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The Comic Commish: Undertale

Welcome once again to the Comic Commish: a monthly feature wherein I reward the generosity of those who have bequeathed me video game gifts with pictorial evidence of my appreciation of their presents. Maybe even throw in a joke or two, if I'm feeling up to it.

Previous examples of my paying it forward, albeit to a far lesser degree than the original act of magnanimity, can be seen here: Harvester - Long Live the Queen -Luftrausers - Papers, Please - NiGHTS Into Dreams - Syberia - Freedom Planet - STALKER: Shadow of Chernobyl - Back to the Future: The Game.

Undertale

Undertale, this month's Comic Commish subject, is something of a coup for me. I've been wanting to play this one since I first heard of it, as not only is it an RPG heavily inspired by SNES games (which, really, are a dime a dozen) but one that has a subversive streak a mile wide. That can refer to its meta humor, but also to its myriad mechanical and coventional subversions as well. There's also been a few other "deconstructions" of its type that I've been meaning to play, such as Lisa and O.F.F. and, really, EarthBound and Mother 3 as well, which were heavy inspirations to all of the above.

I've played more video games than I've watched movies, seen TV shows or read books, though it's a fairly close race with all four (well, okay, except for books. I'm not as literate as I make myself out to be. Which still isn't very). While I'd be loathe to call myself a "hardcore gamer", since that label has all sorts of unfortunate obsessive and defensive connotations attached to it, it does mean that I've become more selective and less forgiving of tedium in the medium as that total has grown. A game that can genuinely surprise me, or make me laugh, or make me think new thoughts about the way games are made or what they generally ask of us, is not only rare but coveted. Undertale's one of those.

I intend to go into greater detail as part a spoiler-filled "post-script" area beneath the core of this month's Comic Commish. I have a lot I want to say about this game after having completed it, but I also don't want to ruin the game's many surprises for anyone who has yet to reach the game's conclusion (or one of its conclusions, I suppose) themselves.

However, for the sake of the Comic Commish itself - the part where I write a bunch of jokey captions underneath screenshots from the game and finish with a comic strip of my own creation - there will be zero spoilers for the game's story or events after the tutorial areas. The intent here is to demonstrate what the game is, hint at its depth and intelligence and maybe reach Sans and Papyrus because Sans and Papyrus are the best.

Monsters and humans, living together... mass hysteria! This is the sepia-toned opening that reveals how the monsters became trapped underground after the humans decided to be dicks.
Monsters and humans, living together... mass hysteria! This is the sepia-toned opening that reveals how the monsters became trapped underground after the humans decided to be dicks.
It also, wordlessly, presents the game's hero/heroine (the main character is left purposely androgynous) as they climb a forbidden mountain and falls down its core. The game offers no explanation to why they would do this, at least not this early on.
It also, wordlessly, presents the game's hero/heroine (the main character is left purposely androgynous) as they climb a forbidden mountain and falls down its core. The game offers no explanation to why they would do this, at least not this early on.
Welcome to Undertale! Whenever this title screen pops up, it does so with a Law & Order
Welcome to Undertale! Whenever this title screen pops up, it does so with a Law & Order "chung" noise. I've beaten the game and I still dunno why that is.
As I said, the player character is sort of an androgynous child with a perpetual neutral expression. Is it the usual personality-free cipher protagonist? Or is there something else going on?
As I said, the player character is sort of an androgynous child with a perpetual neutral expression. Is it the usual personality-free cipher protagonist? Or is there something else going on?
Flowey's the first
Flowey's the first "enemy" you meet, though really it's just a talkative flora.
He's friendly enough to teach you the basics of combat though: you are represented by a heart, which is also symbolic of your indomitable human soul, and enemies fire white
He's friendly enough to teach you the basics of combat though: you are represented by a heart, which is also symbolic of your indomitable human soul, and enemies fire white "friendship pellets" that you need to collect in order to increase your LV, or LOVE.
Actually, no. Flowey's not quite as personable as he looks. White objects are enemy attacks and if any hit the heart, the player loses a certain amount of HP dependent on the strength of the monster. The extremely powerful Flowey quickly murders the defenseless protagonist.
Actually, no. Flowey's not quite as personable as he looks. White objects are enemy attacks and if any hit the heart, the player loses a certain amount of HP dependent on the strength of the monster. The extremely powerful Flowey quickly murders the defenseless protagonist.
Or would, were it not for the intervention of the matronly Turiel here.
Or would, were it not for the intervention of the matronly Turiel here.
The Ruins part of the game works as a simple tutorial to the game's various Zelda-like puzzles. A little too simple, actually, as the overprotective Turiel walks you through most of it to ensure your safety. I don't intend to keep hammering on the game's meta subversiveness, because we've seen that so many times in other Indie games (The Stanley Parable, for instance) that it's ceased to be a distinctive selling point, but the game's subtle condemnation of overlong tutorial sections does its pacing a disservice this early on.
The Ruins part of the game works as a simple tutorial to the game's various Zelda-like puzzles. A little too simple, actually, as the overprotective Turiel walks you through most of it to ensure your safety. I don't intend to keep hammering on the game's meta subversiveness, because we've seen that so many times in other Indie games (The Stanley Parable, for instance) that it's ceased to be a distinctive selling point, but the game's subtle condemnation of overlong tutorial sections does its pacing a disservice this early on.
Eventually, Turiel has to take off and you can let down your hair a bit. Froggit here is the first real battle. Fighting allows you to kill monsters you encounter with a timing-based mini-game, while Act allows you to communicate in other, non-violent ways. Your items allow you to heal or switch equipment mid-battle, while Mercy gives you the option of either sparing the enemy (if they've lost the desire to fight) or fleeing the battle. Depending on the enemy, you can try to calm it down and let it go or just kill it. Occasionally you'll need to find a third route.
Eventually, Turiel has to take off and you can let down your hair a bit. Froggit here is the first real battle. Fighting allows you to kill monsters you encounter with a timing-based mini-game, while Act allows you to communicate in other, non-violent ways. Your items allow you to heal or switch equipment mid-battle, while Mercy gives you the option of either sparing the enemy (if they've lost the desire to fight) or fleeing the battle. Depending on the enemy, you can try to calm it down and let it go or just kill it. Occasionally you'll need to find a third route.
The game will briefly tutorialize on what the different colors of enemy attacks mean when they become relevant, except for this one. A green enemy projectile is one that will heal you instead, and it's a vital bit of knowledge going forward.
The game will briefly tutorialize on what the different colors of enemy attacks mean when they become relevant, except for this one. A green enemy projectile is one that will heal you instead, and it's a vital bit of knowledge going forward.
If you're going the peaceful route and want to calm monsters down, the Act menu has a number of contextual options contingent on what you're fighting. The only recurring one is
If you're going the peaceful route and want to calm monsters down, the Act menu has a number of contextual options contingent on what you're fighting. The only recurring one is "Check", which brings up this Libra-esque stats rundown of the monster. It almost always contains clues on how to remove their will to fight as well. In this case, don't pick on Loox. Just don't. He doesn't appreciate it. (And you wouldn't have been hit with that sweet Star Wars pun without checking, too. See what you miss when you just power through the game?)
The game does give you a weapon early on. A toy knife. Weapons don't mean anything on a pacifistic run, excepting a few that give you passive skills like more HP from healing items. For a murderer? You'll want the sharpest thing you can find.
The game does give you a weapon early on. A toy knife. Weapons don't mean anything on a pacifistic run, excepting a few that give you passive skills like more HP from healing items. For a murderer? You'll want the sharpest thing you can find.
The pink ruins eventually give way to this cosy yellow
The pink ruins eventually give way to this cosy yellow "Home". This is Turiel's house, and she's hoping it'll be yours too.
Or you can try to leave. Turiel's adamant you should stay, though she's cagey as to why. She only tells you that every human who has passed through the Ruins via its one-way door has ended up dead at the hands of
Or you can try to leave. Turiel's adamant you should stay, though she's cagey as to why. She only tells you that every human who has passed through the Ruins via its one-way door has ended up dead at the hands of "Asgore".
Turiel's no joke in combat, serving as the game's first boss almost immediately after learning the basics. Eventually, though, she'll stop trying to hurt you.
Turiel's no joke in combat, serving as the game's first boss almost immediately after learning the basics. Eventually, though, she'll stop trying to hurt you.
Part of the game's charm is in how it introduces a framework of mechanics and rules for its combat and then constantly subverts them, establishing not only the cunning of its various foes but the depth of its combat as a narrative delivery system. Turiel will throw wave after wave of fireballs at you, but trying to talk to her or
Part of the game's charm is in how it introduces a framework of mechanics and rules for its combat and then constantly subverts them, establishing not only the cunning of its various foes but the depth of its combat as a narrative delivery system. Turiel will throw wave after wave of fireballs at you, but trying to talk to her or "spare" her (she won't accept your surrender, initially) will cause those fireballs to deliberately miss the hero's heart, making further damage impossible. It's a harmless sheep in an impossibly tough wolf's clothing, figuratively speaking.
Instead, you part ways with a plaintive hug and set out to reach the underworld's exit in spite of the dangers. Optionally, you can cut her down, as she won't resist. The game sets an emotional precedent that it intends to resume throughout the adventure, though that isn't to say that it won't also have moments of levity. Quite a number of them, in fact.
Instead, you part ways with a plaintive hug and set out to reach the underworld's exit in spite of the dangers. Optionally, you can cut her down, as she won't resist. The game sets an emotional precedent that it intends to resume throughout the adventure, though that isn't to say that it won't also have moments of levity. Quite a number of them, in fact.
Case in point. Levity might as well be Sans' middle name. Sans is the first monster you meet after the ruins, and is a lazy skeleton who likes bad puns.
Case in point. Levity might as well be Sans' middle name. Sans is the first monster you meet after the ruins, and is a lazy skeleton who likes bad puns.
His brother Papyrus, meanwhile, is a skeleton who likes being cool and showing off the puzzles he's created. That's all for now. I just wanted to show off these two, since they're the best, and there's considerably more to them than their jokey introductions would suggest.
His brother Papyrus, meanwhile, is a skeleton who likes being cool and showing off the puzzles he's created. That's all for now. I just wanted to show off these two, since they're the best, and there's considerably more to them than their jokey introductions would suggest.

Before I start getting too deep into the game's core, Undertale is a game I'd recommend first and foremost because it respects the player's intelligence. It respects that you're familiar enough with the conventions of the JRPG and of video games in general to constantly flip them on their head in order to surprise you, respects that you'll approach each of its bizarre little scenarios and seek out as much of its hidden jokes and subtle plot details with an open-mind, and it respects that you'll want to find your own way through the monsters and obstacles it's laid out before you, either through compassion or through violence. It respects it enough that it'll alter the playthrough and subsequent playthroughs to reflect your approach, changing how future NPCs interact with you.

Like the Zeboyd JRPG parodies, it can at times stick a little too closely to the hoary conventions it aims to subvert especially early on and during the mid-game, but if you were to play this game you'd be playing it to discover the next classic goof, the next big subversion, the next small character moment or the next diabolically tough boss fight, hooked the whole while. It doesn't pull its punches, either emotionally or in how challenging its combat can become, and it's game that really deserves to be played first-hand rather than via an LP. Possibly multiple times. It's the first game to elicit this sort of response from me since the equally bizarre and wonderful NieR, though Undertale is fortunately not nearly as grindy.

That's all I can really say within this non-spoilerish part. Well, except this:

No Caption Provided

Part Two: More Words in Spoiler Block City

Wowzers. The places this game goes. I went the pacifist route myself, largely because it seemed the most off-beat but also because I've written before a few times about how intrigued I am by a tenable no-kills run in any given game that offers the opportunity, especially as most tend to present their antagonists as irredeemable monsters that need to be killed before you can progress. In fact, Undertale itself does this with Flowey, who comes back a few times after the Ruins. He's adamant that you will have to kill someone eventually, whether it's to save your own skin, to save someone else you care about or because they might meet another entity like him who neither deserves nor desires mercy.

I want to focus on this aspect in particular, because it's an element I've seen actively addressed only a scant few times before now. Addressed, in the sense that many games can be beaten without taking a single life, but generally won't acknowledge a no-kill run in-game. Stealth games are the usual culprit regarding game-recognized pacifist runs, with achievements for Deus Ex: Human Revolution (though the entirely unnecessary bosses still need to be killed), Dishonored and various Metal Gear Solid games where the option to simply evade or knock out every foe is a feasible alternative. The optional superboss in Yakuza 3, which I recently beat, puts protagonist Kazuma Kiryu between a rock and a hard place with this dilemma: either kill him in battle, or watch as Kazuma's every loved one is murdered by the vengeful assassin, as his clan of highly-trained killers does not distinguish between defeat and death. Despite the danger, Kazuma is adamant that this assassin will not turn him into a killer, and promises to non-fatally defeat him as many times as it takes.

But take something like the scenario-based Live a Live - an obscure-ish Squaresoft Super Famicom RPG that Undertale tacitly references with some of its music which, if nothing else, suggests that its developer Toby Fox is fully aware of Live a Live - and its Ninja chapter in particular. The idea of the Oboro scenario is to assassinate the daimyo of a castle, making your way past the various traps and defenses and guards between you and your target. As a ninja, you can choose to elude most of them through concealment and silent movement. The game will actually reward you handsomely for two particular outcomes: killing zero of the castle's inhabitants before reaching the boss, or killing all of them. It's very easy to accrue a kill count that lies somewhere between no-one and everyone, and so you have to learn how the various secrets behind how the castle's occupants operate in order to hit either of those extremes. For instance, keeping a certain person alive so that another one can come out of hiding some time later to thank you for your leniency, allowing you to then murder them both. Or choosing to completely avoid useful item chests because it would mean triggering unskippable battles. While this scenario is only a few hours long, as the game has eight separate scenarios in total to split its runtime between, it offers multiple routes for the player to take in subsequent playthroughs. It's where I perceive Undertale's particular strain of rewarding absolute morality or absolute amorality to have been derived.

The characterization in this game is fantastic. Every character has a one-note goofy personality defect that factors into determining the method to defeat them in combat that doesn't actually involve butchering them, but after their defeat the game lets you dig deeper into their backstories, develops them more fully as characters and usually provides an optional task to help them out, which often ends with you befriending them. Papyrus, Undyne, Mettaton, Asgore and even minor foes like Napstablook, Doggo or Muffet have special attacks that are germane to their characters (another example of the game's excellent combat system doubling as a narrative tool) and will persist beyond one-dimensional foes if your choices allow it. You could simply murder them all and keep moving too. The game won't assume you know anything about anyone unless you've taken the time to get to know them, going backwards along the game's semi-linear route to encounter them again in their homes after the relevant battles have been fought. The very concept of the lore-optional game, in which a game's designers acknowledges that not every player is going to care about the story, the setting or the characters to actively go out of their way to seek out more information on them, is one that must be fairly distressing for authors who are fully committed to the universes they create. (It's probably also damning of the value of video game narratives in general and the expected average engagement level of its audience. "If the gameplay's good, that's all that matters," is a sentiment I've often espoused, though occasionally with some regret if the game failed to deliver on the narrative front. But maybe how we're conditioned to not expect anything from a game's story, and how so many of them are reheated movie cliches that aren't even worth the button press needed to skip them, is an article for another time.)

I could honestly talk about this game for hours and I'm not sure that's healthy. The game is what it is, and I think players are expected to walk away with their own interpretations based on how much of the game's content they saw and be content, so it perhaps doesn't require pages of additional loquacious rambling. It has some very clever touches, but those touches become less clever the more you elaborate and expand them, losing their punch through overanalysis. Sort of like how you can ruin a joke by explaining it. While I'd love to talk about some of the end-game stuff, especially as the danger level ratchets up and bosses start destroying/appropriating key elements of the UI even, it's all better left in the "oh shit" moment. I believe Austin said something similar in his own scrutiny of the game, and I'm inclined to agree with him.

It was a fun journey, Undertale, and I hope to play many more games like you in the future.

And now - as a special treat for those of you who don't care for spoilers too much and want to know just how endearingly strange this game can be - here's a selection of screenshots I took while playing, utterly devoid of context. Enjoy:

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