![]() Every line of dialogue has the potential to be the internet’s next meme. Its humor is successful for what it is trying to accomplish. “Undertale” has been known for its witty writing and impactful story. By the end of the game, the characters and the very fate of the “Undertale” universe lays within the player’s hands, where the ending depends on which characters were killed or spared. Every character matters, even the first “Froggit” at the beginning of the game. This is the game’s attempt to hold the player accountable for every character death. This is in direct contrast to the combat option, which stays stagnant and repetitive. Each encounter is fresh, assuming you make an attempt to spare every enemy. Exploring the dialogue options to spare enemies transforms the game into a visual novel esque battle, where the right “choices” come from evaluating enemies as people and accommodating for their needs. Rather than disconnected choices or cutscenes, most of “Undertale’s” choices come from direct actions from the player. The characters are charming and the premise is simple enough: in every battle, you can choose to befriend and spare each enemy, theoretically being able to beat the entire game without a killing a single enemy. On the surface, “Undertale” sells itself as an innocent, typical role playing game, drawing influence from games like “Earthbound” or even “Pokemon”. ![]() ![]() 15, Toby Fox released “Undertale,” a charming indie game with nostalgic visuals and unconventional storytelling that has captured the hearts of the internet.
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