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#Under Tale
inbarfink · 3 months
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I think a lot about the Concept of ‘choices that matter’ in video games. Like, in terms of what it is that makes a choice ‘really matter’, what do we perceive as a choice that matters or has a consequence, how do different games with different amounts of branching or non-branching storylines play with those ideas…  Especially because Undertale is one of my favorite games of all time, and it has often been hyped as ‘a game where your choices REALLY matter’ and… honestly, I dunno if all of this hype was fully conducive to Undertale.  Because the way it handles the concept of Video Game Choices is actually a lot more interesting and complex than that simplistic descriptor makes it seem.
Because Undertale actually has a lot of choices that ‘don’t really matter’! Lots of dialogue choices and silly little decisions that on a first playthrough seem like they’re some sort of moral choice or a branching plotline but end up always leading to basically the same result regardless of what you do!
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And the game doesn’t really try to hide the fact that these choices are kinda 'Fake'. I mean, on a first playthrough a player might assume there’s gonna be some Massive Consequences for picking the ‘wrong’ drink on Undyne’s date, but the game’s narrative expects for there to be multiple playthroughs and pretty much every Choice that Doesn’t Matter is peppered with that Undertale brand of wacky character-focused humor that inherently makes the moment memorable. Papyrus leading Undyne straight to you no matter what you do is basically a cross-timeline running gag.
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On some level I see this as a sort of gag that serves as meta-commentary about the expectations around Choices That Matter in Video Games. As in, a lot of games have their Moral Choices happen in clearly easily marked ‘this is a Moral Choice!’ moments within the story, while the actual gameplay (and any violence the player might cause as part of said gameplay) is basically entirely divorced from any element of narrative-branching and doesn't effect the story at all. Undertale basically entirely inverts this dynamic; the most important factor for which Route you’re own is how you handle your FIGHTs, and what seems like clearly-marked and obvious Moral Choices are just goofy insubstantial minor changes in dialogue. 
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But also… there is also a level where you must ask yourself ‘what does it mean when we say that these choices Don’t Matter’. I mean, it’s not like they didn't change anything about the game, the Player still made the character say that other thing, the choice probably led to an alternate piece of dialogue, probably a joke with a call-back at the end of the game… The line between a one-off joke and an actual story-changing moment can be a little blurry if you look at it too deeply.
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For example, near the end of the Waterfall part of the game, the Player is given the choice to save Monster Kid even at the risk of having to face down Undyne.
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Pretty much anyone who isn’t deliberately trying to be an asshole is going to rush to save them and obviously that includes the Pacifist Route Players. But you can actually leave Monster Kid to die without it 'mattering' in the sense that it wouldn't divert you from the Pacifist Route. Undyne saves them instead of you, and ends up with slightly less HP for her battle (which might Matter for Runs when you try and FIGHT her but obviously not in Pacifist Runs) and… by the end of the game, during the extremely happy True Pacifist Ending, they still clearly remember that you abandoned them and are upset by it.
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So… does saving Monster Kid ‘matter’ or not? On one hand, choosing not to save them mostly just changes a few lines of dialogue but… these lines of dialogue kinda recontextualize this happy ending and the Player’s actions in general. Despite the True Pacifist Ending otherwise portraying the Player/Frisk as a kind-hearted and brave hero... they still did this undeniably cowardly (and perhaps even cruel) act to one of their friends .
Was running away and leaving Monster Kid to die a brief but significant moment of weakness that the Player regrets and has cost them what could’ve been the start of a lovely friendship? Or is that simply that being a True Pacifist was always more of a matter of pragmatism rather than ideals? Were they only acting as a Pacifist to get that promised 'Best Ending', and only Monster Kid has an inkling they are not as heroic or kind as everyone thinks they are?
And then there’s the Snowman ‘quest’.
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A free healing item given early in the game, with your mission being to carry it along in your inventory for as long as you can without ever consuming it. The only reward you will ever see from it is a few lines of dialogue…
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But for many, it is more than enough of an incentive to preserve the Snowman’s Piece. You can do whatever you want with the Snowman without it ‘mattering’ in terms of Ending or consequences. You could carry it through all of your adventures with care and kindness... or you could eat it while he can’t see you and then go back to him and tell him that you ‘lost’ it and then get another piece and eat that as well, you could eat it right in front of his face, horrifying him. 
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And much like with Monster Kid, you can STILL get the True Pacifist Ending after doing that, all that would change is a few optional pieces of dialogue from the Snowman… 
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And a total recontextualization of the Player’s behavior and the ending. The Snowman sees the Player as a cruel and heartless person who is just pretending to be good so they can be liked - the way they acted with this immobile, powerless Snowman who could do nothing for them and their reputation reveals their true self. And he says their friends will realize that too one day...
Doing a True Reset on the Pacifist Ending is, by definition, a (almost) consequence-free action and yet it changes future Pacifist Routes immeasurably. Turning the Player into a Hypocrite doing the exact same thing they were trying to stop Flowey/Asriel from doing - trapping all of their friends into a time-loop so they can play with them forever while never actually letting them to enjoy freedom on the surface, simply because they are not willing to move on or put their friends' wishes and agency above their own. Nothing in the game actually changes, not one character can even suspect that you did something like that, and yet for the Player - this choice makes the entire Meaning of the game flip on its head. 
Even the most famous and heavily-toted Big Consequence in the whole game - selling your soul to Chara after completing a Murder Route… mostly what it does is just… recontextualize the ending of the Game.
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As a game, ‘Undertale’ is very much about the ways in which a Player engages with a game can radically recontextualize it. The huge chasm of difference between the Pacifist and Muder Routes is just the most literal example of it. But, in a way, even the tiny little Dialogue Options - where the lack of real choice and consequences is Obviously a Joke - matter. Because of the way they can recontextualize the Player Character’s behavior.
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(Okay, maybe not this one, but hear me out…)
Do you trust Papyrus to not betray you, even after you spied on him with Undyne?
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Do you have the integrity to admit you forgot something or got it wrong even when there’s no consequences for just lying about it?
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Are you a hypocrite for trying to get Alphys to be truthful with Undyne only to then immediately turn around and lie to Undyne yourself?  
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None of these choices matter for the ending, some of them don’t even get, like, a call-back joke or anything, but… if you are engaged in this story as a narrative, if you are invested in these characters as if they were people, if you are honestly trying to be the best person you can be, if you are trying to self-reflect at the way you approach this game… even the silliest little dialogue option can suddenly be imbued with deep implications and you can make them matter. 
Undertale is one of the best demonstrations of this concept, but this is absolutely not exclusive to it. For example….
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‘Ace Attorney’ is pretty much as far away as you can get from a ‘branching narrative’ within the video game sphere. It is a heavily-linear Visual Novel where 70% of the time it won’t even let you talk to random characters at anything but the exact order it expects you to and any ‘Bad Endings’ are basically just glorified Game Over Screens. (... because this is the Internet and something something piss on the poor, I should probably specify that I am talking about ‘Ace Attorney’ because I love Ace Attorney and these are neutral descriptions of the game and not complaints. There’s nothing wrong with a game being linear.) 
If there’s any Dialogue Choice in AA, it’s generally a very basic ‘right answer-wrong answer’ choice between Progress and a Penalty, or a total non-choice that just gets you to the same final result regardless. Except… Well… as we just talked about, getting to the same final result doesn’t necessarily mean a choice is ‘meaningless’, does it?
There’s actually a lot of great storytelling moments where Ace Attorney, despite its otherwise strict linearity, uses this exact sort of recontextualizing mindset I’ve talked about with Undertale to make choices with some really powerful emotional impact…. Even if technically, the ending is the same ending. It can be something as basic as ‘even if picking this Wrong Answer doesn’t get me a penalty, it still embarrassed my character and disappointed my friends/rivals and thus I feel bad for picking it’. Consequences as recontextualizing your character as more incompetent than they should’ve come across at that moment.
And then there’s moments like the iconic ending of ‘Justice for All’. That moment before Franziska bursts into the Courtroom with the case-making evidence and saves the day. The moment where it seems like Phoenix really is gonna have to pick between protecting his best friend and carrying out a rightful sentence.
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The player gets to pick between the two options, but Phoenix never gets to say his choice out loud before Franziska comes running in... and yet… he, and the player, still made that choice. Even if no one ever has to experience the consequences of your choice, even if the rest of the world has no idea what Phoenix Wright would’ve chosen if the Miracle hadn’t happened, we know what we picked and that knowledge of the choice matters. Because of how we feel about this choice and what it says about our interpretation of Phoenix… and about us.
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There’s also a bit of this ludonarrative device in ‘The Great Ace Attorney: Adventures’. During “The Adventures of the Runaway Room”, when you investigate the Omnibus for the second time and start finding things that… don’t quite fit together. When you’re finally starting to make progress with proving McGilded’s innocence, while also maybe starting to notice that something is… wrong with these pieces of evidence. 
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The unchanging linear narrative of the game is that Ryunosuke does eventually realizes McGilded's trickery, puts truth ahead of victory in court and yet, despite his effort and good intentions - the case still ends with a false Not Guilty verdict. And yet, the Player has the choice to... tweak the details.
There are several points where Ryunosuke can object, where he can call out the inconsistencies even though they help his case, where he can support Van Zieks in his accusations of tempered evidence... or he can not. Not necessarily intentionally misleading the Court as much as subconsciously trying to ignore the inconsistencies in the name of trusting his client.
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And yet… in the end it doesn’t matter. Maybe Susato calls out the inconsistency instead of him, maybe Van Zieks does, maybe it remains uncontested but... no matter what you do, the case will end with a Not Guilty verdict (I mean, I guess you can deliberately fail the game but that will not progress the plot), McGilded doesn’t seem like he held a grudge (in the few minutes he had left to live), and a few cases later - Ryunosuke would always be punished for his part at this false verdict.
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So it doesn’t really matter what Ryunosuke did back then? Does it matter if he did his best and called out every single inconsistencies or if he kinda half-assed it until he (and the Player) had to? He’s still going to suffer the same consequences down the line. And yet….
And yet, I think there’s something so powerful about giving us that option. About knowing that Ryunosuke, and we, did try and do something about McGilded's dirty tricks- even if it didn’t work. Or alternative, knowing that there was more that Ryunosuke and us could’ve done even if it was not nearly enough. Even if in the eyes of the game and the British Justice system there is no difference, the fact that we know what did and what we could’ve done can radically change the way the player feels about all of the later scenes concerning the truth about McGilded’s trial. It can radically change the way the player interpret Ryunosuke’s feelings about it as well.
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Because even though the game itself keeps playing along with the same script regardless, that trial had irrevocable consequences for the Player.
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mags2theythem · 2 months
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I drew my version of the kfc group with @akanemnon versions
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bopernstien · 11 months
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Undertale?!
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mjsensei259 · 6 months
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HI YES IM ALIVE.
Here's a commission piece I did for a client on Instagram of Asgore picking some flowers in his shop!
This was a really fun piece to do, especially since at the time it was my first drawing in over 6 months, so it helped me get back into the groove of things. I'm really sorry I've been so inactive when it comes to art, life's been kicking my ass. I'll try to post more here. Thank you to everyone who's stuck around.
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nixii-sabre · 2 months
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All of my comfort characters ive had through the years!!
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cannibala-co · 2 months
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Lancer and Ralsei personality swap!
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Kind of Rushed? Thought it was okay lol.
Lancer is now the prophet of spades, still son of the king, but prefers prophet over prince. He chases after susie after she goes on her own.
Ralsei is now a magician type, and is obsessed with pleasing lightners in a humorous way.
Ralsei and Lancer, instead of lancer barging into the conversation, the two live right next to each other. Ralsei lives in a small castle in castle town, like he always did, but now it’s more decorated with paintings and lights. Lancer lives in a little chariot (I think that’s what there called) right by the castle, never being invited in.
Ralsei, being really energetic and show boaty, is VERY excited to tell you the legend when you meet him, but he doesn’t know it. Then lancer does. I guess instead of fighting lancer first, maybe Rouxls would come over? Idk.
This kind of goes with https://zombvibes.tumblr.com/ ‘s teammate swap AU, because I love it lol.
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bonecate · 11 months
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Hallo,first time I being here.
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mizutama0709 · 1 year
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sans
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changed-lore-au · 5 months
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You can Ask things as of now!
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valariecomet · 3 months
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More Undertale doodles I made while bored in Welsh class.
The top left two are Chara and Frisk, the top right one is Clover and the other ones are all the other fallen children.
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inbarfink · 9 months
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Any analysis of how Undertale deals with Pacifism and how it tries to guide the Player towards it has to take a deep look at Papyrus. Because Papyrus is the one character in the game who will never kill, the one actual ‘True Pacifist’ in the game’s main cast. 
I mean, the Player can be an even bigger Pacifist. Papyrus does still FIGHT, and the Player can get through an entire run without draining a single sliver of HP. But… they can also be the world’s biggest murderbastard and literally stab reality to death. 
Toriel would very much like to not kill, but she is also fully capable of doing so.
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Same with Asgore, but he has a lot more actual blood on his hands. Undyne and Mettaton are both fully 100% willing to kill to accomplish their goals. Sans is non-violent in most runs because he’s too lazy and depressed to do anything, and when he is motivated into actions - it is in the form of a FIGHT to the death. Alphys… the timeline is a bit fuzzy cause both she and Mettaton love lying so much, but it seems like she did sincerely add deadly weapons to Mettaton cause killing humans would make him more 'useful' and then had second thoughts once she developed a parasocial relationship with the Human Child and THEN she and Mettaton started hatching their little play-acting plan. I think??
With Papyrus there is NONE of this ambiguity, we know for sure - no matter what timeline or what may come - The Great Papyrus will always choose MERCY.
And the interesting thing about that is on a Meta-Sense, Papyrus is a very rare example of the game giving MERCY towards the Player. 
Because the game starts out being really obtuse with the Sparing mechanic and how it works. If you want to be a Pacifist in Undertale from the get-go, you’re gonna have to work for it. You're gonna have to figure it out on your own and commit to it and believe that it's possible. It's basically a test of your own belief in non-violence and your moral integrity. Then, the RUINS end with the Toriel boss battle - in a way, that’s probably the hardest Sparing puzzle in the whole game. And it’s very very easy to accidentally kill her. (I’d almost say that’s the intention of the battle, to try to goad the Player into Resetting so they can see how the game remembers across RESETs)
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And then we have Papyrus, and it’s not just that his ‘Sparing Puzzle’ is something as simple as outlasting him and letting him run out of dialogue - and it’s not just that he’s the only boss that will just give up and let you continue if you lose to him enough times. it’s also that, just as Papyrus is the only boss incapable of accidentally killing the Player - he’s also the only boss that the player is incapable of accidentally killing.
(Okay, fine, to be pedantic, there’s also Asgore)
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I mean, the Player can certainly kill him if they want to - but draining Papyrus’s HP just makes him skip through his battle dialogue right to the end of it. It’s designed in such a way that, no matter what Route you're on and no matter what approach you take with Papyrus - you will always end up on this screen.
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Unlike basically any other Monster in this game, including the major boss battle just before him - you can’t kill Papyrus accidently. You can't kill him without also having Sparing him as an option. The game kinda treats killing Papyrus as one of the Worst Things You Can Do because killing Papyrus will always be a deliberate, considered action done to a person who will not kill you and who has stopped wanting to FIGHT and has extended a hand of Mercy. With the game clearly communicating what you need to do to Spare him at that moment.
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And that means that - even if you killed before, even if you don’t have the patience of a True Pacifist, even if you spent all this time in the game without even trying to engage with the Sparing mechanic… as long as you don’t want to be a Huge Rat Bastard, the game is basically gifting you with the very very easy option to not be. Being a Pacifist in Undertale is usually a challenge - a puzzle to be solved, a test to pass. But as long as you aren’t intentionally trying to be the Worst Person - the game is basically giving you Papyrus. 
If you accept his Mercy, you are accepting the game’s Mercy. That sort of benefit-of-the-doubt assumption that maybe all of the LOVE you might have accumulated so far was all due to honest mistakes or panic or an attempt in self-defense. That you still deserve this one chance to prove that you are not intentionally, maliciously cruel - or at least not like the Worst Person in the World. Even if you did kill before, you still deserve at least one friend.
And Sparing Papyrus leads you to his wonderful Hangout/Dating Sequence and to his Phone Calls and they all add so much wholesome charm to the Undertale experience and no matter what happens Papyrus will always think the best of the Player and he will always trust them and it also makes Sans also kinda your buddy by default. And more than just adding a little bit of wholesome charm into even the more LOVE-filled Playthroughs, I think this is meant to try and incentivize these players into trying out the Mercy mechanic a bit more.
Whatever it’s, like, for future playthroughs or Resetting the game right there to try a True Pacifist Run right there and then or just trying to be a little kinder for the rest of this current playthrough - especially since there’s an emphasis about the close friendship Papyrus has with the upcoming boss Undyne, and to a lesser extent with his idol and next-next boss battle Mettaton. It’s like “well, if you didn’t figure out how to spare before, this is how you do it? And isn’t it nice to have a friend? Isn’t it nice to not have to kill this lovable skeleton man? You should do this more often wink wink nudge nudge!”
And it’s like… all of Papyrus’ loved ones care about him so much but they also look down on his pacifism. They see his inability to kill and desire to make friends as simple naivete and that’s why all tend to hide the truth from him all the time. About what will happen to the Human he will capture, about what his new Human friend might’ve done, about the fact that they view him as so naïve. 
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They admire it on some level, that’s why they want to protect it, but they also see it as a weakness which is why they want to protect it by lying to him all the time. But, you know, Undyne says that if Papyrus goes into battle he’ll be ‘ripped into little smiling shreds’ and that is certainly what happens every time a Player chooses to refuse Papyrus’ Mercy and the game’s Mercy and press that FIGHT button…
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But have you thought about all the times that doesn’t happen? All the careless or violent players who were offered that skeletal hand of friendship, accepted it and then carried that offered kindness forward for the rest of the game? All the players motivated to do good for the sake of their buddy Papyrus? All the Murder Routes stopped because the player just didn’t have it in them to kill someone who believes in them so earnestly?
Like, no, it’s not a surefire thing - especially since Papyrus has so much less narrative power than the Actual Unkillable Time God that is the Player. But it happened, and it happened many many times to many players. Papyrus offered Mercy, the game offered Mercy. And much like Frisk’s Pacifism, it comes from a place of seeing the honest goodness in your ‘enemy’ and can inspire them to become a better person - this little sparkle of goodness being passed forwards. 
And I think that’s beautiful, even if it didn’t happen in every timeline. Any potential future where Papyrus’ kindness can have such an effect on the Player and thus the entire trajectory of the Underground validates his kindness and pacifism on some level - even if there are also always the potential worlds that it backfires completely. 
And there’s also one other way in which the Great Papyrus Proves Pacifism Pays. One that is a bit more practical, perhaps. And one that Papyrus himself is not even aware of. 
Papyrus’ boss battle can be a surprisingly challenging one specifically because he is the only one who doesn’t kill the Player.
Like there is a reason why Papyrus will just offer you to skip his Fight after you lose to him three times, because if he didn’t do that - there’s an honest risk that the Player can get stuck in a much stuckier way than anywhere else in the game. 
Because, like, for basically any other character in the game, being killed is the Worst Thing that could ever happen to them. For everyone except the actual Player Character because we are an Actual Unkillable Time God and dying is nothing more than a minor annoyance that sets you back to your last SAVE Point. So, leaving aside Papyrus’ admirably kind intentions - there is not much material difference from the Player’s perspective between getting Captured and getting a more traditional GAME OVER. Except…
Except getting Captured does not undo everything that happened in your inventory during the battle. In every other Undertale battle, if you use all of your items but still lose - the GAME OVER at least means you get your stuff back. But because Papyrus doesn’t kill you, any healing item you’ve used during the battle is still used. I have watched so many Undertale Let’s Players waste all of their valuable items on their first Papyrus battle and then have to face him again without them and thus do even worse in their second go… and then their third go... and thankfully then Papyrus offers them to skip the fight.
And while that technically can be circumvented by just manually closing the game and opening it back again on their pre-battle SAVE Point, a lot of players are gonna reflexively Save over it if they pop over to the Shop or the Snowed Inn before their second attempt at the battle. If Papyrus didn’t offer that chance to skip his battle, it could’ve easily become a softlock situation for a huge chunk of players - because he doesn’t kill the Player.
Most of Undertale deals with the value of non-violence from a standpoint of morality and kindness and personal connections. Since most people do die when they get killed. But when dealing with an Unkillable Time God like the Player, Papyrus proves that not-killing might actually be the most practical solution.
Of course, it doesn’t seem like Papyrus is aware of any of this. From his perspective, he is just offering genuine mercy to a being just as ephemeral as he is. But it accidentally turned into one of the most effective methods of blocking the Player’s way… at least he didn’t offer us an opt out so soon after that. 
And it’s interesting when comparing him to how his brother Sans - one of the few people actually aware of the existence of SAVEs and RESETs - deals with the Player. Because the Sans boss battle at the end of the Murder Route is entirely based on the concept that death is nothing but an annoyance to the Player. Sans is less trying to kill the Player (the way Undyne the Undying did), he is simply trying to annoy the Player into a ragequit. But he is still killing the Player.
Now imagine a Sans battle where he has all of his usual annoying tricks, but also instead of killing you - he captures you just like his brother would’ve in a happier timeline. And while it’s not a fool-proof plan to stop the Player in their tracks - he could very easily stick them in that sort of softlock situation where they have to battle him again and again without any Healing Items. Forcing them to either abandon the game or RESET the whole world back the way it was - just like Sans wants them too. 
But instead, by killing the Player, he is just allowing that perfect second-third-fourth-fifth-sixth-try where they get all of their Stuff back. And he does actually knows that. And why doesn’t he do that? (Speaking here from an in-universe character study perspective. Obviously the Doylist answer is that the game doesn’t want to Softlock you even in the most deliberately-frustrating part of the game).
Maybe, even though he intellectually knows that killing the Player will be of no help - he still does it because he wants to. Because he just wants to get back at the evil murderous monster that took his brother from him and destroyed his entire world even if he knows it’s actually ineffective. And this thirst for bloodshed is, ironically, blinding him from a new exciting way to actually practically stop that murderous bastard who is themself motivated entirely by bloodshed. 
Maybe he just can’t do something like that. Reducing an enemy to exactly one HP and then stopping is not a feat anyone else in the game is capable of pulling off - even the ones who would obviously use such a thing (like Toriel or a Player with a Pacifist intentions). Maybe it’s something that requires a lot of hard practice and discipline and carefulness, that Sans never thought to put in because he didn’t see it as a useful skill the way Papyrus did. 
Maybe that wouldn’t have worked anyways. After all, and that’s something I kinda touched on in a previous Overly Long Rambly Hot Take - Sans’ War of Attrition against the Player is greatly helped by the fact he can’t remember every single previous try and so he can’t get exhausted the way the Player can get. Obviously, without a GAME OVER induced RESET that will not apply. Which is especially notable because… Sans’ laziness is literally what brings him down at the end of that Boss Battle. 
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So maybe, while Papyrus, as long as you decline his offer to skip the battle, is capable of offering just the same Battle as before over and over and over again.... It’s possible that Sans just won’t be able to pull off two or three or more battles of the same intensity and difficulty in a row without a RESET to undo his own exhaustion. 
But I think it’s at least worth considering the option, y’know? That after all this time of viewing Papyrus’ kindness as sweet-and-yet-kinda-foolish-naïveté - that exact viewpoint made Sans overlook the perfect solution to dealing with his little Murderous Time God problem. Cause he just never considered that while killing might be fully morally justifiable in this situation and very very satisfying, that does not necessarily mean it is actually the most practical solution. And that maybe, in a weirdly twisted way, Pacifism WAS the answer.  
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mags2theythem · 11 days
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hedgypipes · 4 months
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Omega Flowey No!!!! You’re supposed to OBEY ME!!!
The Seven M&M Souls:
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moths-wonderland · 1 year
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idk if u do Undertale AUs but can u do a masculine agere outfit board based on Underswap Sans plz? :3
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Under swap sans agree outfit board💀✨💙
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cannibala-co · 8 months
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Deltarune: Fruit Punch Theory
WARNING: CRACKPOT THEORY!!
Okay, so I have no idea how to start this off. This theory is about Concept art mostly, and that is going to be the evidence. Thats all.
Toby has shown concept art for Deltarune chapters 3-?? On his Twitter (or X), and lets just say, its Interesting.
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I need you to look at the bowl. Whats inside? Fruit Punch. Presumably. Where is Punch usually served? Dances. What dance is known about in Deltarune? The Sadie Hawkmens Dance, where teachers wear Bird masks and screech at students who come in contact or whatever.
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So, could this mean that this chapter will take place there? Probably not. But lets go with that.
What else? I mean, the theory done, isnt it?
WRONG!
In Spamton Sweepstakes (i think) there is a link that sends you to a picture of a chair with a blanket on it, with text "What if we could go Darker then Dark?". Well what could that mean?
Back to the Fruit Punch. So we know the Knight is making these Dark Worlds, Right? Well the Knight could be Papyrus, and what is He known for? Cooking.
Maybe Papyrus could make this punch, and inside... Is Pure Darkness. Whos drinking this Darkness? Susie.
Heres where things get into unknown territory. The rest of this is gonna be me saying things with no evidence whatsoever, so DO NOT take this seriously.
Susie drinking darkness?! Oh boy! Thats probably not good. So what happens next? A dark world. Opens. Inside susie. And Catty, Kris, and Noelle are sucked in Bowsers Inside Story style.
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Also, I am aware monsters in this universe dont have blood, or digest, and probably other stuff to, this is just a shitpost theory cuz im bored.
This chapter I Dont think Ralsei would be here because... How? How would he get there? Instead, He would be replaced by Noelle in This Dark world, With Catty in Susies Role.
Anyways, the Npcs and Enemies would be Cells or whatever and could look like those guys from Paper trail (but round).
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please read deltarune the paper trail btw its SO GOOD
I could also see some Virovirokos from Chapter 2, but like... Organic.
The Main Boss of this chapter could be Rook. Rook could be Susies Soul, or whatever Idk. She would look like... A dinosaur? Or adult susie?
The music of this chapter would be like Rock, like Susies theme, or bubbly.
This chapters theme could be Factoryish, with the enemies being workers.
Oh and your probably aksing, "what about the secret boss?" I dont have any ideas. Bacteria? Chalk ghost? I dont know...
DEATH LORD.
DEATH LORD, FROM THE CONCEPT ART! HE COULD BE THE SECRET BOSS?? I MEAN HE LOOKS LIKE BACTERIA! Kind of! Kind of...
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I mean, he could be like bacteria! Or a virus... With a Gun.
Anyways im done now bye
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fat-tundra-64 · 5 months
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TS!UNDERSWAP X SONIC THE HEDGEHOG
Honestly I had fun drawing this
I hope you enjoy !
(Ok I’d had to edit the same post two times but I quickly went back and tried to adjust the image)
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