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Undertale
The logo shows the text "UNDERTALE" in white pixel-art text, with a red heart making up the counter in the "R".
Developer(s) Toby Fox[a]
Publisher(s)
  • Toby Fox[b]
  • 8-4[c]
Designer(s) Toby Fox
Artist(s) Temmie Chang
Composer(s) Toby Fox
Engine GameMaker Studio
Platform(s)
  • OS X
  • Windows
  • Linux
  • PlayStation 4
  • PlayStation Vita
  • Nintendo Switch
  • Xbox One
Release

September 15, 2015

  • OS X, Windows
  • September 15, 2015
  • Linux
  • July 17, 2016
  • PS4, PS Vita
  • August 15, 2017
  • Nintendo Switch
  • September 18, 2018
  • Xbox One
  • March 16, 2021
Genre(s) Role-playing
Mode(s) Single-player

Undertale is a 2015 2D role-playing video game created by American indie developer Toby Fox. The player controls a child who has fallen into the Underground: a large, secluded region under the surface of the Earth, separated by a magical barrier. The player meets various monsters during the journey back to the surface, although some monsters might engage the player in a fight. The combat system involves the player navigating through mini-bullet hell attacks by the opponent. They can opt to pacify or subdue monsters in order to spare them instead of killing them. These choices affect the game, with the dialogue, characters, and story changing based on outcomes.

Outside of artwork and character designs by Temmie Chang, Fox developed the entirety of the game by himself, including the script and music. The game took inspiration from several sources, including the Brandish, Mario & Luigi, and Mother role-playing game series, bullet hell shooter series Touhou Project, role-playing game Moon: Remix RPG Adventure, and British comedy show Mr. Bean. Originally, Undertale was meant to be two hours in length and was set to be released in mid-2014. However, development was delayed over the next three years.

The game was released for OS X and Windows in September 2015. It was also ported to Linux in July 2016, PlayStation 4 and PlayStation Vita in August 2017, the Nintendo Switch in September 2018, and Xbox One in March 2021. The game was acclaimed for its thematic material, intuitive combat system, musical score, originality, story, dialogue, and characters. The game sold over one million copies and was nominated for multiple accolades and awards. Several gaming publications and conventions listed Undertale as game of the year, and others have since listed it as one of the greatest video games. Two chapters of a related game, Deltarune, were released in 2018 and 2021.

Gameplay

Fighting Toriel in Undertale. Toriel attacks a red heart, controlled by the player, with fire magic.

Undertale employs a bullet hell/turn-based combat system in which the player controls the heart, avoiding attacks from enemies in between fighting, acting, healing, or mercy.

Undertale is a role-playing game that uses a top-down perspective.[3] In the game, the player controls a child and completes objectives in order to progress through the story.[4] Players explore an underground world filled with towns and caves, and are required to solve numerous puzzles on their journey.[4][5] The underground world is the home of monsters, many of whom challenge the player in combat;[5] players decide whether to kill, flee, or befriend them.[4][6] Choices made by the player radically affect the plot and general progression of the game, with the player’s morality acting as the cornerstone for the game’s development.

When players encounter enemies in either scripted events or random encounters, they enter a battle mode. During battles, players control a small heart which represents their soul, and must avoid attacks unleashed by the opposing monster similar to a bullet hell shooter.[4][5] As the game progresses, new elements are introduced, such as colored obstacles, and boss battles which change the way players control the heart.[7] Players may choose to attack the enemy, which involves timed button presses. Killing enemies will cause the player to earn EXP (in turn increasing their LOVE) and gold.[8] They can use the ACT option to check an enemy’s attacking and defending attributes as well as perform various other actions, which vary depending on the enemy.[4] If the player uses the right actions to respond to the enemy, or attacks them until they have low HP (but still alive), they can then choose to spare them and end the fight without killing them.[9] For some boss encounters to be completed peacefully, the player is required to survive until the character they are facing has finished their dialogue. The game features multiple story branches and endings depending on whether players choose to kill or spare their enemies; and as such, it is possible to clear the game without killing a single enemy.[10]

Monsters will talk to the player during the battle, and the game will tell the players what the monster’s feelings and actions are.[11] Enemy attacks change based on how players interact with them: should players choose non-violent options, enemy attacks are easy, whereas they become less easy if players choose violent options.[5][11] The game relies on a number of metafictional elements in both its gameplay and story.[12] When players participate in a boss battle on a second playthrough, the dialogue will be altered depending on actions in previous playthroughs.[13]

Plot

Undertale is set in the Underground, a realm where monsters were banished after war broke out with humans, in the year 201X. The Underground is sealed from the surface by a magic barrier with a singular gap at Mount Ebott.[14] A human child falls into the Underground from Mount Ebott and encounters Flowey, a sentient flower who teaches the player the game’s mechanics and encourages them to raise their «LV», or «LOVE», by gaining «EXP» through killing monsters.[d] When Flowey attempts to kill the human, the human is rescued by Toriel, a motherly goat-like monster, who teaches the human how to survive conflict in the Underground without killing. She intends to adopt the human, wanting to protect them from Asgore, the king of the Underground.

The human eventually leaves Toriel to search for Asgore’s castle, which contains the barrier to the surface world. They encounter several monsters, such as the skeletons Sans and Papyrus, two brothers who act as sentries for the Snowdin forest; Undyne, the head of the royal guard; Alphys, the kingdom’s royal scientist; and Mettaton, a robotic television host Alphys created. Most of the monsters are fought, with the human choosing whether to kill them or to spare and possibly befriend the monster. During their travels, the human learns that many years ago, Asriel, the son of Asgore and Toriel, befriended the first human who fell into the Underground. When the child abruptly died, Asriel used the child’s soul to pass through the barrier, intending to return the body to the surface. The humans living there attacked and killed Asriel, causing a grieving Asgore to declare war on humans. In the present day, Asgore has collected six souls from fallen humans, of which he needs one more to destroy the barrier.

The game’s ending depends on how the player handles encounters with monsters.[16][10][e] If the player completes a playthrough without killing any monsters (or killed some but not all of the monsters) they experience the «Neutral» ending. The human arrives at Asgore’s castle and is forced to fight him. Sans stops the human before their confrontation, revealing that the human’s «LOVE» and «EXP» are acronyms for «level of violence» and «execution points», respectively. Sans judges the human based on their accumulated «LOVE» and «EXP». The human then fights Asgore, but Flowey interrupts, killing Asgore and stealing the human souls. With the help of the souls, the human defeats Flowey and leaves the Underground. They then receive a phone call from Sans, detailing the state of the Underground after the human’s departure.

If the player kills no monsters before completing a «Neutral» ending, they can reload their saved game to complete the «Pacifist» ending.[18][16] Flowey is revealed to be a reincarnation of Asriel accidentally created by Alphys’s experiments. During the fight with Asgore, Toriel stops the battle and is joined by the other monsters the human befriended. Flowey ambushes the group, absorbing the souls of all the humans and monsters in order to take an older Asriel’s form. During the ensuing fight, the human manages to connect with the souls of their friends, and eventually defeats Asriel: He reverts to his child form, destroys the barrier, and expresses remorse for his actions before leaving. The human falls unconscious and is awoken to see their friends surrounding them, each with the knowledge of the human’s name: Frisk. The monsters peacefully reintegrate with the humans, while Frisk has the option of accepting Toriel as their adoptive mother.

A third ending known as the «No Mercy» or «Genocide» ensues if the player kills all the monsters.[13][18] When the player reaches Asgore’s castle, Sans attempts to stop them, but fails and is slain. Flowey kills Asgore in an attempt to obtain mercy, but is killed by the player. Chara, the first fallen child, then appears and destroys the universe. To enable further replays of the game, the player must give their soul to Chara, restoring the universe and causing a permanent alteration to the Pacifist ending.

Development

Undertale was developed by Toby Fox across 32 months.[19] Development was financed through a crowdfunding campaign on the website Kickstarter. The campaign was launched on June 25, 2013 with a goal of US$5,000; it ended on July 25, 2013, with US$51,124 raised by 2,398 people.[20] Undertales creation ensued after Fox created a battle system using the game creation system GameMaker: Studio.[21] He wanted to develop a role-playing game that was different from the traditional design, which he often found «boring to play».[22] He set out to develop a game with «interesting characters», and that «utilizes the medium as a storytelling device … instead of having the story and gameplay abstractions be completely separate».[22]

Fox worked on the entire game independently, besides some of the art; he decided to work independently to avoid relying on others.[19] Fox had little experience with game development; he and his three brothers often used RPG Maker 2000 to make role-playing games, though few were ever completed. Fox also worked on several EarthBound ROM hacks while in high school.[22] Temmie Chang worked as the main artist for the game, providing most of the sprites and concept art.[23][24] Fox has said that the game’s art style would likely remain the same if he had access to a larger team of artists. He found that «there’s a psychological thread that says audiences become more attached to characters drawn simply rather than in detail», particularly benefiting from the use of visual gags within the art.[25]

Game design

The defensive segment within the battle system was inspired by the Mario & Luigi series, as well as bullet hell shooters such as the Touhou Project series.[26] When working on the battle system, Fox set out to create a mechanic that he would personally enjoy.[27] He wanted Undertale to have a battle system equally engaging as Super Mario RPG (1996) and Mario & Luigi: Superstar Saga (2003). Fox did not want grinding to be necessary at any point in the game, instead leaving it optional to players. He also did not wish to introduce fetch quests, as they involve backtracking, which he dislikes.[19] In terms of the game’s difficulty, Fox ensured that it was easy and enjoyable. He asked some friends who are inexperienced with bullet hell shooters to test the game, and found that they were able to complete it. He felt that the game’s difficulty is optimal, particularly considering the complications involved in adding another difficulty setting.[28]

The game’s dialogue system was inspired by Shin Megami Tensei (1992),[26] particularly the gameplay mechanic whereby players can talk to monsters to avoid conflict. Fox intended to expand upon this mechanic, as failing to negotiate resulted in a requirement to fight. «I want to create a system that satisfied my urge for talking to monsters,» he said.[5] When he began developing this mechanic, the concept of completing the game without killing any enemies «just evolved naturally».[29] However, he never considered removing the option to fight throughout development.[29] When questioned on the difficulty of playing the game without killing, Fox responded that it is «the crux of one of the major themes of this game», asking players to think about it themselves.[29] Despite not having played it, Fox was inspired by the concepts of Moon: Remix RPG Adventure (1997), which involved the player repairing the damage of the «Hero» and increasing their «Love Level» by helping people instead of hurting them.[30]

Writing

According to Fox, the «idea of being trapped in an underground world» was inspired by the video game Brandish.[24] Fox was partly influenced by the silliness of internet culture, as well as comedy shows like Mr. Bean.[19]: 1:27:30  He was also inspired by the unsettling atmosphere of EarthBound.[19] Fox’s desire to «subvert concepts that go unquestioned in many games» further influenced Undertales development.[29] Fox found that the writing became easier after establishing a character’s voice and mood. He also felt that creating the world was a natural process, as it expressed the stories of those within it.[25] Fox felt the importance to make the game’s monsters «feel like an individual».[26] He cited the Final Fantasy series as the opposite; «all monsters in RPGs like Final Fantasy are the same … there’s no meaning to that».[26]

The character of Toriel, who is one of the first to appear in the game, was created as a parody of tutorial characters. Fox strongly disliked the use of the companion character Fi in The Legend of Zelda: Skyward Sword, in which the answers to puzzles were often revealed early. Fox also felt that role-playing video games generally lack mother characters; in the Pokémon series, as well as Mother and EarthBound, Fox felt that the mothers are used as «symbols rather than characters».[22] In response, Fox intended for Toriel’s character to be «a mom that hopefully acts like a mom», and «genuinely cares» about players’ actions.[22]

Papyrus and Sans are named after the typeface fonts, Papyrus and Comic Sans, and their in-game dialogue is displayed accordingly in their respective eponymous fonts.[31] Both characters are listed in the game’s credits as being inspired by J.N. Wiedle, author of Helvetica, a webcomic series about a skeleton named after the font of the same name. Papyrus in particular was conceived as a sketch in Fox’s notebook; he was originally a mean spirited character named «Times New Roman» who wears a fedora.[32]

Music

«Hopes and Dreams», a song from one of the game’s final boss fights, was praised for reintroducing many of the game’s previous themes in a different style.[33][34]

The game’s soundtrack was entirely composed by Fox with FL Studio.[35] A self-taught musician, he composed most of the tracks with little iteration; the game’s main theme, «Undertale», was the only song to undergo multiple iterations in development. The soundtrack was inspired by music from Super NES role-playing games,[19] such as EarthBound,[36] bullet hell series Touhou Project,[37] as well as the webcomic Homestuck, for which Fox provided some of the music.[19] Fox also stated that he tries to be inspired by all music he listens to,[27] particularly those in video games.[36] According to Fox, over 90% of the songs were composed specifically for the game.[21] «Megalovania», the song used during the boss battle with Sans, had previously been used within Homestuck and in one of Fox’s EarthBound ROM hacks.[34][38] For each section of the game, Fox composed the music prior to programming, as it helped «decide how the scene should go».[21] He initially tried using a music tracker to compose the soundtrack, but found it difficult to use. He ultimately decided to play segments of the music separately, and connect them on a track.[36] To celebrate the first anniversary of the game, Fox released five unused musical works on his blog in 2016.[39] Four of the game’s songs were released as official downloadable content for the Steam version of Taito’s Groove Coaster.[38]

Undertales soundtrack has been well received by critics as part of the success of the game, in particular for its use of various leitmotifs for the various characters used throughout various tracks.[40][41] In particular, «Hopes and Dreams», the boss theme when fighting Asriel in the Pacifist run, brings back most of the main character themes, and is «a perfect way to cap off your journey», according to USgamers Nadia Oxford.[34] Oxford notes this track in particular demonstrates Fox’s ability at «turning old songs into completely new experiences», used throughout the game’s soundtrack.[34] Tyler Hicks of GameSpot compared the music to «bit-based melodies».[42]

The Undertale soundtrack had frequently been covered by various styles and groups. As part of the fifth anniversary of the game, Fox streamed footage with permission of a 2019 concert of the Undertale songs performed by Music Engine, an orchestra group in Japan, with support of Fangamer and 8-4.[43]

Release

The game was released on September 15, 2015, for OS X and Windows,[44] and on July 17, 2016, for Linux.[45] Fox expressed interest in releasing Undertale on other platforms, but was initially unable to port it to Nintendo platforms without reprogramming the game due to the engine’s lack of support for these platforms.[19] A patch was released in January 2016, fixing bugs and altering the appearance of blue attacks to help colorblind players see them better.[46]

Sony Interactive Entertainment announced during E3 2017 that Undertale would get a release for the PlayStation 4 and PlayStation Vita, a Japanese localization, and a retail version published by Fangamer. These versions were released on August 15, 2017.[47][48][49]

A Nintendo Switch version was revealed during a March 2018 Nintendo Direct, though no release date was given at the time;[50][51] Undertales release on Switch highlighted a deal made between Nintendo and YoYo Games to allow users of GameMaker Studio 2 to directly export their games to the Switch.[52] The Switch version was released on September 15, 2018, in Japan,[53] and on September 18, 2018, worldwide.[54] All the console ports were developed and published by Japanese localizer 8-4 in all regions.[1][2]

The Xbox One version was released on March 16, 2021. As with the PlayStation 4 and Switch versions, the Xbox One version features unique content specific to that platform.[55]

Other Undertale media and merchandise have been released, including toy figurines and plush toys based on characters from the game.[56] The game’s official soundtrack, Undertale Soundtrack, was released by video game music label Materia Collective in 2015, simultaneously with the game’s release.[57] Additionally, two official Undertale cover albums have been released: the 2015 metal/electronic album Determination by RichaadEB and Amie Waters,[58][59] and the 2016 jazz album Live at Grillby’s by Carlos Eiene, better known as insaneintherainmusic.[60] Another album of jazz duets based on Undertales songs, Prescription for Sleep, was performed and released in 2016 by saxophonist Norihiko Hibino and pianist Ayaki Sato.[61] A 2xLP vinyl edition of the Undertale soundtrack, produced by iam8bit, was also released in the same year.[62] Two official UNDERTALE Piano Collections sheet music books and digital albums, arranged by David Peacock and performed by Augustine Mayuga Gonzales, were released in 2017 and 2018[63][64] by Materia Collective. A Mii Fighter costume based on Sans was made available for download in the crossover title Super Smash Bros. Ultimate in September 2019, marking the character’s official debut as a 3D model. This costume also adds a new arrangement of «Megalovania» by Fox as a music track.[65] Super Smash Bros. director Masahiro Sakurai noted that Sans was a popular request to appear in the game.[66] Music from Undertale was also added to Taiko no Tatsujin: Drum ‘n’ Fun! as downloadable content.[67]

Deltarune

After previously teasing something Undertale-related a day earlier, Fox released the first chapter of Deltarune on October 31, 2018, for Windows and macOS for free.[68] Deltarune is «not the world of Undertale«, according to Fox, though characters and settings may bring some of Undertales world to mind,[69] and is «intended for people who have completed Undertale«;[70] the name Deltarune is an anagram of Undertale.[71] Fox stated that this release is the first part of a new project, considering it a «survey program» to determine the project’s future direction.[71] Fox clarified that Deltarune will be a larger project than Undertale, stating it took him a few years to create the game’s first chapter, much longer than it took him to complete the Undertale demo.

Chapter 2 of Deltarune was released on September 17, 2021, after Fox acquired a team to help him with further development.[72][73] Once all chapters are complete, the game will be released as a complete whole; Fox stated that he does not have an anticipated timetable for completion.[71][69] Deltarune is planned to have only one ending, regardless of what choices the player makes in the game.[69] Although the first two chapters were released at no cost, Fox plans to charge players for the finished release.[73]

Reception

Undertale received critical acclaim, and was quickly considered a cult classic by numerous publications.[82][83] Review aggregator Metacritic calculated an average score of 92 out of 100, based on 43 reviews.[74] Metacritic ranks the game the third-highest rated Windows game released in 2015,[74] and among the top 50 of all time.[84] Praise was particularly directed at the game’s writing, unique characters, and combat system. GameSpot‘s Tyler Hicks declared it «one of the most progressive and innovative RPGs to come in a long time»,[42] and IGNs Kallie Plagge called it «a masterfully crafted experience».[17] By the end of 2015, in a preliminary report by Steam Spy, Undertale was one of the best-selling games on Steam, with 530,343 copies sold.[85] By early February 2016, the game surpassed one million sales,[86] and by July 2018, the game had an estimated total of three and a half million players on Steam.[87] Japanese digital PlayStation 4 and PlayStation Vita sales surpassed 100,000 copies sold by February 2018.[88]

Daniel Tack of Game Informer called the game’s combat system «incredibly nuanced», commenting on the uniqueness of each enemy encounter.[79] Giant Bombs Austin Walker praised the complexity of the combat, commenting that it is «unconventional, clever, and occasionally really difficult».[78] Ben «Yahtzee» Croshaw of The Escapist commended the game’s ability to blend turn-based and live combat elements.[89] IGNs Plagge praised the ability to avoid combat, opting for friendly conversations instead.[17] Jesse Singal of The Boston Globe found the game’s ability to make the player empathize with the monsters during combat if they opted for non-violent actions was «indicative of the broader, fundamental sweetness at the core» of Undertale.[90]

Reviewers praised the game’s writing and narrative, with IGNs Plagge calling it «excellent».[17] The Escapist‘s Croshaw considered Undertale the best-written game of 2015, writing that it «is on the one hand hilarious… and is also, by the end, rather heartfelt».[89] Destructoids Ben Davis praised the game’s characters and use of comedy, and compared its tone, characters, and storytelling to Cave Story (2004).[4] PC Gamers Richard Cobbett provided similar comments, writing that «even its weaker moments… just about work».[80] Undertales absurd humor attracted praise; Game Rant found the Annoying Dog’s frequent interruptions a standout,[91] and Kill Screen considered absurdity a signature quality of Fox’s humor.[25]

The game’s visuals received mixed reactions. Giant Bombs Walker called it «simple, but communicative».[78] IGNs Plagge wrote that the game «isn’t always pretty» and «often ugly», but felt that the music and animations compensate.[17] The Escapist‘s Croshaw remarked that «it wobbles between basic and functional to just plain bad».[89] Other reviewers liked the graphics: Daniel Tack of Game Informer felt that the visuals appropriately match the characters and settings,[79] while Richard Cobbett of PC Gamer commended the ability of the visuals to convey emotion.[80]

Cultural impact

Fandom

About a year after release, Fox commented that he was surprised by how popular the game had become and though appreciative of the attention, he found it stressful. Fox said: «It wouldn’t surprise me if I never made a game as successful again. That’s fine with me though».[92] The character Sans has been well received by players, being the subject of many fan works.[93][94][95] Professional wrestler Kenny Omega has expressed his love of Undertale, dressing as Sans for the October 30, 2019, episode of All Elite Wrestling: Dynamite.[96] Sans’s addition as a Mii fighter costume in Super Smash Bros. Ultimate garnered positive feedback from fans, although The Commonwealth Times considered his addition to be a «potential problem» due to the decreasing nostalgia factor for each new character and ever-increasing size of the roster.[97]

Undertales fanbase has also been subject to controversy, leading to it gaining a negative reputation. After the game’s release, some live streamers were harassed by fans of the game for killing in-game enemies and attempting the «genocide» route. YouTuber Markiplier refused to complete his initial play-through of the game, stating that he was «not having fun» due to fan demands.[98]

In July 2016, during a summit about the Internet held at the Vatican, YouTube personality MatPat gifted a copy of Undertale to Pope Francis. MatPat explained his choice of gift by referencing the year 2016’s status as the Extraordinary Jubilee of Mercy, and connecting this to Undertales overarching theme of mercy.[99] Later, in January 2022, a circus troupe performed in front of the Pope during his weekly audience at the Vatican to the tune of «Megalovania», drawing parallels with MatPat’s symbolic gift of the game to Pope Francis.[100][101]

Accolades

The game appeared on several year-end lists of the best games of 2015, receiving Game of the Month and Funniest Game on PC from Rock Paper Shotgun,[102][103] Best Game Ever from GameFAQs,[104] and Game of the Year for PC from The Jimquisition,[105] Zero Punctuation,[106] and IGN.[107] It also received Best PC Game from Destructoid,[108] and the Matthew Crump Cultural Innovation Award and Most Fulfilling Crowdfunded Game from the SXSW Gaming Awards.[109]

Undertale garnered awards and nominations in a variety of categories with praise for its story, narrative and for its role-playing. At IGNs Best of 2015, the game received Best Story.[110] Undertale was nominated for the Innovation Award, Best Debut, and Best Narrative at the Game Developers Choice Awards.[111] In 2016, at the Independent Games Festival the game won the Audience Award, and garnered three nominations for Excellence in Audio, Excellence in Narrative, and the Seumas McNally Grand Prize.[112][113] The SXSW Gaming Awards named it the Most Fulfilling Crowdfunded Game, and awarded it the Matthew Crump Cultural Innovation Award.[109] The same year at the Steam Awards the game received a nomination for the «I’m not crying, there’s just something in my eye» award.[114] In 2019, Polygon named the game among the decade’s best.[115] In 2021, IGN listed Undertale as the 20th greatest game of all time, while in Japan, a nationwide TV Asahi poll of over 50,000 players listed Undertale as the 13th greatest game of all time.[116][117]

Notes

  1. ^ 8-4 developed the console versions.[1][2]
  2. ^ Self-published on Steam and GOG.
  3. ^ 8-4 published the console versions.
  4. ^ In role-playing games, «LV» and «EXP» are abbreviations for «[experience] level» and «experience points», respectively, and are desirable to increase.[15]
  5. ^ The endings are referred to as, respectively: the «neutral run»; the «pacifist run»; and the «no mercy run» (fan dubbed the genocide run).[13][17][18]

References

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  2. ^ a b Toby Fox and 8-4. Undertale (Nintendo Switch). 8-4. Scene: Credits. Nintendo Switch Conversion: 8-4, Ltd.
  3. ^ «The RPS Advent Calendar, Dec 16th: Undertale». Rock Paper Shotgun. December 16, 2015. Archived from the original on December 26, 2015. Retrieved May 16, 2016.
  4. ^ a b c d e f g Davis, Ben (September 24, 2015). «Review: Undertale». Destructoid. ModernMethod. Archived from the original on January 21, 2016. Retrieved January 21, 2016.
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  6. ^ Smith, Adam (October 15, 2015). «Conversations With Myself: On Undertale’s Universal Appeal». Rock Paper Shotgun. Archived from the original on May 16, 2016. Retrieved May 16, 2016.
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  14. ^ Toby Fox (September 15, 2015). Undertale (0.9.9.5 ed.). Scene: Intro.
  15. ^ Moore, Michael E. (2011). Basics of Game Design. A K Peters, Ltd. p. 142. ISBN 978-1-56881-433-9.
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  21. ^ a b c Feeld, Julian (October 9, 2015). «INTERVIEW: TOBY FOX OF UNDERTALE». Existential Gamer. Feeld. Archived from the original on January 20, 2016. Retrieved January 20, 2016.
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  23. ^ Fox, Toby (June 25, 2013). «UnderTale by Toby Fox». Kickstarter. Archived from the original on January 20, 2016.
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External links

  • Official website Edit this at Wikidata
Undertale
The logo shows the text "UNDERTALE" in white pixel-art text, with a red heart making up the counter in the "R".
Developer(s) Toby Fox[a]
Publisher(s)
  • Toby Fox[b]
  • 8-4[c]
Designer(s) Toby Fox
Artist(s) Temmie Chang
Composer(s) Toby Fox
Engine GameMaker Studio
Platform(s)
  • OS X
  • Windows
  • Linux
  • PlayStation 4
  • PlayStation Vita
  • Nintendo Switch
  • Xbox One
Release

September 15, 2015

  • OS X, Windows
  • September 15, 2015
  • Linux
  • July 17, 2016
  • PS4, PS Vita
  • August 15, 2017
  • Nintendo Switch
  • September 18, 2018
  • Xbox One
  • March 16, 2021
Genre(s) Role-playing
Mode(s) Single-player

Undertale is a 2015 2D role-playing video game created by American indie developer Toby Fox. The player controls a child who has fallen into the Underground: a large, secluded region under the surface of the Earth, separated by a magical barrier. The player meets various monsters during the journey back to the surface, although some monsters might engage the player in a fight. The combat system involves the player navigating through mini-bullet hell attacks by the opponent. They can opt to pacify or subdue monsters in order to spare them instead of killing them. These choices affect the game, with the dialogue, characters, and story changing based on outcomes.

Outside of artwork and character designs by Temmie Chang, Fox developed the entirety of the game by himself, including the script and music. The game took inspiration from several sources, including the Brandish, Mario & Luigi, and Mother role-playing game series, bullet hell shooter series Touhou Project, role-playing game Moon: Remix RPG Adventure, and British comedy show Mr. Bean. Originally, Undertale was meant to be two hours in length and was set to be released in mid-2014. However, development was delayed over the next three years.

The game was released for OS X and Windows in September 2015. It was also ported to Linux in July 2016, PlayStation 4 and PlayStation Vita in August 2017, the Nintendo Switch in September 2018, and Xbox One in March 2021. The game was acclaimed for its thematic material, intuitive combat system, musical score, originality, story, dialogue, and characters. The game sold over one million copies and was nominated for multiple accolades and awards. Several gaming publications and conventions listed Undertale as game of the year, and others have since listed it as one of the greatest video games. Two chapters of a related game, Deltarune, were released in 2018 and 2021.

Gameplay

Fighting Toriel in Undertale. Toriel attacks a red heart, controlled by the player, with fire magic.

Undertale employs a bullet hell/turn-based combat system in which the player controls the heart, avoiding attacks from enemies in between fighting, acting, healing, or mercy.

Undertale is a role-playing game that uses a top-down perspective.[3] In the game, the player controls a child and completes objectives in order to progress through the story.[4] Players explore an underground world filled with towns and caves, and are required to solve numerous puzzles on their journey.[4][5] The underground world is the home of monsters, many of whom challenge the player in combat;[5] players decide whether to kill, flee, or befriend them.[4][6] Choices made by the player radically affect the plot and general progression of the game, with the player’s morality acting as the cornerstone for the game’s development.

When players encounter enemies in either scripted events or random encounters, they enter a battle mode. During battles, players control a small heart which represents their soul, and must avoid attacks unleashed by the opposing monster similar to a bullet hell shooter.[4][5] As the game progresses, new elements are introduced, such as colored obstacles, and boss battles which change the way players control the heart.[7] Players may choose to attack the enemy, which involves timed button presses. Killing enemies will cause the player to earn EXP (in turn increasing their LOVE) and gold.[8] They can use the ACT option to check an enemy’s attacking and defending attributes as well as perform various other actions, which vary depending on the enemy.[4] If the player uses the right actions to respond to the enemy, or attacks them until they have low HP (but still alive), they can then choose to spare them and end the fight without killing them.[9] For some boss encounters to be completed peacefully, the player is required to survive until the character they are facing has finished their dialogue. The game features multiple story branches and endings depending on whether players choose to kill or spare their enemies; and as such, it is possible to clear the game without killing a single enemy.[10]

Monsters will talk to the player during the battle, and the game will tell the players what the monster’s feelings and actions are.[11] Enemy attacks change based on how players interact with them: should players choose non-violent options, enemy attacks are easy, whereas they become less easy if players choose violent options.[5][11] The game relies on a number of metafictional elements in both its gameplay and story.[12] When players participate in a boss battle on a second playthrough, the dialogue will be altered depending on actions in previous playthroughs.[13]

Plot

Undertale is set in the Underground, a realm where monsters were banished after war broke out with humans, in the year 201X. The Underground is sealed from the surface by a magic barrier with a singular gap at Mount Ebott.[14] A human child falls into the Underground from Mount Ebott and encounters Flowey, a sentient flower who teaches the player the game’s mechanics and encourages them to raise their «LV», or «LOVE», by gaining «EXP» through killing monsters.[d] When Flowey attempts to kill the human, the human is rescued by Toriel, a motherly goat-like monster, who teaches the human how to survive conflict in the Underground without killing. She intends to adopt the human, wanting to protect them from Asgore, the king of the Underground.

The human eventually leaves Toriel to search for Asgore’s castle, which contains the barrier to the surface world. They encounter several monsters, such as the skeletons Sans and Papyrus, two brothers who act as sentries for the Snowdin forest; Undyne, the head of the royal guard; Alphys, the kingdom’s royal scientist; and Mettaton, a robotic television host Alphys created. Most of the monsters are fought, with the human choosing whether to kill them or to spare and possibly befriend the monster. During their travels, the human learns that many years ago, Asriel, the son of Asgore and Toriel, befriended the first human who fell into the Underground. When the child abruptly died, Asriel used the child’s soul to pass through the barrier, intending to return the body to the surface. The humans living there attacked and killed Asriel, causing a grieving Asgore to declare war on humans. In the present day, Asgore has collected six souls from fallen humans, of which he needs one more to destroy the barrier.

The game’s ending depends on how the player handles encounters with monsters.[16][10][e] If the player completes a playthrough without killing any monsters (or killed some but not all of the monsters) they experience the «Neutral» ending. The human arrives at Asgore’s castle and is forced to fight him. Sans stops the human before their confrontation, revealing that the human’s «LOVE» and «EXP» are acronyms for «level of violence» and «execution points», respectively. Sans judges the human based on their accumulated «LOVE» and «EXP». The human then fights Asgore, but Flowey interrupts, killing Asgore and stealing the human souls. With the help of the souls, the human defeats Flowey and leaves the Underground. They then receive a phone call from Sans, detailing the state of the Underground after the human’s departure.

If the player kills no monsters before completing a «Neutral» ending, they can reload their saved game to complete the «Pacifist» ending.[18][16] Flowey is revealed to be a reincarnation of Asriel accidentally created by Alphys’s experiments. During the fight with Asgore, Toriel stops the battle and is joined by the other monsters the human befriended. Flowey ambushes the group, absorbing the souls of all the humans and monsters in order to take an older Asriel’s form. During the ensuing fight, the human manages to connect with the souls of their friends, and eventually defeats Asriel: He reverts to his child form, destroys the barrier, and expresses remorse for his actions before leaving. The human falls unconscious and is awoken to see their friends surrounding them, each with the knowledge of the human’s name: Frisk. The monsters peacefully reintegrate with the humans, while Frisk has the option of accepting Toriel as their adoptive mother.

A third ending known as the «No Mercy» or «Genocide» ensues if the player kills all the monsters.[13][18] When the player reaches Asgore’s castle, Sans attempts to stop them, but fails and is slain. Flowey kills Asgore in an attempt to obtain mercy, but is killed by the player. Chara, the first fallen child, then appears and destroys the universe. To enable further replays of the game, the player must give their soul to Chara, restoring the universe and causing a permanent alteration to the Pacifist ending.

Development

Undertale was developed by Toby Fox across 32 months.[19] Development was financed through a crowdfunding campaign on the website Kickstarter. The campaign was launched on June 25, 2013 with a goal of US$5,000; it ended on July 25, 2013, with US$51,124 raised by 2,398 people.[20] Undertales creation ensued after Fox created a battle system using the game creation system GameMaker: Studio.[21] He wanted to develop a role-playing game that was different from the traditional design, which he often found «boring to play».[22] He set out to develop a game with «interesting characters», and that «utilizes the medium as a storytelling device … instead of having the story and gameplay abstractions be completely separate».[22]

Fox worked on the entire game independently, besides some of the art; he decided to work independently to avoid relying on others.[19] Fox had little experience with game development; he and his three brothers often used RPG Maker 2000 to make role-playing games, though few were ever completed. Fox also worked on several EarthBound ROM hacks while in high school.[22] Temmie Chang worked as the main artist for the game, providing most of the sprites and concept art.[23][24] Fox has said that the game’s art style would likely remain the same if he had access to a larger team of artists. He found that «there’s a psychological thread that says audiences become more attached to characters drawn simply rather than in detail», particularly benefiting from the use of visual gags within the art.[25]

Game design

The defensive segment within the battle system was inspired by the Mario & Luigi series, as well as bullet hell shooters such as the Touhou Project series.[26] When working on the battle system, Fox set out to create a mechanic that he would personally enjoy.[27] He wanted Undertale to have a battle system equally engaging as Super Mario RPG (1996) and Mario & Luigi: Superstar Saga (2003). Fox did not want grinding to be necessary at any point in the game, instead leaving it optional to players. He also did not wish to introduce fetch quests, as they involve backtracking, which he dislikes.[19] In terms of the game’s difficulty, Fox ensured that it was easy and enjoyable. He asked some friends who are inexperienced with bullet hell shooters to test the game, and found that they were able to complete it. He felt that the game’s difficulty is optimal, particularly considering the complications involved in adding another difficulty setting.[28]

The game’s dialogue system was inspired by Shin Megami Tensei (1992),[26] particularly the gameplay mechanic whereby players can talk to monsters to avoid conflict. Fox intended to expand upon this mechanic, as failing to negotiate resulted in a requirement to fight. «I want to create a system that satisfied my urge for talking to monsters,» he said.[5] When he began developing this mechanic, the concept of completing the game without killing any enemies «just evolved naturally».[29] However, he never considered removing the option to fight throughout development.[29] When questioned on the difficulty of playing the game without killing, Fox responded that it is «the crux of one of the major themes of this game», asking players to think about it themselves.[29] Despite not having played it, Fox was inspired by the concepts of Moon: Remix RPG Adventure (1997), which involved the player repairing the damage of the «Hero» and increasing their «Love Level» by helping people instead of hurting them.[30]

Writing

According to Fox, the «idea of being trapped in an underground world» was inspired by the video game Brandish.[24] Fox was partly influenced by the silliness of internet culture, as well as comedy shows like Mr. Bean.[19]: 1:27:30  He was also inspired by the unsettling atmosphere of EarthBound.[19] Fox’s desire to «subvert concepts that go unquestioned in many games» further influenced Undertales development.[29] Fox found that the writing became easier after establishing a character’s voice and mood. He also felt that creating the world was a natural process, as it expressed the stories of those within it.[25] Fox felt the importance to make the game’s monsters «feel like an individual».[26] He cited the Final Fantasy series as the opposite; «all monsters in RPGs like Final Fantasy are the same … there’s no meaning to that».[26]

The character of Toriel, who is one of the first to appear in the game, was created as a parody of tutorial characters. Fox strongly disliked the use of the companion character Fi in The Legend of Zelda: Skyward Sword, in which the answers to puzzles were often revealed early. Fox also felt that role-playing video games generally lack mother characters; in the Pokémon series, as well as Mother and EarthBound, Fox felt that the mothers are used as «symbols rather than characters».[22] In response, Fox intended for Toriel’s character to be «a mom that hopefully acts like a mom», and «genuinely cares» about players’ actions.[22]

Papyrus and Sans are named after the typeface fonts, Papyrus and Comic Sans, and their in-game dialogue is displayed accordingly in their respective eponymous fonts.[31] Both characters are listed in the game’s credits as being inspired by J.N. Wiedle, author of Helvetica, a webcomic series about a skeleton named after the font of the same name. Papyrus in particular was conceived as a sketch in Fox’s notebook; he was originally a mean spirited character named «Times New Roman» who wears a fedora.[32]

Music

«Hopes and Dreams», a song from one of the game’s final boss fights, was praised for reintroducing many of the game’s previous themes in a different style.[33][34]

The game’s soundtrack was entirely composed by Fox with FL Studio.[35] A self-taught musician, he composed most of the tracks with little iteration; the game’s main theme, «Undertale», was the only song to undergo multiple iterations in development. The soundtrack was inspired by music from Super NES role-playing games,[19] such as EarthBound,[36] bullet hell series Touhou Project,[37] as well as the webcomic Homestuck, for which Fox provided some of the music.[19] Fox also stated that he tries to be inspired by all music he listens to,[27] particularly those in video games.[36] According to Fox, over 90% of the songs were composed specifically for the game.[21] «Megalovania», the song used during the boss battle with Sans, had previously been used within Homestuck and in one of Fox’s EarthBound ROM hacks.[34][38] For each section of the game, Fox composed the music prior to programming, as it helped «decide how the scene should go».[21] He initially tried using a music tracker to compose the soundtrack, but found it difficult to use. He ultimately decided to play segments of the music separately, and connect them on a track.[36] To celebrate the first anniversary of the game, Fox released five unused musical works on his blog in 2016.[39] Four of the game’s songs were released as official downloadable content for the Steam version of Taito’s Groove Coaster.[38]

Undertales soundtrack has been well received by critics as part of the success of the game, in particular for its use of various leitmotifs for the various characters used throughout various tracks.[40][41] In particular, «Hopes and Dreams», the boss theme when fighting Asriel in the Pacifist run, brings back most of the main character themes, and is «a perfect way to cap off your journey», according to USgamers Nadia Oxford.[34] Oxford notes this track in particular demonstrates Fox’s ability at «turning old songs into completely new experiences», used throughout the game’s soundtrack.[34] Tyler Hicks of GameSpot compared the music to «bit-based melodies».[42]

The Undertale soundtrack had frequently been covered by various styles and groups. As part of the fifth anniversary of the game, Fox streamed footage with permission of a 2019 concert of the Undertale songs performed by Music Engine, an orchestra group in Japan, with support of Fangamer and 8-4.[43]

Release

The game was released on September 15, 2015, for OS X and Windows,[44] and on July 17, 2016, for Linux.[45] Fox expressed interest in releasing Undertale on other platforms, but was initially unable to port it to Nintendo platforms without reprogramming the game due to the engine’s lack of support for these platforms.[19] A patch was released in January 2016, fixing bugs and altering the appearance of blue attacks to help colorblind players see them better.[46]

Sony Interactive Entertainment announced during E3 2017 that Undertale would get a release for the PlayStation 4 and PlayStation Vita, a Japanese localization, and a retail version published by Fangamer. These versions were released on August 15, 2017.[47][48][49]

A Nintendo Switch version was revealed during a March 2018 Nintendo Direct, though no release date was given at the time;[50][51] Undertales release on Switch highlighted a deal made between Nintendo and YoYo Games to allow users of GameMaker Studio 2 to directly export their games to the Switch.[52] The Switch version was released on September 15, 2018, in Japan,[53] and on September 18, 2018, worldwide.[54] All the console ports were developed and published by Japanese localizer 8-4 in all regions.[1][2]

The Xbox One version was released on March 16, 2021. As with the PlayStation 4 and Switch versions, the Xbox One version features unique content specific to that platform.[55]

Other Undertale media and merchandise have been released, including toy figurines and plush toys based on characters from the game.[56] The game’s official soundtrack, Undertale Soundtrack, was released by video game music label Materia Collective in 2015, simultaneously with the game’s release.[57] Additionally, two official Undertale cover albums have been released: the 2015 metal/electronic album Determination by RichaadEB and Amie Waters,[58][59] and the 2016 jazz album Live at Grillby’s by Carlos Eiene, better known as insaneintherainmusic.[60] Another album of jazz duets based on Undertales songs, Prescription for Sleep, was performed and released in 2016 by saxophonist Norihiko Hibino and pianist Ayaki Sato.[61] A 2xLP vinyl edition of the Undertale soundtrack, produced by iam8bit, was also released in the same year.[62] Two official UNDERTALE Piano Collections sheet music books and digital albums, arranged by David Peacock and performed by Augustine Mayuga Gonzales, were released in 2017 and 2018[63][64] by Materia Collective. A Mii Fighter costume based on Sans was made available for download in the crossover title Super Smash Bros. Ultimate in September 2019, marking the character’s official debut as a 3D model. This costume also adds a new arrangement of «Megalovania» by Fox as a music track.[65] Super Smash Bros. director Masahiro Sakurai noted that Sans was a popular request to appear in the game.[66] Music from Undertale was also added to Taiko no Tatsujin: Drum ‘n’ Fun! as downloadable content.[67]

Deltarune

After previously teasing something Undertale-related a day earlier, Fox released the first chapter of Deltarune on October 31, 2018, for Windows and macOS for free.[68] Deltarune is «not the world of Undertale«, according to Fox, though characters and settings may bring some of Undertales world to mind,[69] and is «intended for people who have completed Undertale«;[70] the name Deltarune is an anagram of Undertale.[71] Fox stated that this release is the first part of a new project, considering it a «survey program» to determine the project’s future direction.[71] Fox clarified that Deltarune will be a larger project than Undertale, stating it took him a few years to create the game’s first chapter, much longer than it took him to complete the Undertale demo.

Chapter 2 of Deltarune was released on September 17, 2021, after Fox acquired a team to help him with further development.[72][73] Once all chapters are complete, the game will be released as a complete whole; Fox stated that he does not have an anticipated timetable for completion.[71][69] Deltarune is planned to have only one ending, regardless of what choices the player makes in the game.[69] Although the first two chapters were released at no cost, Fox plans to charge players for the finished release.[73]

Reception

Undertale received critical acclaim, and was quickly considered a cult classic by numerous publications.[82][83] Review aggregator Metacritic calculated an average score of 92 out of 100, based on 43 reviews.[74] Metacritic ranks the game the third-highest rated Windows game released in 2015,[74] and among the top 50 of all time.[84] Praise was particularly directed at the game’s writing, unique characters, and combat system. GameSpot‘s Tyler Hicks declared it «one of the most progressive and innovative RPGs to come in a long time»,[42] and IGNs Kallie Plagge called it «a masterfully crafted experience».[17] By the end of 2015, in a preliminary report by Steam Spy, Undertale was one of the best-selling games on Steam, with 530,343 copies sold.[85] By early February 2016, the game surpassed one million sales,[86] and by July 2018, the game had an estimated total of three and a half million players on Steam.[87] Japanese digital PlayStation 4 and PlayStation Vita sales surpassed 100,000 copies sold by February 2018.[88]

Daniel Tack of Game Informer called the game’s combat system «incredibly nuanced», commenting on the uniqueness of each enemy encounter.[79] Giant Bombs Austin Walker praised the complexity of the combat, commenting that it is «unconventional, clever, and occasionally really difficult».[78] Ben «Yahtzee» Croshaw of The Escapist commended the game’s ability to blend turn-based and live combat elements.[89] IGNs Plagge praised the ability to avoid combat, opting for friendly conversations instead.[17] Jesse Singal of The Boston Globe found the game’s ability to make the player empathize with the monsters during combat if they opted for non-violent actions was «indicative of the broader, fundamental sweetness at the core» of Undertale.[90]

Reviewers praised the game’s writing and narrative, with IGNs Plagge calling it «excellent».[17] The Escapist‘s Croshaw considered Undertale the best-written game of 2015, writing that it «is on the one hand hilarious… and is also, by the end, rather heartfelt».[89] Destructoids Ben Davis praised the game’s characters and use of comedy, and compared its tone, characters, and storytelling to Cave Story (2004).[4] PC Gamers Richard Cobbett provided similar comments, writing that «even its weaker moments… just about work».[80] Undertales absurd humor attracted praise; Game Rant found the Annoying Dog’s frequent interruptions a standout,[91] and Kill Screen considered absurdity a signature quality of Fox’s humor.[25]

The game’s visuals received mixed reactions. Giant Bombs Walker called it «simple, but communicative».[78] IGNs Plagge wrote that the game «isn’t always pretty» and «often ugly», but felt that the music and animations compensate.[17] The Escapist‘s Croshaw remarked that «it wobbles between basic and functional to just plain bad».[89] Other reviewers liked the graphics: Daniel Tack of Game Informer felt that the visuals appropriately match the characters and settings,[79] while Richard Cobbett of PC Gamer commended the ability of the visuals to convey emotion.[80]

Cultural impact

Fandom

About a year after release, Fox commented that he was surprised by how popular the game had become and though appreciative of the attention, he found it stressful. Fox said: «It wouldn’t surprise me if I never made a game as successful again. That’s fine with me though».[92] The character Sans has been well received by players, being the subject of many fan works.[93][94][95] Professional wrestler Kenny Omega has expressed his love of Undertale, dressing as Sans for the October 30, 2019, episode of All Elite Wrestling: Dynamite.[96] Sans’s addition as a Mii fighter costume in Super Smash Bros. Ultimate garnered positive feedback from fans, although The Commonwealth Times considered his addition to be a «potential problem» due to the decreasing nostalgia factor for each new character and ever-increasing size of the roster.[97]

Undertales fanbase has also been subject to controversy, leading to it gaining a negative reputation. After the game’s release, some live streamers were harassed by fans of the game for killing in-game enemies and attempting the «genocide» route. YouTuber Markiplier refused to complete his initial play-through of the game, stating that he was «not having fun» due to fan demands.[98]

In July 2016, during a summit about the Internet held at the Vatican, YouTube personality MatPat gifted a copy of Undertale to Pope Francis. MatPat explained his choice of gift by referencing the year 2016’s status as the Extraordinary Jubilee of Mercy, and connecting this to Undertales overarching theme of mercy.[99] Later, in January 2022, a circus troupe performed in front of the Pope during his weekly audience at the Vatican to the tune of «Megalovania», drawing parallels with MatPat’s symbolic gift of the game to Pope Francis.[100][101]

Accolades

The game appeared on several year-end lists of the best games of 2015, receiving Game of the Month and Funniest Game on PC from Rock Paper Shotgun,[102][103] Best Game Ever from GameFAQs,[104] and Game of the Year for PC from The Jimquisition,[105] Zero Punctuation,[106] and IGN.[107] It also received Best PC Game from Destructoid,[108] and the Matthew Crump Cultural Innovation Award and Most Fulfilling Crowdfunded Game from the SXSW Gaming Awards.[109]

Undertale garnered awards and nominations in a variety of categories with praise for its story, narrative and for its role-playing. At IGNs Best of 2015, the game received Best Story.[110] Undertale was nominated for the Innovation Award, Best Debut, and Best Narrative at the Game Developers Choice Awards.[111] In 2016, at the Independent Games Festival the game won the Audience Award, and garnered three nominations for Excellence in Audio, Excellence in Narrative, and the Seumas McNally Grand Prize.[112][113] The SXSW Gaming Awards named it the Most Fulfilling Crowdfunded Game, and awarded it the Matthew Crump Cultural Innovation Award.[109] The same year at the Steam Awards the game received a nomination for the «I’m not crying, there’s just something in my eye» award.[114] In 2019, Polygon named the game among the decade’s best.[115] In 2021, IGN listed Undertale as the 20th greatest game of all time, while in Japan, a nationwide TV Asahi poll of over 50,000 players listed Undertale as the 13th greatest game of all time.[116][117]

Notes

  1. ^ 8-4 developed the console versions.[1][2]
  2. ^ Self-published on Steam and GOG.
  3. ^ 8-4 published the console versions.
  4. ^ In role-playing games, «LV» and «EXP» are abbreviations for «[experience] level» and «experience points», respectively, and are desirable to increase.[15]
  5. ^ The endings are referred to as, respectively: the «neutral run»; the «pacifist run»; and the «no mercy run» (fan dubbed the genocide run).[13][17][18]

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External links

  • Official website Edit this at Wikidata

Эта статья об игре. Может быть, вы искали саундтрек?

Наидружелюбнейшая RPG, где никто не умирает!
— Релизный трейлер Undertale

Undertale (стилизовано UNDERTALE, ранее UnderTale[1]) — ролевая игра, разработанная Тоби Фоксом и его командой при помощи игрового движка GameMaker: Studio.

Игра была выпущена 15 сентября 2015 года для Microsoft Windows и Mac OS X, а 17 июля 2016 года для Linux. Версия для PlayStation 4 и PlayStation Vita была выпущена 15 августа 2017 года, а 18 сентября 2018 года игра вышла на Nintendo Switch. 16 марта 2021 года вышла версия для Xbox One и Xbox Series X|S[2].

Игра была встречена шквалом восторгов и положительных оценок.

Геймплей

Undertale — это ролевая игра, использующая традиционные механики ролевых игр, но с некоторыми отличиями.

Процесс битвы c Безумным Манекеном

Боевая система в игре пошаговая и предоставляет собой «увернись-от-шквала-пуль»-систему (похожее можно наблюдать в серии игр Touhou Project), где душа протагониста, представленная красным сердечком, должна избегать атак оппонента. Во время хода игрока, он может ответить врагу тем же (то есть атаковать его), производить различные действия, влияющие на настроение противника, использовать предметы, а также сбегать и щадить соперника. В игре присутствует крайне большой акцент на моральную сторону, ведь от того, убивал игрок монстров или щадил, зависит игровая концовка и прохождение в целом.

Сюжет

Сюжет игры рассказывает о том, что когда-то давно Землёй правили две расы: Люди и Монстры. Но однажды между ними вспыхнула война, победу в которой одержали люди. Семь величайших человеческих магов заперли монстров под землёй с помощью мощного заклятия — Барьера. Единственным входом в Подземелье является небольшое отверстие в горе Эботт.

Через много лет после окончания войны в это отверстие падает человеческое дитя, которым и управляет игрок. Там он встречает Флауи, персонажа, который объясняет герою основные игровые механики и предлагает повышать индикаторы «LV» или же «LOVE», зарабатывая очки «EXP», убивая монстров. Когда Флауи пытается убить дитя и забрать его душу, героя спасает Ториэль, монстр, являющаяся хранительницей Руин. Она обучает протагониста решать головоломки и разрешать конфликты с врагами мирным путём. Она обращается с протагонистом с материнской любовью и желает защитить его от Азгора Дримурра, короля монстров. Главная задача протагониста — исследовать мир монстров, познакомиться с его обитателями и в конце концов найти выход из Подземелья.

Протагонист покидает Ториэль в поисках замка Азгора, в котором находится выход на Поверхность. По ходу своего приключения дитя встречает разных монстров, самые значимые из которых — Санс и Папирус, братья-часовые леса Сноудина, Андайн — глава Королевской гвардии, Альфис, придворная учёная и Меттатон — робот-телеведущий, созданный Альфис. С некоторыми из вышеописанных персонажей протагонисту приходится вступить в бой. Игрок может выбрать, убить их или проявить милосердие. В последнем случае герой может подружиться с ними. По мере прохождения, протагонист постепенно узнаёт о причинах вспыхнувшей войны между монстрами и людьми и что, как оказалось, до него в Подземелье уже падали другие люди. Азриэль, сын Азгора и Ториэль, подружился с первым упавшим человеком, которого приняли в семью Дримурров. Однако ребёнок покончил жизнь самоубийством, съев ядовитые цветы, чтобы Азриэль поглотил его душу и смог пройти через Барьер. Когда Азриэль достиг деревни человека, жители в ярости напали на него и смертельно ранили. Король Азгор решил покончить со страданиями монстров — он отдал приказ убивать и забирать души каждого человека, падающего в Подземелье, чтобы уничтожить Барьер и отомстить людям. Для этого ему нужно собрать семь человеческих душ, и для завершения плана ему не хватает одной души — души главного героя. Дальнейшее развитие событий зависит от того, какие решения принимал игрок при столкновении с монстрами.

Игра выделяет три основных пути развития сюжета:

  • Нейтральный путь — получается, если игрок убил некоторых монстров, а часть помиловал. Протагонист прибывает в замок Азгора и узнаёт, что для пересечения барьера ему нужна душа одного монстра, после чего он вступает в бой с Азгором. Перед этим Санс объясняет, что индикатор «LOVE» — это на самом деле «Level of Violence» («Уровень Резни»), а «EXP» — это «Execution Points» («Очки Пыток»), а не опыта, как мог подумать игрок. Герой сражается с Азгором, но их прерывает Флауи, который убивает Азгора и поглощает человеческие души. С помощью восставших душ герой побеждает Флауи и появляется в комнате, в которой есть выход на Поверхность. Он также может решить, помиловать Флауи или добить. Покинув Подземелье, протагонисту через какое-то время звонит Санс и рассказывает, что произошло с Подземельем после смерти Азгора. Эпилог имеет множество вариантов в зависимости от того, кого убил или пощадил игрок.
  • Истинный Пацифистский путь — развивается, если игрок избегает убийств монстров. При прохождении протагонист старается подружиться со всеми, используя различные действия и, в некоторых случаях, флирт. К концу сюжета герой узнаёт, что Флауи — реинкарнация Азриэля, созданная в рамках исследований Альфис. До несостоявшегося сражения с Азгором, Ториэль и остальные монстры, с которыми подружился герой, решают вмешаться. Однако Флауи устраивает засаду, забирая все человеческие души и души монстров, чтобы принять свою истинную форму Азриэля и сразиться с героем. Во время битвы человеку удаётся спасти своих друзей и в конце концов одержать победу. Азриэль обращается в детскую форму, разрушает Барьер и выражает своё раскаяние перед тем как уйти. Герой падает без сознания и после пробуждения обнаруживает себя в кругу друзей. Игрок узнаёт имя протагониста — Фриск. Монстры отправляются на Поверхность и начинают новую жизнь. Игрок также может решить судьбу Фриск — остаться с Ториэль или уйти восвояси.
  • Путь Геноцида — достигается, если игрок начнёт убивать всех встречаемых монстров, истощая счётчик убийств в каждом регионе Подземелья. Когда протагонист попадает в Последний коридор перед замком Азгора, Санс пытается остановить его, но умирает, а дитя направляется в замок Азгора. Флауи, в попытке искупления убивает Азгора, но и сам оказывается убит. Появляется Чара, которая объясняет причину своей реинкарнации и даёт игроку «выбор», но в любом случае уничтожает мир. Чтобы вернуться к обычной игре, игрок должен отдать Чаре душу в качестве платы за восстановление мира. Повторные прохождения пути Геноцида, а также Истинного Пацифистского пути будут иметь необратимые изменения.

Разработка

Разработка велась одним человеком, Тоби Фоксом (англ. Toby Fox). 2 мая 2013 года он прислал демоверсию игры сайту Fangamer. Игра была встречена позитивными отзывами и позже, 23 мая в том же году была выложена публичная демоверсия.

Спрайты к Undertale

Разработка Undertale была профинансирована через сервис Kickstarter с целью в 5000$. В итоге было собрано 51124$, а количество пожертвовавших деньги составило 2398 человек. В октябре 2015 года в интервью журналу Game Informer Тоби заявил, что он отвечал за все аспекты игры, кроме некоторых дизайнов, так как он не хотел полагаться на кого-то другого. Он также заявил, что на разработку игры ушло почти три года. Изначально он планировал сделать игру проходимой за два часа, однако это число увеличилось втрое. Также Фокс заявил, что не задумывается над тем, что послужило вдохновением для создания игры, и что написание сюжета вобрало в себя сочетание всего, что он когда-то читал. По его словам, на него повлияла глупость интернет-культуры, а также телекомедий, таких как «Мистер Бин». Он также заявил, что на него сильно повлияла игра EarthBound ввиду её неуютной атмосферы. В интервью журналу The Escapist Фокс перечислил источники вдохновения: «Систему разговоров я позаимствовал из Shin Megami Tensei. Я считаю, что важно дать понять монстру, что его воспринимают как личность. Если подумать, то все монстры в играх вроде Final Fantasy одинаковы, не считая графической составляющей. Они атакуют тебя, ты лечишься, ты атакуешь их, они умирают. В этом нет никакого смысла».
Фокс не хотел делать гриндинг важной составляющей игры, а лишь просто дать такую возможность людям, которым всё же захочется заняться этим. Также Фокс не хотел добавлять в игру квесты, в которых требуется отнести куда-либо какой-то предмет, объясняя это тем, что в них часто требуется возвращаться в предыдущие локации, что Фоксу не нравится. Он признался, что ему нравятся Super Mario RPG и Mario & Luigi: Superstar Saga, и что боевая система в последней является одной из его любимых в RPG и он хотел, чтобы в Undertale присутствовало нечто подобное.

Саундтрек

В октябре 2015 года в интервью журналу Game Informer Фокс обсудил некоторые аспекты официального саундтрека. Он заявил, что ответственен за всю музыкальную составляющую, признавшись также, что он музыкант-самоучка. По его словам, он специально не прорабатывал саундтрек, а сразу писал то, что приходило в голову. Местами он вдохновлялся саундтреками ролевых игр консоли Super Nintendo и веб-комикса Homestuck, к которому Фокс также писал музыку. Весь саундтрек был написан специально для Undertale, за исключением композиций «MEGALOVANIA», которая первоначально была создана Фоксом для хака игры EarthBound в 2009 году и веб-комикса Homestuck, и «Fallen Down», первоначально созданной для альбома «I Miss You – EarthBound» 2012. Также Тоби написал ещё несколько саундтреков для «RPG, которая уже никогда не выйдет в свет», но и их включил в Undertale. Этими саундтреками были «Heartache», «Bonetrousle» и «Another Medium».

Коллекционное издание

Летом 2017 года игра была портирована на PlayStation 4 и PlayStation Vita. Также появилось коллекционное издание игры, которое включает в себя диск с игрой, диск с саундтреком, артбук, а также медальон в форме сердца, в котором находится маленькая музыкальная шкатулка, играющая «His Theme».

Интересные факты

  • В двух скриншотах с официального сайта персонаж носит имя «Tacо».
  • Заголовок страницы с демо гласит: «Вкусный бесплатный образец Undertale».
  • Если вы попытаетесь посмотреть исходный код страницы сайта, вы найдёте сообщение, оставленное Тоби, которое гласит: «Что вы делаете? Ищете секреты? Не суйте свой нос, куда не надо. Или вы можете увидеть что-то, что вам НЕ понравится… Хи-хи-хи» (англ. «What are you doing? Looking for secrets? Don’t put your nose where it doesn’t belong. Or you might learn something you DON’T like… Hee hee hee»).
  • Тоби Фокс сделал большую часть Undertale в подвале у Эндрю Хасси, создателя Homestuck, который считает, что Тоби назвал игру именно так, как раз из-за этого.
  • Концепция Undertale с возможностью подружиться с монстрами, а не убивать их, основана на принципе найма демонов из серии Shin Megami Tensei: игроки могли вести диалоги с врагами и нанимать их в качестве союзников.
  • Оборонительная механика позаимствована из серии RPG «Mario & Luigi», а также из других буллет-хелл шутеров, таких как Touhou Project. Тоби сказал, что наибольшее вдохновение на это ему предали Breath of Fire III и Chrono Trigger. Также Тоби сказал, что первым этапом разработки и была боевая (или оборонительная) система, а всё остальное разрабатывалось позже.
  • Фраза, которая очень часто встречается в Undertale — «Но никто не пришёл» (англ. But nobody don’t came…), — впервые использовалась в Mother 1, где враг мог позвать на помощь, но никто не приходил.

Внешние ссылки

  • Официальный сайт
  • Официальный блог
  • Официальный мерчендайз
  • Официальный Твиттер
  • Официальный YouTube
  • Undertale в Steam
  • Undertale в PlayStation Store
  • Undertale в Nintendo eShop
  • Undertale в Microsoft Store (версия для Xbox)
  • Undertale в GOG
  • Undertale в Humble Bundle
  • Undertale Greenlight trailer
  • Релизный трейлер UNDERTALE

Примечания

  1. Любая капитализация канон. Undertale. UnderTale. UNDERTALE. — Тоби Фокс (@tobyfox) в Твиттере, 15 января 2015 года. [удалено]
  2. UNDERTALE Xbox One Announce Trailer — YouTube


1

Как пишется «андертейл» по-английски?

Как пишется «андертейл» на английском?

андертейл на английском языке как пишется?

Как будет андертейл на английском языке?

3 ответа:



2



0

Добрый день. Найти на этот ответ можно просто, мы должны обратиться к обыкновенному словарю английского языка. Открыв любой словарь, мы легко узнаем, что слово «андертейл» правильно пишется на английском языке «Undertale».

Можно также узнать, как переводится слово «Undertale» на русский язык. Согласно словарю слово переводится как «Подземная сказка».

Undertale известная ролевая компьютерная игра.



0



0

Undertale, так и пишется. В переводе будет как подземная сказка. Есть очень хорошая рпг игрушка с таким названием, всем советуюЁ



0



0

андертейл­ , это детская компьютерная игра,

с множеством уровней и вариантов прохождения.

Создал ее американец Тоби Фокс (Toby Fox) в 2015 году.

По английски пишется Undertale, что означает

Подземная история ( Подземная сказка).

Читайте также

Чтобы написать количественные числительные от 91 до 99 на английском необходимо вспомнить, как по-английски будет число 90 — ninety ( [‘nainti] ) и простые количественные числительные 1 — one ( [wʌn] ), 2- two ( [tu:] ), 3 — three ( [θri:] ), 4 — four ( [fɔ:] ), 5 — five ( [faiv] ), 6 — six ( [siks] ), 7 — seven ( [sevn] ), 8 — eight ( [eit] ), 9 — nine ( [nain] ). Дальше просто делаем дословный перевод с русского на английский язык ( девяносто и нужное простое количественное числительное ( 1, 2, …, 9 ):

91 ( девяносто один ) — ninety one,

92 ( девяносто два )- ninety two,

93 ( девяносто три )- ninety three,

94 ( девяносто четыре ) — ninety four,

95 ( девяносто пять )- ninety five,

96 ( девяносто шесть )- ninety six,

97 ( девяносто семь )- ninety seven,

98 ( девяносто восемь )- ninety eight,

99 ( девяносто девять )- ninety nine.

Добрый день. Для написания на английском языке словосочетание «Краснодарский край» правильно использовать латиницу. Вы должны подобрать в английском языке букву соответствующую русской.

Вы должны сделать следующие замены:

1) Русскую буквы «К» заменяете на английскую «K»;

2) Русскую буквы «Р» заменяете на английскую «R»;

3) Русскую буквы «А» заменяете на английскую «A»;

4) Русскую буквы «С» заменяете на английскую «S»;

5) Русскую буквы «Н» заменяете на английскую «N»;

6) Русскую буквы «О» заменяете на английскую «O»;

7) Русскую буквы «Д» заменяете на английскую «D»;

8) Русскую буквы «А» заменяете на английскую «A»;

9) Русскую буквы «Р» заменяете на английскую «R»;

10) Русскую буквы «С» заменяете на английскую «S»;

11) Русскую буквы «К» заменяете на английскую «K»;

12) Русскую буквы «И» заменяете на английскую «I»;

13) Русскую буквы «Й» заменяете на английскую «I».

Пишем на английском «Краснодарский край» как «Krasnodarskii krai».

Русское имя Надежда, с точки зрения правила транслитерации пишется по-английски как Nadezhda. Написание имени Надежда на английском языке является достаточно простым, так как практически все буквы данного имени аналоги на английским языком (правило транслитерация, его смысл написание слова буквами другого языка) , за исключением буквы «ж», в данном случаи мы её пишем как «zh».

Имя же Надя это уменьшительное ласкательное от имени Надежда и пишется оно правильно: Nadya.

Здесь тоже нет никаких проблем при написание.

Добрый день. Чтобы понять, как на английском языке пишется «Большое спасибо», следует обратиться к словарю. В словаре английского языка, конечно, можно найти слово «большой спасибо». Самым распространенным вариантам будет «Thank you very much», именно так принято говорить на английском языке «Большое спасибо».

Также иногда используют вот такой вариант: «Many thanks». Но мне кажется первый вариант является предпочтительным.

В английском языке имя Вадим пишется как Vadim

на украинском — Вадим

на армянском — Вуадим

на польском — Wadym

на румынском — Vadim

на немецком — Wadim и Vadim

на китайском — 瓦迪姆

на японском — ヴァディム (читается как Ва-ди-му)

Морфемный разбор слова:

Однокоренные слова к слову:

Undertale

Наидружелюбнейшая RPG, где никто не умирает!
— Релизный трейлер Undertale

Undertale (стилизовано UNDERTALE, ранее UnderTale) — ролевая игра, разработанная Тоби Фоксом и его командой, при помощи игрового движка GameMaker: Studio. Выпущена 15 сентября в 2015 году на Windows и Mac OS X, а летом 2017 года была портирована на PlayStation 4 и PlayStation Vita. Также осенью 2018 года была портирована на Nintendo Switch. Игра была встречена шквалом восторгов и положительных оценок.

Содержание

Геймплей

Undertale — это ролевая игра, использующая традиционные механики ролевых игр, но с некоторыми отличиями.

Боевая система в игре пошаговая и предоставляет собой «увернись-от-шквала-пуль»-систему (похожее можно наблюдать в серии игр Touhou Project), где душа протагониста, представленная красным сердечком, должна избегать атак оппонента. Во время хода игрока, он может ответить врагу тем же (то есть атаковать его), производить различные действия, влияющие на настроение противника, использовать предметы, а также сбегать и щадить соперника. В игре присутствует крайне большой акцент на моральную сторону, ведь от того, убивал игрок монстров или щадил, зависит игровая концовка и прохождение в целом.

Сюжет

Давным-давно две расы правили Землёй: Люди и Монстры. Но однажды война сломала мост отношений между двумя народами, что привело к долгой войне, из которой люди вышли победителями. Величайшие маги заперли монстров в Подземелье, запечатав выход из него мощным магическим барьером. Однако, барьер был не идеален.

Спустя много лет после войны, в 201Х году, человеческое дитя, ведомое одними лишь ему известными причинами, взобралось на гору Эботт. Там оно нашло глубокую дыру, и туда же дитя и упало, желая рассмотреть находку поближе. С того самого времени и начинается наша история.

Разработка

Разработка велась одним человеком, Тоби Фоксом (англ. Toby Fox). 2 мая 2013 года он прислал демо-версию игры сайту Fangamer. Игра была встречена позитивными отзывами и позже, 23 мая в том же году была выложена публичная демоверсия.

Спрайты к Undertale

Саундтрек

В октябре 2015 года в интервью журналу Game Informer Фокс обсудил некоторые аспекты официального саундтрека. Он заявил, что ответственен за всю музыкальную составляющую, признавшись также, что он музыкант-самоучка. По его словам, он специально не прорабатывал саундтрек, а сразу писал то, что приходило в голову. Местами он вдохновлялся саундтреками ролевых игр консоли Super Nintendo и веб-комикса Homestuck, к которому Фокс также писал музыку. Весь саундтрек был написан специально для Undertale, за исключением композиций «MEGALOVANIA», которая первоначально была создана Фоксом для хака игры EarthBound в 2009 году и веб-комикса Homestuck, и «Fallen Down», первоначально созданной для альбома «I Miss You – EarthBound» 2012. Также Тоби написал ещё несколько саундтреков для «RPG, которая уже никогда не выйдет в свет», но и их включил в Undertale. Этими саундтреками были «Heartache», «Bonetrousle» и «Another Medium».

Будущие перспективы

Фокс выразил интерес в портировании игры на платформы помимо ПК. Он также заявил, что особенно хотел бы портировать её на платформу Nintendo, но не может этого сделать, так как GameMaker: Studio её не поддерживает, из-за чего ему пришлось бы полностью переписать код игры. В ответ на вопрос о возможном создании новой игры Фокс заявил, что он был бы не против, но при этом понимает, что она не добьётся такой же популярности, как у Undertale. Он также сказал, что выход прямого сиквела маловероятен.

Коллекционное издание

Летом 2017 года игра была портирована на PlayStation 4 и PlayStation Vita. Также появилось коллекционное издание игры, которое включает в себя диск с игрой, диск с саундтреком, артбук, а также медальон в форме сердца, в котором находится маленькая музыкальная шкатулка, играющая «His Theme».

Источник

Заглавная

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Как и Undertale, Deltarune — это игра, созданная Toby Fox и его командой. Deltarune является спин-оффом, в котором рассказывается новая история с новыми (и не очень) персонажами. Также известно, что игра будет поделена на несколько эпизодов. 31 октября 2018 года в сети появился первый эпизод, который можно найти на deltarune.com.

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Подружись или поделись любовью

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Куда ни поверни — везде уют и красота

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Повышаем свой уровень любви быстро и безболезненно

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Убей или пощади. Выбор за тобой.

_Перейти_к_категории»> Предметы > Перейти к категории

Собери весь гардероб!

Совсем недавно на вики прошёл конкурс рисунков, в котором могли поучаствовать пользователи Undertale Вики. В результате напряжённой борьбы первое место заняла работа Элдельвейс, которая набрала 14 голосов. Второе место достаётся работе Marine367, которая набрала 11 голосов, а третье место занимает Lloyd Enserov, чья работа набрала 2 голоса (подробнее с голосованием можно ознакомиться тут).

Рукслс Каард — персонаж Deltarune и временный антагонист в игре. Он представляется как Герцог Головоломок и старается мешать главным героям.

Рукслс очень самовлюблён, горделив и высокомерен. Каждое своё действие от стремится выставить как нечто великое и достойное восхищения.

В то же время, он довольно некомпетентен в его работе Герцога Головоломок: оба его паззла являются самыми лёгкими головоломками в игре, ведь в них достаточно один-два раза толкнуть коробку на кнопку.

Источник

Теперь вы знаете какие однокоренные слова подходят к слову Как пишется андертейл на английском, а так же какой у него корень, приставка, суффикс и окончание. Вы можете дополнить список однокоренных слов к слову «Как пишется андертейл на английском», предложив свой вариант в комментариях ниже, а также выразить свое несогласие проведенным с морфемным разбором.

Undertale (Андертэйл, ПодСказка, Попобасенка, ПодХвост Ундерт Эль, Подземная сказка, а вообще правильно — «Сказ о Подземелье»; rule 34 — «UnderTail») — инди-RPG, зохававшая моски 95% обитателей Интернета и не только, породив чудовищную фагготрию о подрастающем поколении, сделанная для застрявших в прошлом фанатов Earthbound. Главная цель этого шЫдевра, ВНЕЗАПНО, не убивать и подружиться со всеми монстрами в игре. Make Love, not Warcraft, как говорится.

Хотя автор игры, Тоби Фокс, прикидывается, что его игра является «нишевой, на четвёрочку; его творение сумело стать монстром игростроения.

«Чуть менее, чем все персонажи игры»

Грустный сюжет[править]

Сюжет игры заслуживает слова «грустный» и может считаться попыткой надломить шаблон тем, кому понравилось пошлое звучание (звучанре у названия игры совсем как у словосочетания «under tail»): в 201Х году маленькое дитя СЛУЧАЙНО в пещеру, обнаруживает там давным-давно заточённую за барьер разумную расу монстнов и… решает покончить с собой, дабы слить свою душу одному из монстров и дать тому поубивать@понекроманствовать. Тот сначала нерешительно соглашается, но ниасиливает и гибнет сам, из последних сил дойдя до той самой пещеры и провалившись в неё же.

Через какое-то время тот самый монстр очухивается в теле цветка (лор игры таков, что сущность монстров может переселяться в любимую при жизни вещь/вещи, если прах монстра войдёт в такую вещь). Вместо благодарности, цветок обнаруживает, что не способен ощущать такие вещи, как родительскую любовь и доверительную дружбу, а потому решает совершить [Роскомнадзор] ещё раз, обнаружив в результате своего рода бессмертие («квантовое бессмертие»), завязанное на «РЕШИМОСТЬ».

Несмотря на пиздец по части ДУШИ, йоба-цветок как минимум не мешает 6 людям попасть в лапы местного любителя держать души, желающего нанекромантить 7 душ без убийств жителей поверхности. Тут лор игры делает следующий финт ушами — если сила ДУШ людей*7 способна выломать барьер «для всех», то ДУША (человек) + ДУША (монстр) дают возможность монстру проходить сквозь барьер одному.

ГГ — человек #8, но повествование в начале игры подаётся так, как будто его касаются события, произошедшие с человеком #1. Спойлер: в конце «мирного» прохождения окажется, что откуда-то о событиях 201Х года из начальной заставки ДУША ГГ помнит. И использует эти воспоминания, чтобы победить.

В целом же, сюжет сумбурный, но богат деталями, способными вызывать СПГС и порождать срачи. За что игру тоже любят. А ещё есть некоторая концентрация лежащих на поверхности интернет-мемов (монстр Темми, разговаривающая чуть ли не на Lolspeak, гонка улиток у Напстаблука и (не столь известное в русакоязычных интернетах) «give quiche a chance», выраженное в виде спрятанного в Ватерфолле прячущегося под лавочкой съедобного блюда «quiche»). Есть и подколки с играми слов, вроде придумывания имени «Ториэль» как отсылка к идее «tutoriallevel».

Всмысле, шта?[править]

Да, мой юный анонимус! Забудь о всем, чему учила тебя Doom. Главная задача этой игры не перестрелять всех монстров, получая за это лут и экспу, а подружиться с ними и найти общий язык. Будешь ангелочком и не нарушишь заповедь «Не Убий» до конца игры? Получай хорошую концовку! Ну а если будешь играть как в нормальную RPG, то есть убивать всех на своем пути, получишь плохую концовку весьма жуткую.

«Но это невозможно!,- кричат профессора маркетологии,-«Ведь люди любят убивать и устраивать мясной фарш!». Но на самом деле секрет успеха данного хайпового высера не в этом. А в том, что у игры есть занимательный геймплей! Сама по себе боевка представляет из себя не типичную шкалу ATB из какой-нибудь Final Fantasy, а некое подобие Bullet Hell’а.. А также в данной игре есть НЕЛИНЕЙНОСТЬ! Именно от действий игрока (фактически) зависит судьба всего мира.

Итак, картина следующая. Есть три стула: Путь Пацифиста (истинная концовка), Нейтральный путь (убивай одних, пощади остальных) и, собственно, Путь Геноцида (УБИТЬ ИХ ВСЕХ!11. В зависимости от действий игрока, игрок получит одну из трех концовок. Но для того, чтобы пройти Путь Пацифиста,нужно для начала пройти игру на Нейтрале, в конце пощадив Флауи. Только после этого можно пройти на пацифиста. Ну а если игрок все-таки займется гриндом, то Добро Пожаловать на Путь Геноцида, состоящий из прокачки и фарма.

В мирное время вы управляете бесполым протагонистом По имени Фриск,чье лицо оставляет желать лучшего, путешествуете по локациям, решая смехотворные головоломки (в буквальном смысле этого слова), болтаете с NPC, играете в мини-игры… В общем, как в любой RPG. Но когда на вас нападет монстр методом Random Encounter’а, то тут то начинается бой. Сражение пошаговое и весьма, кхм-кхм, специфичное. Во время вашего хода вы можете совершить четыре действия: дать звиздюлей врагу, собственно «действовать» (например, флиртовать или петь), использовать предмет ну и пощадить в конце-концов. Задача игрока (в случае пацифиста) — методом выбора «действий» подбирать опции и смотреть на реакцию оппонента. И если наш монстр окажется в добром расположении духа, то у нас появляется возможность его пощадить. Однако как только ваш ход заканчивается, игра превращается в оказуаленную версию Touhou Project. Вы начинаете управлять сердечком (считай, душой) которое должно уворачиваться от магических снарядов. Если вы прикоснетесь, получите урон. И так будет длиться какое-то время. После этого ход перейдет к вам. За убийство монстра вы получаете экспу, то есть EXP на самом деле EXP — это очки жестокости, Execution Points, благодаря которому вы повышаете свой LV Level of Violence. Ну а если вы пощадите монстра, то вы не получите ни одной экспы. Благо, что в любом случае вы получите золото.

Чем знаменит[править]

  • Узнаваемый «андер»-стиль аки «конец 70-х: чтобы наштамповать много монстров, хороших и разных, битвы с монстрами были сделаны отдельным режимом игры, по «древности» графики доэодящим сразу до 11. Чтобы дать представление: Андертейл обладает узнаваемым стилем «белое на чёрном», отсылающим ажно в 1978-ой прямиком в аркадный зал: чёрный фон, чёрно-белые «двигающиеся» на месте монстры, тонкая зелёная клетка (имитирующая настроечную таблицу) и совсем немного цвета внизу экрана для кнопок действия.

What does LV mean? LOVE, of course!

Флауи объясняет
  • Обилие игр слов. На поверхности это выглядит так: у кучи монстров есть имена, образованные сложением двух слов в одно. А персонаж Санс (как бы сам себе комик) любит говорить с ГГ (без закидывания атаками) и сопровождать своё появление простенькой шуткой, и среди них много места занимают каламбуры (вроде «A ton of work to do. A skeleton».) А одного из монстров хорошо так назвали, сложив в портмоне имена его родителей у Асгора и Ториэльбыл сын Асриэль.
  • Обилие небольших неожиданностей от автора

В наличии есть куча хитростей, предусмотренные на случай, если хардкорный игрок или стример-задрот захочет показать на Ютьюбе свои «что будет, если напрячься и сделать сложное действие Х. Прошёл игру так хорошо, что увернулся от всех титров в конце? Разблокируется комната местного трололо Надоедливого Пса (Это Тоби и есть).

    • Есть и подтролливание класса «имелось в виду немного не то», словно игра откровенно недопонимает игрока. Пример: если вбить в графе «Name the fallen human» имя и ассоциировать себя с ГГ, то игра порвёт даже этот шаблон: если пройти игру, не убивая монстров, то окажется, что The Fallen human из заставки игры с датой 201Х НЕ ЯВЛЯЛСЯ персонажем, которым управлял игрок: обнаруживается, что ГГ зовут Фриск, а «The Fallen Human» — это персонаж, настоящее имя которого — Кара (греческое Chara)
  • Возможность убедить прекратить любую драку.

Можно в процессе битвы пытаться подобрать тему, которая заставит монстра радостно переключиться на дружескую интонацию (и даже отдать всё своё золото, лол). FTGJ: для каждого действия предусмотрено «системное» сообщение вида, вроде «Вы говорите Woshua, что хотите помыться (тот ответит «Зелёный значит чисто!» и ГГ надо будет душой поймать зелёную маслину, и только после этого можно жать на кнопку «Пощадить»).

Некоторые персонажи[править]

  • Ториэль. Милфа-козочка. Её имя — исковерканное слово «туториал», так как она сопровождает главного героя в первой локации и учит выживать в Руинах, проводит туториал по бою с манекеном и угощает вкусной хавкой в виде пирога. Испытывает материнские чувства к ГГ.
  • Санс. Меметичный, узнаваемый даже теми, кто не играл в игру. Любит толсто троллить и выдавать каламбуры, встречается почти на каждой локации, как бы сопровождая игрока. В диалоговом окне говорит шрифтом Comis Sans. Самый сложный босс при прохождении пути геноцида.
  • Папирус. Брат Санса, аналогично названый шрифтом, которым говорит в диалоговых окнах. Гиперактивный, разговорчивый, туповатый. Достаёт ГГ нелепыми головоломками. Самый лёгкий босс при прохождении пути геноцида, в отличии от своего брата.
  • Андайн. Рыбобаба-рыцарь, имеющая твёрдый и героический характер. Служит королю Асгору, пытается поймать ГГ в Ватерфолле, чтобы заполучить последнюю душу человека. Лесбуха, кто бы мог сомневаться. Живёт в доме в форме рыбы.
  • Альфис. Рептилоид-тян, нёрд, виабушница. Неровно дышит к Андайн, и на пацифистском пути им можно даже устроить свиданку. Живёт в лаборатории в Хотленде, занимается в ней хуй пойми чем: следит за ГГ через некоторое устройство и смотрит бурятские порномультики про кошкодевочек. Является создателем Меттатона.
  • Меттатон. Метросексуальный робот-телезвезда, созданный для сексуальных утех Альфис развлечений монстров и борьбы с человеками. Умеет превращаться в калькулятор и обратно.
  • Асгор. Король Подземелья, бывший муж Ториэль. Сычует в своём замке и поливает те же жёлтые цветы, на которые упал ГГ. Интересный факт: схавав пирог, полученный от Ториэль, Асгор несколько ослабеет от флешбеков.

Эпилог[править]

По состоянию на 2018-ый игра успела побыть как в состоянии «ХАЙПА», распиаренного жупела, так и в интересном состоянии «есть два лагеря, у одного пики точёные»: игра приглянулась сразу и малолетним сычам, и воинам социалочковой справедливости.

Неважно, станете ли вы после прочтения этой статьи идти играть в Андертейл. Это уже не имеет никакого смысла. Особенно если понять, что мы все безнадёжно прикреплены к Земле.

Алсо, на данный момент Тоби Фокс разрабатывает спин-офф Андертейла — Deltarune. Пока что доступны лишь две главы. Радует более интересной командной боёвкой и визуалом.

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