(Spoilers: The finale of the story has been described in Part 6. This here is a collection of secrets, gimmicks and other fun stuff about Undertale, followed by my final words.)
As the previous… er… 14,000 words indicate - Christ,
that was a long review - Toby Fox’s programmed marvel Undertale contains more
content than one player is likely to ever see. There are paths you won’t see
unless you persevere, details you’ll likely miss out on, and even more bonuses
in the code, in the debug mode, when you actually cheat through… Let’s go through a few things I found out by
myself while researching information on this game, to make sure I was getting
most facts right.
Okay, so first off: This game keeps track of your
progress through the Underground thanks to the various save points, but did you know that it’s basically
all they do? Let me explain. You save so that you don’t have to start over from
the very beginning, that much is simple. The saving spots serve more as respawn points than anything else. But the game seems to be constantly
keeping track of everything you do during your playthrough, even between saves.
If a character has a long monologue at some point in the game and you die
before saving after that monologue (because those tirades tend to be from
bosses), then the character will skip some of that monologue on the subsequent
tries.
That's what you get if you come back to fight him again after defeating him twice already. |
You have a split-second chance of seeing that happen. |
Now, see all that attention to detail and apply it to:
-Every area;
-Every major character;
-Every gameplay mechanic, whether it’s the cell phone,
the ACT commands and even some items;
-And the ending.
"Yep. Right in front of you, no less. That's not even 1% of how evil I could be if I wanted." |
That's nothing. Papyrus will play dead if you ask him to. |
One of the most fantastic moments in the game is the
gimmicky duel against Mettaton EX. Everything you do in the fight matters
audience-wise. Ate that burger you found in the trash? You lose viewers. Mettaton’s
high-end food, bought at the burger joint in the MTT Resort? BIG VIEWERS! The
moment that takes the cake is when Mettaton asks you to write an exposé about
him - so many things can happen depending on what you do. Mention any of his
body parts? He’ll comment on that. Insult him? He’ll snidely remarks that the
exposé is about him, not about you. Rude. Speaking of, do you type in a curse
word? He’ll say this is an all-ages show, then he’ll try to bloodily murder you
again. Type no letters? He thinks you’re so awestruck you’re speechless. Write
a gibberish wall of text? He’ll be impressed and thankful… but won’t understand
what you said.
The secrets start as soon as you write in a six-letter
name for the save file - characters whose name have six letters or less will
refuse to let you use their name, as an example. Other entries will have
different comments. Entering AAAAAA will prompt a response. Here, look:
I could spend a long time discussing other special
elements this game has, but let’s end for now on the ending phone call from
Sans. As I told you, Pacifist/True Pacifist and No Mercy are the most common
routes, but there are TONS of special comments he can add. The first part of
his testimony depends on who you kept alive and who you killed (note he won’t
do this if you killed Papyrus). Sans will comment on whether you kept the
Snowman Piece, whether you ever used healing items, whether you wore the lamest
equipment through the whole game, or whether you’ve saved even once during your
playthrough. No healing items, with bandage, at LV1? Sans will congratulate you
on beating a challenge.
All in all, she seems pretty happy. Guess there's no crime anymore in the Underground. |
Spared Toriel, but killed a few monsters, and spared
Undyne? Toriel becomes ruler and sets up a human-loving policy but Undyne leads a
rebellion against her, forcing her back into the Ruins. If Undyne is dead, she
resigns peacefully upon learning the human child did kill monsters. Sans’
comment will also change a lot depending on whether you spared or killed
Papyrus.
If Toriel is dead, Undyne becomes the new ruler. That
ending implies you killed enough monsters to make her set up a policy to kill
all humans that show up in the Underworld. That one also changes whether Papyrus is
still alive. If Toriel and Undyne are dead, Mettaton takes over the Underworld
and changes it into a twisted world bound to his ego and whims. All he needs is
blond hair now. If Mettaton is dead but Papyrus is alive, he becomes the new
ruler but he does pretty much nothing; Sans has to take all the decisions. If all monsters that can rule
are killed, but all regular monster citizens are still alive… the Annoying Dog
takes over as ruler. Otherwise, if you also killed a few enemies, there is no
ruler at all. If you aborted the No Mercy route in Hotland, Alphys successfully
evacuated everyone (she probably hid them in the True Lab) and they elected her. There’s
even a bonus message if you hacked the game - Sans will know.
(And I never even got to talk about W.D. Gaster!)
Of course, on Neutral routes, Flowey’s comments will
also change quite a bit, and most comments are supposed to help you reach the
True Pacifist ending.
And, um… I guess that is all now. So many Neutral
routes!
Final words: Well, this may be ranking as one of the
best games I have ever played! Of course, knowing the Undertale fandom, I will
probably end up crucified for my more nuanced opinion of it, but that’s a risk I’m
willing to take.
The concept is milked for all its worth, with awesome interactions between the player and the enemies, and a lot of variations for the soul's abilities as well. |
The puzzle element of the battles is quite
interesting. The ACT commands can sometimes be puzzling unless you study each
enemy’s behaviors, through both the ever-present Check command (which often
helps in figuring out the puzzle) and the various comments you can possibly see
adjoined to that enemy depending on your current route. You still have to avoid
bullets when they attack. It’s also interesting to see how enemies interact
when they appear together in a fight. One big challenge in a Pacifist run is to
Spare every single enemy, and not make them flee instead. All in all, it’s a
brilliant system, not one for everybody, but definitely interesting and unique.
Kinda wished this place had real food now. It'd be less boring to walk through. |
One of the only few challenges in No Mercy. Daaaaamn, Undyne. |
Sure, everybody's trying to kill you, but at least you're not killing them back! |
No Mercy is a route about showing the best of others
in a desperate situation and how you shouldn’t let violence guide you. Pacifist
is a route about showing the best of yourself in a desperate situation and how
there are far more advantages to solving things peacefully (even if you can act
like a bit of a jerk). Both routes are about the consequences your actions have
in the short and long terms, and the entire text of the game is permeated by
this moral.
The very first decision in the game has consequences! |
Every path is a story of its own, It’s up to you to
decide what you want to see happen. Just be wary of the multiple secrets in the
game’s coding, as many secrets you may just stumble upon entirely by luck, and
sometimes not even notice!
And what would be the interest in playing this game if
it wasn’t backed by a strong story carried by well-developed characters? Each
and every single one of them is loveable, sometimes in spite of their quirks,
sometimes because of them. They make you want to carry through, and the
off-the-wall comedy of the adventure is yet another reason to keep playing. How
many jokes have you missed out on? How many memetic lines have you spotted? You won’t know unless you try all the paths! (Which you shouldn't, but... there's always the Internet to seek out those little gems of rapid-fire comedy.)
The graphics are fantastic, I personally like whenever special effects are added to some of the boss battles or in the overworld - the "barrier" room where you fight Asgore is stunning, and of course I couldn't go throug h this without mentioning some VERY special fights like (pfft, no, still can't take that name seriously) Photoshop Flowey or Asriel Dreemurr. As for the music, it's unique in that it utilizes a complex web of call-backs and motifs between tracks, and every major song of the game has the perfect tone. The soundtrack is so beloved that most of the major tracks have been remixed or given lyrics, and can be found all over YouTube.
The graphics are fantastic, I personally like whenever special effects are added to some of the boss battles or in the overworld - the "barrier" room where you fight Asgore is stunning, and of course I couldn't go throug h this without mentioning some VERY special fights like (pfft, no, still can't take that name seriously) Photoshop Flowey or Asriel Dreemurr. As for the music, it's unique in that it utilizes a complex web of call-backs and motifs between tracks, and every major song of the game has the perfect tone. The soundtrack is so beloved that most of the major tracks have been remixed or given lyrics, and can be found all over YouTube.
The secrets, the programming quirks, the comedy, the
endearing characters, the paths, the endless replayability if you dare kill
once in a while… all of these factors contribute to making Undertale one of the
most beloved video games of the decade… of all time? I don’t know. Maybe it’ll
eventually get there. Maybe it’s already there. My point is, you need to
experience this game. My description of the paths doesn’t do it justice. Play
it. As soon as possible. It’s awesome.
Now, if you’ll excuse me… This was long and I need a
break.
Thanks to Demirramon's Hideout and their Undertale Text Box Generator for making these text boxes into a reality. Oh crap I'm breaking the magic |
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