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Giant Bomb Review

121 Comments

Undertale Review

5
  • PC

Undertale combines charming characters, smart writing, and a unique combat system to make one of this fall's biggest surprises.

If you're desperate for a 'tl;dr' for this review, well, here it is.
If you're desperate for a 'tl;dr' for this review, well, here it is.

Two hours into Undertale I was waning. It was a Saturday night, and I couldn’t stop thinking of better ways that I could be spending my time. But so many people had told me that I should play--that I needed to play--this game.

I was told that Undertale was funny, and that it was subversive, and that there were lots of cool, little secrets for dedicated players to find, including dramatically different ending sequences. I was told that Undertale saw the beauty in mundanity, like Earthbound did. I was told that it was weird in the best way, like how Suda 51 games used to be. There were so many arguments for why I should be paying attention to Undertale, and each felt custom made to hook me. But, through my first two hours, the game itself didn’t manage to achieve that feat.

I appreciated the intention: Undertale was taking aim at familiar console-style RPG tropes like experience points, block puzzles, and shopkeepers, but this style of subversion had lost its edge. Like the final level of Braid or Spec Ops: The Line, Undertale was a sledghammer critique, while I'd been hoping for some local anesthesia and a scalpel. The game's comedy wasn’t quite hitting for me either. Yeah, it had silly skeleton men, and it referenced anime and dating sims. But in the era of Jazzpunk, Frog Fractions, and The Stanley Parable, a game can’t get by on the novelty of having jokes any more than a television comedy could. And unlike The Stanley Parable, which iterated in fairly rapid succession, the notion of completing Undertale multiple times felt daunting. Between all the people talking about “true endings” on Twitter and the game’s occasional traipses into the creepypasta horror stylings of Slenderman and imscared, I was a little concerned that Undertale was one of these vampire games: Not games that fed on the player, but games that transformed us into blood suckers, desperate to drain every last ounce of life from a game in an act of determined superfandom.

But somewhere along the way, Undertale went from a mild disappointment to one of my favorite games so far this year. To explain how it did this, I have to talk more about the game's structure and detail. Don’t worry, I’m not out to give away story beats or to ruin punchlines. But if I failed to talk about the shape of Undertale (and about what it manages to achieve with that shape), I’d be doing a disservice to it. It deserves more than to be talked about in hushed and devout whispers, and trust me, someone could spell the game out in vivid detail and fail to steal its magic.

Not sure why Undertale felt the need to remind of this well known, historical fact.
Not sure why Undertale felt the need to remind of this well known, historical fact.

Undertale’s setup is familiar in tone and feel, even if not in particulars: You’re a human who has fallen deep into the underground world of monsters. These creatures were driven there by superstitious and cruel humans, and now they are separated from our world by a magical barrier. There are prophecies and plots, rumors of impending “freedom” for the monsters. But these portents are apocalyptic even when hopeful. There are ancient caverns and mysterious machines and well meaning villains and a dozen other tropes pulled from Chrono Trigger and Final Fantasy VI and all of the other console RPGs I played as a kid. Visually, it’s something like a jaundiced Mother. Simple, but communicative character and environment designs combine with garish colors to produce a game that is endearingly askew. During combat mode, characters take on stark white portraits. But Undertale never feels graphically restricted. It emulates these sorts of limitations so that it can occasionally stretch beyond its normal restraints with purpose and intensity.

Though combat begins with a menu, it actually shares very little with Earthbound or its ilk. You’re given four options: FIGHT, ACT, ITEM, and MERCY. FIGHT leads to a short, timing based mini-game reminiscent of the swing mechanic in some golf games. You press a button when a marker reaches the “sweet spot” on a power meter and the damage you do is based on your accuracy. ACT lets you perform special actions depending on the enemy, a la the Shin Megami Tensei games which let you negotiate with demons instead of just beating the crap out of them. ITEM lets you switch equipment and use healing consumables, and MERCY allows you to flee or to offer the monster the chance to escape.

Scientists hate him! One weird trick a flower discovered about your SOUL.
Scientists hate him! One weird trick a flower discovered about your SOUL.

After you take an action, the menus at the bottom of the screen are replaced with a little red heart and a white bounding box and enemies send in waves of damaging objects that you (the heart) need to avoid. These attacks feel drawn from bullet hell shooters or endless runners and in the hardest fights (which have wave after wave of unique attack variation) Undertale takes on the hectic rhythms of WarioWare. It’s unconventional, clever, and occasionally really difficult. It’s a surprisingly complex system, but Undertale introduces that complexity organically. Beyond simply being a novel take on combat, though, it's also used as a vector for storytelling and humor. Enemy attacks can be tough obstacles, funny gags, or even moments of intimate characterization. That's appropriate, because Undertale uses a combination of challenge, humor, and emotion to deliver one of my favorite experiences of recent memory.

At the two hour mark, I couldn’t see that though. All I saw in Undertale was a clever combat system with some neat twists and decent jokes. I decided that I would beat it, watch the other endings on YouTube and call it a day. But after only a minute into the first spoiler video I found, I realized I didn’t want to see this stuff second hand. Somewhere in the final half of my first playthrough, Undertale crawled under my skin and I hadn’t even noticed it. By the time I was two hours into my second playthrough, I understood how this game had produced an almost cloying affection in its fans, because it was also producing the same feeling in me.

Like all good homes, it will be filled with clever puzzles and some light backtracking.
Like all good homes, it will be filled with clever puzzles and some light backtracking.

Undertale’s many fans told me that the game required multiple playthroughs to be seen “in full,” and the game itself encouraged me to dive back in after my first six hour playthrough. But Undertale itself never felt like it was rubbing my face in the content I didn’t see. It never tauntingly dangled the “true” ending behind content I'd chosen to skip. Instead, it asked me to consider the way I played and to try committing further to the type of choices I’d been making. To get a different ending, I wasn’t required to spend hours collecting hidden trophies or struggling against a frustrating bonus boss. Instead, I had to execute on an ethos.

With my new strategy in effect, many of the game's combat and story encounters played out differently. The final few hours of the game offered a wholly new series of events, and I left the Undertale feeling joyous, which is rare even among games that I’m this invested in. In many cases, finishing a game that I’ve enjoyed this much has left me with a feeling of withdrawal: I’d been spending so much mental and emotional energy that even the most telegraphed ending feels like a sudden vacuum. Yet in the final minutes of Undertale, I arrived at a sort of contentedness. I was happy with the time I’d spent in Undertale's everyday world of monsters, but I was also ready to leave it. Part of the reason for this is the game’s brevity. In the land of RPGs, 12 hours isn’t much of a time commitment. I also felt ready to leave because Undertale preached a sort of anti-completionist doctrine that spoke to me. If you try out some unsavory things "just to see what would happen," it notices and calls you out, as if to say "Really? Were you so determined to know everything that you'd stoop to this?" It doesn’t just do this as a one-off gag, but offers an entire story branch dedicated to addressing players determined to check every box on the list.

Yes, I did choose lots of non-spoilery screenshots from the start of Undertale because I don't feel like being scolded by the game's fans.
Yes, I did choose lots of non-spoilery screenshots from the start of Undertale because I don't feel like being scolded by the game's fans.

Undertale rails against the sort of reductive quantification seemingly core to role playing games. Yes, it has attack values and gear and EXP, but it rejects the notion that “character progression” should be limited to numbers going up on a screen. It likewise denies that loving a game means that you have to squeeze every last drop of content from it. If DIY darlings the Arcane Kids argue that “the purpose of gameplay is to hide secrets,” Undertale developer Toby Fox seems to shout a clarifying addendum: “But that doesn’t mean that players need to find them all!” Undertale asks lets you dig deeper when you want to, and rewards you for following your heart instead of your consumptive id. In this way, Undertale aims not only at the RPGs that influenced it, but also the currently ascendant form of encyclopedic fan culture, ever eager to catalog and number a game’s hidden gems. For Undertale, curiosity isn’t about completion, it’s about compassion, and joy isn't about progress, but presence.

Undertale isn’t perfect. The pacing could be better, especially in the middle hours; a few jokes veer too close to empty reference (both to the game’s inspirations and to “internet culture”); if you’re hoping for a complex, strategic battle system, this just isn’t that game. But at this point, my early hours of skepticism have washed away entirely. My warmth for the game has only grown in the days since I finished it. Its comedy isn’t just funny, but charming and personal too. Undertale feels less like passively watching a sitcom and more like bullshitting with old friends, and this gives the game the disarming effect that smart comedies often have. Because Undertale made me laugh, I was able to trust it when it wanted to shift in tone to address trends in contemporary game design and culture. The result is a game that has both an anime loving dinosaur doctor and the resonant message that we can love games (and lots of other things) without feeling the need to wring every last ounce of content from them.

For that reason, I’m done with Undertale. I don’t need to go back to see what’s behind that door I never opened in the first village. I don’t need to see the third variation of that one joke. I don’t need to visit the fan wiki to stoke my lore-lust. If a new, even “truer” ending was discovered, I don't think I'd rush to see it. Undertale arrived just when I needed it to, when I was consumed by Metal Gear Solid V’s research trees and Destiny: The Taken King’s ever-spinning gear grind. It was a whispered reminder that great games can do more than impress with sheer complexity and breadth, they can also draw us in close to them as to engage with our humanity. I'm afraid that if I stayed in its glow for longer I'd forget that, and the game would become larger in my mind than its message. So goodbye Undertale, and thanks for everything.

121 Comments

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chilipeppersman

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I cannot get into a game that has this much text...it really takes me out of the game.

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audiosnow

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Fr- Frog Fractions 2? Maaaybe?

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AdequatelyPrepared

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Objectively superior to MGS5.

No Caption Provided

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BladedEdge

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My thoughts on this are simple.

3/5.

If you got xp from either of the options avaible to you, 5/5. But, instead, your punished for taking the good path, at least so far as my play time with the game, and my asking someone who'd beaten it's knowledge to confirm.

20 hp, total (30 with an inn) vs, oh, way way more =Do you wanna be peaceful? you have to be good at Smups. I am not, robbing me of half of the games content effectively, behind a grind-wall of beating my head against a boss until I had the pattern down. No, screw that, no. I could totally do an evil run..but my instinct is not too, the game seems written expecting you not too, and while I am sure both are allowed..being locked out of the one that seems to be 'right' because of my quick-time skill..being punished effectively gameplay wise for making a story-choice seems arbitrary and stupid.

Like if there is some justification, like hehe HP doesn't mean what you think in this game! reveal or etc, its ill-placed when you could just drop xp for either pacifying or killing enemies, and write your plot twist in some other way. (I have no idea if this is the case mind, so its no spoiler as far as I know, just a stab in the dark for why in the world this system is in place)

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zaldar

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@bladededge: It may be trying to model that the right way is not the easy way. As this is true that could be a good thing. No idea if that is what it is doing as my knowledge only comes from the quick look and this review but that seems like something it would do. Good is often not the easy way or the most outwardly rewarding ... what makes it good is that you do it anyway.

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Abetorias

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Does the game change in a substantial way after what was shown in the Quick Look?

Seems a lot of people love it, but it's a 6 hour NES game that, according to Austin, is difficult to enjoy until the later parts. What i saw, heard, and read doesn't indicate a 5 star game

...like, at all.

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holyxion

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There's one thing about this review and the criticism I've seen of this game in general that I find a bit insensitive: the skin-deep comparisons to classic SNES RPGs, particularly SMT and Mother. While it's pretty well known that toby is a major Earthbound fan, his only previous gamedev experience being romhacking EB into a creepypasta style "grimdark" version, I think that assigning similarity in terms of "beauty of mundanity" or any other arguments of aesthetic mood lessens the personal investments of both toby and mr. itoi(and associated teams). Whereas the story of EB was, by itoi's account, inspired by his experience seeing a violent rape scene as a small child, this game is seemingly based on an even more abstracted kind of traumatic loss of control, the response of a child playing a game where a player is forced to a single narrative, who, attempting to reconcile this experience by aesthetic mimicry and mechanical deconstruction, then focuses ever-more precisely on the attitude of shikata ga nai-style "open-world fatalism" that characterized the first two Mother games, and seems to have made mr. itoi an icon of pop philosophy in japan and abroad. But instead, he winds up at a system grossly contrasting its lack of truly exploratory storytelling with its own proclamations of the many ways to explore one's own ethics while playing the game. If I know what my own ethics are, there's no exploration. If I don't, why would the fate of these clunky fantasy pixels affect me to explore myself and come to some deep realization that couldn't be more easily reached with reflection or discussion with actual human beings? Is the goal of videogames truly to simulate humanity in this way? In Mother, and other great games, my identity felt placed on an even playing field with the designers. Here, it almost feels like my ethical identity is being placed above the designer. Is placing my ethics above the designer not a form of violent control in accordance with that of Giygas, or even the graphic rape scene which inspired itoi to create him, rather than the spirit of pacifism and discourse so impressed upon in the "true" ending of this game?

Anyway, "lack of exploratory storytelling" is also kind of my criticism of the SMT comparison. SMT negotiations are generally characterized by chance and various chaotic mechanics which vary from game to game, generally affecting an atmosphere of powerlessness. I'm not asking for Undertale to be some masterpiece of turn-based tactics, but I really feel that the slightly repetitive bullet-hell micro-games only serve to undercut this game's message of narrative control. Sure, you have control of your soul. But, instead of making a choice that has any narrative value, I'm just repeating the same memorized maneuvers. That's a negative that's especially significant if the game expects multiple playthroughs. In a game where the momentary conflicts were unique to me, and the overall story with more of a defined "optimal path" it makes the conflicts more meaningful and the authorial intent less vague, while potentially still allowing for "emergent narrative" without the narrative possibility space necessarily fitting into some didactic and preachy ethical schema the way Undertale kind of does. So i guess the biggest difference from SMT is whether judgement is the domain of fallible beings(within the gameworld), or the gameworld itself(which was of course created by a fallible being). That more or less sums up my thoughts on this game.

Sorry if this seems rambling; I only post when its something I feel truly deeply about. Also, I don't mean to be to harsh on this game or on toby fox, I really adore his musical style and would probably have bought this for that alone. Love your contributions to the site Austin. <3

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WalterCrunkFite

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Dussck

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Pilzi

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Edited By Pilzi

Backed this on Kickstarter, really glad to see it turn on great!

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AdequatelyPrepared

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@dussck: I was mainly just kidding around. It's just funny to me to see Undertale sitting like that on Metacritic. I love both for what it's worth.

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Dussck

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Edited By Dussck

@adequatelyprepared: MGS5 is becoming my favourite game for the forever. But after reading this review I want to give this a shot as well!

The game doesn't seem to be that graphical demanding, does it run good on old laptops as well?

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seannao

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Only done one run so far that took 16 hours since I was fascinated by certain things like NPC dialogue changing after progressing the story. I got really curious about things and probably walked through every room in the game like 5 times! lmao.
Have yet to revisit it. It really is quite strange, but memorable.

ANYWAY, this is the only review I've read that talked about completionism and stuff. I can definitely understand why you'd come to that conclusion, given some of the unexpected, and sometimes creepy, easter eggs, and the directness of some of its messages, too.

Thanks for taking the risk on a game that looked at a glance, like game maker garbage, but turned out to be one of the most soulfully human games ever made.

If anything, it was nice to come across something that was so creatively self-realized, something really unto itself.

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Efesell

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My thoughts on this are simple.

3/5.

If you got xp from either of the options avaible to you, 5/5. But, instead, your punished for taking the good path, at least so far as my play time with the game, and my asking someone who'd beaten it's knowledge to confirm.

20 hp, total (30 with an inn) vs, oh, way way more =Do you wanna be peaceful? you have to be good at Smups. I am not, robbing me of half of the games content effectively, behind a grind-wall of beating my head against a boss until I had the pattern down. No, screw that, no. I could totally do an evil run..but my instinct is not too, the game seems written expecting you not too, and while I am sure both are allowed..being locked out of the one that seems to be 'right' because of my quick-time skill..being punished effectively gameplay wise for making a story-choice seems arbitrary and stupid.

Like if there is some justification, like hehe HP doesn't mean what you think in this game! reveal or etc, its ill-placed when you could just drop xp for either pacifying or killing enemies, and write your plot twist in some other way. (I have no idea if this is the case mind, so its no spoiler as far as I know, just a stab in the dark for why in the world this system is in place)

You're choosing to be a pacifist and try to make friends with a world that is trying to kill you, in a genre defined by gaining power through defeating your enemies. I think that's perfectly sound reasoning to be a more difficult path. That said the game feels like it was specifically balanced for that run above all others so it feels the most fun to me anyway.

But if you do have trouble with the Good run I would strongly advise you to avoid a pure evil one. Neutral is the only path where levels or equipment would have any benefit to you.

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BladedEdge

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Edited By BladedEdge

@efesell: And I reply with what I did to begin with. You can absolutely defend the way the game is by saying, essentially "This is a method which conveys the story through gameplay mechanics". And yup..thus the 3/5. The gameplay punishes story choice.

Where as, step back and think "How else could this game have given the same idea, message and etc, without the gameplay limitation?" You have to look at it from a "What could it have been" as opposed to "What is it?" to get where my point comes from.

What I say is I can see no reasonable justification for the 'nope, no xp for you' aside from an artsy "Well um, I guess it makes thematic sense" Which, since it exists, it does but. As I said. If you got xp from either option, and that was always the case, you wouldn't have people complaining about it. So, to me, its hard to defend a games choices after they are made, when what I am criticizing is from a point before that.

Yes,the gameplay choices made fit the theme.As you said. But different choices, that would make for better gameplay and not lock me out of story due to skill, would have made for an identical experience story/experience wise, just without the gameplay frustration. Thus the 3/5.

In essence, the connection you make between gameplay and story are not the only way it could be done. I say this game chooses an inferior path, so I lower my viewpoint of it.

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jacksukeru

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"That's interesting".

I'm a bit of a completionist when it comes to games, part of it also comes from a tendency to procrastinate and not wanting to get on with the main story. Sometimes wish I could be better at letting some things go, and I even like it when otherwise linear games don't have a bunch of hidden collectibles taunting me to scour the environment for them, breaking up its otherwise good pace. A game that does have a bunch of hidden stuff, but that I can go into with the mindset of "Do what feels right, only say what you want to say" seems compelling then.

I'm more interested in playing it now than I was, but am still not ready to commit to it. I'll keep it in mind though. Maybe one day.

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Efesell

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@bladededge: Eh I guess I just don't see it. I would hate playing that route if XP was just granted no matter how you finished.

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BladedEdge

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@efesell: My underlying point was simple. Making me play with only 20 hp ever if I want to see the good ending seems dumb, when you could easily just build in some other method by which HP goes up at a similar rate to meet the challenge. Or, if XP has some specific meaning in the context of the story (not beaten, don't know) which renders acquiring it morally wrong..then just bloody remove that element and go about it a different way. Poof, better game.

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Efesell

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Edited By Efesell

@bladededge: Honestly it may just have been better to forgo levels or XP at all and just always have fixed health because you've ended with this perception that those numbers are important and that's only the case for the very standard 'play this like any other RPG' run.

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BladedEdge

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@efesell: And thus you see my point. Like, from my perspective. I see random encounters which I either run from, ok, or have to dodge multiple times before 'hugging' to friendly 'dodge' which gives gold. ok..fair enough I can do that.

But then you've got boss encounters, the first one they do in this quick look. I tried that good, and died..then had to repeat about 5-7 minutes of dialog. Why? Cause no xp. Cause 20 hp. Cause 'welp, the good ending is hidden behind 20 turns of waiting and you being good at shot-em-ups/bullet hell if you wanna continue.

I grant you it isn't that hard for the majority of people? But it was for me. There are so many other ways they could have approuched that..and maybe it shifts, maybe, but I asked about this in the forums and I got a "Nope, if you wanna go pacifist your stuck at 20, defense goes up but eh, stuck at 20". Which means I can forsee, at the rate hp increases if you level, boss fights where its "10+ turns of doding with 20 hp...or 3-5 with 3 or 4 or 10 times that amount. "

Now again, I will grant you, maybe there is this big twist. As I did what they do in the QL the second time I run into the first boss encounter, a big F-this I am gonna just kill things. Only, the resulting hour or so of story makes it very very clear that they are trying to "humanize" (for lack of a better term) the monsters. Meaning..clearly I am on the evil path, which I was forced down and did not choose. So, I put the game down.

I adore games like this, so 5/5 it could be..mechanics though..-2. 3/5. As you say, maybe they could have removed a mechanic or made their point/story-twists and etc in a differnt way .in which case we are back to 5/5 perhaps.

I just happen to abhor games which lock out story content based on skill level, and for a game like this, whose entire point seems to be the story, the characters..its a major flaw to see that occur.

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zymase

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Austin, since joining GiantBomb you've helped me see Gotham in a different light, introduced me to roguelikes, and generally raised the level of discourse on my longtime favorite site with your articulate and funny style. Undertale - a game I don't think I would have come across under any other circumstances, much like Contradiction - is now in my collection and I'm really enjoying it. Another excellent and well-written review. Thanks!

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Efesell

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@bladededge: Well the last thing I'll add then is that it's very difficult to be forced onto the 'Evil' path and that for several bosses there are very gimmicky ways to quickly end the fight non violently without having to do the entire war of dodging and attrition.

You.. aren't terribly likely to do many of them on a blind run though so there is that.

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bvilleneuve

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"Undertale asks lets you dig deeper when you want to, and rewards you for following your heart instead of your consumptive id. In this way, Undertale aims not only at the RPGs that influenced it, but also the currently ascendant form of encyclopedic fan culture, ever eager to catalog and number a game’s hidden gems. For Undertale, curiosity isn’t about completion, it’s about compassion, and joy isn't about progress, but presence."

Oh my god, Austin Walker, you are such a god damn good writer. These three sentences just sold me a copy of Undertale for when I'm done obsessing over Infinifactory.

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SkieAqua

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To those thinking about getting the game, all routes end up having difficulty boosts, for different reasons. Obviously taking the good route results in no spoils and being weak the entire game, but believe me that if you go evil, people fight that much harder to bring you down.

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wastrel

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@bladededge: How many healing items would you use in a boss fight? Were you dying even with healing up?

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poobumbutt

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Fuck. Bought this a week ago but got caught up in other things. Now I probably have to add it to my "playing now" list. Shit. In a weird way, I was hoping it wasn't as good as everyone said it was, since I'm already rather busy in games. I'm gonna have Dancing All Night to play in two days!

Well...

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KentonClay

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Edited By KentonClay

@bladededge:

This is why difficulty is something that seems impossible to balance. The game is absolutely supposed to be harder as a total pacifist. For people who are good at games like Touhou, it's still not gonna be hard, and for people who are terrible at those games, it might be borderline impossible.

Personally, I was lucky enough to fall right into the sweet spot. Some of the bosses seemed nearly impossible to dodge at first, but I felt my hands and eyes adjusting to attack patterns, and most boss fights took me 1-2 attempts. It was super exhilarating to dodge through a complex string of attacks almost automatically, without really knowing how you managed to pull it off. Lowering the difficulty would have made the bosses feel a lot less climactic to me.

It's like Souls games/Bloodborne. To me, those games are mood pieces more than anything else. I just really love exploring the worlds, and the difficulty is a super important part of the atmosphere. An easier game just wouldn't feel as hostile or dangerous, even if everything else was the same. But! That same difficulty is purely frustrating to a lot of people, and that frustration can absolutely kill any desire to engage with the atmosphere and setting.

Having different difficulty levels is only a half-solution, as difficulty is often tightly tuned around mechanics, and changing say, the attack or HP of enemies without changing the underlying systems can make the game feel clunky,

As an amateur gamedev, trying to find a way to balance the difficulty so that it feels *right* to as many people as possible is super frustrating.

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BladedEdge

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Edited By BladedEdge

@kentonclay :And here you quote the exact type of game I can not stand to, like, explain a thing. And I will say, no, Bloodborne and the like are not the only way to do things. I have always played story-driven games on the easiest setting, and enjoyed them as employing escapist fiction in a sense.

But then, I also avoid and would lower my opinion of any game for which the mechanics are the thing, and lower the difficulty removes something. I don't like Bloodborne (and I disliked the community backlash to even the idea that an easier difficulty exist, which would never effect them yet they seemed to call Bs on cause, like, it gave other people a way to experience their game?) different subject but..seems similar here.

This game though? Story driven. Choice driven. Gameplay that gets in the way of that is bad, and I feel this game's gameplay can, and does. Your right to say balancing difficulty is an issue..but I can think of a drop-dead easy way for this game to remove that..why just give XP, or hand out levels at intervals or etc etc etc. The choice to force me to stay at lvl 1 is a gameplay mechanic restricting blocking story content.

Yes healing, yes its possible with re-attempts. But I stand by my criticism. This game could be better if they just thought a bit more about the way the handled the various paths.

Again people seem to be judging this from the completed product, onward, where as I look back. I say, a different game designed with a "your hp can go up somehow if your on the good path" would be superior to this game as it is. If that would somehow invalidate some bit of the story I'm unaware, they could have just rewritten the elements that it does.

Its so easy that even I, someone who doesn't develop games, could come up with it. "Hey hey, remove any 'xp is secretly evil!', if it exists, replace it with another mechanic (easily done, just count the number of kills, or etc) and poof, now peacefully dealing with an enemy gives xp and boom! Problem solves.

And I am assuming there is some sort of story or twist that makes Xp this 'hehe your bad for having it!' if its not then the solution is even bloody simply, but I was/am giving the game the benefit of the doubt, in a sense, by saying "if only they had thought this through it could have been great".

Its not a bad game. If you can play through it, its great. But not everyone can..so 3/5.

For what its worth, Its 5/5 if you can, 3/5 if you can't. The same way I feel towards MGS5 only 5/5, or 0/5, cause ugh no story at all, and if the gameplay isn't a thing you like (See me not liking bloodborne) that game too is a big big disappointment. So, my opinion is, very clearly, the minority.

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hassun

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kashwashwa

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@roadcrewworkerer said:

You know how you rarely enjoy something so thoroughly you can't shake the childish anxious feeling that a reviewer might "not get it" (whatever "it" is)?

This is the first time in a decade i've read a review that quickly made me realize Austin actually got "it" way more than me. What a refreshing, eye opening feeling.

100% get how you feel. I almost never recommend games or really care about coverage of games but I've been talking up this everywhere I talk about videogames. I've been going to game sites that I never do just to see if it's getting the coverage it deserves.

People keep comparing it to earthbound and I sincerely believe it's better which is amazing considering it and mother 3 are two of my favorite games of all time.

I think this is why I'm kinda annoyed at the amount of fan championing going on for this game... It seems like there should be a footnote on every comment that says "this game is incredible," and that is "If you like earthbound and the Mother series."

I disagree that people need to play this game.

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MachoFantastico

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I usually wouldn't check out this but I keep hearing wonderful things about this game.

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Set

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Edited By Set

it's the best game i've played in years. who knew?

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magicwalnuts

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I must be taking crazy pills because neither this review, nor the Quick Look, nor the near ubiquitous praise this game is getting has stirred the remotest interest in this for me. I guess I'm a monster but I have zero history with the kinds of games Undertale supposedly mimics and subverts. My first RPGs were FF7, Diablo 2, and KoToR, so I know jack shit about RPGs and avoided them like the plague on my SNES. I'll put it on my wish list, but if more than 2 hours is what it takes for this game to become interesting, then frankly it doesn't seem worth it.

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Set

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I must be taking crazy pills because neither this review, nor the Quick Look, nor the near ubiquitous praise this game is getting has stirred the remotest interest in this for me. I guess I'm a monster but I have zero history with the kinds of games Undertale supposedly mimics and subverts. My first RPGs were FF7, Diablo 2, and KoToR, so I know jack shit about RPGs and avoided them like the plague on my SNES. I'll put it on my wish list, but if more than 2 hours is what it takes for this game to become interesting, then frankly it doesn't seem worth it.

wow, you avoided snes rpgs. how sad.

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Corvidus

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Do I have to read the review multiple times to get the real review score? Is that the joke here with Undertale?

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Wiseblood

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To people bitching about the "difficulty" of a pacifist run, a kill everything run is actually way harder. The final boss you end up having to fight has some absolutely insane attacks to dodge.

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Efesell

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To people bitching about the "difficulty" of a pacifist run, a kill everything run is actually way harder. The final boss you end up having to fight has some absolutely insane attacks to dodge.

Overall that boss probably took me as much time to beat as the entire pacifist run..

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ghost_cat

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Great review Austin, but job well fucking done with how you closed it. Sincere and joyful without feeling like you are trying too hard or milking emotions.

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trashqueen

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My review:

Basically a 2D Mass Effect
Basically a 2D Mass Effect

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ShadowSwordmaster

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Nice review Austin.

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TheManWithNoPlan

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Wow, I really want to check this out now.

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purpleeggshells

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Fascinating. It's not perfect but still deserves 5 stars? Must be something worth checking out then, although I'm not entirely sure what I'm feeling on the matter after reading your review.

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migrations

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Great review Austin. Stellar work. I like the game but it's gotten frustratingly hard. Of course the music is awesome.

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ObsideonDarman

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Fan-bloody-tastic review as always, Austin. I can't get enough of your reviews. I am definitely interested in checking this out.