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#they want to show me this one route in deltarune
deargodhelpmeaaa · 2 months
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Deltarune (lightner) ships analyzed for how likely they are to be canon. (ship whatever u want this is just what I think, feel free to comment an argument for your ship, too, I'm happy to hear you out) spoilers if u missed playing this game for the SEVERAL YEARS ITS BEEN OUT
Krusie
I think they're just friends tbh. Susie doesn't show any signs of romantic interest in Kris at all, but Kris MIGHT like her romantically. Ralsei mentions feeling warm when he thinks about the way they care about her and her tea heals Kris the most out of all of them and how much it heals is based on how much the characters like each other (Susie's tea heals 400 of Noelle's health points) and when asked who they'll take to the festival, Kris is implied to sound confused when you make them say they want to go with Ralsei or Noelle.
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Susie and Ralsei's dialogue when Kris drinks Susie's tea is a little sus, too.
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But again, there's no specific interactions that REALLY indicate that they really do like each other like that. Susie isn't really shown to like Kris as more than a friend, and Kris likes her, but a lot of this stuff sounds like they just like her as a really close friend...
They really do strike me as best friends. They're excited to go to the dark world together in chapter 2, and Susie is excited to go there again at the end of chapter 1. How they want to keep it a secret because it's their thing... I think that trying to say it's a romance is just reading into it a bit too much. Susie's probably going to end up with Noelle and not Kris.
Also I think it's super interesting that Kris and Noelle both like Susie a lot as people who lack control over their own lives- Noelle being super submissive and Kris literally being possessed.
Suselle
The ferris wheel scene they have together, it's implied that they did stuff together in Snowgrave. Susie blushes when Noelle gives her the chalk and they have a lot of cute, awkward interactions. Susie does seem to like Noelle back but doesn't know it yet, and it is clear to me that they're going to get into a relationship.
Kralsei
A bit weird.... Ralsei looks like Kris's brother and kind of forces himself onto them a bit since we know they don't really like him as much as we do and he's appealing to the player who's controlling Kris and not necessarily Kris themself. He still blushes around them, and if you choose to hug him on the boat and fight Spamton, he forcefully hugs Kris to distract everyone from what's going on. Not as wholesome as it initially looks, is it? If it becomes canon it will be against Kris's consent.
Kriselle
Honestly? It's possible. Snowgrave is forced and fucked up but I think even in the normal route there might be tiny hints that Noelle likes Kris a little bit.
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(WHY SHE DO THAT) I might be reading into it too much, though.
Ralsusie
Not really canon, either. Again, she doesn't show any romantic interest in him, he doesn't in her. There's not a lot of grounds to stand on to say it will be canon. It seems like Ralsei is too interested in Kris (or more accurately: the player) and Noelle is too interested in Susie, who is unaware that she likes her back. I think it's a cute pairing but I really do just see them as friends and nothing else.
Krerdly
I already did a post on this but I've updated my reasoning since. I will reitorate some of my previous evidence nonetheless. JUST BECAUSE I CAN!!!
Berdly lowers the fee on the library book for seemingly no reason in chapter 1, is shown to care about Kris and views them as a friend but is only pushing them away to maintain his status as the "smart kid." They play games together and it's clear that Kris likes Berdly, too, and one of my favorite instances of this is the narration when you stare at his stupid statue for too long (skip to the 3 minute mark on the video)
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He's the only character to open the present you give them and has the most heartfelt reaction to it.
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He loses interest in Susie at the end of chapter 2.
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And indicates that he's not repulsed by the idea of being with Kris, only turning them down because he thinks he likes Susie and that Susie likes him back, and so therefore he tries to pursue her.
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and is put under the impression that they like him when they show concern for him. It is possible that they do like him romantically. It is possible that he likes THEM romantically and is just too out of touch with his own feelings to recognize it. He's really nice to them a lot more than he needs to be even when he's trying to be condescending. Obviously he values them as a friend even if initially trying to deny it.
His character development isn't completed at the end of chapter 2 and it seems clear to me that he's going to be coming back somehow. He's only just a little less hesitant to study with Kris and Susie at the end of Chapter 2. He still has that weird relationship with romance since he thinks nobody can love him without some ulterior motive, like romance. He thinks romance is super important, this massive form of intimacy and he wants it desperately, and that will hopefully be explored further and developed more.
Chapter 2 is all about him and Noelle and he gets a lot of his own individual development that is pretty separate from Noelle's and not even aided by hers, which is different from Lancer (who he's oft compared to) whose development is connected directly to Susie's. There's no reason to just throw Berdly's ass away right after chapter 2 (unless you literally forced Noelle to do that to him lmao) I think he's gonna do more in the story somehow, in some way. He's gonna develop more, and I think we're going to see more of his relationship with romance. We might get to meet his family and see more of that. Like.... he's just too good of a character to throw away IMO. Not to mention how a lot of the computer world's denizens resemble him in some way, the butlers being literally birds, Queen's mech sharing some visual simularities to him,
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Spamton being an almost direct parallel to his character.... lots of things about that seem pretty sus and make me think he might be important in some way just because of that.
We also have the route where he breaks his arm which will take his development in another direction as well.
Toby Fox mentioned that the game is taking so long because he and the team need to do all these new mechanics, the branching paths, and it's very complex.
So.
Basically.
What I think is going to happen.
Is that Krerdly could happen in one or more routes where Berdly is still alive. So it hurts even more that he's dead in snowgrave. Whoops. Killed our characters' future boyfriend. My bad! Lmao! And yeah I think it's Kris who will be interested and not necessarily the player because that's less weird and cuter to me hehe haha hahaha.
I.
I.
Listen.
I might be reading too much into it because I really like Berdly and relate to him like crazy. (big shocker: the crazy tumblr girl that writes long rambly analysis about videogames and youtube and shit and constantly draws Berdly and is obsessed with him relates to Berdly)
Oh yea one unrelated theory I think that he might be the only light world character you can force Noelle to kill. It'd be kind of dumb to repeat the snowgrave route like that IMO and make it more impactful that way but maybe I just want my boy to be special IDK.
Noelle x Berdly
Sunken ship. They don't like eachother romantically at all. Berdly thinks she likes him but doesn't like her back, and Noelle doesn't like Berdly romantically at all, and even may hold some mild, repressed contempt towards him, but she still cares about him. It's made clear as day in the game that they are just friends and not interested in making their friendship anything else, unless Noelle asked out Berdly, the pinnacle of masculinity himself, (which he'd agree to since he would worry about what would happen otherwise) but heh. Yea.... like that's going to happen...
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Susie x Berdly
Susie doesn't like him romantically, he loses interest in her at the end of chapter 2.
Ralsei x Berdly
They never interact and we don't know if they will interact.
Noelle x Ralsei They never really interact yet either. Later on I can see them interacting more since Toby described Noelle as "one of the main characters" but it's not going to be romantic. I think that's obvious.
We don't know the other characters well enough to say anything about them. That being said...
Dessriel
Toby Fox commented that someone was making something really similar to Deltarune and it's speculated it was in reference to omori.
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We only have one comment about Dess using Asriel's jacket to back this up, as well as the fact that Dess and Asriel are friends so Kris and Noelle were friends, and everything seems to have fallen apart after Dess's disappearance. I think about Hero and Mari here, and wonder if that's what he meant in this tweet. It's possible that Dess and Asriel liked eachother romantically or were dating (I don't think we've gotten any specifics on the nature of their relationship). We don't know yet, though but it's a theory. A GAME THEORY THANKS FOR READING!!!!
To reitorate before I go: Remember even though I said your ship is unlikely to become canon I'm not dissing it and you're not a bad person for liking it at all, like what you like, ship what you want (but know where to draw the line of course, be normal, JESUS). So yeah no shade on anyone this is just what I think, aight?
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vgfm · 3 months
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A Lily Gilded: A Review and Analysis of Undertale Yellow
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The Short, Spoiler-Free Review (TL;DR)
Any Undertale fan who owns a PC should play Undertale Yellow, even if they previously weren’t interested or have any doubts or reservations.
No criticism that I levy at Undertale Yellow, big or small, is intended to dissuade anyone who hasn’t played it from trying it: you should play it and there is no reason not to aside from a lack of free time or not owning a PC.
Although I have some criticisms of Undertale Yellow, my overall opinion of it is still very positive. I’m glad to have experienced this game.
If you haven’t played the game yet, then I recommend starting with the neutral route. Pacifist is much harder in this game and there are story segments exclusive to the neutral route that make it worth the time investment.
My analysis from this point forward will include spoilers for all three major routes of Undertale Yellow. It will also be very long (close to 60 pages), so be warned.
My Background
I’ve completed all routes of Undertale, Deltarune (Ch 1-2), and Undertale Yellow
I primarily engage with UTDR fandom by reading and writing theories. I like to think that I’m decently knowledgeable about the series, at least
I have no professional background in game development
I’m usually a purist when it comes to games and the topic of fangames and mods. I’m a “picky eater” in particular when it comes to UT/DR fan content:
I’ve never played an Undertale fangame prior to Yellow
Most UT and DR fangames have either not appealed to me personally or have not been finished
I don’t engage with most story-driven Undertale/Deltarune Aus or fanworks if I feel they don’t capture the spirit of the original games
Saying Something Nice
Undertale Yellow is the best fangame that I’ve played in recent memory. I think it’s very likely that Undertale Yellow is not only the best Undertale fangame ever made but that it will remain the best Undertale fangame of its kind for the foreseeable future. It’s not just a good fangame but a good game in general--had Undertale Yellow been a completely original game with no ties to Undertale, it very likely would have become a cult classic in its own right.
Of the long-form fan content I’ve seen, Undertale Yellow is among those that come the closest to replicating the style and tone of the original game without feeling like it’s simply cribbing the story or jokes.
It goes without saying that Undertale Yellow’s spritework and animations far surpass those of Undertale in sheer effort, and at times they rival and surpass those of Deltarune as well. There are some stylistic differences between Yellow and the canon games, and I wouldn’t go so far as to say Yellow’s visuals are always better in every conceivable aspect, but the general quality difference is night and day.
Yellow’s music comes close to rivaling Toby’s work, though frankly I think this is a barrier that no fangame will ever overcome for me. It’s a better impression of Toby’s style than most who’ve tried, but it’s still noticeably an impression. One thing that I immensely appreciate is that Yellow has battle theme variants for each major area in the game. “Enemy Approaching” is a fine song, but I always start to get sick of it by the time I reach the end of Waterfall in the original game.
Most of all, what I respect about Undertale Yellow is when it shows restraint: the restraint to largely omit cameos and callbacks to Undertale’s characters except when it feels warranted to do so. I respect that the game doesn’t try to smuggle in characters or worldbuilding elements from Deltarune and instead sticks to its guns as an Undertale prequel. I also appreciate that, for the most part, it sidesteps the trap that most prequels fall into of trying to tell a bigger story than the original—the story of Undertale Yellow still feels impactful and meaningful, but it does not overshadow or diminish the events of Undertale.
I wanted to frontload my praises for this game because a lot of my more detailed analyses to follow will come across more negative and nitpicky. Admittedly, it’s much easier to point out something that doesn’t work in a story or game that’s otherwise good because it sticks out like a sore thumb and takes you out of the experience. Additionally, so many things are done well in this game that I’d be here all day if I listed every single thing that worked. If there’s an aspect of the game that I don’t comment on then just assume that I found it at least serviceable, if not great.
My Criteria
Since Undertale Yellow is based on the world of Undertale and borrows many gameplay elements from it, it’s virtually impossible to review or analyze the game without inviting at least some comparisons to Undertale.
Having said that, I’m going to avoid criticizing differences between Yellow and the original game if the criticism would boil down to “it’s different from Undertale, therefore it’s bad.” There are things that Yellow does differently that I find worse, but I’ll argue those on their own merit rather than pointing solely to the fact that they’re different. On the flip side, there are a few places where Yellow differs from the original game because Yellow does something better—I’ll be sure to point out these instances as well.
Overall, I’m grading Undertale Yellow on a curve because I can’t help but compare it to the original game. I don’t feel it’s unfair for me to do so, since Yellow relies on Undertale not only for its conceit but also for some of its story beats—Yellow would not make sense or feel complete as an experience if Undertale did not exist.
If Undertale Yellow had been a completely original game, with whatever tweaks or rewrites would have been necessary to make it such, my overall tone would probably be more positive, since I’d be comparing it to the average game experience rather than to one of my favorite games of all time. This is not to say that Yellow would have necessarily been better as an original game, nor am I saying that it should have been—it just would have made the comparisons to Undertale less warranted.
Lastly, I’m going to try to avoid comparing Undertale Yellow to Deltarune. I feel like this is a less fair comparison since Deltarune is not a finished game and Yellow lifts very little from Deltarune beyond a run button and the charge shot.
Bosses
Undertale Yellow’s bosses were the most contentious issue for me during my initial playthroughs. Subsequent playthroughs caused me to warm up a bit to some of the problematic ones, but most of my gameplay-related gripes are tied to its bosses.
My three biggest issues with this game’s bosses are the strategies for sparing bosses, the telegraphing of their attacks, and the attack variety that each boss has.
Sparing Strategies
To start with the simpler complaint, half the bosses and minibosses in this game have pacifist fights that consist of waiting for the boss’s dialogue and attacks to run out before you can spare them, sometimes requiring a token act only at the very end of the fight.
This is a problem because it reduces these fights to waiting games that can be brute-forced with a full supply of healing items. Annoyingly, these same fights also come with 2-3 options in the ACT menu that often do nothing and in most cases don’t even prompt any reaction or different dialogue from the boss.
By comparison, Undertale’s pacifist route only has two (and a half) bosses that require waiting out the opponent: Papyrus and Muffet, and both of these fights have alternate completion conditions that can be used to bypass the wait.
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Conversely, Napstablook’s fight requires acting, Toriel requires constant sparing, the Snowdin dogs all have unique acts, Mad Dummy requires redirecting her attacks back at her, Undyne requires running away, the Royal Guards require acting, Mettaton must pass a ratings threshold tied to unique acts, Asgore and Flowey require fighting; Asriel’s fight is half waiting but the second phase requires the lost soul segments to be completed.
Every Undertale boss felt like a puzzle on pacifist and some like Undyne and Mad Dummy were genuine brain-teasers. None of Yellow’s fights ever quite scratch that itch, though a couple come close like Guardener and Axis.
It baffles me a little that this issue is even present because the common enemy encounters in Yellow don’t fall prey to this. In fact, a few enemy encounters in Yellow cleverly require using multiple different acts in a specific (and usually intuitive) order to achieve victory—something that even Undertale seldom did.
It seems that most bosses in Yellow were designed around distinguishing themselves via their attack patterns rather than their spare method, though this leads into anther major issue: how these attacks are conveyed, paced, and telegraphed to the player.
Attack Telegraphing
Undertale Yellow is meant to have harder combat than Undertale, which had me a bit wary going in. The average enemy encounter in Yellow feels harder than Undertale, and the same is certainly true of the bosses. However, I’m not sure if I’d say any of Yellow’s hardest bosses quite rival the Sans fight in terms of sheer difficulty, at least in terms of the number of attempts it took me to complete them.
This could be chalked up to me coming into Undertale Yellow with more experience than when I first played Undertale, or Yellow’s 1.1 patch toning down a few of the harder fights. For the record, I’ve beaten all fights in Yellow without the use of the game’s “easy mode” option—I used it for certain bosses in my very first pacifist and no mercy runs, but I later replayed those runs with the setting disabled in order to have a “proper” experience.
Many fights in Yellow, big and small, feel less “fair” than the fights in Undertale and even now I’m not 100% sure I can nail down why. A lot of this boils down to the “feel” of the fights, but part of this could be due to me already being familiar with Undertale’s attack patterns and not Yellow’s. OG Undertale does have a handful of battle moments that feel “unfair” or not designed as optimally for new players as they could have been, which is easy for a player like me to gloss over after I’ve become familiar with the game. One such example is the Lemon Bread amalgamate, which (imo) is one of the hardest fights in the pacifist route.
Still, I noticed many instances in Yellow where incoming attacks would give little or seemingly no warning before they were able to hurt you. Some examples off the top of my head would be Mooch’s moneybag attack, Guardener’s triple stomp attack that fills the whole box, Starlo’s horseshoe attack that blends into his head before it drops, and Ceroba’s paralyzing diamond attack.
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The only consistent way I found to avoid attacks like these was either to know in advance where they were going to enter the bullet box or to already be moving before they appear. It doesn’t help that often attacks that come from outside the bullet box will spawn in immediately outside the box, minimizing the travel time where players could see them coming and act accordingly.
Another common issue I found is the frequent use of blue and orange attacks, often paired with each other and/or with regular attacks, and often without properly telegraphing which will be used until they’re already onscreen. In contrast, Undertale generally used these types of attacks one at a time or, in Asgore’s case, clearly telegraphed them before they were used in tandem.
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Yellow’s approach presents a problem because dodging orange and blue attacks demands either movement or lack of movement, which can force the player to take a hit if there’s already another attack onscreen that demands the opposite. In my experience the solution was either to know in advance where the blue and orange attacks would come from (and when) to get into optimal position, or simply tank the hit and hope you make up for it later.
Speaking from my own personal experience, I struggled for a time with Ceroba’s No Mercy fight when I went in blind—she has multiple deadly attacks with little to no telegraphing as well as color attacks that can overlap each other if you’re not already in an optimal position. I was only able to complete this fight on normal after I watched a no-hit run so that I could memorize her patterns. This is something I’ve never had to do for any Undertale or Deltarune fight, including Sans, and it doesn’t really feel like it’s in the spirit of the franchise. I always try to go into each of these games blind and I don’t think it’s unreasonable that a new player, even on a harder route, should be able to intuit what is expected of them in a fight. A few attacks might be challenging or counter-intuitive at first, but having to rely on rote memorization or a guide just doesn’t feel fun or organic to me.
On that note, some of you may be nodding toward the Sans fight as an example of some of the things I’m complaining about, particularly the lack of proper telegraphing and a reliance on memorization. Well, let’s unpack that.
To start, I’ll say that the Sans fight is not my favorite fight in Undertale from a pure gameplay perspective and that I don’t fully agree with some of its design choices. One reason I don’t play fan battles in general is because many of them seem to emulate the style of the Sans fight or double down on it without understanding it.
Despite my minor issues with it, I find the “unfair” aspects of the Sans fight to be more justified and acceptable within the context of Undertale than I find the seeming “unfairness” of Yellow’s harder fights to be in the context of that game. One reason is that the Sans fight is the only fight in Undertale (or Deltarune) that works the way that it does, whereas Yellow has several, even if they’re overall less hard than the Sans fight.
More importantly, the Sans fight has proper buildup, feels appropriate for the character and story, and (most important of all) the game itself acknowledges the fact that it’s unfair and the fight is designed around that admission. Sans literally has over a dozen different dialogue variations depending on how many times you die in his fight and when.
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The game is even aware of the fact that most new players won’t survive Sans’ first attack and creates multiple variants of just the dialogue before and after that attack. Undertale fully anticipates your deaths and cultivates a unique experience for you along the way as you learn Sans’ patterns.
To put it simply, the Sans fight is the exception that proves the rule: it makes you realize how much fairer the other fights in Undertale are and how easy it is to take those design principles for granted. Conversely, the attack patterns in the hardest Yellow fights didn’t feel radically different or radically “less fair” in philosophy from Yellow’s moderately difficult boss fights—both feel varying degrees of “unfair,” but the harder fights are just “more” with the occasional twist added on top.
My platonic ideal of a challenging boss fight in an Undertale game would be Undyne the Undying. Undyne the Undying is a massive difficulty spike in her respective run, at times she requires ridiculous reaction time, and it’s easy to psych yourself out and get double-tapped by her barrages and die quickly. Nonetheless, her fight feels fair—it’s a culmination of the rules you’ve been taught and it doesn’t needlessly subvert them. Even though she has her dreaded reverse-arrow attacks that trip up new players, these are still properly telegraphed and manageable. Looking at footage of it now, it’s surprising how this fight looks more honest and straightforward than many of Yellow’s later boss fights.
Attack Variety
Another contributing factor to my issues with Yellow’s boss fights is the sheer number and variety of attacks that some bosses have, particularly in the latter half of the game. To wit, most bosses in Undertale have about 4-5 unique attacks that are repeated with variations, while Undertale Yellow’s bosses can have upwards of 9-10 unique types of attacks, not including variations. Ceroba alone has ten completely different unique attack patterns in just the first phase of her pacifist fight—every single turn is a completely different attack requiring different dodging strategies and none are repeated.
Some may be asking why this is a problem. Isn’t more variety a good thing? This just shows that the Yellow team put more effort in, right? My issue here is that many of these attacks don’t seem to exist for any reason except for the sake of artificial variety and because the devs (presumably) thought they’d be a cool-looking thing to dodge. If you’re confused as to the point I’m trying to make, let’s look at how Undertale utilized its attack patterns with Mettaton EX.
The Mettaton EX fight is a favorite of fans and mine, and one reason I like it so much is for how it uses eclectic and seemingly chaotic attacks to teach the player new mechanics while offering a spare mechanic that relies on strategic thinking to optimize. The fight offers the following types of attacks: moving legs, bombs, boxes, miniature mettatons, gates, a disco ball, and Mettaton’s heart. Not counting the joke/gimmick turns like the essay or break time, this is seven main attack archetypes, each with their own variations and crossover with each other.
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Note that all seven of these attack types interact with the fight’s core mechanic: the yellow soul mode. More importantly, each of these attacks teaches the player something about how the soul mode works with no need for an onscreen prompt. Boxes and bombs teach you that there are some attacks you should shoot and some that you should not. The hand gates initially teach you that some bullets are unaffected by your shots, but later you’re given gates with yellow buttons that will open them, teaching you that some targets require precision. The miniature mettatons teach you that some attacks will become a bigger problem for you if you don’t take them out right away. The moving legs teach you that shooting can stop certain attacks from moving and that the timing of your shots is important. The disco ball builds on this lesson, requiring the need to plan your next movements when shooting the ball. The heart serves as the culmination, featuring the bombs and mini-mettatons from before while also giving you a precise moving target to hit repeatedly.
All of Mettaton EX’s attacks tie into a common theme and reinforce one another—learning to dodge and utilize the mechanics of one attack will make you better-equipped to deal with the others. It’s by no means a perfect fight, nor does it teach all of its lessons perfectly—I remember it taking me several attempts to complete and some mechanics like the disco ball and legs didn’t “click” with me immediately, but there’s clear intent behind every attack and it’s remarkable how utilitarian the whole thing is structured, despite its reputation for being one of the game’s longer and more self-indulgent fights.
Let’s bring things back to Ceroba for comparison. Her first phase has 10 unique attacks, only half of which feature mechanics that appear in the later phases: her paralyzing diamonds, her spinning bullets that circle around you, her bells that create colored shockwaves, and the vortex that opens in the center of the arena.
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The other attacks are only used once, have little-to-no pattern commonality with each other or with her later attacks, and teach nothing other than how to dodge each of these one-off attacks. At most, a few attacks share a flower motif but move with completely different behaviors (straight line, fanning out, circling, homing in). While this isn’t horrible design, I can’t help but find it a bit wasteful considering what other fights have done with less and how chaotic the later phases of Ceroba’s fight get—something that players could have been eased into by having her first phase present more of her later attacks in a more controlled environment.
In the end, I remember being frustrated with the Ceroba pacifist fight when I first played it. Part of this was due to my own mistake of going past the point of no return without a full stock of items, but the lack of cohesion in the first phase and its lacking relevance to the mechanics of the second phase made it hard for me to “gel” with the gameplay and, as a result of my own frustration and confusion, I had a harder time getting invested in the narrative. I’ve seen some fans label the Ceroba fight the best fight in the series, but I wouldn’t even put it in my top 25, despite the overwhelming effort on display from the developers.
To bring the comparison home, I cried the first time I saw Mettaton say goodbye to his call-in viewers, but not once did I cry during Ceroba’s fight. A flamboyant robot making a single pained expression leaves a bigger impact when his attacks are unintrusive to the experience, and a lovingly-animated grieving fox’s backstory doesn’t hit as hard when I’m distracted by a hodgepodge of visually stunning but incoherent bullet hells. Less is more.
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I realize I’ve been a bit mean to Yellow during this segment. In fairness, I did replay the pacifist route and tried the Ceroba fight in a more prepared state. I enjoyed the fight more my second time around, but I still would not rank it among my favorites in the franchise. And to be clear, I don’t hate this fight at all—I just think it represents the excesses in Yellow’s battle design and how they can sour a first-time experience, which is the most important experience for a narrative-driven game. Even the weaker aspects of Yellow’s design are, by and large, serviceable by the standards of typical game design. Compared to Undertale, though, I was disappointed in the areas where it lacked or, more accurately, overstepped.
Having fewer types of attacks is not a result of less effort—it allows more room for variations on each type of attack and it can make difficult or poorly-telegraphed attacks more forgivable if the attack is used multiple times with the first instance training the player for the future variations. I feel that having too many unique attacks for each boss resulted in each attack not receiving the necessary polish and balancing that it should have, and it also made each fight feel less instructive and lacking in a clear design goal.
To close this off, I’d like to give a positive example of a boss fight from Undertale Yellow: Axis. For the most part, Axis successfully walks the tightrope of Yellow’s more complex late-game fights while still maintaining a consistent theme and introducing concepts to the player gradually. The whole fight revolves around blocking Axis’ attacks with a trashcan lid—first with a ground-based lid, then with a lid that rotates around an axis (get it?). As the fight progresses, new types of projectiles and hazards are introduced, usually first using the ground-based lid to avoid overwhelming the player.
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As if that weren’t enough, the fight comes with its own unique sparing strategy where players fill a meter by blocking attacks and then attempt to reflect an orb back at Axis once the meter is full. The fight’s not perfect—there’s still the occasional one-off attack that doesn’t really teach any relevant lesson to the player, the orb reflection mechanic is finicky, and the fight is perhaps slightly more difficult than I’d prefer from a typical boss fight, but if all Yellow bosses had been of a similar caliber then I wouldn’t have needed to go on this massive detour about boss design in the first place.
Since some might ask, I might as well weigh in on Yellow’s most controversial boss: El Bailador. I initially had difficulty with this fight due to my lack of experience with rhythm games (and the lack of preparation that the game gives you). I also found the need to press a direction key and the Z key for each note to be a tad clunky. Beyond that? I actually didn’t mind the fight all that much. It introduces a simple concept and builds upon it gradually in a way that felt satisfying to me as I began to master it. The last turn maybe goes on for too long, but I can’t say that I hated it. I promise I’m not trying to piss off the Undertale Yellow fandom (who, if memes are anything to go by, seem to despise this fight), but I found the simplicity of Bailador refreshing considering how chaotic the later fights get. That said, I turned on the auto-rhythm setting in future playthroughs to make this fight less of a difficulty spike.
Themes
To start off, I’d like to acknowledge the fact that Undertale Yellow largely avoids most of the “meta” themes that Undertale and Deltarune touch upon, nor does the game try to go in its own direction in regards to metatextual concepts. Undertale Yellow generally leaves the topic untouched, aside from continuing to use in-universe mechanics established in Undertale such as saving and EXP/LV. Some fans might view this as disappointing or even a betrayal of the tones and themes previously established in Toby’s work. Me? I don’t mind at all, honestly. If anything, it’s refreshing to see an Undertale fan project that takes the setting of Undertale at face value rather than trying to outsmart it or put their own meta spin on it. Far too often have I seen fanworks that swing the pendulum in the other direction and have characters just flat out address the player and shatter the verisimilitude of the setting with no buildup.
None of this is to say that Undertale Yellow is lacking in themes. The most prominent theme I noticed, unsurprisingly, is that of justice. Undertale strongly implies that the yellow human soul is the soul that represents justice, and fanworks ever since have ran with the idea. Undertale Yellow represents the culmination of this concept by turning each of its routes into differing interpretations of what justice means.
As a refresher, Undertale Yellow has three main routes with four endings: true pacifist, “false” pacifist, neutral, and no mercy. I see each ending as its own realization of and commentary on the concept of justice.
Neutral
In Undertale Yellow, the neutral ending acts as something of a “bad ending” from classic video games. These are the kind of endings you get when you fail to 100% complete a game and you’re told to go back and do it again, complete with Flowey’s laugh imposed over the “Thank you for playing!” end credits message.
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Who wore it better?
Thematically, the neutral route represents justice as subjective and personal—Clover can spare or kill whoever they wish. It’s hard to argue that any one monster in Undertale Yellow is more guilty than any other in this route, so killing monsters in neutral largely comes off as the capricious whims of Clover rather than being based on any consistent law or greater principle.
This outlook ultimately blows up in Clover’s face when they come to a head with their foil in this route: Flowey, who exercises his own form of justice, or “judgment” as he prefers. Flowey only cares about freeing himself from his current situation and will use any means to achieve this goal. In his eyes, your failure to follow his directions or be of further use of him is a slight against him that demands punishment as he sees fit.
Fitting this individualistic outlook, Flowey takes “might makes right” to its logical conclusion by trapping you in his own personal hell while he acts as a wannabe-God looking down on high. Ultimately Clover can only escape when Flowey wills it, cementing Clover’s status as a pawn subject to the whims of the powerful despite their illusions of independence. Without laws to protect them, the weak will be trampled by the powerful.
Pacifist
Pacifist presents two outlooks depending on whether Clover spares or kills Ceroba in the final battle. Of all the monsters Clover meets, Ceroba is the most culpable for a serious real-world crime other than Asgore and Axis (the latter of whom may not meet the definition of culpability or competence to stand trial).
Clover lacks the fore-knowledge that Ceroba’s daughter will likely survive thanks to Alphys’ efforts, so Clover would view Ceroba’s actions toward Kanako as manslaughter, or at least reckless endangerment. Unlike the neutral route, Clover’s choice can’t solely be chalked up to their own personal whims—actual harm has been done by Ceroba, but more harm may yet be done if she’s killed.
False Pacifist
If Clover kills Ceroba, then this choice seems to represent justice as following the law to the letter, for good or ill. Starlo, who’s most upset by Ceroba’s passing, reluctantly echoes this sentiment:
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Even if Clover stands by their choice deep down, it’s reasonable to assume that hurting Starlo this way left a bitter taste in their mouth. Not long after this, Clover reaps what they’ve sewn as they come face to face with their foil for this ending: Asgore.
Initially I thought it was strange that Asgore doesn’t appear if you spare Ceroba, but this ending illustrates why Asgore’s entrance is most appropriate here. Asgore finds himself in a similar situation as Clover. Asgore is keeping his word to his people for good or ill, and a king’s word is law. In all likelihood, Clover probably hated killing Ceroba in much the same way that Asgore hates killing humans. But both are trapped within the confines of their own rigid principles.
Martlet, who acts as an onlooker, first argues on behalf of Clover’s killing of Ceroba on the basis of the law, but just as quickly turns around to plead that Asgore bend the rules of his kingdom to spare Clover. In the end, she can’t have it both ways. No one is happy with how things turn out and the only thing served is the letter of the law, rather than the spirit of justice.
True Pacifist
If Clover spares Ceroba, it might be for her own sake or because killing her will benefit no one and will only serve to harm Starlo. In much the same way, killing the monsters who harmed the five humans won’t bring any benefit to monster or human alike and will instead only fan the flames of war.
Clover came to the Underground armed in search of five humans, no doubt willing to enact justice on anyone or anything that harmed them. Instead they find a world of good-hearted people who have ample reason to distrust humans. Through acts of kindness, this distrust is cast aside and many friendships are made.
In the Wild East, Clover is presented with the classic trolley problem. Starlo emphasizes that Clover could let a large group of monsters die while incurring no personal responsibility. Clover didn’t tie those monsters to the tracks in much the same way that Clover is not personally responsible for monsters being trapped Underground. However, Clover can save them by sacrificing a single life—an anonymous other, but eventually Clover is faced with the possibility of becoming that sacrifice willingly.
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Clover choosing to give up their soul is not only an ultimate act of selflessness but also interprets justice as a principle higher than any mere law or person’s whim—laws should not exist solely for their own sake because laws should be a means for the betterment of all. Any “justice” that loses sight of this higher principle has no meaning or value, so one must act in service to the greater good.
Clover doesn’t deserve to die, but sitting on the sidelines so that monsters or the next fallen human can suffer in their place would be a greater injustice in their eyes. Ultimately they decide that their own sacrifice, while tragic, will create the best outcome for everyone and act as a step towards restorative justice for monsterkind.
No Mercy
No mercy was a bit of an enigma for me initially. It starts off largely the same as Undertale’s no mercy route, only without the one-shot kills and commentary on completionism. It’s not until Steamworks when the aim of this run starts to come together. We see a role reversal where Clover chases down Axis, and Flowey of all people questions Clover’s craving for destruction.
When fighting Axis, we see him admit that he had killed a previous fallen human. Although this information can be uncovered through a hidden tape in the pacifist route, here we see this revelation enrage Clover to the point that their LV increases on the spot. Normally I’d nitpick something like this, since Undertale states that cruel intentions can make a human’s individual attacks stronger but their LV is tied to their EXP. However, I can overlook this since the rules are bent in service of a good character moment that defines the run for me.
This moment and the ending recontextualize the whole run up until now: Clover isn’t killing indiscriminately like Frisk was. On the contrary, Clover is quite discriminate with their killing: they specifically want monsters (and their creations) destroyed, but not humans. Up until now we haven’t had an Undertale protagonist who is unabashedly pro-human. Chara was very much the opposite and some lines in Deltarune imply Kris may feel similarly. Frisk seems ambivalent, but from the beginning Clover has been acting for the sake of the five missing humans.
In neutral and pacifist, Clover judges monsters on an individual basis, but in no mercy all monsters are deemed guilty. What distinguishes this run from the others, besides the brutality of Clover’s actions, is that their actions can’t solely be chalked up to dogmatic obedience of the law or their own selfish desires.
Throughout the run, Clover can choose to steal from shops, commit armed robbery against Mo, and even cheat in their “dual” with Starlo—all of these indicate some degree of underhandedness or dishonor, but Clover’s outlook is seemingly that monsters don’t deserve fair play or the benefit of the doubt.
Conversely, we see from the ending that Clover goes out of their way to free the five human souls—they don’t leave them behind or try to go on a power trip and use them for their own ends (as far as we’re aware). No mercy is a dark reflection of true pacifist, where “justice” has transcended the letter of the law as well as personal desires. Instead of “justice” being in service to the greater good of all, it’s in service to division, tribalism, and vengeance.
Even so, one can debate whether Clover’s actions are motivated more by a love of humanity or purely by a hatred of monsters. Asgore points out that Clover’s actions will only worsen the conflict between humans and monsters, and more humans will die in the future as a result.
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This doesn’t seem to give Clover any pause, so one can assume they either don’t believe Asgore or they don’t care—they’re here to make monsterkind pay, and if more conflict arises then that means more opportunities for payback in the future. Make them pay and never stop making them pay.
Characters
Character writing is a crucial component of any Undertale-adjacent game and it’s often the biggest stumbling block I encounter when I’ve tried to get into fanworks. I mean that in no way as a slight against fan creators, but rather to illustrate how high the bar has been set by Toby. This is a bar that’s set just as high, if not higher than Toby’s musical abilities, imo. In all the ways that I would describe myself as a “picky eater” when it comes to Undertale content, I’d say character writing is where I’m by far the pickiest.
To give Undertale Yellow a fair and thorough analysis, I’ll be going over all of the major characters one by one to give my impressions of them as well as what I feel works and what doesn’t, starting from the top:
Clover
There isn’t a ton to say about Clover compared to the other characters, but this isn’t a bad thing. What’s apparent is that Clover has more personality and initiative on display throughout the game than Frisk did, though in some ways not as much as Kris—Clover is something of a middleground between the two canon protags. At several points we’re only given a single dialogue “choice,” meant to illustrate when Clover has made a decision on their own.
We’re told Clover’s surface-level motivation: to find the five humans who disappeared, but we’re not given any context as to what connection (if any) Clover has to these humans or what their own history is beyond one or two vague bits of flavor text.
Clover’s motivations can evolve or outright change course depending on which choices the player makes throughout the game. I already went over this in the themes section, but the fact that Yellow largely eschews the broader metatextual commentary found in Undertale means that Clover’s actions are much easier to attribute as their own in-universe decisions, rather than something imposed on them by a controlling entity.
Beyond this, we also see Clover display various quirks via their character animations, such as kicking their feet while seated, tugging on Ceroba’s sleeve, or standing on their tippy-toes when handing their hat to Martlet. We ultimately can’t say much about Clover’s overall personality or interests outside the context of game events, but these little flourishes help to make the character memorable.
By default I’d argue that Clover’s “better written” as a character than Frisk was, barring the metatextual baggage attached to the latter. Overall, not a bad start.
Dalv
I wasn’t sure what to make of Dalv initially. Confession time: Dalv was the deciding factor that led to me not checking out the Undertale Yellow demo when it first dropped. I’ve got nothing against the guy, but at the time I didn’t really “get” his character—I wasn’t sure what his motives were and I couldn’t even understand what his first lines of dialogue were meant to convey.
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Even now I’m still not 100% sure whether his first line of dialogue is him rehearsing a conversation with another Ruins monster, with the monster that used to leave him corn, or with the previous human that he encountered. The fact that Dalv is known by the other monsters for talking to himself and having imaginary friends only blurs the lines further, though this doesn’t feel intentional.
This is part of a broader, though minor, issue with some of Yellow’s writing where characters will allude to events and other characters that a first-time player wouldn’t be familiar with. To be fair, Undertale does this as well early on but usually with enough context clues to help you figure things out—Papyrus namedrops Undyne and Alphys in Snowdin, but we learn from context clues within Snowdin that Undyne is a monster of authority that Papyrus knows and Alphys is a doctor and apparent inventor.
To draw a more direct comparison, we know early on that Toriel is a motherly figure and we see in her house that she has taken in other children who’ve met an unknown fate—this mystery leads to some first-timers speculating whether Toriel is the one responsible for said fate. Right before her boss fight she explains her motives more clearly--her actions, though overbearing, have been to protect Frisk. You can also infer, though not stated directly, that her actions towards Frisk may be some attempt on her part to recreate or make up for her past experiences with children that she’s lost. Later on we learn that she’s Asgore’s ex-wife and lost her two children tragically, but this is not something that needs to be spelled out in order to get a basic grasp on Toriel as a character.
Dalv, on the other hand, has an implied backstory that is never outright stated but instead needs to be pieced together from context clues given much later in the game, some of which are tied to optional secrets and randomly-generated fun events. In short, Dalv was a monster living in Snowdin who met Kanako when she and Chujin came to visit. During that visit, Dalv was attacked by a human (implied to be the one carrying the blue soul), who was later killed by Axis. It’s implied that this experience was so traumatic that Dalv retreated into the Ruins and cut off all contact with those around him. Conceptually? This is a solid backstory. No notes. It’s a shame, then, that most players don’t even seem to be aware of it after finishing the game.
Now, a character doesn’t need a tragic backstory in order to be likable or compelling. In fairness, I do enjoy the aspects of Dalv’s character that are given upfront in his house—his neatness, his social awkwardness, his creative side, and his “imaginary” friends. The problem is that we don’t see these sides of him until after his boss fight, when most players likely won’t see him again for the rest of the game.
Characters don’t need to front-load their entire personality or backstory into their first encounter, but doing the opposite isn’t helpful either. First impressions matter in fiction, and unfortunately Dalv gave very little for me to latch onto for most of his screentime. It’s really only through hindsight that I began to appreciate Dalv as a character, but even then he isn’t one of my favorites in Yellow, let alone comparable to Undertale’s core cast.
Martlet
Martlet is the most recurring character in the game aside from Flowey. Although her personality is quite different, I get the sense that her role is meant to be analogous to that of Sans and Papyrus, namely as a comic relief character that drops into your adventure regularly and presents a crucial turning point right before the game’s ending.
Martlet’s introduction gave me flashbacks of Dalv—namely that she never even interacts with Clover until the end of Snowdin, making me fear that once again a new character’s story was going to be backloaded into their final appearance before they disappear from the narrative. Thankfully this wasn’t the case. Martlet’s in it for the long haul and her boss fight is more of an introduction to her character than a conclusion.
So what do I think of Martlet? I’d say that I like her more than Dalv, or at least she’s better utilized than Dalv. Still, it took a while for Martlet to “click” with me. I think what I got hung up on was that a lot of her early gags revolve around royal guard protocol and the handbook that she keeps around. In many ways this feels at odds with what’s later established about her character, namely that she’s scatterbrained, wishy-washy, and lacks long-term goals or planning skills.
Martlet doesn’t seem like the type of person who’d follow a handbook in the first place, given how often she disregards it anyway. Perhaps the intent was for Martlet’s “arc” to be her unlearning what she’s learned from other monsters regarding humans and for her increasing disregard of the handbook to symbolize this. While I think the former is true—she says as much on the apartment rooftop at the end of the game, she seems to waffle back and forth on following her royal guard duties as the plot demands—ignoring them when it means accompanying Clover but following them when it means having to be separated from Clover.
I think this ties into a bigger issue that I have with Martlet, which is that at times she feels like she’s a character of convenience for the story rather than a character acting on a clear want or need. I think this is most blatant when viewing the various “abort” points in a no mercy run.
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No matter how badly you beat Martlet in Snowdin and how resolute she is at stopping you, she’ll turn on a dime if you’ve aborted a run prior to Oasis or Hotland just so that she can play out her allotted part.
Other times it feels like she’ll show up just so that there’s someone for Clover to talk to and someone to react to what Clover sees. Now, it would be reductive of me to write off Martlet as a mere plot device—she isn’t, and any appearance otherwise is more so a flaw of the narrative than of her as a character.
You’ll notice I haven’t said much about how I feel about Martlet’s personality, her dynamic with other characters, or her overall “vibe” and honestly she’s just… fine? It’s hard for me to say anything because she feels a bit lukewarm to me—she’s not undercooked like Dalv, but she’s not as memorable as many of the other characters either. She says some funny things, but she’s not the funniest. She has some great and heartfelt lines during the pacifist ending, particularly this one:
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But as a whole? She’s just fine. She's competently written, no major complaints.
I think maybe what Martlet lacks is a “larger than life” quality to her character. I’m not saying that her role within the setting should be larger than life, but rather she could use at least one exaggerated trait to help her stand out from the pack—Papyrus has his bravado, Sans has laziness and jokes, Undyne has intensity, Alphys has awkwardness, and Mettaton has his showmanship. Not every Undertale character is like this, but I feel like Martlet was intended to fit a similar mold—we catch glimpses of it, like her overly long “P.S.” messages amended to her first puzzle, but imo she doesn’t go far enough consistently enough (assuming that was the intent).
One last thing that I want to touch on is Martlet’s contingency plan for Clover that comes into play in the No Mercy run, where she injects herself and becomes “Zenith Martlet,” as fans have dubbed her. Conceptually I’m fine with the idea of Martlet having an ace up her sleeve that she’s too indecisive to actually use in most scenarios.
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This feels in-character for her and I can even look past a scatterbrained character with no planning skills having a plan like this since it’s largely Martlet appropriating another character’s plan. The main thing that I find questionable about Martlet’s plan is that it relies on Alphys’ determination extraction experiments.
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We the audience know what that is, but how does Martlet know about them or even what to look for? We do know that underground residents were asked to donate fallen down monsters to the lab, but seemingly nothing is revealed to the public about the nature of the experiments. Even Ceroba, who had a vested interest in learning all she could, seems to be completely in the dark. In the pacifist ending, Martlet offers to investigate the experiment for Ceroba, implying she didn’t know the full story either. I also question how Martlet would’ve been able to venture into the true lab seemingly without running into a single amalgamate, given that she never brings them up in pacifist.
Now, my issue here is not the supposed “plothole” that this creates. My main issue is that a more reasonable solution was sitting right there: Chujin’s monster serum. I legitimately wonder if earlier drafts of this game’s story had Martlet using Chujin’s serum instead of Alphys’ extract, because the former would bring everything full-circle and it would tie in more naturally with the flashback scene of Martlet with Chujin.
Now, the obvious answer is that Chujin’s serum was never completed, but I can’t help but wonder if perhaps this wasn’t always the case. During Ceroba’s flashback, we can see a case with two syringes—one full and the other seemingly empty.
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This is just my own speculation, but I can’t help but wonder if it was once intended for Ceroba to use one syringe on Kanako and for Martlet to have taken the other. Obviously this doesn’t jive with the story as it’s currently written—Martlet is clearly taken aback when she learns of the experiments that Chujin conducted. Still, part of me wonders if an earlier draft had Chujin entrust Martlet with a prototype of the serum to keep her safe.
I think it’d be fitting if the no mercy route were to reveal that Martlet was a lot more privy to Chujin’s less savory actions than she let on, and that even in pacifist she kept this knowledge to herself of self-preservation or shame. This would fit with a line of hers in the no mercy fight after her flashback of Chujin:
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It would be fitting for the NM run if we were to learn that there was always a seed of doubt and mistrust between Martlet and Clover, even during the best of times.
The Feisty Five
I’ll be brief, but when these guys first showed up my first thought was “great, I’ll never remember all these new characters” and I’m glad I was wrong. While they don’t have quite the depth that the main characters do, they’re all memorable in their own way. They’re also the first characters in the game to get a serious chuckle out of me and I wish we got more of them. If we’re comparing quirky miniboss squads, these guys clear the Snowdin canine unit and Sweet Cap’n Cakes. There, I said it.
Starlo
This is the coldest take ever and I won’t even try to bury the lede: Starlo is the best Undertale Yellow character. He’s funny, he’s charming, he’s flawed, he has layers, he has great moments of pathos with Ceroba, and he has a backstory that isn’t tragic yet still feels necessary to his character.
Here’s another cold take: Dunes/Wild East is the best part of the game. Dark Ruins and Snowdin, while not bad, still feel very much like typical fare for a romhack or fangame. Wild East is the first area that truly feels like Undertale, which is ironic since it’s also the first completely-original area.
By extension, Starlo is the one original character who feels most like he could be an Undertale character. It’s easy to take for granted all the little nuances that Toby injects into his characters to make them stand out, which is probably why I felt so lukewarm towards Yellow’s cast up until Starlo’s introduction.
One thing I admire about Undertale’s core cast is that each character has their own unique manner of speaking, to the point where you can identify a character’s dialogue without needing a dialogue portrait or typer sound. Starlo shares this trait, speaking in a semi-stereotypical drawl while occasionally misspelling words (FEISTYJ, dual vs duel). It’s a small touch but it goes a long way to endearing me to the characters in these games.
Although Starlo is mostly a comedic character, he still has plenty of depth. Another hallmark trait of Toby Fox characters is that they have multiple sides to them that seem contradictory at first glance but actually tell you something profound about the character (Papyrus’ bravado masking his loneliness, Sans’ joking to cope with his harsh outlook, Alphys’ awkwardness stemming from her guilt).
Starlo also fits this trend, first presented as a dashing and charismatic lawman that is nothing more than the mask of a nerdy and immature farmboy. And I would say Starlo’s fatal flaw is immaturity—not because of his interests, but because of his attitude. Starlo treats his friends like playthings, takes what he wants from Clover and Martlet when he first meets them, and he acts utterly irresponsible with his (or rather, Blackjack’s) firearms.
We learn from Starlo’s mom that he once pined after Ceroba and that he took a long time to move on.
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It’s also implied that Starlo had a grudge against Chujin, which could have been due to the two having differing opinions on human culture or Starlo’s own jealousy over Ceroba.
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We can also see this immaturity reach an ugly conclusion if Ceroba is killed in the so-called false or “flawed” pacifist ending. Starlo previously trained Clover to carry the weight of taking a life and also taught them the value of sacrificing one life to save many, but Starlo immediately throws this out the window as soon as Clover acts (as far as he’s aware) in self-defense.
This is a case where I’d argue that Starlo is right but for the wrong reasons. Starlo’s not so much recanting his earlier philosophy as he’s simply upset because someone he cared about was sacrificed this time—had it been a stranger or a ne’er-do-well like Vengeful Virgil then I doubt Starlo would’ve parted ways with Clover so bitterly. That’s just my interpretation, anyway.
None of this is to say that Starlo is always immature. When it comes to his interactions with Ceroba he’s often the most sensitive and emotionally-mature person in the room, which is a trait that we only see grow in him after he gets a reality check in the Wild East. When trying to talk Ceroba down we see Starlo give his respect to Chujin, despite their past differences, and he’s patient and understanding to the utmost once the fight is finally over.
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This doesn’t mean that Starlo is a doormat for Ceroba either, as we earlier see him confront her and call her out when he suspects foul play involving Kanako—he clearly cares for Ceroba a lot but won’t sit idly by while she ruins her life or the lives of others.
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Honestly, Starlo’s bond with Ceroba is a contender for the most wholesome relationship (platonic or otherwise) in the entire franchise—yes, I’m actually saying that there’s an aspect of this game’s writing that rivals and perhaps even surpasses Undertale and Deltarune.
I realize a lot of my analysis of Yellow’s writing has skewed negative, but as a reminder I am grading this game on a curve because it’s a companion piece to one of the best-written games of all time. To give Yellow a bit more praise, I think it might actually do a better job than Undertale at portraying characters’ moments of vulnerability and allowing them to cut to the emotional core of an issue, as seen with Starlo and Ceroba’s late-game interactions as well as Clover’s ultimate fate and its aftermath.
Unlike Undertale, there was no moment in Yellow that quite made me cry, but moments in the pacifist ending came close. I consider this quite the feat because the final outcome of Yellow’s pacifist ending is easily predicted from the start and the way that it plays out is a concept that would be difficult for any writer to sell. Yellow was backed into a corner by being a prequel, whereas Undertale had free reign to tell whatever story it wanted. In many ways I feel Yellow’s ending did just about the best job it could with the hand that it was dealt—it’s not perfect, and in one or two areas I feel it overplays its hand (which I’ll cover shortly), but the writing succeeds far more than I would’ve thought it would have with such a concept.
Axis
This’ll be another brief entry, but I wanted to include Axis since he always seems to get left out of fanworks. I enjoy Axis but I’m not sure I fully understand him. His overall arc and goals are very straightforward, but for the life of me I can’t really nail down what his personality is. He’s funny and memorable, which goes a long way for me, but I can’t really wax poetic about him beyond saying that he’s your stock quirky robot. It is a bit of a shame that, like Dalv, he’s largely isolated to one area and has little to no interaction with the rest of the cast.
I suppose one thing that bothers me is how robots in this game aren’t treated as people, which feels at odds with the broader themes of Undertale. We’re taught that amalgamates and even a soulless flower are still people, so having robots that lack free will and don’t even count as EXP kinda rubs me the wrong way. I generally don’t like when fictional works treat sentient robots as less than human or “soulless.” In my view, the true point behind sentient robot stories isn’t to debate whether robots have souls, but rather to question what a soul is and who gets to decide who has one and who doesn’t, or whether they exist at all.
Robots in fiction are meant to be a reflection of humans, and the robots in Yellow could have been presented as a reflection of video game characters as a whole—can free will exist when you’re programmed to fulfill a function? Unlike in our world, souls are a scientifically measurable quantity in Undertale’s universe, so I guess Yellow’s portrayal of “soulless” robots works on a technicality, but that doesn’t mean I have to like it.
Ceroba
I don’t think it’s a stretch to say that Ceroba is the most controversial character in the game, and I find my own opinions of her (and her family) to be polarized as well. In a neutral run she’s barely noticeable but in pacifist she eventually becomes the main focus of the story. I’ve seen some people criticize Ceroba’s level of focus, but I’d liken it to Alphys and Flowey’s elevated level of focus in Undertale’s true pacifist ending. In other words, it doesn’t bother me.
Ceroba’s personality is a bit of an anomaly for me in the sense that she’s not quirky like a typical Undertale character, and yet I feel that aspect of her works for the story that Yellow tells. Previously I mentioned how Martlet didn’t really “wow” me as a character in part due to her lacking a sufficiently “larger than life” personality, but I feel Ceroba succeeds where Martlet didn’t for me because (1) Ceroba is clearly not intended to be a comic relief character and (2) Ceroba often acts as the straight man to other characters like Starlo and the Steamworks machines, whereas Martlet often feels like she has no one to work off of her besides Clover (for whatever that’s worth). In many cases, Ceroba’s understated reaction to things or her attempts to parse or explain them rationally end up making scenes funnier, such as when Starlo cuts off her piece on the ethical quandary of his trolley problem.
Having said that, I do think it’s a bit of a missed opportunity that the game doesn’t expand more on Ceroba’s own interests or quirks outside of her family. While showcasing a character’s hobbies can sometimes feel like checking an item off of a list, it helps add a bit of texture to a character that makes them that much more believable.
Not knowing this information doesn’t “ruin” Ceroba or anything, but it’s a bit disappointing that most of her “talk” dialogue in the steamworks, while interesting, pertains to her immediate surroundings or her family and friends instead of herself. The most we get is that she used to have a gym membership and (if I recall) she was once a waitress. We later get to see her room and all that’s in there is a bed, a photo, and her clothes. After seeing all the loving detail put into Papyrus and Alphys’ living areas in Undertale, it’s such a shame to see Ceroba’s opportunity squandered.
Oddly enough, if there’s one existing bit of characterization that I think could’ve been retooled sightly, it’d be Ceroba’s dynamic with Clover. Ceroba is a mother who lost a child around Clover’s age (or younger) but she’s also distrustful of humans and had a husband who hated them. You’d think that Ceroba would react strongly to Clover one way or the other, either distrusting them as a human or having a soft spot for them due to Clover being a child, or feeling conflicted between these two outlooks. Instead Ceroba seems utterly casual around Clover.
Initially her laid back attitude served as a nice contrast to the overbearing wackiness of Starlo and the Feisty Five and helped endear Ceroba to me as a character, but it begins to feel a bit out of place when she says things like "I respect the hell out of you" to a child.
Maybe I’m overthinking it, but the way Ceroba treats Clover makes sense for how she’d treat a stranger who was a monster, given what we see of her personality, but I’m just not sure it makes sense that she’d treat Clover that way specifically. I’d be fine with it if the narrative unpacked the idea—maybe she’s casual around Clover because she’s too world-weary to muster a strong reaction, or maybe she’s forcing herself to act casual to hide her true plans for Clover, or maybe she never fully agreed with Chujin’s rhetoric on humans and is acting against them out of pragmatism, or maybe she never liked kids until she had one of her own, etc.
Speaking of kids, I guess there’s no avoiding the elephant in the room: Ceroba’s backstory. If I had to guess, I’d wager this is probably the most controversial portion of Undertale Yellow’s entire narrative, and I have a lot to say about it.
To start, I’ll say that I really like the way that (most) of Ceroba’s backstory is doled out to the player piece by piece over the course of a playthrough. As early as Snowdin you hear mention of Chujin, then in Wild East you can piece together from various bits of dialogue that Ceroba had a family that she’s reluctant to speak about. Steamworks fleshes out Ceroba and Chujin’s pasts considerably, albeit mostly hidden behind optional talk dialogue.
Steamworks also has one of my favorite scenes in the game when Ceroba learns why Chujin got fired—it technically doesn’t contribute anything major to the main plot, but it helps illustrate Chujin’s flawed methods that Ceroba willfully overlooks so that she can double down on furthering his “legacy.”
Right before Hotland is when the other shoe drops and Starlo confronts Ceroba—this was the moment that had me hooked on uncovering the mystery of Ceroba’s past. This leads right into the abandoned Ketsukane estate, which is another of my favorite sequences in the game. I was always a huge fan of Undertale’s True Lab and Ceroba’s house scratches that itch for me. The two locations have a very different tone and style of gameplay (or lack of), but both are dripping with unsettling atmosphere and environmental storytelling. Maybe it’s just me, but I’ve always been creeped out by abandoned houses—not decrepit haunted mansions per se, but places that were abandoned so recently that you’re not sure whether someone might still be lurking inside.
Unfortunately, I start to run out of nice things to say about this storyline as soon as Clover and Martlet enter the estate’s basement. Before we descend into that chasm, I want to make one thing perfectly clear: I am not a “Cinema Sins” kind of guy. I do not go into a work of fiction looking for inconsistencies to complain about. My philosophy is that I can overlook the occasional plothole or retcon or bending of the rules if it’s done in service to a good story or memorable character moment.
If anything, I find it annoying when a story tries too hard to cover all its bases with exposition out of fear that some smartass is going to find some plot detail to complain about—this just draws more attention to potential “plotholes” that could’ve easily been ignored. I don’t care if the eagles could’ve carried the ring to Mordor and I don’t care whether the ark of the covenant would’ve killed the bad guys in Raiders if Indy wasn’t there. At the end of the day, if a story is well told then I can overlook things like that, and if it’s not well told then my mind wanders and I begin to notice those sorts of things, but those nitpicks (more often than not) are not the underlying cause of the problem—lack of a compelling story or believable characters is.
So, getting back to the basement. Here we see Chujin’s tapes and the plot begins to lose me. Chujin wants to create a serum that will strengthen monsterkind and give normal monsters the power of a boss monster. All well and good. Where I start to take issue is the convoluted method of creating this serum and what it means for the story.
As a point of comparison, I always thought that the rule in Undertale of requiring a human soul plus a monster soul to pass through the barrier felt a little convoluted and contrived, but it seems to exist for the sake of forcing a “kill or be killed” confrontation between Frisk and Asgore as well as explaining why Asriel passed through the barrier with Chara’s soul but (presumably) Chara alone couldn’t. In this way, the rule acts in service to the story and creates memorable character moments with Alphys and Asgore and gives Frisk a stronger temptation to kill Asgore during their fight. The two soul rule is a bit clunky, but I can begrudgingly accept it. Chujin’s serum fulfills a similar purpose but is clumsier in its execution.
To start, Chujin’s serum also requires a human soul and a boss monster soul—this makes sense, as the goal is to turn monsters into boss monsters and one can assume that human souls have some kind of preserving property that would keep the serum stable.
On top of that, the human soul must also be “pure of heart, uncorrupted.” I thought nothing of this line initially until it was reiterated during Ceroba’s flashback and I realized why it was in the story.
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This concept bothers me for a number of reasons and it’s technically not even a plothole or inconsistency. It feels out of character for Chujin to frame things this way given how he views all humans as evil, and this purity rule seems to exist solely as a plot device to explain why Ceroba enacts her plan in pacifist but not in neutral runs. I feel like the story could’ve come up with a more organic method of explaining why Ceroba couldn’t be present or was otherwise occupied during the steamworks section in a neutral run, plus I feel like she wouldn’t let something like “purity” get in the way of attempting her plan if she was that dead-set on it, given how rarely humans appear in the Underground.
Lastly, we learn that Chujin and Kanako are both boss monsters, or at least “carry the boss monster gene,” which is an odd concept to me. You could argue that this revelation technically doesn’t contradict anything established in Undertale, but like the pure soul rule it just bugs me. Maybe it’s because it reminds me of the early days when the fandom thought that all bosses in Undertale were boss monsters instead of just the Dreemurr family. I won’t waste time rambling about the particulars of boss monster lore, but I think what bothers me with Chujin and Kanako is that it feels like yet another contrivance to explain why Ceroba’s actions had to involve Kanako specifically.
I’ve mentioned that Undertale’s two soul rule feels somewhat like a contrivance. One could argue that the Barrier requiring seven human souls to shatter is also a contrivance, but I think what makes that easier to swallow is that it’s a rule that’s established fairly early in the game. The reveals of the Barrier’s two “rules” are spaced apart from one another and each are given dramatic weight and time for the player to dwell on their implications.
The mechanics of Chujin’s serum, on the other hand, rely on multiple contrivances that are all spilled out onto the floor at once in the final stretch of the game right before they become necessary to explain Ceroba’s motivations, which only makes their narrative purpose feel all the more transparent.
Getting back to Ceroba, we’re left with her plan and what she did to Kanako. Now, I’m going to give the benefit of the doubt here and say that I don’t mind the particulars of whether Ceroba’s plan involving Clover would have worked or not—as far as I’m concerned, Chujin’s plans could have been doomed from the start even with a “pure” soul. The point wasn’t whether Chujin’s plan would’ve worked but rather how Ceroba’s grief has turned her own life (and by extension the lives of her family) into a sunk cost—she feels that she has to go through with her plan or else all her family’s suffering was for nothing.
In many ways this makes the contrived requirements for Chujin’s serum feel less necessary, since the serum’s mechanics could’ve been kept vague or it could’ve even been implied that Ceroba was simply repeating the same experiments as before hoping for different results.
I’ve put it off long enough, but it’s time to talk about that scene. You know the one: the big reveal flashback at the climax of Ceroba’s pacifist fight. Again, I’ll try to be charitable and say that I don’t absolutely hate the idea of Ceroba testing Chujin’s serum on Kanako. I mean, I would hate the act on a moral level if she were a real person, but I don’t hate the idea as a story concept. Still, my charity has its limits.
I’ll just come right out and say it: the scene where Ceroba injects Kanako is hard to watch—not because it’s tragic, but because it’s just not a good scene. My original write-up for this part was far harsher, but I’ll spare the vitriol. This scene has been memed to hell and back by people more critical of the game and… I can’t disagree with them—this is my least-favorite scene in the game.
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(Image from ScottFalco's "Undertale Yellow with a side of salt" video)
The most obvious criticism I’ve seen is the fact that Chujin specifically told Ceroba not to do the exact thing that she does. That’s a fair point and honestly, yeah, I think the simplest writing fix would’ve been for that line not to have been in Chujin’s tape to begin with so that Ceroba doesn’t look willfully ignorant on top of being recklessly negligent.
Tbh, it feels a little out of character for Chujin to say something like that because I got the impression that Chujin wasn’t always the most thoughtful or attentive dad. His own tapes mention that he didn’t keep an eye on Kanako when a monster was attacked in Snowdin, and even then Chujin was more preoccupied with tracking down the human than with comforting his own daughter. He made nice things for Kanako, sure, but even that could be explained as him being more wrapped up in the work than her. It’d be wrong to say that he didn’t care about Kanako at all, but I got the impression that he had the wrong priorities and it’d be fitting if Ceroba’s own actions followed that pattern.
That being said, I can’t solely blame Chujin’s warning for why Ceroba’s flashback doesn’t work. The scene as a whole is just dreadful, even when viewed in isolation from the rest of the narrative. There’s so many issues big and small with this scene, like Kanako being able to read the word “corruption” but not “extract,” Ceroba’s immediate turnaround after the slightest prodding, or the predictable outcome of the whole thing that’s dragged out for what feels like an eternity.
You know, I’ve heard some people critical of Undertale say that the true pacifist ending to that game felt maudlin—I disagree, but in some places I could see where they were coming from. Calling the Kanako flashback maudlin would honestly feel like letting it off easy. If I wanted to be mean I’d call it manipulative, but honestly I think a more fitting term would be a comedy of errors. It feels less like tragedy and more like dark humor bordering on self-parody of what an Undertale character’s sad backstory would be.
So what should’ve been done differently? The easy and safer option I’ve seen suggested would be for Kanako to stumble across Chujin’s research and inject herself, with Ceroba feeling guilt for allowing it to happen. I would prefer this over what we got, but I said earlier that I don’t completely hate the concept of Ceroba experimenting on Kanako, so how can that idea possibly work? Besides getting rid of Chujin’s overly-specific warning, I honestly think the best fix for this scene would simply be to not show it. Don’t remove the events from the backstory, but just don’t reenact them onscreen. Normally it’s better to show than tell, but there have always been exceptions to that rule.
I’m reminded of how Undertale didn’t show us Asriel’s death or the Dreemurrs’ divorce, and only offered a glimpse of Chara’s buttercup plan. These were cases where less was more—letting the players imagine these events in their heads sidestepped any potential tastelessness and seeing the aftermath of these events and how they affected the characters involved painted a vivid enough picture. I think Ceroba would be a perfect fit for a similar approach.
If we need to see something, then either portray it via montage like Asriel’s memories or only portray Kanako finding Chujin’s basement and Ceroba stumbling upon her after she’s viewed the tapes. Ceroba could then explain to Clover that Kanako pleaded with her for months or even years to let her help with Chujin’s experiments. With time Kanako only become more stubborn and their relationship more strained. The whole time Ceroba knew that only Kanako’s soul would work for the experiment but she tried to remain in denial and hope an alternative would present itself. After countless research dead-ends used up all but one vial of the leftover human soul extract, Ceroba gave in to Kanako’s demands in a moment of weakness. And that’s all it took—one moment she was there and the next she was gone.
Not to toot my own horn, but I feel this kind of summary would’ve worked better because it leaves things up to interpretation. Was Kanako still a child when this happened or was it many years later? Did Kanako understand what she was signing up for? Is Ceroba’s recounting of the events reliable or is she merely rationalizing her actions after the fact? It’s not perfect and it’s still somewhat “safe” compared to the game’s swing for the fences. Unfortunately, a big swing means nothing if it misses, and even less if the bat goes flying and hits someone.
Despite what I just said, the Kanako scene doesn’t ruin Ceroba for me as a character. It blemishes her boss fight for me, though I have other issues with that fight besides the flashback (as I’ve mentioned). When thinking back on this game’s characters and story, I mostly just ignore the particulars of the Kanako scene unless if I need to sit through it again. I view it as the equivalent of a flubbed line read or a boom mic visible in a shot--I can see the pieces that were meant to be there underneath the lackluster execution.
Surprisingly, Ceroba’s still my 2nd favorite original character in Yellow, though a lot of this is owed to her dynamic with Star, and part of me wonders if I like her more for the character she could’ve been rather than the character we got. Still, I’ll always remember the buildup to the mystery of Ceroba’s backstory, even if the reveal failed to deliver.
Flowey
Flowey is one of my favorite Undertale characters as well as the only character from Undertale featured in a recurring lead role in Yellow, so I was curious to see how this game would handle him.
When this game was first announced, many fans debated the “canonicity” of whether Flowey would have encountered the human who fell prior to Frisk and whether Flowey would retain his save abilities in such a scenario. Often this debate overshadowed the other aspects of Flowey’s portrayal, so to avoid doing the same, I’ll just say that I don’t believe Toby ever intended for Flowey’s save abilities to function in relation to a human like how they’re portrayed in Undertale Yellow. However, I don’t take issue with this “lore contradiction” because I feel that the way Flowey is utilized in this aspect works for the story that Yellow is trying to tell. Flowey’s role is to limit Clover’s own powers and to keep their story on-track.
It’s easier to tell a prequel story where the main character is destined to die if that character doesn’t also have the ability to return from the dead at will or turn back time, so having Flowey fill that power vacuum makes sense. Despite this, Clover is still given plenty of agency. Flowey only railroads their story in two notable instances: whenever Clover is going to live with Toriel or when Martlet offers to have Clover come live with her in a neutral run. Both outcomes would be a bit of a cop-out for the game’s main conflict and would be the boring option as well (sorry fanfic authors)—Flowey agrees with this sentiment, making it feel justified that he’d intervene.
Having gotten that out of the way, what do I think of Flowey’s portrayal? Compared to Undertale, it’s interesting to think how much more screentime Flowey receives in Undertale Yellow, despite Flowey being the main antagonist and ostensible central character of Undertale. Since Flowey’s story can’t be allowed to conclude in Yellow, his character is kept in some degree of stasis—in many ways, Yellow’s portrayal can be seen as “Flowey, but more.” That might sound like a pejorative, but for the most part I think it works here. Flowey’s interactions with Clover honestly make him feel a little underutilized in Undertale by comparison.
That said, Undertale was a game intended to have moments of isolation, so having Flowey chime in at every save point likely would have diminished that effect and also made Flowey less threatening due to overexposure. I think Yellow can get away with giving more screentime to Flowey because for most of the game his mask hasn’t dropped—he has every bit of ill intent that he did in Undertale, but for the sake of his plans he has to play along at being your friend for far longer than he did in Undertale.
The result is that very little of what Flowey says in Yellow can be taken at face value once you know his aims. Until that point, however, I think the game does a good enough job at keeping you guessing as to how far gone Flowey is and at what point in his moral decline this story is meant to take place. If someone played this game without playing Undertale first, they’d probably chalk up Flowey’s mannerisms to him just having an odd and occasionally morbid sense of humor, which isn’t far from the truth.
One thing that I appreciate about Yellow’s portrayal of Flowey is his dynamic with Clover—the game manages to thread the needle of not making their relationship an also-ran of Flowey and Frisk or Flowey and “Chara” from Undertale’s No Mercy run. For most of the game you get the sense that Flowey views Clover as a means to an end that he’s forced to humor and put up with, but that deep down he likely has some small sentimentality towards them (mainly shown in the pacifist ending).
I think Flowey’s relationship with Clover in neutral and pacifist gives us a look into how he likely acted around the other monsters of the underground back when he tried to solve their problems or form bonds with them—he can’t fully relate to them but is willing to fake it ‘til he makes it, or rather until they make it to the outcome that he wants. If I were to draw a more direct comparison, I think Flowey’s bond with Clover might be the most similar to his bond with Papyrus—he’s implied to have spent a lot of time with each of them and found them each amusing in their own regard, but ultimately Flowey isn’t above using them or casting them aside.
What I find especially compelling about Flowey and Clover is the turn that their partnership takes in Yellow’s No Mercy route. Here Flowey initially seems to be cautiously optimistic about Clover’s rampage, but as his advice is ignored he grows increasingly exasperated with their actions. It’s strange to say, but it’s a refreshing dynamic to see Flowey outright grow to hate his human companion—while he voiced plenty of insults and disdain towards Frisk, it came off more as condescension or an attempt at intimidation.
In Yellow, however, you can really feel Flowey becomng absolutely fed up with Clover, not just for their pushiness and disobedience in the no mercy route but also for the hundreds of runs where Flowey has had to string them along and, in the process, be strung along himself. This development is much better-paced in Yellow than Flowey’s turn toward fearing Chara in Undertale—it’s amazing what can be done when you’re allowed to have more than four conversations with a character.
That said, I don’t think there’s any one Flowey moment in Yellow that quite lives up to Flowey’s speech in New Home or the conclusion to his story in the form of Asriel—those two moments will forever be peak Flowey to me. When comparing Undertale Flowey to Yellow Flowey, it’s a case of quantity vs quality, but in this case the “quantity” is still pretty good.
If I had to voice any complaints for Yellow Flowey beyond a broad “it’s not as good as something near-perfect”, I will say that when Flowey’s mask does drop in Yellow, he doesn’t sound quite as crass or childish as he does in Undertale—something I feel is important to him as a villain, but this is a very minor nitpick since he has plenty of lines in this game that go hard. I didn’t even notice the difference in speech styles until I went back and watched footage of Undertale and realized “oh yeah, I guess he sounds a bit more childish here.”
I suppose there’s one other thing I should discuss regarding Flowey. This is a topic that I intentionally saved for last since I find it’s a perfect capstone for Undertale Yellow and my opinions on it: Flowey’s boss fight. If ever there was a case of “Flowey, but more,” it would be this fight. For years Undertale fans have speculated and wished and wondered what a fight against plain old vanilla Flowey would be like. Countless fangames and fan battles have tried.
Yellow opts for an unorthodox approach by centering the entire fight within Flowey’s mind—this framing is used to its fullest and then some, allowing for interface-screws and psychedelic attack patterns showcasing Flowey’s twistedness, his self-loathing, and his various forms of retraumatization.
Players are attacked by phantoms of any bosses that they killed, complete with Floweytale-esque corrupted designs. This aspect of the fight dovetails perfectly with Flowey’s comment about only enjoying the moments of Clover’s run where they “gave in” to their violent urges, and clearly these moments are etched in Flowey’s memories for Clover to relive.
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Afterwards we’re treated to a peek behind the curtain at Flowey’s subconscious, featuring a collage of his first runs as a flower—this whole sequence adapts my favorite Flowey moment from Undertale while not tipping its hand too much by revealing Flowey’s true identity, as it easily could have in less-skilled hands. We’re given just enough to ponder without spoiling things for the mythical gamer who tries playing Yellow before Undertale.
Next up is a brief horror fakeout where Clover “reunites” with Martlet. I don’t have much to add other than the telegraphing being a bit obvious but not in a way that majorly detracts from the moment. Overall it just makes me consider that this fight as a whole might be scarier than anything in Undertale
Finally we have the climax of the fight. I’m not quite sure what to call it. Photoshop Flowey 2.0? To be brief, the visual spectacle shown in this phase surpasses not only the visuals of any sequence (so far) in Undertale or Deltarune, but I think it’s unlikely that future chapters of Deltarune will feature anything with visual flare on the level of this finale.
That’s probably the highest praise I’ve given to Undertale Yellow so far, which is what makes this next part so difficult. I’m sure this will go down as my hottest take in this entire review, and it breaks my heart to say it given the clear effort on display from the developers, but…
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I did not care for the Flowey fight.
How can I even say that? Was all of my prior praise just a lie? Not at all—I meant every word of it and then some. So how is it possible that I didn’t like this fight? You’ll notice that I broke down the Flowey fight into its individual phases and aspects, praising each in isolation. You might also notice that my praise was aimed at the spectacle and underlying concepts of the fight, which are fantastic, but I had very little to say about the actual experience of playing the fight—and that’s because I found the fight to be an utter slog to get through. In hindsight, it might actually be my least-favorite fight in the entire Undertale franchise if we’re solely talking about the gameplay. I’d rather fight a Jerry than have to fight this thing again.
I’ll admit up front that I sucked at this fight when I played it. I sucked at all of Yellow’s final bosses and initially didn’t care for their gameplay. I eventually warmed up to Ceroba and Martlet’s fights as I got better and learned to beat them without needing easy mode, but the Flowey fight never clicked for me in the same way despite arguably being the easiest of the three.
So what’s the problem? There are little things here and there—I found some of the phase 1 attacks a bit obnoxious to dodge, though nothing major. I found the collision detection in the vine chase sequences to be a bit clunky, resulting in one or two deaths that felt unearned, but none of these issues are enough to sink the fight.
No, two major missteps that come to my mind are length and repetition.
Out of curiosity, after my neutral run I looked up gameplay videos of the Yellow Flowey fight and the Omega Flowey fight from Undertale: on average, Yellow’s fight took players twice as long to complete as the Omega Flowey fight. The difference is so stark that a “no hit” speedrun of Yellow’s fight with dialogue skipped, the intro cutscene edited out, and no attacks from killed bosses is still longer than an Omega fight played normally.
I want to be clear that my criticism here is not “it’s different from the Omega fight, therefore it’s bad.” The Omega Flowey fight, in my opinion, already drags at times, and it’s probably my least-favorite final boss in Undertale despite having the most effort put into it. I already take (minor) issue with the Omega Flowey fight for overstaying its welcome, but Yellow’s fight is beyond the pale. One nice thing I can say is that Yellow’s fight at least tries to break itself up with an intermission of sorts in the middle, but the whole experience is still technically one fight, so in some ways this just feels like padding, particularly the Martlet scene.
To give a non-Undertale point of comparison, the Flowey fight reminded me (oddly enough) of Darth Vader’s hallway fight scene in the film Rogue One. For many fans this scene was considered the highlight of the entire film, but a vocal minority at the time criticized this scene for being irrelevant to the film’s central characters and unnecessary to the overall plot—it was just something thrown in for fan service that could have been cut at no detriment to the overall narrative. While I can understand the latter perspective, I have no issues with the Vader scene at all—if anything I think it enhances the third act’s feeling of desperation. but overall it’s just a cool scene and that alone makes its inclusion feel warranted.
So why do I feel different about Vader’s scene compared to Flowey’s fight? After all, both are action-heavy “scenes” featuring the main villain of the original installment doing what they do best at the end of a prequel that wasn’t centered on them. The difference is that Vader’s scene is less than 2 minutes long. It’s closer to 60-90 seconds if we only count the portion where he’s onscreen and it’s less than 1% of the film’s runtime. Conversely, there’s a no commentary neutral run of Undertale Yellow on Youtube where the Flowey fight takes up about 15% of the overall run. Had Vader’s scene been that long, even if it were expertly shot and choreographed while being broken up with bits of pathos, I would’ve been checking my watch and waiting for it to be over.
Still, I could forgive the Flowey fight’s length if it had variety and was building toward something. Surely this is true of the Yellow fight, right? Well, I would say that the Yellow Flowey fight probably has the widest variety of total attacks in the game—it has six unique photoshop phases as well as copied attacks from previous bosses in the first phase. The problem is that these are part of his total attacks but not necessarily his most common attacks—half of the ones I just listed are optional depending on who you killed and the other half are for brief one-off phases.
For the majority of the fight you’ll be dealing with Flowey’s other attacks: his standard attacks, which are recycled ad nauseam with little variation and no iteration. In phase 1 this isn’t too noticeable if you only killed one or two bosses, but if you killed most (like I did) then every unique boss attack is sandwiched between a standard Flowey attack and a vine chase sequence, which really bloats the runtime of the fight. Still, I’d argue that phase 2 is the worse culprit in this regard.
For those who’ve played, let me know if this sounds familiar to you: four vines shoot up out of the floor, four piranha plants emerge twice spitting up bullets, two hands scroll across the screen lazily scattering pellets, three guns materialize and fire at your location, a bomb with an “X” or “+” shape detonates, a small circle with spikes orbiting it homes in on your position, and two cowboys riding horses gallop by until one explodes, all while the song “Afterlife” plays from the beginning. Now tell me: which part of the fight am I referring to? If you guessed “more than half of all attacks in the 2nd phase,” then you’d be right!
Now, some of you might be questioning why I’m complaining about lack of “variety” when I just listed off seven individual attacks and earlier I complained about Yellow bosses using too many types of attacks. Well, the problem is that these same seven attacks are all used in sequence with each other over and over and over with no progression—each phase of this lasts 25-30 seconds and it’s repeated at least 7 times in the fight (more if you die).
Combined, no joke, this one sequence of attacks lasts 3 minutes, longer than an entire pacifist Toriel fight (dialogue included). Don’t believe me? Look it up on Youtube. You spend at least 10% of the Flowey fight dodging this one attack pattern. You literally spend an entire Toriel fight dodging just one prolonged attack pattern. And as the cherry on top, “Afterlife” always starts over from the beginning each time this sequence plays—just to drill into your head how repetitive this all is.
To be fair, Omega Flowey has a similar problem of repeating a ~25 second attack phase multiple times, but I find it more bearable there because:
Omega Flowey randomly uses 3-4 types of attacks from his larger arsenal per phase instead of trying to cram nearly every single one in every time like in Yellow, which (ironically) makes the Omega sequences feel less samey
Omega Flowey makes use of loading, which spices up the encounters by feeling unfair initially until you notice the save messages in the corner that telegraph them
Each of Omega’s sequences has a Fight button that, though optional, acts as a goal and motivator, as opposed to the player just impotently killing time until the phase ends, and
Omega Flowey’s music doesn’t start over from the beginning each time he attacks.
Those last two might seem minor since they don’t directly affect the overall gameplay, but I honestly think they’re the most crucial because they give the player a goal and a feeling of progression, even if it’s illusory.
Probably my biggest issue with Yellow’s Flowey fight, even more so than the length and the repetition, is that it ultimately doesn’t go anywhere. It pretty much can’t be allowed to go anywhere due to the aforementioned “stasis” of Flowey’s character arc. Flowey can’t suffer a grand defeat or learn a lesson that impacts his character in any major way, which only makes me question why this fight is here at all.
Omega Flowey, while feeling hopeless and repetitive in some places, has a clear progression, goal, and conclusion that leads to Frisk either reinforcing Flowey’s beliefs or causing Flowey to seemingly question them and offer a path to the true pacifist ending. There’s a reason why the song “Finale” is considered an underrated gem—because it shows a clear turning point and building momentum in that fight. I’m not saying Yellow’s fight needed to copy this same moment, but instead it just peters out with nothing to show for itself. I mean, do I even need to say anything when the game itself basically makes my case for me?
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So what would have been better? Personally, I think the first phase of the fight is largely fine as-is. Phase 1 is by no means without its flaws, but it’s the phase that’s most relevant to Clover and the overall story on a thematic level—the boss attacks are a consequence of Clover’s actions and the vine chases (though repetitive) are meant to symbolize Clover’s endlessly repeated runs. And the thing is? The pieces are already there for the fight to end in a more natural way that respects the player’s time.
If the fight were to be given a page 1 rewrite, then I would end it at the section with Flowey’s subconscious that shows his past. Why?
It’s a great scene on its own that should be kept,
The scene would actually be relevant to the fight instead of it going unremarked on like it currently is (seriously, Flowey has nothing to say about it?),
It would fit the central conceit of the fight—Flowey is able to peer into Clover’s memories but Clover can do the same to Flowey and that scares him, and as a result...
It would be a more believable and character-driven “off ramp” for Flowey to back out of the fight.
This last point is especially important because we see throughout Undertale Yellow that Flowey is constantly hiding from other monsters—he clearly doesn’t want to entangle himself with them or have them interfere in his affairs. We can also pick up from his dialogue in Undertale and, to a lesser degree, Yellow that Flowey doesn’t want to talk about his past life as Asriel.
Having Clover intrude upon that territory would likely spur a strong reaction from Flowey, to the point where he’d rather abandon his plans, albeit temporarily, than open up that side of himself to a stranger. This would not only make the fight shorter and end it on a more emotionally resonant note, but I feel it also makes more sense for the narrative and themes of Yellow.
Flowey’s rationalization for letting Clover go could be something to the effect of needing to “tidy up” his head space before he’s ready to share it with someone else. Perhaps in the process he could drop a hint that he’s only opened himself up like this once before (with Chara) or that he had thought he had buried those old memories for good.
I also feel like this explanation would work better in the greater context of Flowey’s actions—Flowey quitting the fight out of boredom raises the question of why he’d repeat the fight on future neutral runs or why he’d be so confident that he could absorb the six souls in Undertale if one was too stubborn for him. Instead, having Flowey be emotionally unprepared for his plan but trying to find a workaround would lend itself better to him trying again in the future—to him it was just a little slip-up that he can overcome with enough attempts.
I don’t want to give the impression that my critique here is “the Flowey fight wasn’t done the way I’d have done it, therefore it’s bad.” My suggested “rewrite” to the fight is merely piggybacking off of what was already there, which are great concepts that I could never have dreamed up myself. The problem is that there’s just too much. Way too much. It feels like not enough was cut during the planning stage and what we’re left with is the epitome of “less than the sum of its parts.”
Of course, my rewrite omits the 2nd phase entirely—something that couldn’t be done with the current fight since it’s the most visually stunning segment of the entire game—like it or not, that genie is out of the bottle.
If I had to give any suggestions to improve the fight that we currently have? I’d say that I don’t think the “afterlife” portions of the 2nd phase need to be repeated so often. I think the phase would be better paced if afterlife only occurred at the very beginning and very end, and instead each mini-phase just brought you right back to Flowey’s petal roulette wheel to take you into the next mini-phase.
None of this is to say that I hated the Flowey fight overall. I still love many of the concepts that the fight brings to the table and I’ll watch moments of it on Youtube from time to time, but I just don’t care to experience it again firsthand any time soon, which is pretty much the opposite of how I felt with the Omega Flowey fight.
Looking at Yellow’s final bosses now that I’ve completed them all, I think my favorite might actually be Zenith Martlet? Which is insane to me because I hated that fight the first time I tried it—anyone who shared a Discord with me can attest that I was complaining nonstop when I attempted that fight.
Even now I’d say the Zenith fight is sloppy and the bandaid solutions for it in the 1.1 patch only illustrate how unbalanced this fight originally was. I’ve never beaten it on 1.0, nor do I intend to, yet in 1.1 I’d say I probably enjoyed myself the most with this fight. It doesn’t overstay its welcome like Flowey, nor does it have anything as egregious as the Kanako cutscene in the Ceroba fight. It respects my time, it has great music (though that’s par for all the bosses), the attacks (while chaotic) mostly stick to a consistent handful of themes, and the narrative context of the fight works (minus the bit with Alphys’ lab).
At first I found the Zenith fight unfitting for Martlet as a character. I thought “what? Martlet isn’t some hidden badass,” but that was exactly the point—this isn’t who Martlet is, and reality catches up with her. The 2nd phase is my favorite part of the fight as we see, in typical Martlet fashion, she didn’t plan ahead and can only hopelessly flail about as the “enemy retreating” motif overtakes her theme. It’s a somewhat understated and undignified ending to the character and that’s exactly what makes it work—it’s another example of the game showing restraint and being all the better for it, as opposed to overreaching.
That said, if I wanted to cheat, I’d say my real favorite final boss is the Asgore “fight” from the false pacifist ending. It’s focused on the characters and their goals and it doesn’t try to be anything too flashy. It’s an even more understated yet fitting final boss than Martlet, though the rest of the “false” ending outside of Asgore is a bit lackluster since it’s just a glorified neutral ending.
Conclusion
To wrap things up, I’m sure you’ve all noticed the throughline here: Undertale Yellow is at its best when it’s tasteful and restrained, and at its worst when its ambitions run wild. Of course, that’s easy for me to say from the outside looking in. It’s likely that many of the things I enjoyed about Yellow were ambitious in their conception but were handled carefully enough to appear restrained and effortless. I have no intention of downplaying that—the project as a whole was ambitious, given the time and effort lovingly poured into it.
As I mentioned in the beginning, my criticisms are not intended to dissuade anyone from trying this game. I would not want this game to be forgotten, but I also would not want it to be uncritically praised as some flawless masterpiece that eclipses the original game—that not only does a disservice to the people who worked on Undertale but also to the people who worked on Undertale Yellow. Both games were carefully crafted and both games have their triumphs as well as their flaws.
The last thing that I would want any fan creator to take way from Undertale Yellow OR the original game would be “this was perfect, just copy what they did.” What’s important is understanding why things worked and where they could be improved. Despite Undertale Yellow’s reverence for Undertale, it takes risks and finds places to innovate over the original game. Not all of it works, but I can respect the effort.
And that sums up my overall opinion of the game—it’s a game that I like but a game that I respect even more. The best complement that I can give is that even the parts of the game I didn’t like still had good ideas evident within them. The pieces were there.
With some tweaks, fine-tuning, and the courage to reign in a couple aspects, I honestly think this game could be made to rival the original one day. But even if that day never comes, Undertale Yellow is still a fine game as-is. It’s not a game I consider “canon” like some fans have argued, but I still plan to replay it alongside the original in the future, and I can’t think of higher praise to give than that.
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prior-medium · 3 months
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"Your choices do(n't) matter" -> Deltarune to Undertale
I have been wanting to make a post for a long time, but I have a free hour on my hand and a mind full of Deltarune soo allow me to draw my favorite parallels about how Undertale and Deltarune both tackle the concept of choice, and how they are distinct but both still tell a necessary story.
Also, if you are reading this post, I am assuming you have played through Undertale and Deltarune Chapters 1 and 2, because this post will have spoilers for both. Without further ado…
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Undertale’s approach when it comes to choice is one that directly targets and addresses the player. Much of the characters’ dialogue with Frisk often address them as “the human”, which, depending on your stance, could be a comment meant to speak to Frisk as a character, or to you, the player, as a human being.
In fact, as much as I adore Frisk as a character all of their own, they aren’t necessarily given any defining personality traits. They are, in the purest of senses, meant to directly be an in-game representation for the whims and desires of the player. “They” act, “they” fight, “they” flee, but it’s always you, the player, making the decisions. This isn’t necessarily a unique concept, but it’s the way that this is applied that makes this particular idea special in Undertale. 
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Obviously, the most noticeable instance of this is when Sans calls the player out towards the end of the game, explaining that those little levels and numbers that we, as the player, loved seeing go up, were affecting the world that we had just spent the last few hours immersing ourselves in. There is a direct effect of our choices on this universe. It is a pre-established place, and it will continue without us, the player, making an impact. In fact, in the neutral and genocide routes, you are actively making this universe a worse place! It puts the player in the position to act as themselves and make a decision about how they want to impact this virtual world. In essence, the decisions made by Frisk and you, the player, are presented as one in the same. Frisk isn’t necessarily seen as a vessel for your intentions, but rather, as your intentions themselves. 
This created a unique meta-narrative when it came to the idea of how we, as players, consume media in universes. It presented the idea that universes made by creators aren’t just things to pick up and put down, but that each game world has their own story that continues onwards, with or without input. You aren’t seen as some great hero, but rather a nuisance at best, a mass murderer at worst. This was the way that Undertale addressed the idea of stories in their universe: you, the player, were seen as synonymous with Frisk, the character.
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Deltarune took a different approach to this. Of course, it becomes instantly recognizable to players that “our choices don’t matter”, which is told to us almost immediately in the game. There are some sections of the game where the decisions you make don't directly influence the storyline, which differs from the narrative set by Undertale. It takes this idea of “choice” that we had pre-established going into the Deltarune experience by Toby Fox’s other works and toys with it.
Kris is their own individual. Kris has had a hard time making friends. Kris has a brother at college, and is a known town citizen. Kris is greeted by neighbors, classmates, and teachers. Kris loves chocolate and pies, shows anger at Spamton’s demise, and has a tendency to make some scary jokes (as referenced by Noelle). They are their own person. This is when Undertale and Deltarune start to split on the concept of choice.
Frisk was seen as the culmination of the player themselves, but Kris isn’t the player. This is what makes the ending of Chapter 1 particularly shocking– the idea that Kris could directly address us, the players, and our influence on them, by removing their soul. They don’t want to be the culmination of our actions. They want to be Kris. 
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This is where the idea of choices is twisted from our prior conceptions. Just like in Undertale, our choices in Deltarune are either praised or criticized depending on how we interact with the world we are given. However, in Undertale, we are judged as players by the characters aware of our influence. In Deltarune, we are judged in a far more intimate setting: directly by the person we are instructing to do our bidding. Because, at the end of the day, our choices do matter in Deltarune. They just matter on a smaller scale. They matter to Kris.
In this way, both games address the way our choices are impactful; they just happen to do so in two, unique settings. I think this is what makes both Undertale and Deltarune so interesting– they have a similar concept, but they completely flip the script on what that concept means, and how it applies to universes. 
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barrelrollgif · 9 months
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i hate the side of the deltarune fandom that is like “kris is evil!!1!1! kris is a psychopath who would kill everyone if we werent controlling them!!1!”
like, no. that is actually not factual. stop giving me fanon chara flashbacks. stop making kris out to be a sadistic killer.
this is really inaccurate and honestly kind of annoying. so, here’s some things that show how inaccurate the “kris is evil” speculation is:
kris has broken out of our control before and never directly harms anyone. they had the chance to. they DIDN'T.
the snowgrave route smile? that’s an illusion created by the fence. this may be an intentional illusion, but no, kris is not enjoying this. kris isn’t happy, kris isn’t indifferent. kris is noticed by susie and ralsei to look upset after the frozen chicken incident.
pie eating? tire slashing? dark world opening? if i was being possessed and i just broke free for a moment i would eat an entire pie and be a bit destructive. also, the tire slashing and dark world opening may have been deliberately planned. not sure what the plan is but they aren't trying to hurt people. like i said in my first point, kris did have a knife and instead of stabbing toriel and susie, kris opened a dark world and slashed the tires of their mom’s car. if kris was trying to hurt them, stabbing them with a knife is more efficient than slashing tires and opening a dark world.
at the end of chapter one, kris defends susie. if kris was a sadistic killer, they would’ve just watched. kris actively defended susie.
kris probably isn’t the knight (implied to be a bad guy.) the king and queen probably would’ve recognized them, as they have seen the knight before. kris is not trying to bring about the roaring (which seems to be the knight’s goal) and the roaring would kill everyone so… yeah.
kris tried to tell undyne about dark worlds, and it is implied that kris tried to tell undyne because dark worlds can be dangerous and they didn’t want people to get hurt.
i probably missed some examples but overall, kris probably isn't evil. sure, it’s implied that kris has a dark sense of humor and a mischievous streak, but kris doesn’t seem to want to hurt people. if anything, they seem to be a silly kind of pacifistic outside of our choices.
more fanon things i despise under cut (slightly problematic stuff in first paragraph, very problematic stuff in second paragraph)
oh yeah also, another common fanon misinterpretation. referring to kris with he/him pronouns. no what the fuck why? they are literally only referred to with they/them pronouns in canon. it literally is not that hard. where are you getting “he” from? where?
drawing kris with huge tits is another fanon misinterpretation! if you do this, i will block you. what the actual fuck is wrong with the people who do this? i hate to break it to the fan artists who do this but they’re a minor. that is implied to be nonbinary. but most of all they’re a MINOR. don’t do that. just don’t. that is gross.
anyway thanks for coming to my ted talk.
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exiledelle · 4 months
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UNDERTALE YELLOW MERCILESS ROUTE SPOILERS
ive seen a couple people here and there be upset over how the route ends, but i want to give my two cents on why i actually really like it
(btw this is not at all me saying people HAVE to enjoy it, or arent allowed to dislike it, just sharing my own take on it)
if youve clicked the read more im going to assume youve played through the merciless route and seen its ending, or dont care about spoilers for it
otherwise what the heck are you doing here
but basically, what ive seen people get upset over a lot, is the fact that clover kills asgore and flowey instantly, takes the human souls, and then just waltzes out of the underground and beyond the players reach (which is my personal take on why resetting goes back to floweys control, and clover forgetting, instead of to when clover unlocks the save ability, is its not clover or flowey resetting, but us. the player IS a distinctly separate entity in ut/dr after all)
but honestly?? what else COULD have happened?? asgore couldnt handle frisk at level ONE. he didnt stand even a FRACTION of a chance against an lv 20 clover, who might i add, has a giant laser beam, a degree of soul magic not even frisk obtains. you COULD argue chara uses soul magic to "kill" our save file at the end of undertales merciless route though, i could see that, but still, clovers laser is a much more direct and obvious show of it. (and just to be safe, before anyone tries to say humans dont have magic, no, thats literally the entire premise of the setting is humans used magic to create the barrier, its just less present in humans than it is in monsters, who are made of the stuff)
and undertale yellows merciless route goes the route of deciding that undertales version already said everything there is to say on the meta aspects and the whole "you can so you need to" mindset, so instead it just calls it what it is: its a power trip. its mindless slaughter for the sake of getting stronger, whether its the player demanding a different ending (like deltarunes coldhearted route(im not calling it snowgrave, but this is entirely personal preference)), or again just wanting to see whatll happen. but either way its to feel strong.
and what happens at the end of that power trip? youve reached level 20. youve surpassed floweys control. you have as much power as you could ever hope to achieve. so, realistically:
whats stopping you from just killing asgore and leaving.
nothing. so you do.
and it leaves you wondering: was the power trip worth it. was the pain and suffering you caused worth it to get such a blatantly, not just non-canon, but ANTI-CANON ending? (EDIT: and i mean this in a positive way, its the same kind of self-reflection over your actions that undertale pulls, just communicated in a more indirect way)
and it being so anti-canon is part of why its such a haunting ending for me.
there really wasnt any other possible way for it to end. lv 20 itself and the way undertale and deltarune characterize that increase in power, in retrospect it feels obvious that it would be anti-canon in a prequel. monster souls are weaker than human souls, even at lv 1. so against a human whos lv 20, and who got there by constantly persisting and trying over and over to get past whatever obstacle is in front of them, and refuses to give up on their conquest, theres nothing anyone can do, and that alone rips the canon of undertale into shreds.
even SANS realizes theres nothing that can actually stop you, not even him, so the best he can hope for is that he puts up enough of a fight to make the player give up and/or reset, same reason his final attack is a turn that never ends.
and having to face that by helplessly watching clover blast an asgore-shaped hole in the story is TERRIFYING to me, in a way i really love the yellow team for doing. idk if its actually intentional or if im reading too much into it, but either way,
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timey-fandom-stuff · 1 month
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"... Fine. If you want to see a monster so bad..."
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"... I'll show you what a real monster looks like."
this was mostly me wanting to share the design for my Deltarune Monsterswap AU's monster Kris as they appear in the Dark World, but it also doubles as a little something else: a glimpse into one possible Weird Route. the Kris of this AU isn't bound to Player choice... and thus far less defenseless against their whims.
the question is: what does it take to make a good dog bite?
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miasudare · 6 months
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I HAVE A CRAZY THEORY ABOUT UNDERTALE AND DELTARUNE
(Note that it's just a theory!!!!)
So I've been thinking about it for a while. A couple of days a ago I saw a post about Undertale Spotify album. In the video they said that the album starts with "Once upon a time" and ends with "Good night" (credits to them) and that may imply that Undertale is a bedtime story. So that video lead me to this theory (it's long) :
I think Undertale is the dream of Kris from Deltarune. Not just any dream though, a lucid dream. Meaning that you control the dream yourself. Now, I want you to keep remembering what Kris does at the end of Chapter 1 while you read this.
Some dialogs in the game Undertale keeps telling you that you are living a dream such as that one death screen from (I guess it was either Flowey or Asriel) says " It's all a bad dream", (if I remember correctly) at the end of pacifist route Asgore saying "this is like a dream" or the item "Dream" you get from Asriel. Also you can say that the underground is always at the night time if there is no sun making a day cycle. Throughout your game play you can sleep at 4 locations anytime you want. And some monsters do sleep there with you.
Now I know you'll be asking; what about Frisk and Chara? Well I think it might sound crazy for a second but they are the same person, just representing different personalities. When I told you to remember what Kris does at the end of Chapter 1 is from this part. They rips their red* soul puts it in a cage and they turns to camera with red eyes and a knife. Meaning their true nature is showing violence. Now let me explain this detailed:
1-Frisk: In your Undertale game play you play as Frisk. They don't talk, show any emotion in neutral route or think for themselves at all. They have no emotion on their face too. Like a puppet. Frisk have/has(?) no control over themselves. Also throughout the game Frisk is seen with a red* heart/soul. We never saw anyone else use this color of soul in undertale. Not even Chara. /it might be fanon that Chara has red soul/
2-Chara: They have red eyes, a little smile and they show up at the end of genocide route. Unlike Frisk, Chara seems to be having control, hobbies and likings. Such as the comment they make about the environment in Asgore's house or the coffin. And in the genocide route of Undertale you'll realize that Chara slowly gains control over you. I'm not implying that Chara is pure evil even though they are violent since in the end we didn't get to choose not to kill Asgore or Flowey. Not to mention that Chara gains all the control over us after we make violent actions.
3-Kris: In Deltarune (most likely in the beginning)we don't get to choose anything about who we are. We don't have control. Although as soon as we go to the Dark World things chance. We get to choose what Kris does. We can make them hurt others, show mercy on others or even make them eat moss. WE get to ruin/perfect their life in the Dark World. And Kris can't do anything but obey us. Just like Frisk. And just like Frisk, Kris doesn't shows any emotion in the game play. When we get to the cutscene tho, you'll realize that the game is over. You don't have control over Kris. And Kris knows it. There is nothing you can do to stop them from doing what they want. They are free from you.
When Kris goes to the bed. There is a black screen for a while and we get to see the cutscene. Maybe after what Kris experienced in the Dark World, they had a dream about what would it be like if their life was just like that. Going to adventures, fighting monsters. And normally Kris sees their family, friends or their neighbors in the dream. That would explain a lot of things. Like why we see Asgore and Toriel are divorced in Undertale. In Deltarune they are also divorced so it would be logical for Kris to see them as single too. When you connect the dots you even get why some events happened.
In Undertale you never get to see Asgore alive without doing pacifist. And even if you do pacifist he gets treated poorly. In all other endings he dies. All because of Flowey(I'm gonna come to that too). Meaning that maybe Kris doesn't have a good relationship with his father at all. There might be things that happened during the divorce. Kris sees Asgore as the King because he is the only man that Kris knows as a strong male figure.
Also Toriel, being a queen is the same. Toriel is the only one Kris could image being in charge of a nation. She is a teacher after all and Kris might think her to be very smart. We also see Toriel talking about wanting to be a teacher in Undertale. Kris didn't miss that one. The way Toriel acts is also important too. She treats a complete stranger like her child giving them a bed, food, love and even education. Meaning that Kris and Toriel has a good relationship as mother-child.
Asriel though is very complicated. In Deltarune we never see him. We only know that Asriel is very talented in many ways because of the trophies in his shelf. In Undertale tho we mostly see him as a evil defenseless little flower in both neutral and genocide endings. And what did I said about Asgroe? He keeps dying in both endings. He gets killed by Asriel. This might imply 2 things. 1 Asriel doesn't have a healthy relationship with his father. 2 Asriel caused the divorce and he is not innocent. It would explain why we never get to see him again after he brakes the barrier. He doesn't get a happy ending while everyone gets. Because Kris don't think that Asriel deserves to be happy. We don't know much about the relationship between Asriel and Kris except for knowing that Flowey kills Frisk a lot. When you think that way you'll notice that Asriel might be a bully to Kris. He is talented, he might get more love and support from his parents since he goes to college. So no one would say anything to him if he picks on or even shows violence towards Kris. This might be the reason Kris stays quiet all the time or doesn't moves an inch while Susie threatens to eats his face off. Kris is used to it. In the other hand, Kris might even hate Asriel too. Like I said Kris doesn't think that Asriel deserves a happy end. (Not to mention we see Asriel as a cry baby. Probably Kris would love to see that.) Resulting him dying in process. A world without an Asriel is a world where everyone is happy to Kris. The way Chara portrays Flowey in genocide is also a thing. Flowey in genocide is scared, hopeless and helpless. Kris might imagine Asriel like that. When Kris gets a chance and a knife, Asriel begging them to not kill him, oh how much satisfaction Kris would feel.
Sans and Papyrus's apperience depends on Kris's imagination to be honest. Kris knows something goes on with his mother and Sans. Since Sans says "I befriended your mom last night". So this would cause Kris to see Sans as a punny, relaxed and mysterious man. The way Toriel would like to hang out. The mystery part also comes from Kris knowing a little bit of Sans. Papyrus is also up to Kris's imagination. The way Sans told them about Papyrus might resulted Kris to see him as a merciful, complex but friendly guy. And since Kris met Sans the day they fell into the Dark World would explain the Rabbit Shop lady's dialogs "They showed up out of no where and introduced themselves"
I don't think I need to talk about Undyne and Alphys. Undyne is a police officer (police shef?) and that would explain how Kris sees her in Undertale. An independent woman as a leader of a very strict group of guards. And Alphys? She is a science teacher and probably the only science teacher in the town. It would also make sense for think her as a scientist. Also the neighbors. We see Catty, Bratty, Snowdrake(not sure). Kris might see Catty and Bratty as low life, non important, cheapskate girls so that could led us to see them hanging in a literal dumpster, selling trash.
I don't know what I should tell you about Gaster. We just need more chapters so I can explain more I guess. Do you like this theory? Do you agree or not?
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shakesthewizard · 12 days
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Are y'all ready for my niche content
Deltarune characters as Knights Radiant from the Stormlight Archive let's go
Susie - "I will seek self-mastery." The Order of the Dustbringers. Susie is brash and self-destructive, and learns early on that her potential for harm won't keep her safe - it might just get the people she cares about killed. In the latter half of chapter 1 and the entirety of Chapter 2, we see Susie not only learning how to harness her great capacity for good, but we also see her defy the will of the narrative. Dragging ralsei away from time with Kris, and in the snowgrave route she even demonstrates the power to avoid a cutscene. The theme of self control (narratively and literally) is abundant for her.
As a Dustbringer, Susie controls the surges of Division and Abrasion, which are perfect to the point of redundancy. Do I even need to explain how they fit her character and themes?
Ralsei - Ralsei is tricky. You might say that Ralsei is a spren of some kind - maybe an honorspren, or even a highspren? This makes sense for a Darkner, being a kind of spirit that exists on behalf of human/monsterkind. If you go down that route you may even go so far as to call him a voidspren, or corrupted spren of some type. Maybe a corrupted Highspren? Serving the law of a malicious power against his will.
Ralsei has associations with both Knowledge and Healing, making him a good candidate for a Truthwatcher. He's even a lonely, bespectacled Prince! He fits the Renarin-alike bill pretty nicely - which would also make sense, given that his game-knowledge and apparent desire to tell secrets to Kris, but not Us, reminds me a lot of Renarin's future sight and its effects on Odium. Ralsei is undecided, largely because of how little we actually know about him.
Kris - "I will speak my truth." The Order of the Lightweavers. Kris has a LOT going on in terms of their identity, secrets, and fiction. Like Shallan, I think Kris is very close to a lot of powerful forces in the story that they're not showing us, and they know a lot more than we let them tell. Kris literally spends most of their time nowadays pretending to be someone else, even if they don't want to.
Here's the thing, though - I think Kris is possessed by a cognitive shadow, with Bondsmith powers. Whether through Ishi's honorblade or something else, Kris demonstrates the ability to bring people together for a common cause - but only while we control them. Otherwise, they're a weird, lonely kid who has historically struggled to make and keep friends.
As a Lightweaver, Kris commands the surges of Illumination and Transformation. This makes sense, given that they are our window into this world, and they shape our understanding of it. They also literally perform transformation on a number of occasions - opening at least one dark fountain, and seriously squishing their own identity around with all the stuff they pull with our SOUL.
Noelle - "I will reach my potential." The Order of the Elsecallers. Or at least, she will be at some point. I'm really tempted to assign her corrupted Truthwatcher, given her propensity to stumble backwards into knowledge and secrets, and her possible connections with HIM. But I don't think this resonates with her character very strongly. Rather, I think Noelle has a lot of potential stored within her, and she needs to learn how to access it and command it for herself. Right now, she's being controlled by a host of powers; her mother, Us, Queen, and the aforementioned HIM. Many of whom are in agreement - this kid is going places. They all want to harness her for their own gain, and Noelle will swear the second ideal when she finally musters up the courage to ask Susie out.
As an Elsecaller, Noelle will command the surges of Transformation and Transportation. Truth be told, I don't see these as especially relevant to her character, besides their enormous breadth of utility. Ignoring everything else, I'd probably give her Edgedancer surges, but ces la vie.
Berdly - "I will seek justice." Order of the Skybreakers.
Okay, hear me out. He's a lot like Szeth.
I swear I'm serious, just bear with me, okay? He begins his journey by blindly following the strange laws of a strange land. Eventually, after doing nominal bad guy shit for half the story, he realizes that the law he was following sucked ass, and that he has no excuse for his behavior. As a first step towards growing, he pledges his service to the goals of a more protagonisty leader type while he figures himself out. Do you see my vision?
Berdly cares a LOT about the metrics of those in power. Grades, IQ, the law. His fatal flaw, in fact, is that he uses them as a tool for measuring his worth. His arc will be about reconsidering those things, and finding an attitude towards power that seeks justice instead of order.
As a Skybreaker, Berdly commands the surges of Gravitation and Division. He's a bird who people tend to avoid. What do you want from me?
Lancer - Lancer is Susie's Dustspren. Fight me.
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Round 6 - Third Place
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Propaganda under the cut
Gustav
he's soooo sillay ngl. ((THIS MAY CONTAIN SPIRITFARER SPOILERS!!!)) aristocrat art curator who just wants to make an epic exhibit. When he was alive, he was wheelchair-bound and often complained about how people pitied him for his disability. If anyone's wondering what he had, he had multiple sclerosis. This bitch (affectionate) loves exotic foods and HATES fried food n sugary shit. He prob hates the USA ngl - this might just be me projecting but, he hates fried food cuz the scent sticks to him- autism, anyone? hm? perchance. Throughout his time on your boat, he shares with you his life (or death) philosophy. I think it's pretty cool, soo ima dump it all here. <3. Pretty much it's like...life is meaningless and random and only has meaning based on what you decide for yourself. He considers art to be the ultimate expression of human's search for meaning and therefore he believes it should be thoroughly preserved. Neat, right? He shares some of this with you on his way to the Everdoor. His spirit flower is a red poppy, representing remembrance and hope. Inspiring, eh?
i dont know this guy but seeing his sprites, he looks very polite and cool (he plays violin and drinks tea? thats pretty neat)
Storm
I mean, someone needs to get knocked out in round one
(with Jet and Storm, when asked if iconic) (I'd say yes. At least in the Riders trilogy. They're Team Sonic's main foils in those games (aside from Eggman, of course).)
(with Jet and Storm) Since most of the birds we have on this list are arrogant peacocks (pun intended), here's a whole trio of them! But at least these three have the abilities to back up their preening.
Berdly
he's a smug lil shit and he sucks so much that it wraps around and almost becomes charming? kinda?
nerd. *shoves him in a locker*
He has good character development, where he comes to terms with his own flaws and moving forward as a better person and standing up against the Queen. I also think his theme is pretty cool and he shows some pretty heroic qualities in the Snowgrave route.
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a-snow-decahedron · 2 years
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Loving A World
I can't speak for Deltarune because the game isn't completed yet, but I think Undertale is a game about Loving A Story. And the game is written with the assumption it will be loved, to the point of wanting to find every secret.
What do I mean by that?
Undertale is a game that can take multiple routes, but one of the most well known routes is one where the player, through determination, travels across the Underground, making new friends, and eventunally finds the tools to reach a happy ending for all, by freeing the monsters. The point of this story is that thanks to all our hardwork and perseverance, we manage to improve things for everyone.
It is also just a very fun world, full of complex and solid characters, and filled with secrets, some you may find by sheer luck. I believe this is the element that's made so many people be involved with the story, willing to keep going even when you seem powerless (for example: during Flowey's neutral ending fight).
Let's talk about some of the ways in which Undertale uses its mechanics to push your curiosity, and how the way it reacts enhances your experience and rewards you for your choices (even the "bad" ones).
One thing that stands out to me about Undertale is that every neutral route gives you a sense that things could be different. The biggest exponent (or at least the one most players have seen at some point) is the ending phonecall during the neutral route in which no EXP has been gained, and the conversation with Flowey afterwards.
In the phonecall. you learn that the Underground misses its king, that the monsters miss you (i won't get into the details of who "you" represents), and Alphys has things that never got resolved. You get the sense that the game has more to offer and the world is bigger than what you saw. Right after that, Flowey makes this sentiment even more explicit
You made all these great friends… But now, you'll probably never see them again. Not to mention how much they've been set back by you. Hurts, doesn't it? If you had just gone without caring about anyone... You wouldn't have to feel bad now.
If we didn't care about the story, then there would be no reason for us to try to look deeper into it, and follow its use of the reset and loading mechanics. We could feel disappointed by the ending, but resgined. Except things aren't over.
Say. What if I told you… I knew some way to get you a better ending?
And this is what prompts you to reload your save, and look for what you missed. The neutral routes repeatedly do this as well. You are told of friendships you couldn't make because "she says she won't talk to a murderer" (Papyrus about Undyne, if talked to in front of Undyne's house if EXP has been gained), or of people you have killed and have left a mark around them (the members of the Canine Unit missing each other when entering Grillby's. The point is, there is always some version of the story that you cannot know of, because you have made specific choices.
The game tries to lead us to a true pacifist ending, which will give people happiness. And you've got that!
But what if you wanted to know more? What if you wished to explore grief and loss?
The game has you covered. There are multiple neutral endings, that all depend on which bosses and common encounters you have spared or killed. Undertale lends itself to be replayed multiple times, because the curiosity that the players feel for the world can lead them to make different choices. And it's because, for one reason or another, they care about the world.
It is thanks to the Pacifist route that we know that Undyne is a goofy person, or that she is very close to Asgore. It is thanks to the Merciless routes that we know that we know she is too determined to let death stop her. It is through them that we know that she will sacrifice herself for another monster. And that builds to her character even more. In a way, the game does reward you for your curiosity, by showing you that your actions do matter.
Merciless or neutral runs help us get answers to all the "what if" questons we may have, and our drive to engage with a story we care about is what pushes us to find them, and not only that, but let us Be affected and involved with it. Not everyone needs to experience them to truly enjoy Undertale, but they do add to the characters, the world they live in, and it can show different values, that, at least in my opinion, are worth looking into as well.
In conclussion, I believe that Undertale is a game with a story that's made for you to get attached too and it promotes its save and reload mechanics to enhance the choices you can make. It also creates a sense of agency and rewards the player with different information and character themes. I think that, whether you wish to acknowledge this actions as Undertale being written with awareness of its medium (as in, the game talking to the player), or prefer to center on the story itself, the game works well because the story is flexible and engaging. And the best part in my opnion will always be that you're free to play and create as you wish.
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a-fantastic-time · 10 months
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Guide to a Fantastic Time!
Hello everyone! Thank you for coming, I hope we have a grand old time. First things first, this is a 18+ Rp area, so I hope you please respect that we should do just fine. Rps do not need to go down that route, I am 100% down for SFW rps, but I mainly prefer NSFW. Just pointing that out now. Also I will absolutely will not do anything with anyone under age, characters or people.
Muses! Unfortunately I do not have a set listing for muses. I actually love to play as many characters as I can from different fandoms, or OCs that I have sorta made up and never really put them to pen and paper. So feel free to ask me about them, and I will gladly talk your ear off. Note that I do play any gender, be it Male/Female/Herms.
Fandoms! I will do my best to get as many of my favorite Fandoms/interest listed down, I will be editing this when I can, so if you ever have an interest, or show, or game that you like and you do not see it on my list. Please feel free to ask me about it, and maybe I can add it to the list.
List of Interests-
She-Ra The Dragon Prince Glitch Tech Transformers (series, not movies) TMNT(series, not movies) Steven Universe Big Hero 6 RWBY Marvel(Comics/Shows) DC(Comics/Shows) Halo Pokémon Digimon Mortal kombat Mass Effect Dragon age Final Fantasy (Any game/series) Boku no hero UnderTale DeltaRune Sonic(Series) Ben 10 Diablo League of Legends Wakfu Miraculous Ladybug Bleach D&D Yu-Gi-Oh Gargoyles Aliens(Franchise, and in general) Kaiju(Monsters in general, not just the franchises) Gundam (any series) Hazbin Hotel Helluva Boss Murder Drones Starwars Critical Role Destiny Warframe Panty & Stocking
RULES: More may be added at a later time. But for now please read and follow.
I absolutely do not "one line", I have told many people this and sometimes I do make exceptions depending on the situation like if you are tired and its late, or you are not feeling up to rp. If you continue to one-line after I give you a warning, After that, I will simply not reply.
I do not in any shape or form condone rape. I am ok with rough sex or maybe being dominate with my partner, but I will not participate in rape of any kind sorry.
I will do my best to message you first as soon as possible. If you do not get a message from me right away, its most likely because I thought I did or I forgot. So please let me know if I have yet to talk to you yet. I do not treat anyone as a number.
If you have a problem with the way I RP, then please let me know. I have no problems changing things to make the rp more pleasant for both parties. Whether it be either grammar, or possibly with how you prefer actions or talking to be placed in either ** or "". Please just let me know, and I will see how I can change it to make it more pleasing to you.
I am completely fine with rough to kinky sex, but I hate abusive sex. Examples: forcing me to suck, ride, fuck you when I do not want too. cussing me out while we fuck for the sake of demeaning someone during it to make yourself seem superior or saying you can do that just because your Dom/alpha is bullshit. If you do this I will tell you to quit it, but if you whine about not being allowed to be yourself you will be blocked enough said.
I enjoy futas/shemales/dickgirls as much as everyone else. But if you plan to stick anything in me, you will get the same treatment in return. Its how I see its fair. I do not care of your "DOM" or "Your only comfortable with giving". With that said, I do have a preferences towards woman, and futas. So, sorry guys, not into you. Especially not into femboys, sissies, or traps.
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deargodhelpmeaaa · 13 days
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this is my full arc with Berdly (so far)
High school. Late or middle high school I don't know; my perception of time is fucked. Deltarune chapter 2 just came out and it's all the rage and I want to get the fuck away from it because it's all anyone fucking talks about and I could care less about it (I hate things that get popular). I played Deltarune chapter 1 and part of chapter 2 around this time to see what the buzz was about. I found chapter 1 to be pretty mediocre, and didn't really get the story. Chapter 2 didn't interest me and I thought it was kind of dumb.
my dumb ginger friend loves this stupid game and he won't shut up about this stupid Berdly character who like, wants people to like him for his intelligence and you can kill him in the game or something and if you type his name into google images and scroll down a little bit a really gross piece of uhh we'll just say typical furry art shows up and it made me feel really sick to my stomach. I still stole the idea for wanting to be liked for being smart and stowed it away in my brain so I could rip it off later because I have not a creative bone in my body.
I sort of forget about Deltarune for a while and harbor nothing but pretty negative feelings about it probably because my stupid ginger friend likes it and I feel zero respect for him or really any of the target audience of Deltarune and having somewhat of a "ding dong your opinion is wrong and mine is right because I said so" complex because I want to look better than everyone else because deep down I know I'm probably worse than everyone including the people I see as less than me because I hate myself a lot yay self esteem issues yipeee being a teenager rules!
I end up maturing a little as I become more of an adult, and become less of a jackass. Still have little remnants of the jackassness in me but I'm not a full on one anymore and I sort of like get how things work now and like.... I'm lss of a jerk than ur average person ok. Because of this, I end up deciding to give Deltarune another chance.
I start with chapter 2's snowgrave route since it sounds the most interesting to me. I kind of like Berdly and find him cute.
I kill him.
feel kind of bad
Go back and play chapter 1 and then the normal route of chapter 2.
wait a minute.
i really like Berdly.
he's really cute. and funny and like.
fucking shit he's kind of relatable
You know what I'm giving him the present; I'd feel awful if I gave it to anyone else
Awww! He's so happy!
Aww poor Berdly his backstory is kind of sad. I can't believe this game lets you kill him. Man and everyone else is so mean to him. Queen doesn't care about him, Susie's taunting him for how he's acting which, yeah, ok, he's annoying, but does he really deserve that? fucking bitch-
Berdly breaks his fucking arm.
Fuck.
Start the entirity of chapter 2 over again using my chapter 1 data and try to prevent Berdly from breaking his arm.
Successfully prevent Berdly from breaking his arm. We are bffs now. Yippee!
Begin to look at fan content.
Wow this art shipping him with Kris is so fucking cringe. Shit sucks.
Wow this art shipping him with Kris is kind of charming. Shit doesn't suck?
Wow I'm drawing it.
Wow I wrote seventy something pages of fanfiction that were inspired by how much I like Berdly as a character and am dedicating several months of my life possibly years to refining this script, storyboarding it and turning it into an actual comic that won't suck balls.
Kill me
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doomed-era · 2 months
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hey so this may be. A Question. but how would gaffen + widget + maybe the champions react to undertale/deltarunes characters. sorry for undertaling you </3 . also anything on the champions descendants?
OKAY here i go. finally. im gonna limit it to gaffen/widget unless I can think of a funny interaction between undertale characters and the champions I think solely bc there are a lot of them...these are gonna be fairly superficial and based on first impressions don't think too hard about them </3 cause theyre kinda bad
honestly they'd collectively be very weirded out by monsters that can actually speak to them. widget and daruk would definitely try to work things out and yknow. not try to kill anyone while given the first sign of violence gaffen might start attacking everyone. so my first thought is. they are probably better off sticking together in this scenario because of gaffen. and tbf it's not like widget wouldn't be suspicious either, she would be less than friendly at first, especially if she learned how monsters got into the underground. she'd immediately start wondering why and paint humans as the victims who must have had a good reason to do such a thing. idk i'll go in the order of a neutral route
flowey: i'll be honest they would not like flowey...which is HORRIBLE ik. I imagined them trying to beat him up and them him resetting which!!! I do not blame him. if they knew more about him I don't think gaffen would be sympathetic and urbosa would just be pissed. however. mipha probably would reconsider. widget would be all like DONT LOSE HOPE THERE MUST BE ANOTHER WAY!!! revali going "tch I would do cooler things if I could reset everyone" would be funny i admit but smhhh
toriel: ok I admit I think urbosa would be like "shes such a soft mom geez." (baka.) if gaffen wasnt in work mode he'd want to make puns with her and eat her pies....in the meantime he will stare soulfully at her. if toriel read widget facts about snails then widget would be fascinated im ngl she would stay in the ruins with toriel if this was an actual undertale route. however I think they are just taking a tour so whagever
sans: widget would be a bit startled by his jokes! also I think sans would realize that shes like, a PRIME target for them. gaffen and sans would get into a staring contest and gaffen would lose because sans has no eyelids. or does he
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explain this toby fox!!!!!!!!!!!!!!!!!!!!!!
papyrus: oh you bet widget and papyrus would get along. immediate best buds. gaffen would look at papyrus like he was insane (his eyes are bloodshot from skeleton staring contest) revali being all are you AWARE of how GULLIBLE you both ARE would be funny and mipha immediately jumping to widget and papyrus's defenses would be super funny
undyne: urbosa being like UM. I am FAR less of a show off than you are. you must serve your kingdom with grace. and then they get into a suplexing contest. daruk also joins but he's like oh haha i'm doing this for fun :) while undyne and urbosa are giving it their all. widget is cheering for urbosa obviously and gaffen is a last-minute contestant. widget cheers even harder for urbosa. im not sure who would win but it's not gaffen. also urbosa thinks it was super funny. also mipha would be fascinated by the echo flowers + have a lot of fun swimming around in waterfall. heartbroken by onion-san and tells her all about zora's domain </3
alphys: im going off my immediate first thought so honestly widget asking what anime is and alphys freaking out about it at first and widget being like OH NO WHAT DO I DO. mipha being like...tell me about this...anime...also widget would think mettaton is really cool. revali might like it but he would not express interest at first. and then he would criticize the sequel to mew mew kissy cutie along with alphys really passionately (iirc??? I forgot which one she didnt like) gaffen is eating instant ramen noodles straight out of the package when no one is looking. also if widget knew about the true lab she'd be like well um its fine ??? you did what you could ig wouldnt think of it as bad at all. which. erm. widget. urbosa would complain that her and daruk cant fit in the elevators and criticize asgore's city planning
asgore: yeah speaking of him. idk I think theyd like him. especially if they've heard a lot of good things on their way over. im imagining them all sitting down for tea...widget might be a little skeptical. and would also definitely figure out that him and toriel are divorced and ask intrusive questions about it. if this was deltarun id say asgore might be a little more interested in talking to gaffen I think he would see a bit of resemblance between gaffen and kris, mostly just quiet + weird + :| face I think. gaffen would just be quietly intimidated I think
OKAY. i'll do deltarune ones cos im kinda enjoying this
kris: ok honestly I cant even imagine kris would want to interact with them. widget would track them down and kris would just leeeeaaave
susie: widget immediately thinking susie is horrible and awful and susie responding in kind by being susie-er is funny to me. she would think widgets relationship with the champions and gaffen is super weird I think, but would she say this? idk.
berdly: ...yeah this is one of the reasons I wanted to answer this ask. I just. revali and berdly...I dont think theyd get along at all I think they'd see the worst aspects of themselves in each other and hate each other </3
uhh I think that is enough for me. for Now. but. yea
champions descendants is fairly complicated so uh if you wanted to send me another ask abt it so I could answer it separately...pleas...
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Do you have any recommendations for Undertale fic? I especially love things focusing on Frisk, Asriel, and Chara. But I’m scared to just dive blindly into the tags on Ao3 or something. ): Thanks!
oh great question! here's some kid-centric fics I like a lot:
Be Good, Alright? by @smells-like-mettaton. Frisk stays with Toriel in the Ruins instead of leaving, and Flowey and Chara are there too. Ongoing and very cute. Contains some references to child abuse. You should probably just follow Tali on tumblr if you haven't already, Tali posts a ton of great stuff.
And Whither Then? I Cannot Say by ohjustdisarmalready on ao3. Frisk get launched across time and space and travels through several AU versions of the underground. This one focuses a lot on AUs like Underfell and the skeleton brothers are a huge part of it, but it's still fundamentally a story about Frisk, and the way they're written is REALLY good, they're such a good kid. Might want to avoid it if you don't want to see Frisk getting hurt though
rename the fallen human by brushstrokesApocalyptic on ao3. The fallen human can't decide on a name. This one is Chara-centric and it's classic. Really funny and sweet.
high score by @knifehecker. The three kids reflect on their time in the underground. This one takes place post-pacifist but it's primarily about the no mercy route. I really like the dynamic between the kids here, and the tone is both funny and poignant.
Risen Up (or, Of Fallen Children and Mountain Kin) by @riverpersonn. Frisk and the gang put on Undertale: the Musical! This one can get pretty intense and gets into Frisk's backstory and some violent routes, but overall it's a really touching story about them and their new family.
i still hesitate in the hopes i'll save some face by Princex_N on ao3. This is a series of snippets about autistic Frisk journeying through the underground. We love autistic Frisk in this house
Frisk Learns Some New Words by Rakkogaki on ao3. Despite the title this fic is actually more Sans-centric but it's the fic I was talking about a couple days ago where Sans goes several weeks without standing up by teleporting between different chairs. It's an absolute classic crack fic.
Floweytale by @andreabandrea. A series of fics about Flowey's resets before Frisk showed up. Absolutely essential reading for all Flowey fans. But watch out because you'll feel every emotion at once. Contains references to violent routes.
My Big Fat Fish Holiday Party also by andrea. You probably know this one if you follow me but if not you should check it out, it's everything to me. Ultimate crack fic.
All We Left Unsaid ALSO by andrea. Frisk ends a no mercy route while fighting Sans, and the underground rebuilds. This one is Flowey-centric, but there's a ton of side characters in it and it's really sweet and sad. If you like Flowey and Sans not trying to kill each other, this is a great example of that.
memeing across time and space by threefourthstime on ao3. Another classic crack fic, this one's about Gaster trying and failing to prank various characters.
If you like the kids I'd also rec a couple of ask blogs! There's @redsoul-kris which is a Deltarune ask blog that involves the Undertale kids in a certain way, and @dont-forget-to-ask which is for the post-paci Undertale kids. @friskibitz also sometimes writes really sweet ficlets about the UT/DR kids on his blog.
This is in no way a complete list, but there ya go!
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dimonds456-art · 2 years
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Cuphead Deltarune AU?
Cuphead Deltarune AU.
Elder Kettle & Ms Chalice | King Dice & The Devil
AU info (and character stats) below the cut!
Cuphead HP: 60
Cuphead is more of a defensive fighter. He keeps his distance and attacks from afar, thus he prefers bullets over charms and spells. He is also deeply curious, and often gets the whole group into trouble.
Attacks Pea Shooter - A series of 6 consecutive strikes in a row, average damage. Chaser - Does consistent low damage on the opponent's turn. Roundabout - Lowers defense but does good damage. Lobber - Must be closer to opponent, does excellent damage. Spells Smoke Dash - 1 free hit from a boss with no damage. 40 TP. Giant Ghost - The soul and body separate for max damage. 100 TP.
Mugman HP: 60
Mugman is the offense. He will either hold his ground or approach an enemy. He prefers magic over direct attack, although he can do both. He is more on the straight-and-narrow path, and constantly trying to stop/save his brother from trouble.
He is also the only CHDR character who can be manipulated into the Acolyte Route.
Attacks Pea Shooter - a series of 6 consecutive strikes in a row, average damage. Spread - Low damage at close range. Spells Whet Stone - Pressing a key near an attack on the opponent's turn will cause damage. 25 TP. Heart Song - Similar to Ralsei's Heal Prayer. Heals 10 HP. 36 TP. Charge - High damage pryo spell that requires aiming. It also takes a moment to charge. Press shift to charge and release to fire. 30 TP. Spade Slash - Summon a barrage of spade-shaped attacks to descend upon an enemy. 16 TP
If he uses Spade Slash, the enemy will either shatter or drop down depending on who they are. This is a one-hit kill, maybe two if the enemy has high enough HP.
Equipping him with the Cursed Relic will make him ill, but increase attack power. If Cursed Relic is equipped when he meets Chalice, and all enemies have been defeated with Spade Slash, a new attack will replace it.
The Fun Route / The Acolyte Route Ace Acolyte - Sends a barrage of cards at the enemy. They are all suits; diamonds, hearts, clubs, and spades. Spades do the most damage. Hearts do heal, if you can catch them, but on this route it doesn't matter. The enemy will loose too much HP for it to matter.
Worldbuilding Cuphead ≠ Deltarune's Lightener World, but their Darkner Worlds are connected.
It works like Nether portals in Minecraft, but for dimensions.
Astral energy is also high in the Dark World. Some theorize that the Dark World IS the Astral Plane, though this has not bee proven or denied.
The Calix Animi used the Dark World for many spells, charms, and supers, as well as training. As such, there are many leftover relics from a time long ago.
If- and this is a big if- if the Cuphead cast managed to meet Kris and their group, chances are they'd get along, but to varying levels. Hot take is that Mugman and Susie would be besties.
They can use cartoon physics in the Dark World. They themselves are cartoons.
This takes place in the show's timeline, so she would be fine, but if this were an AU of the game, Chalice would have a harder time leaving the Darkner World than they others since she herself is a ghost. The Astral energy would try to deny her this freedom, but she can leave.
The Dark World that spawned in the brother's house is located in the kitchen. Due to the enemies all looking like plates, forks, knives, and sometimes even cups, the brothers speculate that maybe this is where they're from. This turns out to be false, as Darkners can't leave.
~ ~ ~ ~ ~ ~ ~ ~
Anyway, that's what I've got rn. Let me know your thoughts! I do want to design Kettle, Chalice, Dice, and Devs, but they will just have to wait. I need to also figure out a plot for this.
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Here's something I tend to think about a lot:
How would fictional characters from a video game or something react to being sent to a different dimension where they're fictional characters? Like I wanna write a fanfic where video game characters somehow make it from their dimension to this one and I imagine how they would react to certain things (like me having a notification sound of something from the game, or especially if the game is set in the past or in a medieval fantasy world- how would they react to modern technology or things?)
Then I got to thinking-
What if all the Undertale characters showed up here? What if they wanted to see the full game?
On the surface, it could seem like a fun scene to write. Fictional characters watching gameplay of the game they're in or maybe even playing the game themselves
But with specifically Undertale: how would the characters react to certain scenes? How would Papyrus react to the scene where Undyne confesses she doesn't think she can let him into the royal guard while she's in the same room? How would everyone react to the true lab scene? How would everyone react to the genocide route?
Oh yeah, and how would Undertale characters react to Deltarune? How would Mettaton react to seeing his Deltarune self hasn't achieved his dream and instead stays in his house all the time? How would Asgore react to Rudy? How would Undyne and Alphys react to the fact that they haven't met yet in the game until Chapter 2? How would Flowey react to the fact that in this game, he's Asriel, he's older, and he's never met Chara (instead Kris is his adopted sibling, not Chara)
Yeah I think about things like this a lot for a bunch of fandoms of mine-
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