, Asriel, the war of humans and monsters,
captivity in the underground and all that already is really solid, the
meta-twist of the world-Resetting, the routes and the knowing Sans adds a
whole other level.
Before I talk
about the main topic that concerns me in this regard, True Pacifist
& Genocide-Run, some words to the great variance of Undertale: The
first time, of course, I played blind, and achieved a neutral ending, in
which I killed each Boss and a few monsters. I knew that the fighting
could be solved peacefully, but I was not interested in it and enjoyed
slaughtering those annoying sucker heads. What I learned in retrospect
is how varied the neutral end is - depending on which boss you kill in
which constellation or do not kill, it changes the ending, creating
quite different situations. It comes out dialogues that are sometimes
even more tragic than the Genocide Run. (Let only papyrus live...) And
of course, the game also remembers what endings you've already seen,
among others. All this is worthy of all honor. The True Pacifist Run,
the run without killing anything, was something I only learned about
after the neutral route. I then did it to finally beat the Genocide Run
as the last one, which I was most looking forward to because I, annoyed
by the game and its characters, was eager to kill anything and
everything. Besides, I saw Frisk as a defenseless child thrown into a
hostile environment and attacked by everything - I wanted revenge for
her. But the True Pacifist Run, which is the true path of the game, of
course first goes to great lengths to make you reasonably acquainted
with all the characters, bring them closer to you by dating, and
ultimately makes them fan favorites. It did not quite work for me, but I
could learn to like characters like Papyrus and Undyne a bit more. The
end is dramatically classic heroic stuff for such stories, everyone
comes to help, the boss fight takes two, three turns, and at the end
everything is fine and there is a happy ending. That did not leave me
cold, I thought it was beautiful and liked Toriel very much at that
point.
But I was not really yet
connected to the characters, because I had what I had long been looking
for - The Genocide Run. Kill everything and everyone. Now, having
experienced the perfect happiness with these characters, I was curious
to see what happens when I take it back, along with everything else. The
Genocide Run is by far the best path in Undertale for me. Not because
it was so nice to kill everyone - but because it brings with it a
different, totally different atmosphere and story than any other path,
it is always grim serious, and you feel the effects of what you are
doing in a tangible and inevitable way - The extinction of a whole
world.
You become the antagonist.
And while some games, especially from Japan, advertise that you
sometimes play an antagonist, nowhere has it been better implemented
than in Undertale, if you ask me. This run fascinated me. He hooked me
up to the characters and pushed me across the line to look at Undertale
as more than just a funny crazy game - despite or because of Undyne the
Undying and Sans. The fact that the music changes to a dark, sinister
background melody in each section after we've killed EVERYTHING adds a
lot to it, and it's just cooly thought out.
Cities
and places are evacuated because I'm coming. NPCs like dealers are
changing their dialogues, and punish me with due contempt for mass
murder. Bosses that have previously annoyed me to death are killed by me
in one fell swoop because they believe in me or are careless. Then,
other bosses throw everything at me, to finally fucking stop me from
destroying their home and everyone they know and love.
And
as unbelievably sudden and unsatisfying as the Genocide end is - the
route stays in your memory and, of course, also has a sickening effect
if you make another True Pacifist run afterwards. That wrestles and
respects me, and the route has made me experience emotions of all sorts -
until I suddenly felt compassion for the characters I had hated for so
long. Compassion for the desperate struggle they are waging against me,
the player -
a God.
I'm
sorry, I have to go into it again separately. What else I have to
address is Frisk -_- face. Silent protagonists are by no means new.
However, where they seem annoying, strange or simply lifeless in most
games, Undertale has method and an incredibly refined reason that you
only come across bit by bit. Sure, for long stretches of the game, the
little girl's(?) lifeless face that we're controlling may seem
inappropriate for the many lively dialogues, emotional situations, and
all that, but what I see in that face is the ability to interpret
- Because we can actually imagine Frisk's facial expression ourselves.
That would not be exciting if it was a game like Zelda's with just one
storyline where the hero's face is simply missing. But what if we think
about the Genocide Run? Then Frisk, who is now a psychopathic rebirth of
a true monster, may look quite different, with red devilish eyes and a
merciless, diabolic grin as she sends one defenseless opponent after
another to hell. And that grin is there
- we know it. The game does not have to show it to us. Maybe I
interpreted that too much, but looking back, Frisk’ -_- seems to me like
a canvas for the thoughts of the player.
Otherwise,
the soundtrack. Another unquestionably great strength of this work of
art, and also those with the simplest beam effect to the outside, are
the incredibly good pieces of music. I do not have to tell you Megalovania is simply a small masterpiece, just like Spider dance. The rest is at least very good, especially Undynes Battlethemes.
But even in the quieter nuances such as the Genocide Run, the OST shows
its sophistication, as I mentioned above. These tracks can be heard
hundreds of times, and you still have not had enough of them, and I go
so far as to say that Spiderdance and Megalovania are among the top 20
best video game pieces of the last five years, at least. They're memes,
they're remixes, they're just awesome. And yes - although I mentally
denied this possibility while listening to the tunes before playing
Undertale - they do get better when you know the context. Sans. Undyne.
Oh
yes, and the Bullet Hell combat system is of course full of creative
ideas, surprising turns and many special moments. At first it takes a
bit of getting used to it and on the Playstation Vita it was also
slightly inaccurate in the input, but a more than welcome change to what
you get otherwise served. Now I want to say something to the community.
The Undertale-Community
Much of the fascination Undertale makes up comes from the community. While in the first few months of the game, the game has spread through the Internet and earned its fame, the fans have continued to fill the universe and the world with content and extras - endless fanarts, which make the rudimentary characters more complex and epic than they ever could be ingame, and thus shape our image of these individuals. Endless many Remixes that engrave us the already unimaginative earworm-exciting pieces of music even longer, further, better into the brain. Fangames, and videos that expand the stories and character arcs of the original and continue to flesh them out. Fanfiction. Animations of the fighting. Fansongs and Fanlyrics for existing songs. Creative and imaginative cosplay. Deep discussions, memes, jokes. All this makes up for me a large part of the fascination of Undertales. And now the crucial question - Is that the merit of the game or not?
Intuitively, I would
say no. Especially since, as I think, it is perceived that way - Undyne
is perceived by her fanarts to be a much prettier and more passionate
character than she actually is. Some fights and scenarios (Muffet,
Asriel ...) get more complex when they get fanlyrics or animations. But
that is not Canon. That was not intended. So how much of that is allowed
to count for Undertale positively? Of course, the game has inspired all
of this, the core is the same - Nevertheless, I think that one must be
very careful to call Undertale the deeply complex multi-work - Much is
simply done by the fans. And I know, I'm doing this myself and I'm going
to go on with it, but it makes you realize how difficult it is to
separate these things.
The Point - Fascination Undertale
I
talked a bit around the point the whole time, but I'm getting to it now
- what is it that really intrigues me so much about Undertale that
makes me think of it as far more as just a good game to look at? This is
of course the meta-level or the deeper meaning in Undertale.
The character Sans is one of the few in Undertale who is aware of us as
a player - he knows that he is just a character in a game that is
exposed to our grace, much like a certain literature club president.
Nowhere is this as clear as in the Genocide Run. I see the Genocide Run
less as a personal revenge process by Chara, but more as an event in the
larger context of the game. The Genocide Run is nothing more than the
fight of the game and the world against us as a player who rapes it -
maybe not for the first time. Maybe after we have freed it before. This
means above all Sans' fight against us, but also Undynes.
A
true hero. What says the world, what says Undertale and what says
Undynes fight finally and makes us feel as she gathers her strength,
shows her determination and is unwilling to let us continue to slaughter
her people? Exactly - it shows us that we are the evil.
We are no longer a kid which has to defend hitself against monsters, we
are the antagonist and the pure evil in Undertale, which has to be
fought and stopped. The musical piece that plays when you fight Undyne
the Undying is called Battle Against a True Hero. Do you know what the name and this epic, driving sound tells us?
Exactly
- we, the player, have become so much the antagonist that even the
fighting music is against us. It makes it clear that Undyne is the
heroine, not us.
Of course, the
fight against Undyne is incredibly difficult and frustrating - THIS MUST
BE. We are erasing an entire world here, and the only heroine who can
prevent it is throwing at us everything she has - it MUST be so hard. It
would be an OUTRAGE if it is easy and pleasant to perform a genocide.
The game wants to stop us. We get so evil that Flowy, the
Flowy, the stereotypical, exaggerated disgusting monster, gets scared
of us and tries to warn our opponents of us. So evil that Asgore can not
say what kind of monster we are. And of course the fight with Sans.
Sans, who knows of the resetting and feels, like we play as a player
with his world, just because we can. The fight is simply unfair and
unbelievably exhausting, it is seemingly unmanageable the first time and
brings you to despair. He is UNFAIR. Of course he is!!
This is the ONLY WAY to stop us as a player - SANS 'only way to get us
to finally put the console or the game down and stop throwing his world
into chaos again and again. Of course, it is unfair and seemingly
unmanageable - it should not seem doable or motivate us to move on, it
should cause us to finally let it go. This is Sans' only way to fight
against us, against - from his perspective - a god. Because we can reset
his world at any time. We can learn his attack patterns and improve
ourselves. He can not do that. So what other way does he have to take
the fun of what we do? And even that does not work in the end, so he
just goes to catch us forever in its attack phase. Without success.
This
fight may have driven me crazy, may have let me curse the developer
Toby Fox, may seem unbalanced and unfair to me - but if you think about
it in the context of the game, that's just right. And during the fight,
Sans shows us the mirror - we do it because we can. And because we can,
we MUST. That's the way it is. DETERMINATION. For me this is much more
undertale than the funny characters or the crazy artstyle - the
significance.
Conclusion
Undertale
achieves the greatest impact with the least amount of resources, and
once again shows what a good idea can do if it is simply implemented
consistently. Toby Fox was not the game developer of the decade, he
simply had some very sophisticated ideas that he undoubtedly realized as
the creative mind he undoubtedly is, creating an unprecedented impact.
As silly as Undertale may be on the surface sometimes, it's so mature
and serious at the core - and a fantastic soundtrack as well as
characters that grow on you in time, routes and fan content are also
available as a bonus. I'd make a fool of myself by sticking to my
original intention of playing and now trying to burn down the game -
Undertale is definitely a pop culture breaker. It is definitely a very,
very great work. Even though I found the hype exhausting at the time and
certainly not justified in every way, I understand it a bit. I am
grateful that my experience in video games is now a whole lot more
matured, and I'm really looking forward to trying out the successor
Delta Rune, which I have not had much time to work on.
For the time being, however, I'm glad to have completed Undertale - and finally let Sans rest.
8/10 flowers for Undertale
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