Monday, December 23, 2019
Movie Analysis Undertale - 1248 Words
On September 15th, 2015, game developer Toby Fox released Undertale, which tells the story of a human who falls down a cavern and enters the Underground, home of the Monster race. Searching for a way home, the human travels through the Underground and, along the way, encounters a wide range of characters. Thereââ¬â¢s the lazy-bones skeleton, Sans, his eccentric brother, Papyrus, and Undyne, the human-hunting captain of the Royal Guard. This is Undertale in a nutshell, but weââ¬â¢ve yet to scratch the surface of this multi-layered monster of a game. A key element in the gameââ¬â¢s design, as well as one of its selling points, is its claim to be the only RPG where players donââ¬â¢t have to kill anyone. The ââ¬Å"combatâ⬠is a turned-based, bullet-hell system of dodging where players are provided with four options on their turn: Fight, Act, Item, Mercy. This setup is standard RPG fare, but players are told early on that sparing monsters via Mercy is the right thing to do. Whereas most RPGs that involve monsters, demons, etc. are founded upon the notion of killing, Undertale is a direct rejection of playersââ¬â¢ expectations of combat in the genre. Playersââ¬â¢ decisions in battle significantly impact the gameââ¬â¢s outcome. Like many RPGs, such as Fallout 3 and the Deus Ex series, Undertale contains multiple endings which, depending on the playerââ¬â¢s action, unfold differently and provide different in-game experiences. If players avoid killing monsters, they are offered the chance to complete side quests and
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