Tumgik
#I love the theory of Kris and Ralsei plotting against the player
taniamitsu · 1 year
Text
Tumblr media
“Don't let "them" hear”
2K notes · View notes
cheesey-rice · 3 years
Text
Theory on the Soul in Deltarune. (Warning for spoilers on all routes.)
In case you didn't know already, there are two routes in the new Deltarune chapter. I think each one gives us a different perspective on Kris's motivations and their relationship with the soul that inhabits them.
I think the important thing that underpins my take on the game is assuming that the two other lighters who accompany you in the game, Noelle and Susie, are used to voice perspectives that Kris as a silent protagonist might share but be unable to express. This is a common tool used in silent protagonist RPGs, but if you don't agree with it my take might not hold much water for you.
I'll start out by talking about a fairly regular pacifist playthrough of this part. The main scene I'd like to discuss is the one at the end, where it is discussed that opening a dark fountain could bring about the Roaring.
Because it's pretty obvious that we are to think Kris is the "Knight" sneaking off to create these dark fountains with their knife, some people think that they intend to bring about the Roaring. I think their intentions are far less malicious than such a theory assumes.
Because the main thing is that we know that Kris as a character cares about the people in their life. They have a loving relationship with their family and take care of their friends automatically without us prompting them. When Susie consistently alludes to wanting to stay friends with Kris throughout the pacifist rounds, I assume these feelings are reciprocated. I also assume that most of the feelings Susie expresses about the dark world, that it's cool and fun and easier than the real world, are also feelings felt by Kris.
There's also another layer we can see to Kris's feelings about the dark world that comes from their own reactions. We know that Kris is a weird kid in real life, a lonely kid who looks up to their older brother and doesn't have any trophies on their wall like he does. In the dark world, Kris does get trophies on their wall in the room Ralsei makes for them. In the dark world, Kris is a confident, accomplished leader who can make as many friends as they want to thanks to help and guidance from a goat who is very similar to their older brother who they can't contact because of the internet currently.
It isn't really a ground breaking conclusion to say that Kris probably likes the dark world just as much as Susie does, as she talks only of how she wants to go back and have another adventure. Because Kris is the one making the dark fountains, one can see that the worlds are made for them. Made for their adventure with friends in a world makebelieved out of all their childhood toys and imaginings.
We also know that Kris has the ability to walk around, slash tires, eat pies, and make dark fountains without any input from us at all. They don't need us for that and have the ability to take us out whenever they want.
So if the theory that they resent the soul that controls their actions held true, why would we still be in control? Why would they choose to let us do that?
This is where it's important to consider Noelle in the alternate route, whose inner feelings we are often privy to due to Kris's strong understanding of her from childhood.
The alternate route is activated by forcing Noelle to kill people in the dark world. At one point, Noelle asks herself why she's following Kris's commands when they're asking her to do such awful things. The conclusion that she draws is, "but I keep getting stronger... They're just trying to make me stronger."
If this is the reason Noelle obeys Kris, then perhaps in turn we can extrapolate that this is the reason Kris obeys us.
Because we get results.
No matter which ending you get, Kris had an adventure, became stronger, defeated enemies it would have been impossible to go up against without us.
We also see that in scenes where we don't help Kris, where we aren't in control, they often suffer at the hands of these enemies. How Susie hit then against the locker in the first game, howthe King almost strikes them down after they help Susie, how Spamton would have killed them all alone in the basement if their friends hadn't interceded.
Kris wants to be cool and strong and have a fun adventure. For that reason, they are relying on another, external force to make their choices for them. To make choices that will matter.
In the Pacifist run, Kris gets their wish. A fun adventure with their friends where no one has to get hurt. Kris can just sit back and enjoy as a friendly dark power holds their hand through the whole thing.
In the alternate route, however, we see the start of a darker path. One where the dark power with hold over Kris makes malevolent choices that make them question themselves. Is this really the right thing?
We see this hesitation in how other characters react to Kris in this route. After Kris and Noelle kill Bertly, Susie notes that Kris's expression seems to be off some how. That something seems wrong with them, even offering to heal them because of it. Later on, Noelle notes that she sees some other voice coming out of Kris, something scary that she needs to investigate, foreshadowing a continuation of this plot in later chapters.
Kris experiences some amount of turmoil due to the actions of the player. But they still open the dark fountain and put the soul back into themselves later.
How do they justify that to themselves?
Think about Yoshi. If you talk to Garrison's descendent at his grave, they tell you that Kris drops Yoshi into the pit on purpose to complete a level in the video game. In video games Kris is already the kind of player that can distance themselves from necessary sacrifices.
Maybe they justify it to themselves the same way Noelle does at first. It's in the dark world, things are different there, it doesn't matter, it's not real. I'm still getting stronger. Isn't this what I wanted? Who cares if Berdley is dead, he sucked anyway, let's close our eyes and not even look so toby doesn't have to draw the sprite when we hide his body in the wire closet.
Perhaps the resign themselves to it, acclimate to it, become numb to the traumatic event in order to justify carrying on, like Flower or Chara in Undertale might be assumed to on a genocide run.
Because that's what having the soul allows them to do. It allows them to carry on.
On the notion of Noelle carrying on her investigation, it would be interesting to me if the endgame of deltarune turned out to be a fight where all the friends whose levels you raised by killing turn on you and try to either a) save Kris from you, or b) stop a Kris who is too far gone into apathy. That ending would seem sort of karmic to me so I would enjoy seeing it. I think a battle where you play as Kris but try to make them lose to their friends in a pacifist run ending might be interesting too seeing as they are the "knight" and all and are being set up as the big bad.
So basically my actual theorizing boils down to a) on pacifist run you're like Kris's replacement older sibling cajoling them into making friends on a little video game adventure and they're trying so hard to make you stay, or b) you take the alternate route and are just kind of traumatizing Kris into thinking murder is ok if they get to be cool and have fun adventures.
I also have some things to say about how Ralsei takes on Asriel's place of influencing Kris to experience empathy and when you follow those actions Kris is reminded of their big brother who they love and how the alternate route makes Kris cut themselves off from that empathetic power as part of maintaining their own self justifications but I should just make a different post if I'm gonna talk about that.
TLDR; Kris just wants to have a fun adventure like everyone else, I don't think they resent our control but are instead actively seeking it out to make their life easier.
420 notes · View notes
Text
Thoughts On The Snowgrave Route
[ spoilers for deltarune chapter 2 !!! it’s free go play it smh my head ]
i know i haven’t been active much recently, but my finals’ve been really fucking me up, so i just spend any free time playing games tbh. which lead to me getting my ass up to actually finish playing the snowgrave route at chapter 2. i’m still reeling from the afterglow of it, so words might go a bit funky
firstly, i LOVE this route. unlike the genocide route in undertale, where the game actively punishes you for even attempting it in the first place (heavy-grinding enemies for LV, sans’ fight and chara’s speeches) the snowgrave route though may give you tons of chances to abort it, it doesn’t truly try to guilt trip/shame you for playing the game this way, at least in my opinion. you mostly spend time running around just freezing enemies, which ends up being more rewarding in retrospect because it makes your playthrough a lot faster- therefore being a viable speedrunning technique. yes, there are true route speedruns out there, but said speedruns usually average out to almost an hour, whereas snowgrave cuts down 15-20 minutes for the run. and so, this route is actually more useful than the true route in terms of gameplay.
in terms of story, though ? depends on who you ask, but personally i find it so fascinating. as a writer, i always try to dip my toes into unfamiliar territories, and remove my own personal judgement against what said territories are. which often means i dive into topics which i can’t portray, simply because it’s out of character. but i really love to just explore concepts of psychological horror, manipulation and overall problematic concepts in fiction- as it shows what the human mind is truly capable of conveying in art, no matter the shape or form. still, there are something i generally object to, of which i will not name here for appropriate-content rules. ah right, back to deltarune-
here’s the thing, the snowgrave route doesn’t actually change much (plot-wise, anyways) for the chapter in generally. other from berdly possibly being dead/comatose, the ending largely remains the same, which ties into the ‘two paths, one destination’ theme Toby’s working towards. the reason i find snowgrave to be a ‘better’ story is not because it’s more ‘happy’ or ‘good’, but because it brings more complex concepts to the table. if the player/soul and kris are separate beings and the soul can seemingly talk without need for a vessel then how did they get bound together in the first place ? was the empty vessel created in chapter 1 related to this ? what happened to des/december, and why was her disappearance traumatic for noelle ? what is ralsei planning, and why is he finding time to tell only kris and not us ?- these questions raise discussion and theorizing, which makes a story feel that much more alive and mysterious. i’m not sure if every other party member is going to get their own ‘weird’ route, as there are already theories of either toriel or undyne joining you in the Dark World. along with this, i wonder if these developments would change the party members in the next chapters, since if you attempt all ‘weird’ routes, your team might be changing to fit how your relationships’ll morph.
okay okay. here’s the long as fuck analysis of snowgrave kriselle and how they got forcefully married to eachother- in which would probably not be that long since i usually overestimate myself. as i said, the snowgrave route revolves around kris being controlled by the soul to manipulate noelle into committing mass murder. aside from that, this route actively focuses on kriselle (or player x noelle) as a relationship more than the true route (which has suselle as the main ship) and the way that relationship is portrayed is incredibly fascinating. it’s clear that no party want into this relationship, but a force beyond their understanding forces them together, and ‘marries’ them off. it’s not much of a literal sense, but more of bounding to fearful souls together. we know that kris is often portrayed as a ‘knightly’ type, with their Dark World outfit having a sword, the plated armor, the fakeout that tries to trick players into thinking they’re literally ‘The Knight’ at the end of chapter 2. and what do knights do ? they go save princesses. noelle is made to be a damsel in distress type when you first find her in the Dark World, having to rescue her from Queen’s grasp. along with her being the only character so far that has a long dress often associated with royalty/angel imagery, you can see how kris and noelle feel like a duo of ‘knight and princess’ from a designing and story standpoint. this makes it so that the soul forcing kris to manipulate noelle is that of a twisted version of a king marrying his son off to a princess. this gets shown more and more as ‘marriage’ imagery appears in the route (the addison calling them ‘something else’, the constant appearance of rings and how they work as the push from the player to force kris closer/manipulate noelle further)- it’s a pretty clear way of showing that kris and noelle are now ‘bound’ to eachother, almost like how the soul is bound to kris’ body. i’d imagine this route might lock suselle out of the game later on, but who knows with Toby, honestly.
wow, uh. that’s.. really long lmao- anyways thankers for reading my midnight ted talk see you next week !!
58 notes · View notes
foxjevilwild · 3 years
Text
Deltarune Chapter 2, Just finished and here are some thoughts:
Tumblr media
Ralsei isn't a Darkner, but he's not able to exist in the Lightner World.
Darkners are reinterpretations, reimaginings, and dreams of things that exist in the Lightner World. They turn to stone in other Fountains (the concept solidifies and becomes unchanging) or they turn into mundane objects (like cards and junk) because outside of the theme of their own recontextualization they don't exist. The Dark is a form of exegis, a way of recreating the 'game' world.
This raises the question: Why can they exist in Ralsei's fountain? What is his fountain reinterpreting? -- My theory is his fountain is aware of and a recontextualization of the Game "Undertale 2" - so anything within the game, including the reinterpretations it creates, can persist there.
Each fountain, each Chapter is just the same game being retold, replayed again - because the world is still Undertale and is just presenting itself with the same themes, the same structure, and the same 'choices' like Pacifist/Genocide because it is expected to - because it was originally built to before the changes.
Whatever Kris is, whatever is using the fountains is doing so to keep the Lightner world from progressing forward. We the player have a game menu, interactions, choices - all of that in the Lightner world - but the plot in the Lightner world is allowed to progress according to its script only with minimal change. The times we would be interacting with and changing the plot, we're always pulled into the Dark Worlds - to solve a crisis that repeats, always with the same outcomes.
The only one telling us we have to close the fountain, and the only one telling us the world will end if we don't - is Ralsei.
Most of the more powerful characters in the game...like Jevil, Seam, and now Spamton - are aware of their realities being rewritten and of what happened in the time of ROARING that Ralsei promised would happen if the Dark takes over. All of these characters are outliers who couldn't be fully rewritten - whatever process is keeping the world stagnant and reset has failed on them.
Jevil is in an infinite loop, and the Dark has him quarantined.
Seam was torn apart and recompiled.
Spamton seems to be two beings, corrupted as one copied over the other. He's the Spambot from the Lightner world, and the Car Salesman from the Dark - and as a program, as either form, he's aware of his STRINGS - the lines of code that bind him to the Game.
These are things that happen when a program fails to execute, or glitches out.
All of these 'error' characters seem aware of 'Chaos', and of existing before the current iteration of their game loop.
I think Ralsei is still Asriel -- I think he's still the Asriel that was Flowey, actually. I think he or someone inadvertently helping him (like Gaster) - has rewritten the actual Undertale 2 into the world of 'Deltarune' (anagrams as a theme, remixing existing components) - a world where Asriel is away for college and not trapped forever in the Dark. A world where everyone loves and remembers him fondly - waiting for his return at the end of the week for the Festival.
Asriel is supposed to be the older brother, but Ralsei seems to be the same age as Asriel had 'died' in Undertale - the same child we see in the field of flowers. Does an older version of Asriel actually exist? I think Ralsei, or possibly someone else, has created a story where he gets to keep a looping world where his death and Flowey never happened - but maybe he can't return at the end of the 7 days?
De-termination. Undoing Death. Maybe the process here is incomplete or corruptible?
I think whatever is modifying the world - they used the 'Dark' to rewrite the world and reinterpret its components, to Re-Determine what's going to happen. I think every time a Player/SOUL shows up to affect their choices on the world and progress the plot, they sideline them with the worlds created in the Dark as a sort of treadmill, to keep them from playing the game that originally existed in the Lightner World and actually 'completing' the 7 day story.
We're told repeatedly by the metastructure of the game, and by presumably GASTER at the Survey_Program opening - that choices don't matter in this world. Every time we are given one, it's either discarded immediately, or affects nothing permanent in the Light World - only the Dark.
I think this is our antagonist, convincing us that the SOUL can't have an affect on the outcome because they don't want it to - they want this reality to continue, for the Dark to consume the world at the end, and for their reality to rewrite itself again so as to draw energy from it, from all the SOULS that run through the program/universe when they play the game again.
I presume it may be Gaster (or whoever narrated the Survey Program, but we're pretty sure that's Gaster, right?) as the 'behind the curtain villain' - I think Ralsei/Asriel may be playing into this loop or helping them, not realizing what's really happening or now unwilling to stop it after the first rewrite - because they don't want to be alone in the dark anymore like they were at the end of Undertale. I think Ralsei is sincere in his desire to close the other fountains, but I think he's unaware that the force creating them wants the ROARING to happen.
I think Kris, once it was determined he was the Vessel, was modified in the 'bunker' to be pliable, to be able to remove the SOUL. It's either the character of Kris (who, if you act out of character or pick dialogues that are kind, is called out by other characters for being different after the player takes over) - or whatever is controlling that vessel other than the Player/SOUL, that is creating the Dark Fountains and sidelining the progression and keeping the SOUL from modifying anything in the Lightner world. I think this process traumatized the real Kris, the character he was before we step in - because it seems clear from other characters he is terrified of that bunker.
A bunker which is a mystery to every character in the town so far.
By his character, I believe there is a second SOUL inside Kris, or something very similar (possibly an artificial version of a SOUL) that is the source of the Roaring Knight. It may also be that he was rewritten to be 'controlled' in this way - hence the underlying personality being so quiet, reclusive, and traumatized/repressed.
My guess is the titles here, like Knight, and Roaring, are phonetic plays on what is actually happening. Kris is the Knight, or the Night - periods of time when the SOUL can be sidelined and whatever our antagonist is can affect change and create the fountains. I think the Roaring is the Rearranging or Reordering, maybe? I'm not as certain on that one.
What Ralsei describes as the Roaring is an opening of too many fountains - the light world enveloped in total Darkness (full reinterpretation or system collapse) - and the emerging of TITANS from these fountains that devastate the world, shaped by their own fountains - leaving the Lightners alone in darkness and solidifying the darkners. I think the ROARING is a form of program crash, or total rewrite.
I think Ralsei may be disingenuous here - he doesn't want too many fountains to open - but he will never close his own. I think he is aware of what was before Deltarune, since he knows about the ROARING - and is trying this time to keep his favorable world going maybe?
It's hard to tell if he's working with or against the Roaring Knight (or their controller) - I think he wants to keep his world of friends and heroism, his Role-Reinterpretation from Undertale 2. I think he sincerely wants to close the other fountains, because the result he describes is what he had originally as Asriel, and Asriel could not have a role in Undertale 2 without this rewrite - as Asriel Dreemur he would've been Lost eternally in an endless night...
I love this interpretation because it plays into the nature of Dreamer/Dreemur (the Dark is the dream of the world that could be, and he is it's Prince), the nature of sequels in general (what we want and expect as an audience vs what would be organic to the characters), and a sort of meta-text about what an artist can do with a sequel (you can reinterpret, but not by much, never in a way that is unrecognizable and thus enchained to the original).
Undertale was a game with characters aware they were in a game.
Deltarune is a game so far where it seems characters are aware they are in a sequel.
Phenomenal, Mr. Fox!
--
This is a bit rambling but I had a lot I wanted to write down and it's super late. I might revise this later.
--
21 notes · View notes
anewfreind · 5 years
Note
Hey so, you played DeltaRune right? What was your first impression on the main cast? i.e. raslei, lancer, Susie, Kris.
Oh fucketh yes thou kindeth basterd, let thine doith this.
Alright, so imma talk about the game and new characters, and if you would like, send asks on the undertale cast, and how they changed, because i would love to talk about that! I would also love to talk about theories for both Deltarune and Undertale! Do send asks! Now lets begin:
*ahem*
I was NOT expecting it to be this long for what I thought was a free demo
I loved ALL the characters this time. I didn't think I'd like Susie and Lancer much, but they grew to be my favourite characters of the story this time.
Also, I knew Deltarune was an anagram of Undertale, but I went through the entire goddamn game without realizing that Ralsei was an anagram for Asriel. Yes, I'm stupid.
I really like the new party battle mechanics! I didn't use the fight option, but still.
I wasn't able to find part B of the key that would unlock that mysterious cell in the prison. Did anyone else find it?
This was a very easy game to get a Pacifist run in, and I got the good ending straightaway! Seemingly.
SEEMINGLY.
WHAT WAS THAT ENDING?!?
Still here? Cool lets go
So, some interesting points and thoughts I had about the game and characters, and other things and tropes I noticed:
Ascended Meme: Toriel mentions that Kris and Asriel enjoy playing Super Smashing Fighters, a clear Shout-Out to the Super Smash Bros. franchise. At the time of the release of Deltarune Chapter 1, a popular meme was that Sans would be confirmed as a character for the then-upcoming Super Smash Bros. Ultimate.
Anti-Frustration Features: Should you make at least three unsuccessful attempts to clear either timed-tile puzzle, Ralsei will offer a hint on how to solve them
Attack! Attack! Attack!: Susie's main method of fighting: She'll keep attacking enemies and won't listen to Kris. Fortunately, she gets better during the final dungeon. Perhaps this is how she was raised?
Awesome, but Impractical: The Top Cake heals your entire party for 160 HP, but your entire party only has 90, 110 and 70 HP anyway and can't be increased at all. Furthermore, giving the Top Cake back to the Top Chef makes him give you the Spin Cake, which, while only restoring 80 HP, is unlimited and any encounter that isn't a Boss fight will probably not shave off your entire HP.
One thing that annoys me with the game is that Lv can’t increase, but we will get back to that later
Bait-and-Switch: A lot of the plot details are set up in a similar fashion to the previous game, only to subvert expectations.
Susie threatens Kris early on and is a berserker who attacks monsters on sight and doesn't care about the quest she's nominally on, much like a No Mercy run from the previous game, but she refrains from killing anyone and ultimately makes a Heel–Face Turn.
Lancer is similar in both a recurring antagonist role and has a skeletal appearance with a blue color scheme, which might lead players to believe he has a connection with Sans and Papyrus from the previous game; he and his father turn out to just be Darkners who resemble skeletons and have no apparent connection with Sans and Papyrus at all.
A mysterious doorframe appears early on and savvy players (or fandom nerds) might expect them to tie into Gaster as they did in the previous game. They end up being a fast travel system (which is lame).
Lastly, there's Lancer's dad, the King, who might look like a Suspiciously Similar Substitute for Asgore, right down to one of the people close to him trying to persuade both you and him not to fight (Undyne for Asgore, Lancer for the King). However, when you actually encounter the King, not only does he threaten to throw Lancer off a roof if the Lighteners don't kneel before him, he also tricks Ralsei into bringing him to full health so he has them at their mercy again. He ends up being defeated by Ralsei putting him to sleep while Kris and Susie escape, or captured by Lancer when he turns his own troops on him.
Big Door: There's a large bunker-style door built into the landscape in the forest to the south of town. Locked, unfortunately.
One of the encounters can be resolved peacefully by getting Ralsei to sing a lullaby, which also puts Susie to sleep. This later turns out to be the key to peacefully resolving the fight with Susie and Lancer. It comes up again in the "bad" ending to the King fight, where Susie notes that while she can't take the King down, Ralsei can. Susie: “I'd never forget something I made fun of you for.”
Similarly, Susie attacks automatically during the first battle with Lancer (who can't be killed), which is an early hint to the player that Susie attacks on her own and you'll have to prevent her from doing damage if you want a pacifist run.
Cliffhanger: The chapter ends with Kris (most likely being controlled) pulling out their/the player's SOUL, shoving it in a cage, and drawing a knife, at which point Kris's eyes glow red like Frisk's do if Chara's permanently corrupted your save after a genocide playthrough back in Undertale. This ending felt like a punch to the gut, and gave me so many questions to ask. Also, in the final scene, you can control the SOUL while it's in the birdcage. It won't change the outcome.
Lancer appears to be this for most of the initially-bad guy cast of Undertale, possessing a Sans-like color scheme, Papyrus's kid-brother nature and general enthusiasm for "evil," and Alphys's emotional attachment to the Big Bad.
Kris seems to be a hybridization of Frisk and Chara: their face, skin color and silent nature lean more towards the former, while their clothes and relation to the Dreemurr family (especially Asriel) scream of the later. Of course, after what happens in the ending, who knows how the three are connected? But here is something people have forgotten about, since I haven’t seen anything on it, but Kris looks exactly like the unused Frisk sprite, besides the sweater
Tumblr media
Even if you go out of your way to beat encounters by force, enemies just get knocked off-screen. Contrast with Undertale and its infamous Genocide/No Mercy route.
After you beat the game and it closes itself, restarting shows Ralsei's legend as the intro and provides a new background for the file select screen.
Susie's hair is wild and covers her eyes, symbolizing her wild and violent outcast vibe. After the fight with the King, it's cut to reveal her eyes, and she becomes a lot more expressive and open with her emotions from them on.
All main characters are this, or have a Face Framed in Shadow. Them revealing their faces is usually a big deal.
Kris and Susie's outfits change when they fall into the dark world. Kris also becomes more blue in appearance, while Susie becomes more pink.
On the walk home, talking to numerous characters heavily hints that something is up with Kris. Numerous people refer to them as "creepy", or "quiet", and Noelle notes that they're usually quite distant from others. The game implies that Kris was being possessed by the player ala the first game
Ralsei makes direct reference to interface elements and controls as part of his tutorial-giver role. This leads to an amusing moment in the first block puzzle, as this trope doesn't apply to Susie.
Susie: (Who the hell is "[Z]"?)
Susie's solo fight against Lancer parallels the first game's fight against Toriel in a number of ways. In both cases, the foe is a family member of the king that guards the protagonist's way back home, and they're trying to prevent the protagonist from meeting the king in order to avoid bloodshed. Once the fight goes on for long enough, the foe starts attacking exclusively by dropping projectiles from above that are guaranteed to miss, showing their reluctance to fight someone they'd started growing close to.
This chapter has a lighter tone than all of Undertale. The game mechanics are more focused on solving puzzles and befriending enemies than fighting, and no one can die, even if you DO decide to attack all your enemies.
After returning from the World of Darkness, talking to several of the NPCs imply that Kris isn't acting like themselves. Noelle comments on how Kris is really talkative compared to normal, Noelle's dad implies Kris has forgotten things that they should know, the hospital clerk comments on how Kris isn't normally so bad at playing piano, and Kris in general seems a lot less "creepy" to the townspeople.
After arriving at the fountain, Kris and Susie find themselves back at the school, in a room with a chess board, playing cards, and some toys that look like the characters they encountered. But both of them remember what happened, and it's left ambiguous as to whether it really was just a dream or not.
If you have the Spooky Sword equipped, your "weapon" upon leaving the dark world will be the Halloween Pencil, leading to more questions.
If you follow the Jevil sidequest plot to its conclusion, mentions of The Queen are made, as well as Seam describing the event that drove Jevil insane as "Dark yet Darker" adding even heavier implications to Gaster's presence in the future story.
If one talks to Rouxls Kaard after starting his first puzzle, he will verbatim quote I. M. Meen. (Also Rouxls Kaard, thou art must marrith me)
When Burgerpants talks about his fellow pizzeria employees, he mentions a "Purple Guy" and wonders if he even works there.
Ralsei removing his hat and hood at the end, revealing that he looks exactly like Asriel. Judging by Susie's reaction, this is one both in and out of universe.
Right at the end of Chapter 1. Kris is tossing and turning in the middle of the night, when they jump out of bed and start walking around very slowly. They then stop in the middle of the room and pull their own soul out of their body, before throwing it into the birdcage from earlier. They then turn their head around slowly, revealing Chara's trademark smile and glowing red eye, before materializing a knife out of nowhere. Anyone who's played Undertale (so most of people playing this game, as it was recommended to those who already played Undertale) should have some very horrific guesses about what this mean
The King grabs Lancer's throat when he finds out that they let the heroes get away
141 notes · View notes