Pagina's

Showing posts with label ending. Show all posts
Showing posts with label ending. Show all posts

Monday, February 4, 2019

Deltarune: The Fate of the "Genocide Route"

Disclaimer: This post will have heavy Undertale and Deltarune (Episode 1) spoilers. 

When Deltarune came out, I speculated on some of the future events that might happen in later episodes. Today, I'd like to present a theory about the design of Deltarune itself, and why Toby Fox killed the genocide route.

The Start of Genocide

When Undertale came out in 2015, it was deservedly praised for the many ways you could play it, and the many combinations of characters that could either live or die by the end. But by committing entirely to a pacifist or destructive approach, you could reach an ending entirely distinct from any of the 'neutral' ones. These routes are often referred to as the Pacifist and Genocide routes.

Undertale makes no secret of it; the Pacifist route is the "true" route. It is the only route that lasts beyond just a few lines of dialogue and has a full credits sequence. It's the only ending that offers closure for most (sorry, Asriel) characters. The game's trailer even made a point of emphasizing that you don't have to kill anyone.


On the other hand, the Genocide route is distinctly the "wrong" way to play. When you clear an area of monsters, the music becomes unsettling and slowed down. You are required to take increasingly malicious decisions, like attacking Papyrus when he instantly spares you. Characters like Sans berate you for your decisions and you miss out on a lot of charming dialogues and battles. And if you complete it, you can never get the true Pacifist ending again. All in all, the Genocide route is designed to feel distinctly unrewarding.

But it's not. The Genocide route actually has many rewards in store - it hides the two hardest boss battles in the game, Undyne the Undying and Sans, both of which have their own music track and dialogue. Additionally, you get to see dialogue and character interactions you don't on any other route, including backstory about Flowey. To see everything Undertale has to offer, you actually have to complete a Pacifist and Genocide route. The reason why I'm saying all this is because I think it sheds a new light on how Deltarune goes about its choices.

The End of Genocide

In October 2018, Toby Fox finally released the first episode of Deltarune. There is still some speculation as to where the game fits in compared to Undertale, but it's been confirmed that it is set in an alternate universe.

Just like Undertale, Deltarune's combat allows for either violent or diplomatic resolutions. However, you can't kill anyone in Deltarune even if you want to. If you reduce an enemy's HP to 0, they will simply fly off screen or run away. You never gain any EXP. Toby Fox has even revealed that Deltarune will not have multiple endings.

At a glance, one might thus believe that Deltarune is less committed to the idea of pacifism and resolving conflict without violence. One of the defining lines to hammer this home comes from Susie very near the end:


But I think that's only partially true. The game is clearly more 'lenient' on FIGHTing enemies, but it has removed your ability to kill them altogether. As a result, the "Genocide" route no longer exists. There is neither a reward nor a punishment for defeating every enemy. But there is still a reward for pacifism, and Ralsei repeatedly promotes the idea. Make it through Deltarune without hurting anyone, and you can speak to all the Darkners before moving on to the ending. You can choose to be pacifist or not, but you can't choose to be a murderer.


Conclusion

Undertale and Deltarune both offer, and even promote, finding nonviolent solutions to conflict. 

Undertale makes genocide an option, but makes it tedious, difficult and occasionally disturbing to get through. However, players choosing this route are still rewarded with unique battles and lore. 

In Deltarune, perhaps as a consequence of Undertale's genocide route, Toby Fox "killed" the genocide route altogether. It's no longer a valid, planned way to play the game. Only pacifism is rewarded with additional dialogue and character interactions.

It's hard to say which of these is the better solution - there are arguments for and against both. Undertale's genocide route having unique rewards might send a mixed signal, but the fact that killing enemies is an option makes the commitment to sparing them more meaningful.
Deltarune not allowing you to kill enemies and only rewarding pacifism might be more consistent, but it hardly makes a difference for the game's story.

I'd love you hear your thoughts on how each game approaches the "pacifism/genocide" choice. Please leave a comment or send me a message. Thank you for reading! 

Tuesday, February 23, 2016

Life is Strange's Ending: A Meeting With Fate & Contrivance #2 (SPOILERS)

A little while ago, I wrote a blog post about Life is Strange's ending and why I believed it to be contrived.

I have received a fair amount of feedback in the meantime, some good and some bad. A lot of people feel that, between the recurring visions of the tornado and the obvious damage done to nature, the way the ending is resolved is actually quite natural. I still disagree, as I already covered that topic in my first post, but I understand that this isn't set in stone.

With that said, I'm still going to offer my suggestion for how I would've handled the ending. Apparently, it's fairly common for people to describe ways to 'fix the ending,' but I'd still like to get my own thoughts in on the topic.

Let me start with my premise. The final choice should not have been between Chloe and Arcadia Bay, but between Chloe and Max. 



Let's examine a few facts that might support this idea. While it is true that Max's powers seem to have adverse effects on nature, another negative effect is much more apparent - namely, the effect it has on Max herself. Trying to go further back than a short amount literally causes Max to exclaim that trying 'hurts too much,' and her power regularly results in her getting nosebleeds and headaches throughout the game. Indeed, while the effects on nature seem inconsistent and hardly more than background events, the damage to Max is a constant, obvious threat.

And on top of the aforementioned implications, let's not forget how the narrative of the game flows. Many of the choices you make are actually choices between Max or Chloe's well-being. For example, the very first major choice involving Chloe is either taking the blame for the pot in her room, or making her take the blame herself. Chloe will also regularly force Max to choose between her and her other friends - discouraging her from answering Kate on the phone, for example.

You might argue that, consequently, the ending makes some sense: Chloe regularly asks you to make sacrifices for her, and then, you have to choose between her or making the ultimate sacrifice. And while I understand the idea of sacrificing Arcadia Bay, this choice seems out of place when compared to all the others. Note that almost all the other choices are directly related to Max's personal situation; choosing between Chloe and Kate, or Chloe and David, or Chloe and Warren. All of these choices are essentially overwritten, thrown out the window, by this one final choice. It seems like little more than a way to force what was a complex branching story into two arbitrary branches, which is why I still hold that the choice and its consequences were contrived.

And as mentioned before, there are more facts backing this up than something as floaty or unsubstantial as the "flow of the narrative." The effects of Max's powers, and how they reflect much more clearly on her own health than on the environment, are an important argument here. In fact, the damage to nature - as mentioned - happened regardless of how much or little you use your time rewinding powers. In fact, even in the "alternate timeline" you create in Episode 3 where Chloe's dad never died and Max never experienced the event that made her discover her powers, there are still beached whales and similar signs of a damaged natural world. So, to summarize, because this conflict develops outside of your control, forcing you to make a choice based on it is a contrivance. What have you been shaping throughout the entire story? Max and Chloe. Compared to that, Arcadia Bay is just a backdrop. As a result, I come back to my premise: Between the implied damage to Max, the elusive and uncontrollable nature of the "fated hurricane" and how many choices and scenes are about Max and Chloe, a more fitting final choice would have had you choosing between the two of them. 

Either way, that's my two cents. I took way too long about finishing this fairly brief critique, but I hope I've offered some insight. I'm well aware that there might be things I have missed, and that there is room for other perspectives, so please feel free to respond to this blog with your criticism.

Sunday, January 17, 2016

Life is Strange's Ending: A Meeting With Fate & Contrivance #1 (SPOILERS)

I recently took some time to complete Life is Strange, a narrative game not unlike those developed by TellTale. I was generally quite impressed with the game, but the ending left me a little disappointed. In this piece, I'll explain my problems with the finale to Dontnod's successful narrative project.

To establish the most important details, in Life is Strange the player takes on the role of Max Caulfield, a photography student who somehow gains the power to reverse time. This power manifests itself when Max witnesses an old friend get shot, and she uses it to save her from this fate.

From this point onwards, Max uses her power almost constantly in the story. Personally, I rather liked the concept; being a student in photography, her passion was always capturing the moment in a way she envisioned, and limited time reversal added to that in an interesting way. To me, it didn't matter so much that the game never properly explained where this power came from; but it also made it very hard to swallow how the game decided to resolve the ending.

Throughout the story, Max and her friend Chloe - the person she saved - are on the trail of a missing student called Rachel Amber. Her disappearance is suspicious, to say the least, and ties in with repeated hints that there is a darkness, a storm brooding within Arcadia Bay, and the Blackwell Academy where Max studies. A conspiracy between certain students, teachers and influential families. This concept is further supported by repeated visions Max has of a huge tornado seemingly consuming Arcadia Bay. 

All of this reaches its peak when all the player's preconceptions are overturned, and the identity of the darkness lurking in Arcadia Bay is revealed as Mr. Jefferson, a teacher at Blackwell. As it turns out, he's been kidnapping students, involving them in bizarre photoshoots and then murdering them. So consider my surprise when Mr. Jefferson was caught very early in Episode 5, and an actual real tornado then shows up to wreak havoc on Arcadia Bay. So, all of the dialogue about the Prescott family, the students that went missing, the 'lurking darkness,' the brooding storm - it all boils down to an actual tornado just appearing out of nowhere. And not just that, but according to the game, it's Max's fault. 

Even though Max had her first vision of the storm and tornado before she even discovered her power, in the final minutes of Episode 5 you're told that averting Chloe's fate is the cause of all this. Because Max saved her, the powers-that-be decided that Arcadia Bay should be destroyed by a tornado.

To be fair, the game takes several moments to demonstrate that Max's powers may have an adverse effect on the world. Starting with out of season snow and dead birds, moving on to dead whales and a double moon, it can't be said that the eventual tornado came out of nowhere. But with that said, several characters in the story can live or die - Kate and Frank, for example. But regardless of whether they live or not, nature still gets messed up. Why is it that rescuing Chloe was seemingly all it took to completely unbalance nature? It's completely contrived, and for one specific reason: the final choice.

You either go back to the moment Max saved Chloe, and let her die to prevent the tornado from happening, or watch the tornado tear Arcadia Bay apart killing who-knows-how-many people. Outside its context, the choice is actually incredibly powerful; save the few you know, or the many you don't? But the fact that it all boils down to a tornado you supposedly caused using your unexplained power - that really took the emotion out of the choice for me. The game essentially used a Diabolus Ex Machina, and then said 'Look at this. This contrived conflict is your fault.' I sacrificed Arcadia Bay in favor of Chloe because I felt that choice best reflected my defiance of this supposed "responsibility."

So, to summarize; the game hints at an underlying mystery or conflict you're solving - a conspiracy between unknown powers - along with strange occurences in the natural world. You wouldn't be foolish for thinking the two were related, but as soon as the story's major conflict - the disappearance of Rachel Amber and the masterminds behind it - is resolved, an actual tornado shows up to wreck the city for no real reason - just because you saved someone at the start of the game. Since your power is not properly explained, it can also not resolve this plot hole. 

In my next piece, I'm going to write what I initially expected the final choice to be and why I feel that would've suited the story better.

As always, nothing I've written here is fact or truth. Please feel free to respond if there's something I've overlooked. Feedback is always appreciated, even if it's harsh! See you in the next one!

Correction (23-01-16): It was pointed out that Life is Strange is not Dontnod's first project, so I changed the opening line a bit to reflect the facts. 

Tuesday, January 5, 2016

Undertale: Two Anomalous Bosses and an Arbitrary Blockade

Let's kick off with Undertale, a turn-based RPG by Toby Fox that has - since its release on September 15 - gained a huge and passionate fanbase. This isn't going to be a general analysis of Undertale, but rather, a look at a few specific things that stuck out to me about the requirements for getting a certain ending.

Be warned that I'm going to spoil a lot of things about the story and mechanics of Undertale. Read only if you've played it, or don't care about spoilers. I'm going to explain some things about the game, just to establish them, but in general I'll be assuming the reader knows the game. 

One of Undertale's greatest virtues is in how many ways it can be played. Enemy encounters can be handled in two distinct ways; you can either attack the enemy until it dies, or Act to convince them not to fight you and Spare them. This is the first RPG I've seen that has an actual 'Mercy' button in its battle system interface.


Now, due to this option, you can play the game without harming a single creature. This is referred to as a Pacifist playthrough by most people. Completing a Pacifist playthrough is the only way to get the true ending. Now that's established, let's get straight to the point.

You cannot get the True Ending without first getting a Neutral Ending, which is a simple ending consisting of a phone call briefly discussing or demonstrating the consequences of your choices; even if your first playthrough is 100 % Pacifist, you'll still be pushed into the neutral ending. The reasons why, and what this means for the design, are what I'd like to examine.

The in-game reason why you're prevented from getting the True Ending is simple. To get it, you need to befriend three major characters: Papyrus, Undyne and Alphys. You have to befriend them in order; you cannot befriend Undyne before Papyrus, and you cannot befriend Alphys before Undyne. However, you're arbitrarily prevented from ever befriending Alphys until you see the Neutral ending. To complete her sidequest, you must deliver a letter from Undyne, which she simply won't give you until after having completed a 'neutral run.'

From a narrative perspective, it makes little sense for Undyne to only give you this letter until after you've seen an ending. After all, when you get the letter from her, as far as she's concerned, the "ending" never happened since you returned to a prior save. Regardless, this wouldn't be much of a problem in and of itself, as Undertale plays around with the idea of memories from previous timelines or "save points" carrying over into new ones.

The problem is simply this: Alphys doesn't cause the crucial difference between the Pacifist and Neutral endings. The penultimate boss of the Neutral Run is Asgore Dreemurr, the King of Monsters. On a successful pacifist playthrough, the battle will start, but Asgore will then be knocked offscreen by none other than Toriel


Toriel is the second character you meet, and the first major boss. She disappears from the story fairly early on. So, how come it's her that makes the difference? Why does she only interrupt Asgore after you've discovered Alphys' backstory? This all doesn't make a great deal of sense, until you realize this:
You're supposed, or at the least expected, to kill Toriel on your first playthrough. 

Maybe that's a hasty conclusion to draw, but think about how much sense it makes considering the 'flow' of the narrative. She's the defining difference between the ending of a Pacifist and Neutral playthrough. But if you're not convinced, allow me to delve into the mechanics of her battle.

Toriel's battle sticks out compared to other battles. In Undertale, as a pacifist, every battle is solved in one of two ways: You either solve a puzzle using the Act menu, or outlast the enemy until you can show Mercy. In Toriel's battle, however, you have to specifically choose Mercy and then Spare many times in a row before she'll finally give up on fighting you - and it takes several Spares before Toriel will actually start to show any signs of being affected. Compare this with, say, Papyrus, who you only need to Spare at the very start and end of the battle. He also literally spells it out in red text.


So, consider the design here: In terms of explaining how to Spare bosses, Papyrus might as well be the first boss because his battle's design is perfect for it. The reasons for this are simple:

The battle won't even really start until you either Fight or Spare.
The battle shows clear progress, with Papyrus saying something new each turn and constantly hyping up his 'special attack.'
Papyrus literally tells you when Mercy becomes an option. 

Most bosses after Papyrus work similarly, with only minor differences between them. But Toriel, in spite of her role as the game's tutorial, has no such structure or clues in her battle. Attempting to talk to Toriel eventually leads to the game stating outright that "talking isn't the solution." As it takes several Spares to show visible progress, it's not unnatural for a player to assume that Fighting is the only option. 

I think it's important to sidetrack for just a minute here. You might have your doubts about that last statement, because actually, a lot of people do seem to successfully Spare Toriel on their first playthrough. This boils down to a related but seperate issue that I'd like to address in the future: Undertale's design assumes you're playing the game 100 % blind. The moment you hear the word 'Pacifist', or see that trailer proclaiming that 'no one has to die' in Undertale, the jig is up. One could say there's a conflict between the game's design and its marketing. It's important to realize this to understand where my "problems" with the design are coming from. In the future, I hope to look at Undertale's marketing in more detail.

So, now that we've established that, let's get right back to the heart of it. Comparing the design of Toriel's battle with Papyrus', it seems clear that either the game is explaining itself in the wrong order, or that you're expected to kill Toriel. And Undertale's design in general is too complete and well thought out for me to assume the former. 

Toriel's battle isn't the only evidence supporting this theory, however. The fact that you cannot get the True Ending when completing the game for the first time also supports it- being unable to acquire Undyne's letter seems little more than a mechanical failsafe to ensure that. However, I'd like to present one more compelling piece of evidence:


I briefly mentioned him before, but now we're going in depth: Asgore Dreemurr, Toriel's ex-husband and the second-to-last boss of any Undertale neutral playthrough. Like Toriel's, Asgore's battle is completely different from any other you encounter on a Neutral or Pacifist run. When the battle starts, Asgore destroys the Mercy button from your interface. This implies that there is no way he'll accept Mercy from you. But surely, if you're a Pacifist, there is some clever way to talk yourself out of it, right? Like with Toriel, there is some hidden way to convince him not to fight, right? The unfortunate answer is no. Even if you didn't touch the Fight button a single time, on your first run it's inevitable: you have to Fight him. 

Not only does this seem out of place in the narrative, the battle also represents a major difficulty spike for Pacifists who aren't properly equipped. To compensate, a Pacifist is allowed to speak to Asgore to decrease his Attack and Defense, but that seems like a band-aid for the underlying issue; logically, the battle shouldn't even happen for a Pacifist who managed to spare Toriel. Fortunately, Asgore can be Spared once his HP reaches a certain point, but that doesn't change that you had to Fight him to get to that point.

With all of that said, it seems pretty clear that on your first run, a neutral playthrough wherein you kill Toriel is expected, which leads to the inconsistencies I've pointed out. 

With all of that said, it makes a lot of sense for Toby to want you to see the Neutral Ending first; after all, at the end of it, Flowey will reveal how to get a better ending if you Spared him. 



This ties in with Flowey's role in the story, and the critical part he plays in acquiring the True Pacifist ending. After all, it's Flowey who gets Papyrus to call everyone together to interrupt the battle with Asgore - again, except for Toriel. 


So, that's the gist of it; both the narrative and game design of Undertale expect you to kill Toriel on your first run, which seems to have lead to some small inconsistencies. I'd like to stress, though, that Undertale's design and story are amazing in general. That's really the only reason why these details stuck out to me. Also, nothing I've concluded here is factual. In fact, I hope to write a follow-up piece based on responses and feedback, so please do respond in any way you can!

Thank you for your time! Hopefully, we can discuss design again soon.