Pagina's

Showing posts with label gameplay. Show all posts
Showing posts with label gameplay. 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! 

Thursday, January 12, 2017

Choosing Through Gameplay in Undertale, Part 2

In part 1, we discussed the implementation of player choice in Undertale. I argued that the battle system was a great vehicle for organic choices, but that the impact of choices in the overworld left something to be desired. At the end, I conceded that there are certain choices in the overworld that do have a major impact. In this article, I'd like to have a closer look at those choices, how exactly they do affect the game and what I think about them. 

Let's get right into it. The most important choices in the overworld concern three story-critical characters.

First up, there's Papyrus. None of the dialogue choices with Papyrus matter at any point. All that matters is that, after Sparing him in battle, the player visits him at his home and agrees to have a "date." This date consists of more dialogue and choices without consequence, though it is a very charming scene. It is a shame, though, because the 'date' switches to a perspective and style similar to the game's battles; it would've been great to forge a more specific relationship with Papyrus through it.


Once the player has "dated" Papyrus, he is seen as befriended, a fact that will contribute to getting the 'true pacifist' ending. This will also allow the player to later befriend Undyne, but let's start at the beginning with her.

The first meaningful choice concerning Undyne starts with Monster Kid, who follows the player around Waterfall for some time. Near the end of the area, Monster Kid trips and hangs from a ledge, pleading for the player to save them. The player can choose to walk away, approach Undyne, simply stand and watch or save the Monster Kid - a real choice using the overworld's mechanics. If the player does not approach and interact with Monster Kid, they will fall and Undyne will jump after them to save them. This doesn't have any effect on the ending, but it does change some of Undyne and Monster Kid's dialogue. The really interesting part, though, is that it decreases Undyne's health if she had to jump down. The dialogue in the scene actually hints at this fact.


The effect of this choice is minor but I really respect its inclusion. The fact that such a clever and natural way for a choice in the overworld to affect the subsequent battle is included really makes me wonder why it isn't more common in the game.

But the interesting choices and interactions with the overworld involving Undyne don't stop there. If the player follows the Pacifist route, the only way to Spare Undyne is to run away from her and run away to the next area. This area, aptly named Hotland, causes Undyne's armor to heat up, after which she collapses. A convenient water cooler is the only thing in sight, clearly instructing the player what should be done.


Though I appreciate having another meaningful choice in the overworld, this choice is notable because it's the only choice that can outright lock you out of acquiring the 'true pacifist' ending. If the player ignores Undyne, or worse, pours all of the water on the ground, Undyne will spend the rest of the game in her house because she's suffering from heatstroke. Thus, she is impossible to befriend, and as a result, the player cannot befriend Alpys either. This means the True Lab will not be discovered and the player's friends will not interfere with the battle against Asgore, making the true pacifist ending impossible to acquire on this run.

So, arguably, this moment is exactly what I was asking for in my previous article. However, the problem presents itself when we consider the following facts:

1. Unlike the "dates," this interaction can be missed permanently if the player moves on without giving Undyne the water.
2. It's the only choice of its kind, meaning an explorative or comedically inclined player may intentionally pour all the water out or ignore Undyne as a joke or to see what happens, without realizing what they missed, because prior choices in the overworld never had any permanent consequences - including calling Papyrus a 'loser' and answering negatively to each and every one of this questions in the "date." 
3. It's only barely a choice, due to how obvious the 'right solution' is.

A sensible counterargument to point 2 would be that the choice is also unique in the sense that someone is obviously in danger, which only ever happens with Monster Kid and Undyne. I agree that there is some precedent for the kind of choice it is, but not necessarily for the kind of consequences it implies. Monster Kid gets saved regardless, and Undyne doesn't even die, but you're still locked out of the true pacifist ending.

On point 3, it's easy to argue that the obviousness of the solution also invalidates my critique of its consequences - but in that case, why is it a choice at all?

It may sound like I'm contradicting myself on what I think about this choice, so I'll summarize how I would've preferred it to be. Either...
- The context of the choice is more serious and presented more like a choice, or
- The impact of the choice is diminished.
Essentially, I don't have a problem with this kind of choice, nor with that kind of consequence. I just find attaching such a particularly serious consequence to such a simple and almost funny choice to be a bit out of place, especially because it happens nowhere else at any point. But I'll be the first to admit that this is a nitpicky complaint; it is a choice with consequences and it is in the overworld, so I'm still glad that it exists.

Once Undyne is properly Spared and watered, she can be met and "dated" much like Papyrus. And exactly like in Papyrus' date, nothing you choose makes a difference. You can explicitly state you do not want to be her friend, but you will end up as her friend regardless.



It's still good that the player has to go out of their way to visit Undyne after reaching Hotland, making the "date" a very conscious choice, but I still would've liked some variation within the the date itself and the player's relationship with Undyne.

After Papyrus and Undyne have been dated, the player must first see the Neutral Ending before they can befriend Alphys. I've already overanalyzed this odd requirement to pieces in another article, which you can read by clicking here. If the player dates Undyne before seeing the Neutral Ending, she will call them upon their return from the Core, asking to visit her in Snowdin so she can hand over a letter to Alphys. If the player dates Undyne after seeing the Neutral Ending, she'll give the letter immediately after the date, provided the player has passed through Hotland already.

Giving the letter to Alphys will initiate the third and final date, which is once again filled with many entertaining choices but nothing that'll ultimately impact the ending or overworld.


After Papyrus, Undyne and Alphys have been befriended, the player will gain access to the 'True Lab,' where much of the game's backstory is revealed. Successfully completing the True Lab and facing Asgore at LV1 with 0 EXP will then lead the player to the true final battle and the true pacifist ending.

That about does it for the story critical decisions in the overworld. Before I move onto my conclusion, there's one tool for connecting the overworld and battles that I haven't yet covered and which is used to great effect: Items. The reason I haven't featured them prominently is because they are almost exclusively used in battle, but it would be a shame not to mention some of the clever hidden interactions:
- If the player saves the butterscotch-cinnamon pie they get from Toriel in the Ruins all the way until they reach the fight with Asgore and eat it then, it will decrease Asgore's attack and defense. 
- If the player saves an item purchased from the Spider Bakesale in the Ruins and eats in front of Muffet, she will Spare the player immediately. 



As cool as these easter eggs are, however, they don't influence the story or ending.

What all this amounts to is that there are 4 choices in the overworld, outside of battle, that influence the player's ability to get to the true pacifist ending. To summarize them once more:
Dating Papyrus, giving Undyne water, dating Undyne and dating Alphys. The inclusion of such choices is, in my opinion, a positive - but I would've liked there to be more choices, or for the choices to have more options than a single date per character that decides whether or not you were a 'good enough' friend. However, credit where credit is due: Undertale's overworld is not a place without consequence, and the overworld and battle system aren't always completely disconnected.

If I missed any important choices or if there's something I got wrong, please feel free to post your feedback!