![]() They might want to get through the story as quickly and easily as possible, without needing to think about how to spare each new encounter. It's a game where nobody has to die, but what if I want that person to die anyway? Or they just might not care. kill them.Īnd sometimes, people will just. The player might simply get frustrated, or think they have to kill them to progress, and. Undyne has her whole flee-to-progress thing (which I have seen way too many people fail to notice lmao, that's a case of the game actually screaming what you're supposed to do it in your face, and people still miss it lol), Mettaton has his rating system (and he's a bit of a difficulty spike) and Muffet is a straight up endurance test (or insta-finish, but I doubt this theoretical player would still have a spider-donut, lol). Some bosses are also a lot less clear on how you actually make progress. Even in Undertale, it's technically a good thing. Experience, in every other rpg in existence, is a good thing. They're just grinding against generic enemies. And hey, it's not like they're killing any of the 'actual' characters. Or people might be bad at the game, and think they need to grind up some experience to take on a boss. They might press on in a similar manner, killing when they need/want to, or think that since killing her gave you a bunch of levels, (which boosted your HP), that it might not be that bad to kill things, sometimes. And not everyone will think to go back and undo their mistake, or even think that they were making a mistake. and just as she reaches the point where you think she might be spare-able, the game makes your hit crit, and you kill her. So instead of sparing 'fruitlessly', they might instead decide to try weaken her. I (vaguely) remember a tutorial that tells you that a weakened monster can also be spared. And while there is a hint early on that you may need to spare a monster multiple times to make progress, not everyone will remember that, or even catch onto the fact that it's working (as Toriel starts off by just "."-ing you, which isn't exactly a sign of progress). ![]() Talking doesn't work, despite it having worked for every other enemy. Most prominently, the game actively tries to trick you into killing Toriel. Undertale definitely heavily encourages the player to avoid killing enemies, but I don't think it screams it at you Yes, Undertale thrives on subverting your expectations of RPGs and in general, but even before it begins, if you’re paying any attention during the installation process it feels like the game is screaming at you “I’m going to present a choice but this option is blatantly correct and if you pick the other one how could you”. So I don’t understand how you would miss these signs and play all the way through a Neutral route run or accidentally kill the first boss unless you are literally handed the already-running game by a friend and misled “here, play this, it’s just a regular RPG”. During my playthrough, I never even touched the Fight button during battles, because that wasn’t how this game was supposed to work. Anecdotally, simply seeing this tagline when I went to download the demo was enough to help me realize mercy was the way Toby Fox intends you to play through the game. If it wasn’t made clear enough before you installed the game, the first area is dedicated to making sure you understand how to use the Mercy mechanics (which is to be expected, as a tutorial). The about page on Undertale’s official website lays it out bluntly as well. The taglines were rewritten to be less glaringly obvious for the console port advertisements, but they still promote the use of mercy (“an RPG where nobody has to get hurt”). The original tagline for Undertale on Steam and Kickstarter was “The Friendly RPG Where No One Has To Die”. However, let’s take a look at Undertale from a first-time player’s perspective. Naturally, some invested members of the fandom became upset when they saw anybody deviating from the Pacifist route (turning off content creators in the process). ![]() Killing even one monster permanently bars your save from the Pacifist route and locks you onto a Neutral route for the rest of your run, which changes the ending and removes a good 2 hours of content with it. However, dialogue within the tutorial level leads many first-time players to kill the first boss when they mean to spare her. The fandom advocates that if you haven’t played the game, your best experience will be to play it totally blind. If you don’t already know by now, Undertale’s main gimmick is that it is an RPG where you can choose whether or not to kill or show mercy to the random encounters and bosses. Slight spoilers for Undertale if you still care about those. Apologies if this has been posted here before, but it’s been rattling around in my brain recently. ![]()
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