Undertale is the best game I have ever played. While it may only be subjectively better than all the other games I’ve yet had the pleasure to play there is a particular reason that I think it’s the best game I’ve come across. People have cited the characters, the music, the writing and even sometimes the art style as the reason they fell in love with the game. All of those elements are fantastic but one of the least lauded aspects is the reason Undertale stands above the likes of Half-Life, Metal Gear Solid and Team Fortress 2 in my eyes, and that’s actually the gameplay.
Now looking at some of my other favourite games, gameplay
seems the one thing Undertale is surely beaten in right? I’ve sunk over 1000
hours into TF2 (with basically no trading at all, I’ve never once been in a
trade server) and will likely sink in 1000 more. TF2’s gameplay, to my taste,
is perfect, but there’s no story and it’s really a testament to the quality of
the gameplay that as a mainly solo and non-competitive type of player
I should play the game as much as I do. But Undertale beats it out. Half-Life 2
episode 2 was, prior to Undertale, my favourite game and features a stunning
last half hour of semi open world combat that still hasn’t been beaten in terms
of the absolute heights Single-player gameplay can be taken too. Yet HL2:E2 is
topped by Undertale. Metal Gear Solid 3 I dearly love, featuring what I believe
to be the single greatest “Boss fight” I have played or could imagine, the
stupidly ambitious fight with “The End” that stood as the best Boss fight by
ludological (is that a word? It should be if it isn’t) leaps and bounds in a
game filled with some incredible battles (the fight with The Boss was also
incredible). And still Undertale’s gameplay wins out. A Gamemaker game beating
out a game headed by arguably the most famous Videogame auteur (outside of
Nintendo at least) is insane! Yet that is what I’m claiming.
But let’s not get ahead of ourselves. Undertale is a game
that styles itself after classic RPGs boasting retro-styled graphics, a
charming assortment of very well written tunes and timing based combat
mechanics. The reason I say styled after rather than label the game as an
actual RPG is for the inclusion of other less traditionally RPG elements that
make up the game; in particular the bullet hell that represents your defence
against an attack – you don’t take damage if you’re able to manoeuvre your soul
(herein represented by a heart) to avoid the attacks. This addition to the
formula of the game is a large part of what makes the game what it is – and why
it tops every other game I’ve played thus far. More on that later. First a
spoiler warning, Undertale is an amazing game, particularly so when you go in
blind or at least mostly blind, so if you haven’t played it and are interested
in doing so stop reading now! Seriously, a lot of what made Undertale such an
affecting experience for me was not knowing what to expect or do in the major
encounters of the game, don’t spoil it for yourself, in all likelihood you’d
regret it if the game’s popularity is anything to go by.
Undertale’s big moments have been discussed at length and I
think everyone remembers these huge moments as defining the game. While the
biggest moments are often the best some of the smaller ones were the most
affecting for me personally. In the ruins the humour is consistently wonderful,
the encounters quite easy and the message seems clear; this is the tutorial.
You know what to do in a tutorial and you know what to expect. This is of
course turned on its head by your encounter with Toriel, the first really big
moment in the game, unless you count meeting Flowey who kind of subverts
expectations but (for me personally at least) in a way you expect, a character
seemingly as saccharine as Flowey initially presents himself to be is
immediately suspect and this suspicion was quickly confirmed. Toriel on the
other hand was a surprise, not because I didn’t see the encounter coming, but
because it was so confronting that you were tasked with fighting the
compassionate, kind and motherly figure that took you through puzzles by hand
to avoid the potential danger they possess. The way the fight was set up though
was the real kicker.
In a game being given a powerful healing item or something
of a similar variety is a classic indication of an upcoming boss fight. I didn’t
even think about it though when Toriel lay a slice of pie on the floor of her guest room in which I (the playable character) was
sleeping. It was an act of kindness, warmth and seemed entirely natural of a
character as obviously kind-hearted as Toriel. This incredible warmth that Toby
Fox somehow managed to pack into a few lines of dialogue and a simple 2D
representation of her character made it difficult for me to even ask how to
leave the ruins, it seemed so ungrateful to want to leave after the
over-the-top kindness she offered me. But the game had started to sink its
hooks into me and I wanted to progress. So I asked to leave and eventually came
to face her in a fight; a fight in which Toriel wants the playable character to
survive. A fight to prevent your death at the hands of Asgore who you are told
has killed all of the past humans to have left the ruins. The fight is of
course the big moment, but the slice of pie was the small moment that really
stuck with me, making the fight afterwards emotionally loaded, and tinged with a sort of regret that it had to come down to a fight. A small detail comes to define Toriel after that point as well; you can't call her, come back to the ruins or see her again until the very end of the true pacifist route. For much of the game your cell phone only has the one number and Toriel won't answer your calls, a simple yet truly effective way to demonstrate a sense of loss through game design: a lost mechanic; something you were promised was taken away and I love that the game does this.
Toriel is perhaps the most difficult of all the encounters
of the game for the pacifist player when they first play Undertale. I say this
because although you are given hints as to how you can spare her it’s not
obvious at all and requires effort, actual effort to press the spare option as
many times as you have to in order to finally spare her. Of course you can’t
actually die in the fight, but having seen the *Stay Determined* mantra far
fewer times in the ruins than you will have later in the game the player is
likely not to understand just what the game means by the difficulty you’ll face
in trying to “be good”. This fight is of course teaching you that very fact; it’s
not going to be easy just because you refuse to fight the enemies you encounter
and Toriel is a powerful embodiment of why you don’t want to hurt the creatures
you come across; they aren’t out to get you, they just have their own
motivations that sometimes lie in the path of your own and negotiating the
differences in goals, personalities and views is part of the gameplay. That’s
what makes the gameplay so thoroughly excellent; the enemies feel real. Every
other game features enemies that feel either like cartoons or faceless targets
that exist only to be killed. The characters in Undertale are ridiculous, yes,
but their motivations are human and relatable without exception and always
unique. This emphasis on the notion of unique characters is further backed up
by the gameplay; Shyreen’s bullet hell mini game involves avoiding musical
notes, Papyrus’ is littered with bones, Undyne’s with spears and Napstablook
really doesn’t feel up to it right now. No character has the same attacks (with
the exception of Asriel, Asgore and Toriel which adds to the emotional weight of the
fights with Asgore and Asriel in a wonderful way) and every character feels real in a way
that totally subverts the expectations established by the cutesy art style and
design. Undertale’s gameplay is better than any other because the real fight is
with your ingrained expectations built up in other games. It plays on a level
that goes beyond the mild breaking of the 4th wall many games love
to do and actually says something with it other than just a display of
telekinesis at the hands of Psycho Mantis in Metal Gear Solid. Your save game
becomes a large part of the story towards the end and is recognised as a weapon
that can be used against you (such as in the Photoshop Flowey fight). The very
fact that the game is, well, a game is a big part of the narrative and that can’t
be celebrated enough.
So, now that I have outlined what made the game as affecting
as it was to me I can actually get back on to the reasons that Undertale is
more than just a game I love, it’s one with a great deal of intelligence and
maturity that goes into the establishment of reward systems and consequences
that actually have meaning. Going back to the Toriel fight I spared her the
first time. Perhaps the only reason I could stick with continuously hitting the
spare action was because a Froggit told me that sometimes you will have to
spare a creature even if their name hasn’t gone yellow. If you play, explore and
actually pay attention to the game, you are rewarded consistently (well at
least if you’re going the pacifist route, I couldn’t possibly bring myself to
kill or even watch someone else killing even a single enemy in the game, I’m
basically a tree hugging hippy if a game lets me be one, so I can’t say if the
rewards are still the case if you are some kind of heartless monster killing
everything in sight). In fighting Undyne her refusals to take mercy from “someone
like [me/the playable character]” were worded in such a way that they reminded
me of the mercy option I hadn’t yet used; to flee.
The rewards aren’t always so tangible and are frequently
just amusing gags (still always worth it though) but the rewards for paying
attention to the game are at their best in my eyes in the True Laboratory on
the path to the true pacifist ending. Aside from having two of my favourite
tracks in the game, the area boasts the Amalgamates, creatures made up of the
bodies of enemies similar to ones you have already faced. Recognising these
similarities is what allows the player to understand what actions they need to
take to placate them and it’s genuinely rewarding to know which creatures’
traits would make up the ones you need to address with your actions. Endogeny is
the most simple of course as an amalgamation of various relatives of all of the
dog characters the actions to take should be rather obvious at first glance.
However Lemon Bread and other amalgamates are less easy to recognise if you
haven’t been paying attention to the enemies you’ve faced in the past, and once
again I feel rewarded for having interacted closely with the game. Indeed the
closer I felt to the game, its message and its characters the more rewarded I
felt. It seems silly that rewarding the attentive and more involved audiences
is unusual somehow but I think it actually is; in many a game the more time I
spend with it the less content there seems to be; interactions are one-offs or
the same every time, Undertale really gives you as much interaction as you
want. Talking to characters at different times during your play through frequently
grants you new dialogue, references to your actions and references to other
NPCs that add a real sense of community amongst the game’s residents that goes
beyond just seeing them in Grillby’s.
As for the consequences of your actions when they aren’t
positive, again, I can’t really say, I played a “true” pacifist run on my first
play through and legitimately feel upset even considering the notion of harming
any of the remarkably relatable collections of pixels and letters that populate
Undertale. I won’t talk about how these reward systems change when you’re
playing any form of violent route because I didn’t and can’t imagine doing so
in the future. I know perfectly well that they aren’t alive, real or capable of
being hurt, but the emotions (and there’s quite a lot of them) that Undertale’s
characters inspire are as genuine as those I’ve had for real friends. The comparatively limited
dialogue and animation somehow manages to inspire emotions more tangible than any “AAA” game
I’ve played, leaving them feeling cold in comparison to the effort of a one
person (with a little help from a few other people, not to devalue their
contribution) team in Toby Fox.
Human is the word I would use to sum up the game. The game,
its residents and everything else about it feel human. The writing, characters
and design feel human. The interface, music and the gameplay all feel human.
Undertale is intensely personal but also immensely accessible, tightly designed
while feeling effortless in its execution. Undertale is a masterstroke in every sense and is one of the few games that truly deserves all of the praise it receives.
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