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Undertale

No no, you guy's have got it all wrong. This is the best song from the game.
Later.
Originally posted by Prizm
No no, you guy's have got it all wrong. This is the best song from the game.


Close.
Yeah no Undertale is pretty rad actually. I felt a whole lot of guilt with my Genocide run, but honestly, I also felt that the game didn't have a high enough encounter rate during a Genocide run, as I literally spent about a half-hour during the first three areas just...waiting. Waiting to see when an enemy would show up. This problem was even more apparent inside the Ruins, as the game doesn't tell you how many more enemies you need to kill before being able to move on. It wasn't until the Core that I felt that enemies finally spawned at a good rate.

Now the boss fights on the other hand, those were a thrill ride, and a true test to your skill as a player.

1st REAL Boss Fight in Genocide talk:
Undyne The Undying was basically the same as normal Undyne, except her attacks started off more tricky, and her spear attacks lasted longer. She does have more spear attacks this time though, and the last one is absolutely hectic, I love it. And my god, the music. It was probably inspired by some kind of anime-ish game/show/whatever, as her outfit also seems to be the same, but I won't say that it isn't good. Her yellow arrows inside the shielding against the arrows always screw with me though, I'm so bad with those~

Death Count: 3


Having a bad time:
First off, I absolutely adore how the game tracks your deaths with humorous dialogue. It shows just how even in a serious matter like this, Sans cannot resist to crack a few jokes/threats into his text. His fight is a whole different story though. He still is jokey, but you get a feeling of him wanting you to give up. Hell, he practically straight up tells you to give up.

Despite what a good number of people online saying that Sans' fight is unfair, I...honestly don't believe that to be the case. Sure, it was challenging the whole way through, and I won't deny that it frustrated me to no end. But unfair? The only attack I can really think of being unfair is the beginning, but even that has a bunch of tells for what kind of attacks he's going to use. Even when Sans starts becoming a nightmare to deal with, all his attacks he's been using against you? You've seen easier variants of them, so it's still the same gimmick, you just need to play better.

Also, goddamn I recommend you spare Sans when he lets you, at least once. You won't regret it. The music in this fight was pretty good, but I don't know...it didn't feel as intense. It's probably because Sans isn't really an intense guy in the first place, but I still would've liked a little more intensity into the music. Overall, this is my favorite fight of the game, and it truly was a challenge. When you finally kill Sans though, prepare to feel guilt.

Deaths: 15


I have finished every run of Undertale, and I found the neutral path the most fun, actually. I got my own free will of what to do, and even though it's not the true ending, I got my own decisions, without much consequence, other than the ending dialogue changing. The only thing I really didn't like about the neutral path was
Flowey
. I don't know why, but his boss fight just feels the least fun in my own opinion. You cannot attack, act, use items, or mercy at all, so there's little interaction except for dodging. Even during
Sans
you could heal, albeit it would make the fight another turn longer whenever you did. Still, you had the option. With
Flowey
though, if you had low HP, that's it. You cannot give yourself another hit through items, you're stuck with that low HP, and you better not get hit, otherwise you're finished, and you get to restart the slog of a fight all over again!
Originally posted by FlamingRok
With
Flowey
though, if you had low HP, that's it. You cannot give yourself another hit through items, you're stuck with that low HP, and you better not get hit, otherwise you're finished, and you get to restart the slog of a fight all over again!


Apparently, if you die against
Flowey,
you start the fight immediately where you left off.

I wouldn't know though, I never died to him.
I killed goat mom and then felt bad (and everyone yelled at me) so I went back to do things right.

But the game still remembers.




























































This game was made by wizards.


(this game is also boondoggles)
Originally posted by ZeNewDragon

Apparently, if you die against
Flowey,
you start the fight immediately where you left off.

I wouldn't know though, I never died to him.


I died once, but not past the first Act.

But yeah you start after the last call for help.
Game still quits, though.
[determination intesifies]

Just finished my first run of the game (Thanks SNN), managing to survive without dying once until
That Asgore guy, I think I died to him 3 times; had no healing items. Went to buy some an I was OK.


...So now the only logical thing to do is start a second run tomorrow.

And of course as you would expect, the main goal will be
GENOCIDE

Words.
[22:25:05] <%andy_k_250> Turkey and Grease will one day be reunited - that day will be... Thanksgiving
i cant beat the small skellington :(
Your layout has been removed.
why the fuck do people decide to go for the genocide run

Haha, I'm not actually sure if I'll do it yet. I mainly decided that on the spot to see SNN/Ersanio's response (since it seemed like the obvious 'second run' is pacifist) since they were watching me on the spot. Most people are telling me to do pacifist first.

Words.
[22:25:05] <%andy_k_250> Turkey and Grease will one day be reunited - that day will be... Thanksgiving
Originally posted by Mindevous
why the fuck do people decide to go for the genocide run


Because you can, and therefore, you have to.
AND key parts of the lore lies within that route.



Figured there'd be discussion going on regarding this game when SNN was shown playing this on Steam. Quite an extraordinary gem, this game.
There's so much to say about the game, content and story but, where does one begin?

Why did Frisk decide to climb Ebott to begin with?


How did Undyne get her DETERMINATION that ultimately became her downfall?


Why couldn't Frisk offer their soul to Asriel to allow him to live on?


Will we fully understand the secret of Gaster and who he truly is?


Why is the entire soundtrack so fucking good? (YES, SPOILER because you haven't heard it all yet)


And most importantly... How did you react when
Flowey showed up after Asgore's death and crashed your game?

I'd love to see each one of you experience it first-hand. I know I didn't sleep that night.

Oh. And, of course, one must contribute to the creative fandom with some music of their own.




See you in a couple of months.
Originally posted by Senjan
Figured there'd be discussion going on regarding this game when SNN was shown playing this on Steam.

That's an extraordinarily stupid reason for why people would be playing this, I don't think a single person played this because they saw SNN playing it (not to mention most people probably didn't see or care to begin with).
The game's been all over everywhere on the internet for a whole month now.
Your layout has been removed.
...OK I'll admit, that was very weirdly worded.
Guess it could've been rephrased better xD I was merely implying that the game seemed quite popular and a hot topic with all the activity from the various members. Thus the peek.
Played through the game yesterday. Just wanted to find out what all this hype was about. Somehow managed to not be spoiled by the game at all, the only thing I knew was that you don't have to kill enemies in the game. Here is my opinion on the game (long-ass spoiler ahead):

At first, shortly after starting the game, I didn't quite get the game's hype yet. The battle system seemed like something new and interesting and I especially liked the action-oriented part of it, but I thought the battle system was inconsistent. I didn't like how sparing monsters actually punished you by not giving you EXP and how there were certain monsters that you apparently had to kill. Of course I didn't understand the game's real genius until after beating the first run. LV = level of violence and EXP = execution points? Clever idea, game! It was also only then that I realised I could have actually beaten the game without killing anyone. The two major characters I killed in the game where Toriel and Udyne.

With Toriel, it was a mere accident and I felt really bad about it. I only wanted to weaken her as much as possible and then try to persuade her. However, the final attack was a critical hit dealing 300 HP of damage, accidentally taking a major part of her health bar and instantly killing her. As I said, I felt quite bad about it, but at that point I decided against going back to my previous save game, mainly because I didn't know if I could actually spare her at all and also because I was curious to see what would happen afterwards. I'm kinda glad I did that, because otherwise I probably wouldn't have seen that epic final boss battle VS Flowey. As for Udyne, I didn't want to kill her, but just didn't find a way to spare her. I assume you can only spare her at all if you haven't killed any monsters before the battle? Again, I felt really bad about killing her, mainly because of how attached Papyrus and that kid were to her. I also killed two slimes somewhere on the way, mainly because I was pissed that they never even give you any gold when sparing. At that point, I had already killed Toriel, so I had nothing to lose, anyways.

I really loved the battles. It was a simple battle system, but the idea was executed well and in a consistent way. Every single monster had its own attack pattern, with some boss characters even having completely unique battle mechanics. I really liked this idea and there was a lot of variety. As for the other mechanic of the battle system, "sparing monsters", it was a neat idea, but not as exciting as it sounds. Here, I think, the game wasted most of its potential. For pretty much all monsters, being able to spare them was pretty much just an endurance test of selecting the correct commands in the right order and then surviving for long enough. Here, I think, the game could have been way more exciting by taking this idea even further. Like, how about having to give a monster an item? Or having to attack a monster to a certain degree? It was a neat idea, but some potential was definitely wasted.

The soundtrack and atmosphere of the game were great, nothing bad to say here. The game felt kinda like "Earthbound meets random RPG Maker game". I know, that's a weird way to describe it, but can't really find anything that suits it better.

Next I'm playing the game again and obviously trying to not kill anyone this time plus maybe finding some secrets I may have missed on the way (there was a mysterious door somewhere in the woods that I just didn't find out how to get through). I'm kinda excited. In the end, I was hooked by the game after all and played through the game in only two sittings (the only break inbetween was for dinner). My girlfriend was watching everything and was hooked as well, she bought the game right after that.


So yeah, at the end of the day, I think the hype is really justified.
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Originally posted by RPG Hacker
I'm kinda glad I did that, because otherwise I probably wouldn't have seen that epic final boss battle VS Flowey.

Nope, you still have to battle Omega Flowey even if you didn't kill anyone (even if you're going pacifist, the neutral ending is obligatory, you have to reload from your last save point after the battle is over, do some backtracking and then some cool shit will happen; if you went neutral you have to reset the game, though).


Originally posted by RPG Hacker
slimes don't give money

You can get gold from moldsmals by lying immobile with them and waving your hips.


Originally posted by RPG Hacker
I assume you can only spare her at all if you haven't killed any monsters before the battle?

Also nope, the game hints to the solution by making her expression and dialogue not change at all after a certain point (also by the fact that she literally says "YOU sparing ME?! HA! THAT WILL NEVER HAPPEN!"), and, if you don't want to kill anyone, under normal circumstances, the FIGHT command is absolutely not an option, so all that's left for you to do is run away. You'll know what to do afterwards.


Originally posted by RPG Hacker
*comments about sparing*

I honestly liked the sparing system, it not only gives the battles a sort of "puzzle" aspect, but it also works just like normal attacks; each successful decision is like reducing a monster's HP, and the sparing option works like a "final attack".

Originally posted by RPG Hacker
Like, how about having to give a monster an item?

All dog battles end when you use the stick you get in the beginning of the game, Muffet's battle ends immediately if you eat one of the items from the spider bake sale from the ruins, you can feed Temmie Flakes for the Temmie, and there may be other enemies that react differently to certain items. The More You Know™.


Originally posted by RPG Hacker
Or having to attack a monster to a certain degree?

I'm not entirely sure, but I think you can do that. As in, beating an enemy up and then sparing them.


Also, you will not regret going pacifist, it's very very rewarding.Try to
befriend all major characters.


THIS GAME HAS TOO MANY HUSBANDOS

Started playing this game last night. At first I thought it was just okay, but once I got to the famous Sans and Papyrus, the game got really good. Very good writing and fun gameplay so far. Looking forward to finishing this. Currently doing a pacifist run, and I'll likely try other runs as well afterward.
Originally posted by Magiluigi
Also, you will not regret going pacifist, it's very very rewarding.Try to
befriend all major characters.
]


Oh yeah, I forgot this.
In my run, I became friends with Papyrus. That date was definitely the most awesome thing I've ever seen!

Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Originally posted by Magiluigi
I honestly liked the sparing system, it not only gives the battles a sort of "puzzle" aspect, but it also works just like normal attacks; each successful decision is like reducing a monster's HP, and the sparing option works like a "final attack".

I never thought about it that way. That sounds pretty spot on now that you mention it. During certain battles, especially
the Mad Dummy fight, where you couldn't do damage anyway
, selecting Fight instead of Mercy to buffer between turns made the two mechanics appear similar, but I never considered the similarities of the two mechanics as battle finishers. Neat observation.

At this point, with about 25 true hours into the game, I'd wager that I've beat the game to death enough. I honestly have not done a purely neutral run of the game since I've never felt the need to only kill off certain characters, so that might be something for me to sample eventually. Beside that gap, I did two Pacifist runs and a Genocide run and have invested my emotions into them both sufficiently.

Pacifist and Neutral
The Pacifist run provided a satisfying conclusion. I never commented much on the Neutral run’s ending, which is a shame. Both the endings for the Neutral route and the Pacifist route include my overall favorite moments in the game. I’m a baby when it comes to emotional stories, and the story with Asriel and the fallen child tore me up. Accompanied with gorgeous tracks on your way to the Asgore battle, the entirety of the Asriel battle, and the final moments before leaving the underground with everyone, the game presented, at least in my teary eyes, some passionate themes. Asriel’s whole tragedy and childhood with the fallen child definitely twisted my insides the most. The collective dreams of the underground to one day leave for the surface stirred me inside almost just as much. Every character had his or her own background and dreams, most of which felt relatable. I can see how the ending may seem too much like emotional bait to some people. That’s understandable. To me, the story of the whole game felt appropriate and kept me hooked the entire time and occasionally watery eyed. The finales for both runs really brought the story together.

The boss battles at the end of both the Neutral run and the Pacifist run did not grant much of a challenge but did paint fun, theatrical fights. Going through Flowey again since my first post, the battle still lost a huge amount of tension for me. Like a sizeable number of encounters in the game, the battle seemed largely fixed to make the player feel disadvantaged, but I could recognize the tricks because I was not panicking like the first time. Even still, the whole weirdness in the appearance of the fight and the fusion of the personalities of the souls as subsections of the fight separates it from many boss fights that I’ve played due to its uniqueness in comparison to other battles in its game. Flowey’s battle just pops, and while not as entertaining the second time into it, I still liked what it had to offer. Now, Asriel’s battle built itself up as the fight went on even though I felt no concern during the fight. The stakes and dialogue from Asriel made the battle a blast, and the light show and friendship feelings added to the whole deal. Although the ending of the fight struck as cheesy, I would reload that fight on any rainy day to swirl up my emotions for a few minutes. And that final walk around the map and then to the surface sends the game off soundly.


Genocide
God, as much as the Genocide run bothered me, it absolutely hit its mark. This run made me realize how much this game really isn't meant to be an RPG, traditional level-up experience. One might think that gaining "levels" would benefit you, and while it technically does, the Genocide run steals away any satisfaction from leveling. You can get a bunch of weapons, armor, and food for free, and you can afford fancier foods that even boost your damage in battle. Too bad that most of the battles are pushovers. I love that. It builds up the premise that all of this destruction is not worth anything. This run packs two good bosses; however, the Genocide run mostly denies the player from utilizing the EXP, GOLD, and items that they've assembled. Most bosses take one hit. The towns have no people. Half the shops are empty. When you reach the main attractions, despite your level advantage compared to other runs, you still fight on even playing fields.

The whole atmosphere of the Genocide run just compounds on the idea of selfishness and dissatisfaction, particularly by adding a constant eerie vibe. Again, the lack of conversational monsters immediately stands out. You probably wouldn't want to chat. No puzzles appear. You probably wouldn't want to solve them. All that you want to do is to shred the world apart. Any monsters who do emerge either express contempt or terror toward you. In addition to the emptiness of the world, the musical shift heavily impacts the environment, and the shift is simple yet effective. Dropping the pitch and the speed of the normally cheery tunes deadens areas of the game; the newly melancholy music emphasizes just how strongly the world wears down by your actions. The biggest example of where this unsettled me was the hotel lobby with only the food stand employee. His demeanor and dialogue options combined with the distorted music as I approached the end of the run hit me hard and freaked me out a tad. Similarly, windy ambient noise when you clear all of the random encounters in a section of the world bothered me substantially. Going into the Genocide run, I only knew that I had to kill monsters until I could kill no more in a spot, but I did not expect the ghastly noise and unnaturally empty encounters that would follow.

Of course, the two new boss fights had to exist in the Genocide route to entice some players to try the run. Undyne did not provide too much difficulty, but the way that she transformed in order to stop you, a menace to the entire world, gives a powerful picture of true determination. The improved spear tossing gave me more of the pleasure that I missed from the first fight and more. Sans, who I do not think that anyone would deny as the hardest boss in the game, conversely gave me unbelievable difficulty, yet I laughed every time he boned me. I did not count but would not doubt if I totaled deaths in the 30s or 40s. All of his attack patterns caught me off guard multiple times, and excluding his marathon attack, I would say that the vertically moving horizontal bones or the quick beam dragon heads gave me the baddest of times. Gradually, I adapted to his attacks and knocked him out.

I won’t say much about the conclusion involving the fallen child as there’s not much to say. I do not like how this event permanently alters your game, but the slight alteration is totally justifiable given the subject matter of alternate timelines, absolute control, and temptation that appear in the Genocide run.


Other Thoughts
The whole goofiness of the game had me laughing most of the time, which is something that I’m extremely glad to say. Games rarely put me into that joyous of a mood, and I can sense some warmth in my stomach knowing that there are still games out there that can give me that gorgeous sort of experience. As I made clear, the emotional impact of the story never let me go. It may not attract some people, but it attracted me. Unless you’re looking for a purely serious RPG, I would recommend this game to you. Try to stay away from spoilers as much as possible. I managed to separate myself from massive spoilers, only exposing myself to a bit of the context around the Neutral run’s conclusion. It will certainly help to give you most of what this game has to offer. The game is short, and I know that you’ll love almost every second of it once you hit your hook.

If you don’t have interest in the game, at least check out some of the music. If you do want to play the game, wait until after you’ve played it as mentioned in my last post and dozens of other people. The music does a phenomenal job to build the game’s moods, and I’d be in a damned pickle to find more than a couple lousy tracks.
Also, excusing my joke from earlier, ”Undertale” is absolutely my favorite track in the game out of countless other favorites. If you’ve played through most of the game, you’ll know it and understand why it’s my favorite. Another choice pick for me is the final battle’s song of the Pacifist route, “Hopes and Dreams.”
I'm loving this game so far, it feels kinda like Earthbound and Cave Story. I'm
going pacifist, of course, I'd feel awful if I went genocide
. But what I love the most is the soundtrack. It's so... calm.
i just lurk sometimes