Good Game Design – Undertale: Real Morality

Good Game Design – Undertale: Real Morality

Hey guys, before we start today’s episode,
I just wanted to give a quick spoiler warning for the game Undertale. We’re going to be talking about really heavy
spoilers, and normally I’m not too concerned about this kind of thing, but Undertale is
a game that’s best played without knowing anything beforehand, and is an experience
I highly recommend. So if you haven’t played it yet and want
to, I’d suggest beating it before watching this video. Or if you don’t care, continue. Thanks! Morality systems in games are fascinating
to me. Most of the time this consists of either playing
good or evil in order to get a specific ending, which increases replayability. The thing is, it’s often fluid morality. Meaning, you can change how good or bad you
are by earning a certain amount of good or bad points. Don’t want to be evil anymore? Just donate money to charity. Want to become Satan himself? Well that’s pretty easy…But what happens
when a game causes your moral actions to not only feel more genuine, but permanent? On today’s episode of Good Game Design,
we’ll look at the “real morality” principle. Let’s talk about Undertale. This game seemed to come out of nowhere, but
quickly jumped onto everyone’s radar – and for good reason. I’d describe it as an compelling narrative
disguised as an RPG, and by that I mean it takes all the traditional RPG elements and
flips them on their head. Instead of staying the night at an inn to
refill your health, the innkeeper just gives you your money back because you only spent
a couple minutes up there. Or the fact that you can’t sell things to
shops because why would a shopkeeper want your useless junk? They’re trying to make a profit here! The gameplay itself isn’t that impressive,
but that’s because Undertale is more focused on a charming story and breaking the fourth
wall. The game will often address the player directly,
or talk about functions within the game, such as saving, which the characters normally should
have no idea about. This makes the player feel more connected
to the story and characters, because it’s like you’re actually in the game. Undertale has a TON of humor, from skeletons
named Sans and Papyrus, named after their dialogue fonts, to a robot singing Romeo and
Juliet style about how he’s going to kill you. Even the combat system is completely different
than anything I’ve seen. It’s still turn based, but instead of taking
damage every enemy attack, you control your heart to avoid obstacles coming at you, almost
like a bullet hell minigame. And the number of objects increases depending
on how many enemies you’re fighting. It will even switch up the battles occasionally,
so you can block projectiles with a shield or move around on a music staff like a rhythm
game. Not to mention that actually attacking the
enemies at all is optional. There’s a lot that’s unique about Undertale,
but the most important part to me, was the morality system. Basically, there’s 3 main endings you can
achieve in this game: Pacifist, where you don’t kill anyone at all; Genocide, where
you kill everything; and Neutral, where you’re somewhere in between, though there’s several
different endings under each of those categories. The first time I played, I got one of the
neutral endings. I just killed everything I came across, but
this is different from the genocide ending – we’ll get to that in a minute. I did this because that’s just how I’ve
always played RPG’s – you have to kill the bosses and enemies you face, right? I mean sure, the game told me that you can
talk to them, or do different actions, but I basically stuck to what I knew, because
it was the comfortable solution. But what I noticed almost immediately is how
much this game makes you feel bad for killing things. From Toriel’s heart shattering into a million
to pieces, to Muffet’s little baby spider laying a flower on her grave, to Undyne melting
away as she tries to cling to life. It made me rethink every action I was doing,
and if it really was the right decision at all. This especially became apparent near the end
when Sans explains to me that my experience points and levels I’ve gained from all this
killing actually stands for Execution Points and Level of Violence. He says that I act like I knew what the outcome
would be before it even happened, reinforcing the idea that Undertale makes you think outside
the box as you can’t rely on other game experiences here. Maybe they were right all along and I don’t
have to kill. In fact, the game’s tagline is “The RPG
where no one has to die”. So, as I’m fighting the final boss, I decide
to have a change of heart and spare him, only to find out it’s too late and Flowey, one
of the creepiest characters in the game kills him for me. My ending was not very satisfying. Since I killed all major bosses, no one took
the throne after King Asgore died, and everyone’s just wandering around in darkness. Even the journey itself felt lonely and unhappy. I wanted to replay and get a better ending. So the next time I played, I tried to stick
to what the game challenges you to do, and not kill a single soul. Toriel is the first major boss of the game,
and mainly a tutorial on how the main mechanics work. She can’t kill you, once you reach 2 health,
her fire attack won’t touch you, so this gives you an opportunity to mess around with
the different actions and see what works. To save Toriel’s life, you have to Spare
her nearly 20 times! Most people wouldn’t think to experiment
this far, but since I’ve already killed her once, I was filled with determination. This moment also teaches you that you might
have to go to crazy extents to save some of these characters in this game. So I continued this path, finding creative
ways to spare everyone, even the common enemies. Some of the solutions were really entertaining,
like Aaron flexing too hard and just floating away, or petting this dog into submission
so he won’t fight anymore. In addition to not killing anything, to get
the true pacifist ending, you have to date 3 of the main characters. Yes, you can actually date them, even after
they tried to kill you. These turned into hilarious events that just
let the creativity of Undertale shine. During this playthrough I really started to
appreciate this game – they put a lot of thought into how you can interact with every
character, not just in dialogue but battles as well. I had a blast playing through this second
time. It’s at this point that I realized the main
menu isn’t supposed to be empty all the time, but instead shows the characters you
saved, and plays a more upbeat tune as well once you’ve done so. This path also reveals a lot more about Undertale’s
story. You discover more hidden secrets and experience
one of the biggest plot twists of the game – Flowey is actually the king’s son all
along, transformed and heartless after losing his best friend. He tries to kill you, but you can even save
him as well, and it felt good doing so! The ending was very gratifying – everyone
made it to the surface together and lives happily ever after. You even get a beautiful credit sequence where
it shows you all the characters, like at the end of a play. I love when games do this, it reminds me of
Donkey Kong Country or Super Mario World. Finally, I wanted to see everything this game
had to offer – I wanted to experience the genocide ending. I didn’t think this would be much different
from my first playthrough, since I killed almost everything, but boy was I wrong. To trigger the start of a genocide run, you
need to murder every enemy in the Ruins – and I mean every enemy. You have to keep walking around killing until
it says that no one else came. The music will get very ominous and creepy,
and you’ll even kill Toriel in one hit. She exclaims that she wasn’t trying to protect
you from the world, but protecting the world from you. You become a truly evil monster. Even Sans comments on how you aren’t human,
but should pretend to be one to make Papyrus happy. In this path, you team up with Flowey, that
evil flower who killed Asgore in the first playthrough. You try to decimate entire locations, making
sure of it by checking how many monsters remain in each area at your save points. Flowey will help you progress faster by using
his vines to hold down buttons, or make sure puzzles are already solved. This is the fastest route, but it is by far
the darkest. You don’t have time for any of the fun and
silliness of previous runs, you have a singular goal in mind. Instead of being shocked when you encounter
an enemy, you smile. You will destroy anything standing in your
way, even innocent children. I thought I felt bad in my first playthrough,
but this was just another level of villainy. And you know what? It was depressing! All towns and villages are empty, there’s
no one to help you, and you truly feel alone. You even turn on Flowey, and kill the only
thing helping you on your journey. The worst part is that Sans warned me that
I was only doing this because I COULD – just to see all the endings, not because I wanted
to. And that’s exactly right, it’s like he
was reading my mind. This route probably has the most profound
final boss, but also the least satisfying ending. Your save file gets destroyed, leaving just
an empty black screen in its wake, even if you reload the game. Eventually, you are given the option to reset,
but only if you sell your soul. What’s even more compelling about these
multiple playthroughs, is that your past actions stay with you in future experiences. Even if you reset the save file, the game
remembers what you did previously. This leads to some interesting conversations,
like Sans saying I turned around early, like I had been here before, or contemplating telling
Toriel that I’ve already killed her once, but then deciding that would be creepy. But it also can have extreme ramifications,
like once you sell your soul, you can’t have a true pacifist ending, because you’re
not really good after all. This blew my mind, and really showed that
your actions have permanence, even if you think you can just restart and no one will
remember a thing – Just like your actions in real life would have a permanent effect. In fact, this game had more of a connection
to real life than any other game I’ve played. Even in the feelings I had while carrying
out my actions felt real and tangible. I felt terrible when I killed, and it led
to a lonelier, depressing experience. The first time I played I didn’t enjoy the
game very much. I didn’t get the appeal everyone was talking
about, but I was feeling that way because of how I played. My perceived lack of fun was a reflection
of my actions in the game. It’s not fun when you kill people, it’s
dark and weighing. But then, when I played without killing anyone,
I had the time of my life! It was really enjoyable, and my happiest moments
were from the pacifist run. It’s like there’s a metagame above the
actual gameplay. But even from a game design perspective, this
is incredibly executed. Most people are going to have a neutral playthrough
their first time, because even if they know they don’t have to kill anyone, they might
not realize what you have to do with Toriel, and just resort to killing her, which will
automatically lead to a neutral ending, no matter who you save. So then if you play again, really trying out
every possibility now that you know what’s going to happen, you really can experience
a pacifist ending, and the game will reveal a little more about the story to you as a
result. Then, if you want to go for a genocide run,
it takes a long time to trigger it. You have to grind out the Ruins for quite
awhile, and most people wouldn’t do this by accident. You know what you’re trying to do, and the
game reinforces these feelings, by telling you you’re evil from the very start. And this being your last run seems intended,
because of all the dialogue telling you that you’re just trying to see every possible
ending to the game, just because you can. It’s really interesting. I want to conclude by talking about Sans. Sans is most people’s favorite character
in the game, with his slapstick humor and likeable character (handshake fart clip). The entire game Sans follows you on your journey,
wisecracking and lending a helping hand. At least that’s what I heard, because the
first time I played, I never saw Sans until the very end of the game. Since I killed his brother, Papyrus, Sans
disappeared until the ending when he revealed that I’ve been a killer this whole time
and makes me reflect on my actions. His eyes go black as he asks me why I killed
his brother, and tells me to go to hell. My first experience with Sans was really dark
and scary. But when I played Pacifist, he was my best
friend, always telling jokes, and even taking me out to dinner a few times. But what happens when you do a Genocide run? Sans is the true final boss, trying to stop
you. You see, Sans reacts to the actions that you
take. Sans is your moral compass. Sans, is the embodiment of good. In this boss fight, he’s not just trying
to stop evil, he’s trying to stop you from reaching the point of no return. If he can stop me from finishing the Genocide
run, he can stop me from losing my soul. He’s the one that convinced me to spare
the King in my first run, and encouraged me to do good. And honestly, this is the coolest part about
Undertale. They created a character that you like and
care about, and when you disappoint him or make him mad, you feel bad about it. You actually want to make him happy, and keep
on his good side, otherwise you’re going to have a bad time. I was concerned about how permanent my actions
were and how it would affect the people around me. And that’s true, real, honest morality. You see, Undertale didn’t just make me rethink
RPG’s, it made me rethink gaming in general. In other games, I wouldn’t think twice about
killing a certain character. In fact, sometimes I would just do it for
fun, then reset my save file – no harm, no foul. But now it shed a new light onto that whole
concept. What if every character remembered what I
did before I restarted? Undertale made every action have weight and
forces you to really think about what you’re doing before you carry it out, just like you
would in real life. It’s real morality because Toby Fox crafted
a system that holds you accountable for every action, making you actually care about the
character’s lives and what they think of you. The feelings I had while executing some of
these runs were real, even though these were just pixelated creations. When people disappear from certain spots,
or have a “I’m not mad, I’m just disappointed” look when you kill them, it cuts deep man! And I’m sincerely impressed that a game
made me feel these things. That’s why Undertale has Good Game Design. Thanks for watching. Hey guys I’m snomaN blah blah blah like
my face.

100 thoughts on “Good Game Design – Undertale: Real Morality

  1. the reason undertale is so good is because it forces you to attach yourself to your character. in any regular rpg, if you kill someone it’s whatever. you’re just getting XP and materials. but in undertale, they force you to acknowledge that you just murdered someone. they practically shove it into your face. by doing this, it makes you question your morality and why you are playing the game. are you playing the game to have fun? or are you playing just to complete it?

  2. Old video but don't care, posting anyway.
    (that said, don't even bother opening this, it's just 1 am ramblings that turned into a full essay)

    tl;dr My first run was pacifist because of my RPG habits and bad timing on QTEs. Second was a fully blind Genocide. Third and last was a specially curated pacifist run.

    My first run with Undertale wasn't a moderate playthrough. When I go through games for the first time, I experiment with the menu to see what all is available to me. Most RPGs just have Fight, Item, Skill, Flee, and maybe Switch, and Undertale is no exception. During the first Froggit encounter that is expected to die on first-time playthroughs, I clicked "Fight" and messed up the cue entirely. Toriel scared it away, and I moved on. For the Dummy, I just did what Toriel said out of habit of listening to tutorial characters closely. Once I got to the next Froggit, I saw Fight, said "I know what that looks like" and moved on to Act. When I ran through the Compliment part, I saw that Froggit's name turned yellow, but still didn't know what that meant. I was just Acting to see the dialogue. Once I got to Mercy, the fight ended, and I decided to treat Undertale less like an RPG and more like an Action-Puzzle game.

    From there, I fell in love with what the game was showing me. The characters, the humor, the exploration was everything I was looking for in a game. I've sadly forgotten a good chunk of my original run, but I still recall accidentally killing Toriel and quickly closing the game (and that damn flower knew), the stress of running away from Undyne, the silliness of dating Papyrus, the confusion of why the Undyne fight wasn't ending, and wondering why in the world Hotland carries on for so long. I also spilled a lot of cooler water before giving some to Undyne out of anger. And of course the who fiasco with Mettaton and falling in love with his EX form.

    Now Flowey's final form was spoiled for me beforehand, so my reaction to that was less than most others, and I think I chose to kill him for what he did as my only death. At the end, Sans told me to give Undyne a visit, which surprised me. Last I remembered, she wanted to run me through via her magical spears. I did, and I had immense enjoyment in following Undyne's excessive enthusiasm. After that, I wrapped up some things I hadn't found before, then I went back to the end and fought the nightmare again, this time keeping him alive, and he told me something interesting about Snowden. I found the letter, I saw the cute Fish/Lizard scene, had the ultimate laugh when Undyne's world collapsed at the reveal that Anime might not be real, and proceeded to have nightmares about the amalgamates and the lab, while simultaneously falling deep into the lore given to me.

    I finished out the Pacifist ending mostly satisfied, and I had a nice victory lap that stopped just shy of the ruins. I even got a picture to remind me of my fun. But something was bothering me. The game was short, and I had heard the word "Genocide" mentioned on occasion when Undertale was brought up. I was familiar with what the word meant, so I True Reset as my first reset and proceeded to kill everything in my path. Since I got stuck on the last puzzle for a moment, I ran into the necessary number of enemies easily. I was probably one of the last people to ever get genuine shock at seeing "But nobody came" for the first time. I expected a fight against Toriel, and walked into a homicide. I had to block out everything I experienced the first time through to kill Papyrus. But then the real fight came. The fight against Undyne the Undying was exactly the fight I wanted. A real challenge, good music, and a purpose on each end. If I could have multiple saves, I would keep one right before her fight just because of how much I enjoyed it.

    Hotland was easy, but grindy. Not much to say there.

    Mettaton Neo was both as weak and disappointing as Toriel, but differed in that killing him was much easier on the heart. His music also looped too quickly.

    It took me 34 tries to beat Sans the first time. By this point I had looked up Fun values and found out how to access and change them. Turns out there is a dedicated Sans fight counter, used to tell him what to say before the fight. I think it took me 5 tries just to survive his first attack.

    I walked through the hall with Flowey. Had one final moment. He showed fear, and that was his downfall. I showed hubris to Chara, mistaking it for bravery. That was a lot of 9s.

    I opened up the game to nothingness, closed it, looked up what to do, and then opened it again and waited. I agreed, but I made an alteration to the deal. I looked up what files were added when you beat a genocide run, and when you sell your soul. I removed them, and then I played through one last time. Some would call it cheating, but I had beaten down the ultimate challenge. I became a God in that little world, and I wasn't letting some little brown-haired red-eyed Charlie Brown shirt-wearing child tell me what was what.

    I beat the game through on pacifist a second time, this time checking the ruins and meeting someone very special. I even found the secret room behind Sans' and Papyrus' house. Upon my exit, I left to live with Toriel, pie cooling on the floor, and Soul returned to my body.

    It's my world, you little shit, and that is how I'm leaving it.

  3. I killed Toriel at first because I didn't know what to do, and I reset my game so that I could spare her instead. But then Flowey appeared and said he knew what I did, and that really freaked me out.

  4. I remember when I first tried to beat the genocide run after screwing my first save file up with cheating (I couldn't beat Asgard)…. entering Snowdin Town was so heartbreaking (I didn't expect is to be so empty and the gloomy theme only added up to that) and it screwed up my mood completly. Then I killed Papyrus and that felt really bad and evil too. I couldn't get past Undyne tho, so I reset the game and did a pacifist run, then a true pacifist run and then genocide. Undertale isn't a game, it's an art (u know what I mean)….

  5. If I had a memory gun with only 3 charges, I would use it to…

    1.) Erase my memories of all my experiences with Undertale so I could actually play it blind for the first time 😭 (i already knew quite a bit before I got it, and I still haven't beaten it because I know basically most of it by now)
    2.) Rewatch Avatar the Last Airbender for the first time
    3.) …I dunno! 🤷‍♂️

  6. The best part of the genocide run is that Flowey has a line about how some people might not even be playing the game and are instead watching someone else do the genocide run because they are too scared.

  7. I think undertale was like a bit of an experiment too its like the second step of artifical life creatures its like that combine it with self learning A.I then that might be the first step i might be going a bit crazy but i think that really could be the way of senstive making robots or something like for people that are alone and need a friend

  8. Lmao Undertale has poor morality biased against the human. A game where self defense is frowned up is not morally sound.

  9. Essay prompt: what do you most love about mettaton?

    his butt

    (writing +80)

    mettaton saves your essay for future use.

  10. Then deltarune came and threw it out of the window, really hammering in the fact that no matter what, you will always end up in the same place.

  11. If this video tells me anything about you, it's that you haven't played enough games yet. I really don't mean that as an insult, it's just my honest criticism. Undertale is a decent game, though.

  12. Genocide was GLORIOUS. Those shivers that run through your spine when the music just – s t o p s – where the best. All hail Toby Fox.

  13. I still have never done the genocide route in undertale, I did pacifist in my first run since I always play the good guy at first in rpg games and I didn't want to replay the game and kill all the characters I like

  14. You know what would have been a better moral thing to put in Undertale?

    A person who's done some horrible shit in the past, and say, Undine wants him to pay for his crimes in her ol' ways.

    But you follow the guy around and see that he's been actually been helping people out with as much as he possibly can to atone for his mistakes in the past, but still has urges, that he fights back, to do the same bad things again. It is to note, that he has gotten back into somewhat good graces with people, despite his past

    Eventually both you and Undine bump into him, and Undyne forces you to make a choice between what she ultimately thinks is right, and what you think is right to do.

    If you kill this guy, the people will definitely hold some resentment towards you, because they'll believe you put yourself in a position of what you thought was justice, when you as a human, have no right to judge a monster's past. But if you don't kill him, Undine would resent you for letting someone potentially dangerous roam around towns and cities.

    And just to rub salt in the wound, i think it'd be a great kicker if the guy you saved eventually snapped, and went on his spree, be it killing, or just beating people senseless until they eventually die.

    I think that's a nice little moral thing. Because no answer is the best answer, but ultimately you need to do what's right to save the lives of people who will resent you for a while.

  15. This is a good video! I agree with a lot of your points too.
    I don't have much to say except you hit everyone on the noise, quite well too! Undertale does permanently change your experience. I played it first back in mid 2016 and that was my first experience with bullet hell games, and boi howdy did I have a fun time on Sans (a fun 6 hours). Even today, after seeing an RPG where you can go through and not kill anyone, I still play other RPG's of course, and during the times I'm grinding for EXP, I'll think to myself,"I sure wish there was a way to progress the story without just immediately taking the lives of things as soon as they spawn."

  16. A while back, I was going through an Undertale OST playlist on YouTube. On the theme that plays during the True Pacifist epilogue, titled Respite, somebody commented that they heard very slight distortions and crackling in the song, almost unnoticeable unless you were listening for it. They went on to mention the meaning of the title. Respite can mean a short period of rest before an unpleasant event, or "peace before chaos."

    Undertale's neutral route is the easiest to complete, and the True Pacifist route is only unlocked after completing a neutral run. Because the game afterward challenges you to finish the game without killing anyone, most players would then do a pacifist run. But after that, even with how satisfying that ending is, they'd still wonder about the genocide route. It's just like Sans says: they only do it because they can, out of sheer curiosity.

    The music that plays during the True Pacifist ending represents this situation. The pacifist epilogue isn't a happy ending; it's a brief moment of respite before the player resets everything and starts over, intent on killing every monster in the Underground simply to satisfy their own morbid curiosity – just as Flowey did.

  17. “Good Game Design”
    are you sure about that?
    Seriously though, it’s game design is crap, not saying the whole game is bad. I’m just saying certain parts of the game are really good but most are bad.

  18. Undertale is a very emotionally influencial game.Even the coolest characters are mad if you go genocide or something else.Kinda like a real life.Heheh.. I remember when I was on this Undertale community page and I was roleplaying as one of the character or even sometimes made my own.I even did the fanart lol.Undertale gave me the best RPG experience, even in D&D going pacifist is a really, really hard thing to do, especially when you are a Game Master and you are trying to make pacifist work in your story.

  19. enemies named after fonts? how fucking lazy is that? you fucking fanfags are so delusional, get cancer and die alone

  20. Finally someone that understands the meaning of undertale! To think about your actions! Also, jerry can die in a hole

  21. Everyone is talking about this game, loving it….I've tried it twice, and kinda feel bad that I can't get into it. I can admire it objectively, though, and this video showcases it as, yet again, pretty dang cool! I don't know anything about programming, but I gotta wonder how something like this is programed?! Flowy seems cool….I loved what you said about Sans at the end…this video is awesome!

  22. I didn't think the moral system is that deep because the game tells you it was wrong to kill the people who are trying to murder you first. I'm pretty sure that is called self defense. Which is why the genocide run was my favorite run… is that wrong?

  23. this game surprised me a few weeks ago. after beating all the endings, (except being unable to kill sans), i set down the game. i left it for over a year. i recently decided to try the genocide run again to see if i had the skill to fight sans and win, and i was shocked by something flowey said. he told me "through all these years i knew you'd come back. you're just like me." or something like that after i killed toriel. i felt terrible the entire run.

  24. Fun fact: when you finish genocide, the game will download a file that tells the game to trigger the post genocide dialogue
    You cannot delete it
    It will re download

  25. I honestly think the worst part about the actual game itself is constant attempt to guilt trip you for even a single kill. You have to go into the game knowing you have to spare everyone, and how to do it, or else the game will constantly berate you for it, even through the next playthrough unless you do a ‘true reset’, which is just plain annoying from a game standpoint.
    The fandom is a whole other can of worms but the game itself is ok.

  26. when i first played it i did a neutral route and got to lv4
    i killed a few monsters, no bosses (except muffet bc i was stuck on that fight for ages so i decided she deserved to die (she doesnt tho))
    but im really glad i figured out how to save toriel on my first playthrough
    i started by attacking her then i realised i didnt want her to die so i just hit spare every time and it worked
    still made me emotional tho just leaving tori

  27. Good morality system in a game that genuinely make me think about every action I took was Papers Please. I only got 7 out of the 20 endings, but it was well worth every play through

  28. The only thing I knew coming in the game was that sans was the final boss. So as I was playing the pacifist route I thought he was faking being friendly and kept waiting for him to back stab me and everyone.

  29. Some of my favorite lines in the game are when in the genocide run Flowey says: You’re not really human, are you.
    The fact that Flowey is clearly reaching out to the player by using the real life meaning of human cuts deep. Sans does the same thing but even better on Snowdin. When he says a similar thing with a similar effect, but with certainty. None of the: Are you? Especially after killing Toriel in gruesome fashion made me feel inhuman, and terrible. And the fact that a $20 Video game on steam can make me feel that is pretty impressive.

  30. I still love this game today and it's sorta sequel Deltarune is already lovable too I have no idea why such a unique indie game has to get so much hate nowadays, you can't change my opinion I think Undertale is a masterpiece just like the game it was inspired from, aka Earthbound

  31. In fact I love this game so much that I did a presentation on it (and Deltarune) in college on all the psychological stuff in the games and the presentation was so good it impressed my teacher

  32. Yeah true, Undertale's game play is very basic that's why Deltarune is looking promising it's still more basic but it's got a more standard RPG vibe to it that Undertale didn't fully have this is partially because the use of multiple party members and seeing them actually interact with the enemies in Battle that Undertale also didn't have. All I'm saying is Deltarune looks promising already and I'm excited to see what Toby does with it

  33. That's funny how you said Toriel can't kill you because you're wrong she can kill you actually, but it's extremely difficult I was only able to pull it off once but she also reacts to it

  34. You're right the genocide route was depressing that's what actually made it so hard for me I actually felt like a bad guy

  35. Yes!!! That's it you're one of my favorite YouTubers, Undertale also made me think about gaming completely different and how they're not all bad and it also made me rethink my life and how certain things I do in real life could effect others. This game literally made me a better person and that's why I love it so much well that and the fact on how unique it is lol

  36. A few elements missed.. The reason you smile is because of Chara taking control of you. The red characters in save stars and action dialogs is Chara speaking. Also I'm pretty sure Sans takes you to grillby's in neutral too. Anywho don't blame you for missing these I just have 90 hours and wanted to make sure you have a clear understanding, especially on the Chara part.

  37. i'm gonna be honest, the first time i played undertale, i had killed toriel, so i reset and started doing nothing but sparing her. when i eventually got past her, with her still alive, flowey brought up when i had killed her, and i swear i was about to pull this plant from its roots and chuck into the hotland lava, but you can't do that.

  38. As some of the best gameplay and music is locked behind the genocide path, I don't feel bad for trying to enjoy a game, that would otherwise consist of solving the same puzzle over and over again. On a gameplay point, it's a little sad, that the only buffed boss fights are Undyne and Sans.

  39. I was watching your bad game design series and then I saw undertale…
    And I’m ngl, I was about to get real fuckin mad until I saw ‘good’

  40. "Real morality"
    If by real morality you meant "don't kill even the sickest of fucks or you're otherwise a bad person and sans has every right to call you a dickhead in the bad neutral ending", then you're right.
    The Undertale hype was so fucking bad back in the day.

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