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#and this is not about modding. not all games are pc and not every pc game is moddable and not everyone knows how to mod.
androdragynous · 9 months
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as my own direct immediate list of game grievances i hate that stardew valley expects you to side against a wheelchair user who is upset that he was moved without his consent. i hate that the mass effect trilogy gives you visible scarring as a direct result of choosing mean dialogue and heals it if you're nice. i hate that the vampire the masquerade ttrpg has a monstrous player class that can appear as horrible vampiric monsters or as visibly disabled people and both of these appearances are mechanically the same. i hate that dark souls games have a difficulty level implemented in a way that cannot be adjusted for disability. i hate that i can play as a mermaid or a werewolf or a horse in the sims games but can't use a wheelchair. i hate that the ace attorney games have so much flashing and not all of the games can disable it. i hate that disability is constantly something that happens to teach a lesson, i hate that disability is something that happens as a punishment, i hate that disability is either compensated perfectly with no drawbacks or something that is endlessly sought to be cured. i hate that no character customization will ever include the mobility aids i use, that the player avatars that represent me will never look like me. i am so goddamn annoyed and so goddamn tired.
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diwns · 7 months
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hello friends, this is no longer a sims blog & im not returning to ts4 anytime soon 🫡
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ziracona · 2 years
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K after playing 5 DA games though I have to say Bethesda has a mountain of issues but BioWare fans got NO room to complain about tech support issues.
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mellowwillowy · 7 months
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Streamer Reader: *streams normally*
Yan! Hacker: *moderating chat professionally*
Streamer Reader: great job Seth! You are the best mod I've ever had! Not to mention my revenue is increasing after you fill in for that last mod.
Yan! Hacker: *doxxing and blackmailing all the haters into donating for you* mmh, that's great.
The previous mod: *scared shitless after getting blackmailed by Seth*
-- IMG, NSFW —𝒀𝒂𝒏𝒕𝒐𝒃𝒆𝒓 - 𝑳𝑰𝒇𝑬 𝑷𝒓𝒐𝒋𝒆𝒄𝒕 𝑬𝒗𝒆𝒏𝒕
Yan! Hacker who tapped your phone the first time you and he had an IRL meet-up. He doesn't look like those typical stuck in at all, instead, he is very nice although tends to be silent/listener all the time.
Yan! Hacker who is not only nice, he is actually no different from how he acts in the game you two were once stuck in! Remember how much of an asshat he was? (No, I don't.) Yes, he is still an asshat except that you don't know that he's an asshat that is obsessed over you!
Yan! Hacker who thought the first meeting you two had as a first date deep down inside his heart, remembering every little thing the two of you did and jot it down like a teenager in love.
Yan! Hacker who will somehow find a way to make you invite him to your place, allowing him to tap your PC, laptop, door's password anything that
Yan! Hacker who is surprisingly actually really younger than you by 2 years, you thought he was only bluffing in the game to make himself younger. He would use that fact to tease you for being an oldie, fooling your fans into thinking you are some teenager.
Yan! Hacker who would watch you non-stop after having your whole shits under his control. While he did introduce himself to you as a programmer, he has also learned more than just those silly codings. Oh, he even knows how to deactivate your security alarm so that you would never know how he sneaks into your room, jerking himself off into your face.
Don't worry, he will reactivate it again once he leaves, wouldn't want people to barge into your place like they own it right.
Yan! Hacker who will somehow always give you the things you place in the wishlist cart. While it is indeed touching, how the fuck does he know all the things you want and need???
Yan! Hacker who will do questionable shits to every conversation you hold online. Anyone he deems as an eyesore would somehow be... gone. Don't worry, he's sane enough to not bother anything related to your work. That will be handled by him personally without using your account. (Read blackmail)
Yan! Hacker: How about we go to Japan? I heard the Love Hotel here *shows review* is great. Lots of varieties and *explains everything you've done your research on*
Streamer Reader: ...? Yeah this is where I wanna go on my next vacation, how come you got the same idea as I do?
Streamer Reader: *loses a debate online*
Yan! Hacker: *coming in like a white knight with another fresh blackmail material*
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littlemssam · 2 months
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Mod Udpates
As always delete old Mods Files and the localthumbcache, when updating my Mods!
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All Bug Fixes, Random Small Mods, and Other Mods are now checked as well for the Group ID Issue. Every Mod that did not get an Update yesterday/today, does not need one. See below for an important Info regarding one of my Mods though!
All Mods that needed an Update:
(Random Bug Fix) Gardening Workaround Fix (Random Bug Fix) Resume Writing Workaround Fix (Random Bug Fix) Weather NPC Deaths (Random Small Mod) Auto Brush Teeth (Random Small Mod) Auto Grab Drink when Eating (Random Small Mod) Better Quality Food MarketStalls (Random Small Mod) Better Saddle Control (Random Small Mod) Buy Horse Treats via PC (Random Small Mod) Buy more Upgrade Parts (Random Small Mod) Buy Spells and Potions Tomes via PC (Random Small Mod) Change into Everyday when inside (Random Small Mod) Check Skills of NPC Horses (Random Small Mod) Craft More Nectar Bottles and more (Random Small Mod) Faster Run To University Class (Random Small Mod) Feathers around Bird Feeder (Random Small Mod) Feral Run Lowers Fury (Random Small Mod) Guests Only Order Drink When Not Busy (Random Small Mod) Horse Jump Parkour (Random Small Mod) Improved VIP Rope (Random Small Mod) Lead Horse (Random Small Mod) Livestream For Everyone (Random Small Mod) No Aging Trait (Random Small Mod) No Shoes at Home (Random Small Mod) Phone App Free Homescreen and optional Background Overrides (Random Small Mod) Purchased Items delievered via Mail (Random Small Mod) Release all Ghosts & Get Urn for (Random Small Mod) Spar with Sim (Random Small Mod) Special Paddock Gate & Stable Stall Door (Random Small Mod) Toddler Don't go to Daycare (Other Mod) Allowance (Other Mod) Online Utilities System
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A possible new Game Bug broke the Choose Leftover Mod, which is not fixable by me. Please remove that Mod until EA fixes the Issue that affects my Mod. Read more about that here: https://answers.ea.com/t5/Bug-Reports/Give-Food-from-Inventory-to-toddler-causes-last-Exception-Error/m-p/13525645
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My Site with all possible Download Links: lms-mods.com
Support Questions via Discord only please!
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colourstreakgryffin · 1 month
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Idk if you write for Vox, but can I request some headcanons with Vox being with a S/O who’s like a gamer/streamer? Like they would be streaming different games and sometimes would even get Vox to appear in their streams and have him play games with them - I can see Vox raging at a game if he loses and his S/O would just find it cute
Btw may I be called 🍡 anon if that hasn’t been taken yet??
Haha! Oooh! I actually REALLY like this idea! Vox would get even more popularity with us and we’d get a lot of popularity with Vox! I like it and the concepts is cool! Thank you so much, Mochi! Have a wonderful day!
Vox- Cameras and TVs
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Vox automatically likes any partner that enjoy and use his advanced technology and since you’re a influential streamer on Tremor that uses the latest tech to keep up your career, Vox likes your tastes even more and he also likes to watch your streams. He finds them interesting
Vox, at first, was mainly your friend and your set-up provider, he’d give you the tech for your streaming career and that more casual business relationship turned into an actual one. He had grown to enjoy your streams and yes, let me say, he is actually a fan of yours
Vox eventually wanted to push up that friendship to a relationship after a few months of knowing you and getting to learn about you, so he begun subtly flirting with you, his crush growing every single day and possibly out of luck or out of his own rizz working, you agreed to go out with him. Ever since that moment, you nor him regret it
Vox may or may not travel through your gaming PC screen, just to say hi and give you a cute kiss right in front of your stream. It’s quite a surprise and he knows it’s spread around online since nobody would ever suspect a infamous streamer like yourself to be are seeing the Vox himself
Vox often only enters your streaming room when he wants to tell you something important or he wants to give you food or more Vox-like, he wants attention and hugs. Every single time he does this, he ends up playing your game with him after you encourage him
“Hmm… I don’t know, Honeypot, games aren’t my thing…”
“Come on, Voxiepie! Just try it with me! Don’t worry, i’ll help you!”
After a few seconds, Vox is already absorbed in the game that he can’t help but rage so much that the house temporarily loses power and he rushes to fix it to try save your stream. He does this a lot but you find it cute, nowhere near annoyed with it as anybody else would be
Sometimes, Vox will enter your stream then just sit you in his lap so he can watch you play and enjoy your presence, all without pulling you away from your screen or your games. To him, you look so attractive when you’re focusing on kicking ass in your little fantasy videogames
Yes, Vox promotes your merch on his show sometimes and promotes people who like streaming and videogames to watch your Tremor streams. He is a fanboy and he’s proud of how much he likes your work, he isn’t even ashamed of it. He admits it to the Vees without a single ounce of shame
Vox will wear your merch at times. Just randomly in the house you two share or whilst he is privately working as an Overlord. He loves the hoodies and the tees, they are comfortable AF and sometimes, he just goes to sleep in them
Vox is possessive so you know he is not only your Tremor mod, he’s also the one who tracks down to destroy any stalker you may end up getting from your streamer career, he also collects all your limited edition merch since he wants everybody to know you belong to him
Vox is very supportive of this career. Some of it, he isn’t a fan of but a lot of it, he loves and he is getting better at these games. Despite how often he rages at them
“Honeypot. How much have you eaten today? I hope you ate that takeout I ordered for you. Yeah? Good. What game did you take five hours to perfect this time?”
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swisccfinds · 4 months
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TOP 5 MUST HAVE Sims 4 Career Mods
These are my most personal Career mods for the sims 4, please don't forget to show love and support to the creators.
1- Youtube Career Mod by itsmeTroiYT
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There is so many interactions with this mod it is unbelievable! If you head to the download button below it will bring you to the creator's post which will show all the type of things you can do with this mod but for now to keep the Tumblr photo limit here is some of the creator's notes that explain the levels and the branches
Gamer (6-10) PC Noob $100/hr Streamer $200/hr Daily Uploader $300/hr Tagline Genius $600/hr Prestige Gamer $1500/hr
Vlogger (6-10) Viner $100/hr Prank Wars Vlogger $200/hr Unbox Therapy $300/hr Vlogger $600/hr Daily Vlogger $1600/hr
DIY Hot Glue Gun Mess $250/hr Creative Weirdo $350/hr Hacks Master $600/hr DIY Superstar $650/hr [Something] DIY $1500/hr
MUA Fenty Beauty Counter Rep $200/hr Brand Tester $300/hr Makeup Brand Collab $350/hr Personal Makeup Artist $750/hr MUA $1500/hr
Cooking One Pan Cook $150/hr Made from TV/Movies $300/hr Remixed Recipe Cook $345/hr Guest Host Cook $625/hr Master Cook $1500/hr
FX Makeup Artist NYX Face Awards $120/hr Halloween Royalty $200/hr FX on a Budget $350/hr Workshop Personality $645/hr Glam & Gore $1450/hr
download
2- Modeling Career Mod by KPC0528
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This is an amazing mod! If you want your sim to become a model this is the mod for you! This does require the City living & Get Famous expansion packs, so be aware. Here are the creator's notes about the levels and branches;
1. Volunteer Model--there is no pay for the beginning of this career. I wanted to make it as realistic as possible, so level 1 is all about building a portfolio and gaining exposure.  Mood: Confident M - W - F S S
2. Local Model -- Your sim will be part of the "mall crowd" participating in local fashion shows. These jobs aren't very selective... $15/hr.  Skills: Charisma 1  Mood: Confident - T - T F S S
3. Hand Model-- Keep those hands soft and supple as your sims model rings, bracelets, and watches for local jewelry designers!  $18/hr.  Skills: Charisma 2 Mood: Confident - T - T F S S
4. Hair Model-- Cutting, coloring, styling. Your Sims's hair will be put through it all in exchange for some simoleons and their pictures to be featured in hair dressers' portfolios.  $20/hr.  Skills: Charisma 3, Fitness 3 Mood: Confident - T - T F S S 
Choose track: Commercial Model or High Fashion Model
Commercial Model track: Commercial models are the models you would see in shopping catalogs and local commercials. The sim-next-door look is desired, so your sim will need attractive looks as well as an attractive personality to do well in this career track. 
5. Commercial Catalog Model--Your sim will be showcasing the newest collections by the most popular stores, like Sim Navy and JC Simmy.  $50/hr.  Skills: Charisma 4, Fitness 4 Mood: Confident M T W - F S -
6. Fitness Model-- Fitness is the name of the game here. Your sim must continue to sculpt his/her body to perfection in order to sell the newest workout gear and sports drinks.  $65/hr.  Skills: Charisma 5, Fitness 7 Mood: Energetic M T W T - S - 
7. Social Media Model-- Your sim's face is getting popular online! He/she will be modeling the hottest makeup, jewelry, and clothing through various social media platforms like Simstagram.  $80/hr.  Skills: Charisma 7 Mood: Confident - - W - F S S 
8. Music Video Model-- Who wouldn't want to be a model in a famous music video? Your sim must hone in their dance skills so they don't embarrass themselves in front of the musical superstars.... $90/hr.  Skills: Charisma 8, Dancing 3 Mood: Confident M T - T F S - 9. Television Model-- Television! Your sim will be featured on all sorts of commercials, from clothing and perfume, to cookware and living room furniture. $130/hr.  Skills: Charisma 10 Mood: Confident M T W - F S -
10. Coversim-- The ultimate goal! Your sim is on every grocery store magazine rack, dishing the newest gossip about his/her love life, as well as modeling the hippest designs. Congrats, superstar!  $300/hr.  Mood: Confident M T W - F S - 
High Fashion Model track: This track is for the serious fashionista. In order to gain celebrity as a high fashion model, your sim must be both gorgeous and interesting, as well as charismatic and athletic. Reaching the end of this track means worldwide fame and luxury! 5. Swimsuit Model-- Swimsuit models are photographed even in the winter months, so this isn't just for fun! Your sim must be in excellent shape to make it as a swimsuit model.  $55/hr.  Skills: Charisma 5, Fitness 6 Mood: Flirty M T W - F S - 
6. Lingerie Model-- No room for shy sims here! Upscale lingerie is a mega-money-making business, so only the most alluring sims will be successful.  $75/hr.  Skills: Charisma 6, Fitness 8 Mood: Flirty M T W - F S - 
7. Fashion Catalog Model-- High-end fashion is extremely expensive, so the stakes are high. Your sim must continue to perfect his/her body and personality in order to sell these interesting-looking clothes in the highest end fashion magazines.  $90/hr.  Skills: Charisma 7, Fitness 9 Mood: Confident M T - T F S -
8. Runway Model--Don't trip! All eyes are on your sim as he/she struts their stuff on the catwalk. Sims watching and cameras flashing can be nerve-wracking for even the most confident sim, but this is a necessary step in order to become a supermodel.  $120/hr. Skills: Charisma 8, Fitness 10 Mood: Confident - T W - F S S 
9. Editorial Model--Sim Vogue. Your sim is on the cover, looking fierce as fierce can be! Your sim is the epitome of a style icon, and everyone is looking at him/her for style inspiration.  $300/hr.  Skills: Charisma 10 Mood: Confident M T W - F S -
10. International Supermodel--Traveling the world for fashion shows? Check. Hosting reality style shows? Check. Getting paid to be famous? Check. Your sim is THE top model, as long as a newer, hotter thing doesn't come around.  $450/hr. Mood: Confident M - W - - S - 
download
3- Social Services Career Mod by missmani09
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This is a great mod if your interested in having your sim work in social services for a backstory or maybe its just what you mapped out they would be in your head. Here are some of the creator's notes about this mod;
Social Serivices:
1) Clerical Staff Extra Help  -Responsible for copying and filing documents, sorting documents
2) Administrative Specialist I  -answer phones, answer client's questions, file, sort
3) Administrative Specialist II -Key application, answer telephones, work front desk window correspond emails
4) Administrative Specialist Supervisor  Supervise all clerical staff ensure front desk runs smoothly ensure applications are keyed correctly ensure office machinery is working properly assign staff job duties
------------------------------------------------------------ ---(AA) ---- Division of Sim County Operations ------- ----------------------------------------------------------
5A) Program Eligibilty Specialist I  - SNAP Process Sim food stamp program applications.  Interview & verify resources Assist homeless sims Determine eligibilty for supplemental nutrition program
6A) Program Eligbiliy Specialist II Process sim program applications Determine eligibilty for Sim daycare voucher applications Determine eligibilty for supplemental nutrition program
7A) Family Health Care Case Manager  -Family Medicaid Process Sims' medicaid applications.  Determine medical coverage eligibilty for Sims including  Working Sims' medical coverage, SimKids Care A or SimKids Care B
8A) Aged Sim Health Care Case Manager  Process Aged, Retired, and Disabled elder sims' medicare applications Determine disability 
9A) Sim Social Services County Administrator  oversee especific sim world in which sim currently lives
10A) Sim Social Services National Director  oversee all sim worlds
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---(BB) Division of Child Protective Services -------------------------------------------------------------- job is to protect and ensure the health, safety, and well being off all sim children.
5B) Child Protective Service Worker  Visit homes. Provide struggling parents with resources and tools to become effective parents. Remove children from home if necessary to the  childs health & safety
6B) Child Abuse&Neglect Investigator  visit homes. on call rotation investigate suspected sim child neglect/abuse that comes into the hotline issue warnings to parent's who a nearing neglectful standards Remove children from home if necessary to the  childs health & safety
7B) Foster Care Case Manager  On call rotation. Manage Sim children's cases who have been removed from their home due to neglect/abuse. write extensive case notes
8B) Adoption Specialist  process adoption applications. match waiting foster children and  place into adoptive home
9B) Sim County CPS Supervisor Oversee foster care and CPS case managers 
10B) Sim CPS National Director 
download
4- Psychologist Career mod by Kittyblue
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This is career mod is actually my favorite for storytelling! In this mod there are two branches which are Counseling Psychology and Forensic Psychologist.
download
5- Tattoo Artist Career mod by MesmericSimmer
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I love this one so much, mainly because I want one of my sim's backstory to include this career. They have this career option for both adults and teens!
download & more info
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pyreofsunflowers · 1 year
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How to make the Sims 3 look its best in 2022
so simming is a long time pastime of mine, and I've - in my humble opinion - perfected the look of the game without turning it into a yassed out modeling agency. (if you've ever looked for cc you know what I'm talking about) so in this first of probably many posts - here is a complete list of all my graphics mods!
Firstly, though, I should note that I have a very strong pc with a very strong graphics card. Please please please don't overload your computer, and explore options that will work best with your specs. What looks best for me might not look best for you.
Ahem, with that out of the way let's start with my default graphic settings.
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This keeps my game looking beautiful while running smoothly (hence the low reflection and edge smoothing)
Now let's get into the mods!
Lighting and Environment
Burnt Waffles' Moonrise Kingdom Lighting - Self explanatory, textures for the skybox, weather overlays, and general lighting. Make sure you pick the water that matches your world!
Simsi45's Reworked and Improved EA Lights - tones down the brightness of some lights, fixes directional lighting for covered lamps, light colors made more consistent, and other such fixes.
dDefinder's Outdoor Lighting Tweaks - removes that nasty blue hue at nighttime, adds more dynamic shadows, adds new weather types and can make nighttime darker!
Neim's Sims Blog's Default replacements for Garden Bushes and Orchard Trees - Replaces the textures for plants like tomato vines, apple trees, and onion plants - creating a much more lush looking garden.
Aminovas' Plant Retextures - softens the bright, garish colors of EA plants to be more appealing. In two parts, and available as non-defaults.
CAS + Create-a-Pet
Kurasoberina's Primer Skin + Buhudain's You are Real - my skin mod and a default replacement pack with upped realism. The skin was designed to be used with You are Real, just a heads up.
I don't use any nudey mods out of personal preference - but I hear good things about Cmar's and Geck.o's work. Here is a link to a bunch of nsfw sims stuff, if that's what your into. I also don't really use sliders outside of the hat slider, a glasses slider and a height and posture slider. this is again out of personal presence, as I am generally making an entire neighborhood's worth of sims at a time and don't have the energy to be nitpicky with sliders on every single sim. That being said, OneEuroMutt complied a really nice list of CAS sliders AND a list of animal sliders if your interested in that.
Bloom's Sexy Feet and Cyo's Cute feet for children - realistic foot retexture, the op is long gone so this is a forum post. May not work unless sim detail is set to high!
Shady's Loney Eyes - subtle eye retextures available as both a contact and a default replacement. I'm currently not using any eyelash retextures - mostly because I haven't found any that work. If anyone has suggestions, let me know!
MaryJane's, Firefox's, AND Agnelid's Hair Replacements - replaces defualt hair with much better looking CC from other creator's - I mix and match between the three. Note that these are far from complete, and I still work with pleanty of EA hair.
I like teh Sims CAS overhaul - less shine, and hides rather than deletes mostly unused items (i always have this weird paranoia that deleting them form CAS will delete them in gameplay...)
One Euro Mutt's Less Shoe Shine - self explanatory, fixes that weird shine that's on so many default shoes.
Simple Life's Lipstick, Blush, Eyeliner, Beards, Eyebrows, and Age Details - Simple Life is my go- to for facial updates, do note however the textures may look funky if your sim detail isn't set to high. (They don't have individual pages for each item, so you'll have to scroll - my apologies)
Ketheira's Freckles and Moles - self explanatory, more realistic face marks.
Eternal 2nd Kira's Insect Wing Replacements for Fairies - replaces the EA textures with high-def insect wings, I just think it looks neat mostly.
Brinwood's HD Dog Coats and Eyes - Also includes more colorable options for dog coats, such as inner ears and individual paws.
Lazy Duchess' cat and dog addons - adds whiskers, primarily, but also edits some face textures and adds more facial markings
Kale and Traelia's HD cat skin and eyes - better meshes for cats.
Dimitri Dane's and Elin Fredriksdotter's EQHD - a FULL retexture and remodel of EA horses with better textures of coats and eyes, and optional stallion junk if that's what your into (I'm not... lol). you will have to download custom saddles, bridles, tack, and poses as EA meshes will be incompatible - but I will probably make a separate post with all my horse CC... lol.
Misc. Textures
Pretty obviously, I use the No Build Sparkles and No Intro mod that everyone gets when they set up there CC folder for the first time. These little details make a big difference!
JustMiha's Clean UI reskin, which is currently still in development (hence the default graphic menu... lol)
Velocity Grass's remove stencil tool to remove any unwanted stencils from cabinets, beds, or toyboxes.
Simsi45's Tileable Items Fix - you know how you go to place a row of bookshelves and there's the lighting gets all messed up on a few of them? yeah this mod fixes that.
Jane Sambroski's Wood Grain re-textures - fixes a lot of the EA woods to have much nicer looking grains, and fixed an issue that caused the grain to become pixelated when zooming.
Plastic Box's Doorway Lighting Fix - fixes lots of the broken lighting with doors and archways, so now all glass doors will cast light through them and all arches of similar size will cast the same amount of light through them
Aminovas' Cow Textures - retextures the cow in the Milkin' It Corral store item to be more realistic. That's it.
And that's it! Yes, I know it's a lot, but I like my game GOREGOUS.
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vgfm · 4 months
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A Lily Gilded: A Review and Analysis of Undertale Yellow
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The Short, Spoiler-Free Review (TL;DR)
Any Undertale fan who owns a PC should play Undertale Yellow, even if they previously weren’t interested or have any doubts or reservations.
No criticism that I levy at Undertale Yellow, big or small, is intended to dissuade anyone who hasn’t played it from trying it: you should play it and there is no reason not to aside from a lack of free time or not owning a PC.
Although I have some criticisms of Undertale Yellow, my overall opinion of it is still very positive. I’m glad to have experienced this game.
If you haven’t played the game yet, then I recommend starting with the neutral route. Pacifist is much harder in this game and there are story segments exclusive to the neutral route that make it worth the time investment.
My analysis from this point forward will include spoilers for all three major routes of Undertale Yellow. It will also be very long (close to 60 pages), so be warned.
My Background
I’ve completed all routes of Undertale, Deltarune (Ch 1-2), and Undertale Yellow
I primarily engage with UTDR fandom by reading and writing theories. I like to think that I’m decently knowledgeable about the series, at least
I have no professional background in game development
I’m usually a purist when it comes to games and the topic of fangames and mods. I’m a “picky eater” in particular when it comes to UT/DR fan content:
I’ve never played an Undertale fangame prior to Yellow
Most UT and DR fangames have either not appealed to me personally or have not been finished
I don’t engage with most story-driven Undertale/Deltarune Aus or fanworks if I feel they don’t capture the spirit of the original games
Saying Something Nice
Undertale Yellow is the best fangame that I’ve played in recent memory. I think it’s very likely that Undertale Yellow is not only the best Undertale fangame ever made but that it will remain the best Undertale fangame of its kind for the foreseeable future. It’s not just a good fangame but a good game in general--had Undertale Yellow been a completely original game with no ties to Undertale, it very likely would have become a cult classic in its own right.
Of the long-form fan content I’ve seen, Undertale Yellow is among those that come the closest to replicating the style and tone of the original game without feeling like it’s simply cribbing the story or jokes.
It goes without saying that Undertale Yellow’s spritework and animations far surpass those of Undertale in sheer effort, and at times they rival and surpass those of Deltarune as well. There are some stylistic differences between Yellow and the canon games, and I wouldn’t go so far as to say Yellow’s visuals are always better in every conceivable aspect, but the general quality difference is night and day.
Yellow’s music comes close to rivaling Toby’s work, though frankly I think this is a barrier that no fangame will ever overcome for me. It’s a better impression of Toby’s style than most who’ve tried, but it’s still noticeably an impression. One thing that I immensely appreciate is that Yellow has battle theme variants for each major area in the game. “Enemy Approaching” is a fine song, but I always start to get sick of it by the time I reach the end of Waterfall in the original game.
Most of all, what I respect about Undertale Yellow is when it shows restraint: the restraint to largely omit cameos and callbacks to Undertale’s characters except when it feels warranted to do so. I respect that the game doesn’t try to smuggle in characters or worldbuilding elements from Deltarune and instead sticks to its guns as an Undertale prequel. I also appreciate that, for the most part, it sidesteps the trap that most prequels fall into of trying to tell a bigger story than the original—the story of Undertale Yellow still feels impactful and meaningful, but it does not overshadow or diminish the events of Undertale.
I wanted to frontload my praises for this game because a lot of my more detailed analyses to follow will come across more negative and nitpicky. Admittedly, it’s much easier to point out something that doesn’t work in a story or game that’s otherwise good because it sticks out like a sore thumb and takes you out of the experience. Additionally, so many things are done well in this game that I’d be here all day if I listed every single thing that worked. If there’s an aspect of the game that I don’t comment on then just assume that I found it at least serviceable, if not great.
My Criteria
Since Undertale Yellow is based on the world of Undertale and borrows many gameplay elements from it, it’s virtually impossible to review or analyze the game without inviting at least some comparisons to Undertale.
Having said that, I’m going to avoid criticizing differences between Yellow and the original game if the criticism would boil down to “it’s different from Undertale, therefore it’s bad.” There are things that Yellow does differently that I find worse, but I’ll argue those on their own merit rather than pointing solely to the fact that they’re different. On the flip side, there are a few places where Yellow differs from the original game because Yellow does something better—I’ll be sure to point out these instances as well.
Overall, I’m grading Undertale Yellow on a curve because I can’t help but compare it to the original game. I don’t feel it’s unfair for me to do so, since Yellow relies on Undertale not only for its conceit but also for some of its story beats—Yellow would not make sense or feel complete as an experience if Undertale did not exist.
If Undertale Yellow had been a completely original game, with whatever tweaks or rewrites would have been necessary to make it such, my overall tone would probably be more positive, since I’d be comparing it to the average game experience rather than to one of my favorite games of all time. This is not to say that Yellow would have necessarily been better as an original game, nor am I saying that it should have been—it just would have made the comparisons to Undertale less warranted.
Lastly, I’m going to try to avoid comparing Undertale Yellow to Deltarune. I feel like this is a less fair comparison since Deltarune is not a finished game and Yellow lifts very little from Deltarune beyond a run button and the charge shot.
Bosses
Undertale Yellow’s bosses were the most contentious issue for me during my initial playthroughs. Subsequent playthroughs caused me to warm up a bit to some of the problematic ones, but most of my gameplay-related gripes are tied to its bosses.
My three biggest issues with this game’s bosses are the strategies for sparing bosses, the telegraphing of their attacks, and the attack variety that each boss has.
Sparing Strategies
To start with the simpler complaint, half the bosses and minibosses in this game have pacifist fights that consist of waiting for the boss’s dialogue and attacks to run out before you can spare them, sometimes requiring a token act only at the very end of the fight.
This is a problem because it reduces these fights to waiting games that can be brute-forced with a full supply of healing items. Annoyingly, these same fights also come with 2-3 options in the ACT menu that often do nothing and in most cases don’t even prompt any reaction or different dialogue from the boss.
By comparison, Undertale’s pacifist route only has two (and a half) bosses that require waiting out the opponent: Papyrus and Muffet, and both of these fights have alternate completion conditions that can be used to bypass the wait.
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Conversely, Napstablook’s fight requires acting, Toriel requires constant sparing, the Snowdin dogs all have unique acts, Mad Dummy requires redirecting her attacks back at her, Undyne requires running away, the Royal Guards require acting, Mettaton must pass a ratings threshold tied to unique acts, Asgore and Flowey require fighting; Asriel’s fight is half waiting but the second phase requires the lost soul segments to be completed.
Every Undertale boss felt like a puzzle on pacifist and some like Undyne and Mad Dummy were genuine brain-teasers. None of Yellow’s fights ever quite scratch that itch, though a couple come close like Guardener and Axis.
It baffles me a little that this issue is even present because the common enemy encounters in Yellow don’t fall prey to this. In fact, a few enemy encounters in Yellow cleverly require using multiple different acts in a specific (and usually intuitive) order to achieve victory—something that even Undertale seldom did.
It seems that most bosses in Yellow were designed around distinguishing themselves via their attack patterns rather than their spare method, though this leads into anther major issue: how these attacks are conveyed, paced, and telegraphed to the player.
Attack Telegraphing
Undertale Yellow is meant to have harder combat than Undertale, which had me a bit wary going in. The average enemy encounter in Yellow feels harder than Undertale, and the same is certainly true of the bosses. However, I’m not sure if I’d say any of Yellow’s hardest bosses quite rival the Sans fight in terms of sheer difficulty, at least in terms of the number of attempts it took me to complete them.
This could be chalked up to me coming into Undertale Yellow with more experience than when I first played Undertale, or Yellow’s 1.1 patch toning down a few of the harder fights. For the record, I’ve beaten all fights in Yellow without the use of the game’s “easy mode” option—I used it for certain bosses in my very first pacifist and no mercy runs, but I later replayed those runs with the setting disabled in order to have a “proper” experience.
Many fights in Yellow, big and small, feel less “fair” than the fights in Undertale and even now I’m not 100% sure I can nail down why. A lot of this boils down to the “feel” of the fights, but part of this could be due to me already being familiar with Undertale’s attack patterns and not Yellow’s. OG Undertale does have a handful of battle moments that feel “unfair” or not designed as optimally for new players as they could have been, which is easy for a player like me to gloss over after I’ve become familiar with the game. One such example is the Lemon Bread amalgamate, which (imo) is one of the hardest fights in the pacifist route.
Still, I noticed many instances in Yellow where incoming attacks would give little or seemingly no warning before they were able to hurt you. Some examples off the top of my head would be Mooch’s moneybag attack, Guardener’s triple stomp attack that fills the whole box, Starlo’s horseshoe attack that blends into his head before it drops, and Ceroba’s paralyzing diamond attack.
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The only consistent way I found to avoid attacks like these was either to know in advance where they were going to enter the bullet box or to already be moving before they appear. It doesn’t help that often attacks that come from outside the bullet box will spawn in immediately outside the box, minimizing the travel time where players could see them coming and act accordingly.
Another common issue I found is the frequent use of blue and orange attacks, often paired with each other and/or with regular attacks, and often without properly telegraphing which will be used until they’re already onscreen. In contrast, Undertale generally used these types of attacks one at a time or, in Asgore’s case, clearly telegraphed them before they were used in tandem.
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Yellow’s approach presents a problem because dodging orange and blue attacks demands either movement or lack of movement, which can force the player to take a hit if there’s already another attack onscreen that demands the opposite. In my experience the solution was either to know in advance where the blue and orange attacks would come from (and when) to get into optimal position, or simply tank the hit and hope you make up for it later.
Speaking from my own personal experience, I struggled for a time with Ceroba’s No Mercy fight when I went in blind—she has multiple deadly attacks with little to no telegraphing as well as color attacks that can overlap each other if you’re not already in an optimal position. I was only able to complete this fight on normal after I watched a no-hit run so that I could memorize her patterns. This is something I’ve never had to do for any Undertale or Deltarune fight, including Sans, and it doesn’t really feel like it’s in the spirit of the franchise. I always try to go into each of these games blind and I don’t think it’s unreasonable that a new player, even on a harder route, should be able to intuit what is expected of them in a fight. A few attacks might be challenging or counter-intuitive at first, but having to rely on rote memorization or a guide just doesn’t feel fun or organic to me.
On that note, some of you may be nodding toward the Sans fight as an example of some of the things I’m complaining about, particularly the lack of proper telegraphing and a reliance on memorization. Well, let’s unpack that.
To start, I’ll say that the Sans fight is not my favorite fight in Undertale from a pure gameplay perspective and that I don’t fully agree with some of its design choices. One reason I don’t play fan battles in general is because many of them seem to emulate the style of the Sans fight or double down on it without understanding it.
Despite my minor issues with it, I find the “unfair” aspects of the Sans fight to be more justified and acceptable within the context of Undertale than I find the seeming “unfairness” of Yellow’s harder fights to be in the context of that game. One reason is that the Sans fight is the only fight in Undertale (or Deltarune) that works the way that it does, whereas Yellow has several, even if they’re overall less hard than the Sans fight.
More importantly, the Sans fight has proper buildup, feels appropriate for the character and story, and (most important of all) the game itself acknowledges the fact that it’s unfair and the fight is designed around that admission. Sans literally has over a dozen different dialogue variations depending on how many times you die in his fight and when.
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The game is even aware of the fact that most new players won’t survive Sans’ first attack and creates multiple variants of just the dialogue before and after that attack. Undertale fully anticipates your deaths and cultivates a unique experience for you along the way as you learn Sans’ patterns.
To put it simply, the Sans fight is the exception that proves the rule: it makes you realize how much fairer the other fights in Undertale are and how easy it is to take those design principles for granted. Conversely, the attack patterns in the hardest Yellow fights didn’t feel radically different or radically “less fair” in philosophy from Yellow’s moderately difficult boss fights—both feel varying degrees of “unfair,” but the harder fights are just “more” with the occasional twist added on top.
My platonic ideal of a challenging boss fight in an Undertale game would be Undyne the Undying. Undyne the Undying is a massive difficulty spike in her respective run, at times she requires ridiculous reaction time, and it’s easy to psych yourself out and get double-tapped by her barrages and die quickly. Nonetheless, her fight feels fair—it’s a culmination of the rules you’ve been taught and it doesn’t needlessly subvert them. Even though she has her dreaded reverse-arrow attacks that trip up new players, these are still properly telegraphed and manageable. Looking at footage of it now, it’s surprising how this fight looks more honest and straightforward than many of Yellow’s later boss fights.
Attack Variety
Another contributing factor to my issues with Yellow’s boss fights is the sheer number and variety of attacks that some bosses have, particularly in the latter half of the game. To wit, most bosses in Undertale have about 4-5 unique attacks that are repeated with variations, while Undertale Yellow’s bosses can have upwards of 9-10 unique types of attacks, not including variations. Ceroba alone has ten completely different unique attack patterns in just the first phase of her pacifist fight—every single turn is a completely different attack requiring different dodging strategies and none are repeated.
Some may be asking why this is a problem. Isn’t more variety a good thing? This just shows that the Yellow team put more effort in, right? My issue here is that many of these attacks don’t seem to exist for any reason except for the sake of artificial variety and because the devs (presumably) thought they’d be a cool-looking thing to dodge. If you’re confused as to the point I’m trying to make, let’s look at how Undertale utilized its attack patterns with Mettaton EX.
The Mettaton EX fight is a favorite of fans and mine, and one reason I like it so much is for how it uses eclectic and seemingly chaotic attacks to teach the player new mechanics while offering a spare mechanic that relies on strategic thinking to optimize. The fight offers the following types of attacks: moving legs, bombs, boxes, miniature mettatons, gates, a disco ball, and Mettaton’s heart. Not counting the joke/gimmick turns like the essay or break time, this is seven main attack archetypes, each with their own variations and crossover with each other.
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Note that all seven of these attack types interact with the fight’s core mechanic: the yellow soul mode. More importantly, each of these attacks teaches the player something about how the soul mode works with no need for an onscreen prompt. Boxes and bombs teach you that there are some attacks you should shoot and some that you should not. The hand gates initially teach you that some bullets are unaffected by your shots, but later you’re given gates with yellow buttons that will open them, teaching you that some targets require precision. The miniature mettatons teach you that some attacks will become a bigger problem for you if you don’t take them out right away. The moving legs teach you that shooting can stop certain attacks from moving and that the timing of your shots is important. The disco ball builds on this lesson, requiring the need to plan your next movements when shooting the ball. The heart serves as the culmination, featuring the bombs and mini-mettatons from before while also giving you a precise moving target to hit repeatedly.
All of Mettaton EX’s attacks tie into a common theme and reinforce one another—learning to dodge and utilize the mechanics of one attack will make you better-equipped to deal with the others. It’s by no means a perfect fight, nor does it teach all of its lessons perfectly—I remember it taking me several attempts to complete and some mechanics like the disco ball and legs didn’t “click” with me immediately, but there’s clear intent behind every attack and it’s remarkable how utilitarian the whole thing is structured, despite its reputation for being one of the game’s longer and more self-indulgent fights.
Let’s bring things back to Ceroba for comparison. Her first phase has 10 unique attacks, only half of which feature mechanics that appear in the later phases: her paralyzing diamonds, her spinning bullets that circle around you, her bells that create colored shockwaves, and the vortex that opens in the center of the arena.
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The other attacks are only used once, have little-to-no pattern commonality with each other or with her later attacks, and teach nothing other than how to dodge each of these one-off attacks. At most, a few attacks share a flower motif but move with completely different behaviors (straight line, fanning out, circling, homing in). While this isn’t horrible design, I can’t help but find it a bit wasteful considering what other fights have done with less and how chaotic the later phases of Ceroba’s fight get—something that players could have been eased into by having her first phase present more of her later attacks in a more controlled environment.
In the end, I remember being frustrated with the Ceroba pacifist fight when I first played it. Part of this was due to my own mistake of going past the point of no return without a full stock of items, but the lack of cohesion in the first phase and its lacking relevance to the mechanics of the second phase made it hard for me to “gel” with the gameplay and, as a result of my own frustration and confusion, I had a harder time getting invested in the narrative. I’ve seen some fans label the Ceroba fight the best fight in the series, but I wouldn’t even put it in my top 25, despite the overwhelming effort on display from the developers.
To bring the comparison home, I cried the first time I saw Mettaton say goodbye to his call-in viewers, but not once did I cry during Ceroba’s fight. A flamboyant robot making a single pained expression leaves a bigger impact when his attacks are unintrusive to the experience, and a lovingly-animated grieving fox’s backstory doesn’t hit as hard when I’m distracted by a hodgepodge of visually stunning but incoherent bullet hells. Less is more.
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I realize I’ve been a bit mean to Yellow during this segment. In fairness, I did replay the pacifist route and tried the Ceroba fight in a more prepared state. I enjoyed the fight more my second time around, but I still would not rank it among my favorites in the franchise. And to be clear, I don’t hate this fight at all—I just think it represents the excesses in Yellow’s battle design and how they can sour a first-time experience, which is the most important experience for a narrative-driven game. Even the weaker aspects of Yellow’s design are, by and large, serviceable by the standards of typical game design. Compared to Undertale, though, I was disappointed in the areas where it lacked or, more accurately, overstepped.
Having fewer types of attacks is not a result of less effort—it allows more room for variations on each type of attack and it can make difficult or poorly-telegraphed attacks more forgivable if the attack is used multiple times with the first instance training the player for the future variations. I feel that having too many unique attacks for each boss resulted in each attack not receiving the necessary polish and balancing that it should have, and it also made each fight feel less instructive and lacking in a clear design goal.
To close this off, I’d like to give a positive example of a boss fight from Undertale Yellow: Axis. For the most part, Axis successfully walks the tightrope of Yellow’s more complex late-game fights while still maintaining a consistent theme and introducing concepts to the player gradually. The whole fight revolves around blocking Axis’ attacks with a trashcan lid—first with a ground-based lid, then with a lid that rotates around an axis (get it?). As the fight progresses, new types of projectiles and hazards are introduced, usually first using the ground-based lid to avoid overwhelming the player.
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As if that weren’t enough, the fight comes with its own unique sparing strategy where players fill a meter by blocking attacks and then attempt to reflect an orb back at Axis once the meter is full. The fight’s not perfect—there’s still the occasional one-off attack that doesn’t really teach any relevant lesson to the player, the orb reflection mechanic is finicky, and the fight is perhaps slightly more difficult than I’d prefer from a typical boss fight, but if all Yellow bosses had been of a similar caliber then I wouldn’t have needed to go on this massive detour about boss design in the first place.
Since some might ask, I might as well weigh in on Yellow’s most controversial boss: El Bailador. I initially had difficulty with this fight due to my lack of experience with rhythm games (and the lack of preparation that the game gives you). I also found the need to press a direction key and the Z key for each note to be a tad clunky. Beyond that? I actually didn’t mind the fight all that much. It introduces a simple concept and builds upon it gradually in a way that felt satisfying to me as I began to master it. The last turn maybe goes on for too long, but I can’t say that I hated it. I promise I’m not trying to piss off the Undertale Yellow fandom (who, if memes are anything to go by, seem to despise this fight), but I found the simplicity of Bailador refreshing considering how chaotic the later fights get. That said, I turned on the auto-rhythm setting in future playthroughs to make this fight less of a difficulty spike.
Themes
To start off, I’d like to acknowledge the fact that Undertale Yellow largely avoids most of the “meta” themes that Undertale and Deltarune touch upon, nor does the game try to go in its own direction in regards to metatextual concepts. Undertale Yellow generally leaves the topic untouched, aside from continuing to use in-universe mechanics established in Undertale such as saving and EXP/LV. Some fans might view this as disappointing or even a betrayal of the tones and themes previously established in Toby’s work. Me? I don’t mind at all, honestly. If anything, it’s refreshing to see an Undertale fan project that takes the setting of Undertale at face value rather than trying to outsmart it or put their own meta spin on it. Far too often have I seen fanworks that swing the pendulum in the other direction and have characters just flat out address the player and shatter the verisimilitude of the setting with no buildup.
None of this is to say that Undertale Yellow is lacking in themes. The most prominent theme I noticed, unsurprisingly, is that of justice. Undertale strongly implies that the yellow human soul is the soul that represents justice, and fanworks ever since have ran with the idea. Undertale Yellow represents the culmination of this concept by turning each of its routes into differing interpretations of what justice means.
As a refresher, Undertale Yellow has three main routes with four endings: true pacifist, “false” pacifist, neutral, and no mercy. I see each ending as its own realization of and commentary on the concept of justice.
Neutral
In Undertale Yellow, the neutral ending acts as something of a “bad ending” from classic video games. These are the kind of endings you get when you fail to 100% complete a game and you’re told to go back and do it again, complete with Flowey’s laugh imposed over the “Thank you for playing!” end credits message.
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Who wore it better?
Thematically, the neutral route represents justice as subjective and personal—Clover can spare or kill whoever they wish. It’s hard to argue that any one monster in Undertale Yellow is more guilty than any other in this route, so killing monsters in neutral largely comes off as the capricious whims of Clover rather than being based on any consistent law or greater principle.
This outlook ultimately blows up in Clover’s face when they come to a head with their foil in this route: Flowey, who exercises his own form of justice, or “judgment” as he prefers. Flowey only cares about freeing himself from his current situation and will use any means to achieve this goal. In his eyes, your failure to follow his directions or be of further use of him is a slight against him that demands punishment as he sees fit.
Fitting this individualistic outlook, Flowey takes “might makes right” to its logical conclusion by trapping you in his own personal hell while he acts as a wannabe-God looking down on high. Ultimately Clover can only escape when Flowey wills it, cementing Clover’s status as a pawn subject to the whims of the powerful despite their illusions of independence. Without laws to protect them, the weak will be trampled by the powerful.
Pacifist
Pacifist presents two outlooks depending on whether Clover spares or kills Ceroba in the final battle. Of all the monsters Clover meets, Ceroba is the most culpable for a serious real-world crime other than Asgore and Axis (the latter of whom may not meet the definition of culpability or competence to stand trial).
Clover lacks the fore-knowledge that Ceroba’s daughter will likely survive thanks to Alphys’ efforts, so Clover would view Ceroba’s actions toward Kanako as manslaughter, or at least reckless endangerment. Unlike the neutral route, Clover’s choice can’t solely be chalked up to their own personal whims—actual harm has been done by Ceroba, but more harm may yet be done if she’s killed.
False Pacifist
If Clover kills Ceroba, then this choice seems to represent justice as following the law to the letter, for good or ill. Starlo, who’s most upset by Ceroba’s passing, reluctantly echoes this sentiment:
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Even if Clover stands by their choice deep down, it’s reasonable to assume that hurting Starlo this way left a bitter taste in their mouth. Not long after this, Clover reaps what they’ve sewn as they come face to face with their foil for this ending: Asgore.
Initially I thought it was strange that Asgore doesn’t appear if you spare Ceroba, but this ending illustrates why Asgore’s entrance is most appropriate here. Asgore finds himself in a similar situation as Clover. Asgore is keeping his word to his people for good or ill, and a king’s word is law. In all likelihood, Clover probably hated killing Ceroba in much the same way that Asgore hates killing humans. But both are trapped within the confines of their own rigid principles.
Martlet, who acts as an onlooker, first argues on behalf of Clover’s killing of Ceroba on the basis of the law, but just as quickly turns around to plead that Asgore bend the rules of his kingdom to spare Clover. In the end, she can’t have it both ways. No one is happy with how things turn out and the only thing served is the letter of the law, rather than the spirit of justice.
True Pacifist
If Clover spares Ceroba, it might be for her own sake or because killing her will benefit no one and will only serve to harm Starlo. In much the same way, killing the monsters who harmed the five humans won’t bring any benefit to monster or human alike and will instead only fan the flames of war.
Clover came to the Underground armed in search of five humans, no doubt willing to enact justice on anyone or anything that harmed them. Instead they find a world of good-hearted people who have ample reason to distrust humans. Through acts of kindness, this distrust is cast aside and many friendships are made.
In the Wild East, Clover is presented with the classic trolley problem. Starlo emphasizes that Clover could let a large group of monsters die while incurring no personal responsibility. Clover didn’t tie those monsters to the tracks in much the same way that Clover is not personally responsible for monsters being trapped Underground. However, Clover can save them by sacrificing a single life—an anonymous other, but eventually Clover is faced with the possibility of becoming that sacrifice willingly.
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Clover choosing to give up their soul is not only an ultimate act of selflessness but also interprets justice as a principle higher than any mere law or person’s whim—laws should not exist solely for their own sake because laws should be a means for the betterment of all. Any “justice” that loses sight of this higher principle has no meaning or value, so one must act in service to the greater good.
Clover doesn’t deserve to die, but sitting on the sidelines so that monsters or the next fallen human can suffer in their place would be a greater injustice in their eyes. Ultimately they decide that their own sacrifice, while tragic, will create the best outcome for everyone and act as a step towards restorative justice for monsterkind.
No Mercy
No mercy was a bit of an enigma for me initially. It starts off largely the same as Undertale’s no mercy route, only without the one-shot kills and commentary on completionism. It’s not until Steamworks when the aim of this run starts to come together. We see a role reversal where Clover chases down Axis, and Flowey of all people questions Clover’s craving for destruction.
When fighting Axis, we see him admit that he had killed a previous fallen human. Although this information can be uncovered through a hidden tape in the pacifist route, here we see this revelation enrage Clover to the point that their LV increases on the spot. Normally I’d nitpick something like this, since Undertale states that cruel intentions can make a human’s individual attacks stronger but their LV is tied to their EXP. However, I can overlook this since the rules are bent in service of a good character moment that defines the run for me.
This moment and the ending recontextualize the whole run up until now: Clover isn’t killing indiscriminately like Frisk was. On the contrary, Clover is quite discriminate with their killing: they specifically want monsters (and their creations) destroyed, but not humans. Up until now we haven’t had an Undertale protagonist who is unabashedly pro-human. Chara was very much the opposite and some lines in Deltarune imply Kris may feel similarly. Frisk seems ambivalent, but from the beginning Clover has been acting for the sake of the five missing humans.
In neutral and pacifist, Clover judges monsters on an individual basis, but in no mercy all monsters are deemed guilty. What distinguishes this run from the others, besides the brutality of Clover’s actions, is that their actions can’t solely be chalked up to dogmatic obedience of the law or their own selfish desires.
Throughout the run, Clover can choose to steal from shops, commit armed robbery against Mo, and even cheat in their “dual” with Starlo—all of these indicate some degree of underhandedness or dishonor, but Clover’s outlook is seemingly that monsters don’t deserve fair play or the benefit of the doubt.
Conversely, we see from the ending that Clover goes out of their way to free the five human souls—they don’t leave them behind or try to go on a power trip and use them for their own ends (as far as we’re aware). No mercy is a dark reflection of true pacifist, where “justice” has transcended the letter of the law as well as personal desires. Instead of “justice” being in service to the greater good of all, it’s in service to division, tribalism, and vengeance.
Even so, one can debate whether Clover’s actions are motivated more by a love of humanity or purely by a hatred of monsters. Asgore points out that Clover’s actions will only worsen the conflict between humans and monsters, and more humans will die in the future as a result.
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This doesn’t seem to give Clover any pause, so one can assume they either don’t believe Asgore or they don’t care—they’re here to make monsterkind pay, and if more conflict arises then that means more opportunities for payback in the future. Make them pay and never stop making them pay.
Characters
Character writing is a crucial component of any Undertale-adjacent game and it’s often the biggest stumbling block I encounter when I’ve tried to get into fanworks. I mean that in no way as a slight against fan creators, but rather to illustrate how high the bar has been set by Toby. This is a bar that’s set just as high, if not higher than Toby’s musical abilities, imo. In all the ways that I would describe myself as a “picky eater” when it comes to Undertale content, I’d say character writing is where I’m by far the pickiest.
To give Undertale Yellow a fair and thorough analysis, I’ll be going over all of the major characters one by one to give my impressions of them as well as what I feel works and what doesn’t, starting from the top:
Clover
There isn’t a ton to say about Clover compared to the other characters, but this isn’t a bad thing. What’s apparent is that Clover has more personality and initiative on display throughout the game than Frisk did, though in some ways not as much as Kris—Clover is something of a middleground between the two canon protags. At several points we’re only given a single dialogue “choice,” meant to illustrate when Clover has made a decision on their own.
We’re told Clover’s surface-level motivation: to find the five humans who disappeared, but we’re not given any context as to what connection (if any) Clover has to these humans or what their own history is beyond one or two vague bits of flavor text.
Clover’s motivations can evolve or outright change course depending on which choices the player makes throughout the game. I already went over this in the themes section, but the fact that Yellow largely eschews the broader metatextual commentary found in Undertale means that Clover’s actions are much easier to attribute as their own in-universe decisions, rather than something imposed on them by a controlling entity.
Beyond this, we also see Clover display various quirks via their character animations, such as kicking their feet while seated, tugging on Ceroba’s sleeve, or standing on their tippy-toes when handing their hat to Martlet. We ultimately can’t say much about Clover’s overall personality or interests outside the context of game events, but these little flourishes help to make the character memorable.
By default I’d argue that Clover’s “better written” as a character than Frisk was, barring the metatextual baggage attached to the latter. Overall, not a bad start.
Dalv
I wasn’t sure what to make of Dalv initially. Confession time: Dalv was the deciding factor that led to me not checking out the Undertale Yellow demo when it first dropped. I’ve got nothing against the guy, but at the time I didn’t really “get” his character—I wasn’t sure what his motives were and I couldn’t even understand what his first lines of dialogue were meant to convey.
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Even now I’m still not 100% sure whether his first line of dialogue is him rehearsing a conversation with another Ruins monster, with the monster that used to leave him corn, or with the previous human that he encountered. The fact that Dalv is known by the other monsters for talking to himself and having imaginary friends only blurs the lines further, though this doesn’t feel intentional.
This is part of a broader, though minor, issue with some of Yellow’s writing where characters will allude to events and other characters that a first-time player wouldn’t be familiar with. To be fair, Undertale does this as well early on but usually with enough context clues to help you figure things out—Papyrus namedrops Undyne and Alphys in Snowdin, but we learn from context clues within Snowdin that Undyne is a monster of authority that Papyrus knows and Alphys is a doctor and apparent inventor.
To draw a more direct comparison, we know early on that Toriel is a motherly figure and we see in her house that she has taken in other children who’ve met an unknown fate—this mystery leads to some first-timers speculating whether Toriel is the one responsible for said fate. Right before her boss fight she explains her motives more clearly--her actions, though overbearing, have been to protect Frisk. You can also infer, though not stated directly, that her actions towards Frisk may be some attempt on her part to recreate or make up for her past experiences with children that she’s lost. Later on we learn that she’s Asgore’s ex-wife and lost her two children tragically, but this is not something that needs to be spelled out in order to get a basic grasp on Toriel as a character.
Dalv, on the other hand, has an implied backstory that is never outright stated but instead needs to be pieced together from context clues given much later in the game, some of which are tied to optional secrets and randomly-generated fun events. In short, Dalv was a monster living in Snowdin who met Kanako when she and Chujin came to visit. During that visit, Dalv was attacked by a human (implied to be the one carrying the blue soul), who was later killed by Axis. It’s implied that this experience was so traumatic that Dalv retreated into the Ruins and cut off all contact with those around him. Conceptually? This is a solid backstory. No notes. It’s a shame, then, that most players don’t even seem to be aware of it after finishing the game.
Now, a character doesn’t need a tragic backstory in order to be likable or compelling. In fairness, I do enjoy the aspects of Dalv’s character that are given upfront in his house—his neatness, his social awkwardness, his creative side, and his “imaginary” friends. The problem is that we don’t see these sides of him until after his boss fight, when most players likely won’t see him again for the rest of the game.
Characters don’t need to front-load their entire personality or backstory into their first encounter, but doing the opposite isn’t helpful either. First impressions matter in fiction, and unfortunately Dalv gave very little for me to latch onto for most of his screentime. It’s really only through hindsight that I began to appreciate Dalv as a character, but even then he isn’t one of my favorites in Yellow, let alone comparable to Undertale’s core cast.
Martlet
Martlet is the most recurring character in the game aside from Flowey. Although her personality is quite different, I get the sense that her role is meant to be analogous to that of Sans and Papyrus, namely as a comic relief character that drops into your adventure regularly and presents a crucial turning point right before the game’s ending.
Martlet’s introduction gave me flashbacks of Dalv—namely that she never even interacts with Clover until the end of Snowdin, making me fear that once again a new character’s story was going to be backloaded into their final appearance before they disappear from the narrative. Thankfully this wasn’t the case. Martlet’s in it for the long haul and her boss fight is more of an introduction to her character than a conclusion.
So what do I think of Martlet? I’d say that I like her more than Dalv, or at least she’s better utilized than Dalv. Still, it took a while for Martlet to “click” with me. I think what I got hung up on was that a lot of her early gags revolve around royal guard protocol and the handbook that she keeps around. In many ways this feels at odds with what’s later established about her character, namely that she’s scatterbrained, wishy-washy, and lacks long-term goals or planning skills.
Martlet doesn’t seem like the type of person who’d follow a handbook in the first place, given how often she disregards it anyway. Perhaps the intent was for Martlet’s “arc” to be her unlearning what she’s learned from other monsters regarding humans and for her increasing disregard of the handbook to symbolize this. While I think the former is true—she says as much on the apartment rooftop at the end of the game, she seems to waffle back and forth on following her royal guard duties as the plot demands—ignoring them when it means accompanying Clover but following them when it means having to be separated from Clover.
I think this ties into a bigger issue that I have with Martlet, which is that at times she feels like she’s a character of convenience for the story rather than a character acting on a clear want or need. I think this is most blatant when viewing the various “abort” points in a no mercy run.
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No matter how badly you beat Martlet in Snowdin and how resolute she is at stopping you, she’ll turn on a dime if you’ve aborted a run prior to Oasis or Hotland just so that she can play out her allotted part.
Other times it feels like she’ll show up just so that there’s someone for Clover to talk to and someone to react to what Clover sees. Now, it would be reductive of me to write off Martlet as a mere plot device—she isn’t, and any appearance otherwise is more so a flaw of the narrative than of her as a character.
You’ll notice I haven’t said much about how I feel about Martlet’s personality, her dynamic with other characters, or her overall “vibe” and honestly she’s just… fine? It’s hard for me to say anything because she feels a bit lukewarm to me—she’s not undercooked like Dalv, but she’s not as memorable as many of the other characters either. She says some funny things, but she’s not the funniest. She has some great and heartfelt lines during the pacifist ending, particularly this one:
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But as a whole? She’s just fine. She's competently written, no major complaints.
I think maybe what Martlet lacks is a “larger than life” quality to her character. I’m not saying that her role within the setting should be larger than life, but rather she could use at least one exaggerated trait to help her stand out from the pack—Papyrus has his bravado, Sans has laziness and jokes, Undyne has intensity, Alphys has awkwardness, and Mettaton has his showmanship. Not every Undertale character is like this, but I feel like Martlet was intended to fit a similar mold—we catch glimpses of it, like her overly long “P.S.” messages amended to her first puzzle, but imo she doesn’t go far enough consistently enough (assuming that was the intent).
One last thing that I want to touch on is Martlet’s contingency plan for Clover that comes into play in the No Mercy run, where she injects herself and becomes “Zenith Martlet,” as fans have dubbed her. Conceptually I’m fine with the idea of Martlet having an ace up her sleeve that she’s too indecisive to actually use in most scenarios.
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This feels in-character for her and I can even look past a scatterbrained character with no planning skills having a plan like this since it’s largely Martlet appropriating another character’s plan. The main thing that I find questionable about Martlet’s plan is that it relies on Alphys’ determination extraction experiments.
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We the audience know what that is, but how does Martlet know about them or even what to look for? We do know that underground residents were asked to donate fallen down monsters to the lab, but seemingly nothing is revealed to the public about the nature of the experiments. Even Ceroba, who had a vested interest in learning all she could, seems to be completely in the dark. In the pacifist ending, Martlet offers to investigate the experiment for Ceroba, implying she didn’t know the full story either. I also question how Martlet would’ve been able to venture into the true lab seemingly without running into a single amalgamate, given that she never brings them up in pacifist.
Now, my issue here is not the supposed “plothole” that this creates. My main issue is that a more reasonable solution was sitting right there: Chujin’s monster serum. I legitimately wonder if earlier drafts of this game’s story had Martlet using Chujin’s serum instead of Alphys’ extract, because the former would bring everything full-circle and it would tie in more naturally with the flashback scene of Martlet with Chujin.
Now, the obvious answer is that Chujin’s serum was never completed, but I can’t help but wonder if perhaps this wasn’t always the case. During Ceroba’s flashback, we can see a case with two syringes—one full and the other seemingly empty.
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This is just my own speculation, but I can’t help but wonder if it was once intended for Ceroba to use one syringe on Kanako and for Martlet to have taken the other. Obviously this doesn’t jive with the story as it’s currently written—Martlet is clearly taken aback when she learns of the experiments that Chujin conducted. Still, part of me wonders if an earlier draft had Chujin entrust Martlet with a prototype of the serum to keep her safe.
I think it’d be fitting if the no mercy route were to reveal that Martlet was a lot more privy to Chujin’s less savory actions than she let on, and that even in pacifist she kept this knowledge to herself of self-preservation or shame. This would fit with a line of hers in the no mercy fight after her flashback of Chujin:
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It would be fitting for the NM run if we were to learn that there was always a seed of doubt and mistrust between Martlet and Clover, even during the best of times.
The Feisty Five
I’ll be brief, but when these guys first showed up my first thought was “great, I’ll never remember all these new characters” and I’m glad I was wrong. While they don’t have quite the depth that the main characters do, they’re all memorable in their own way. They’re also the first characters in the game to get a serious chuckle out of me and I wish we got more of them. If we’re comparing quirky miniboss squads, these guys clear the Snowdin canine unit and Sweet Cap’n Cakes. There, I said it.
Starlo
This is the coldest take ever and I won’t even try to bury the lede: Starlo is the best Undertale Yellow character. He’s funny, he’s charming, he’s flawed, he has layers, he has great moments of pathos with Ceroba, and he has a backstory that isn’t tragic yet still feels necessary to his character.
Here’s another cold take: Dunes/Wild East is the best part of the game. Dark Ruins and Snowdin, while not bad, still feel very much like typical fare for a romhack or fangame. Wild East is the first area that truly feels like Undertale, which is ironic since it’s also the first completely-original area.
By extension, Starlo is the one original character who feels most like he could be an Undertale character. It’s easy to take for granted all the little nuances that Toby injects into his characters to make them stand out, which is probably why I felt so lukewarm towards Yellow’s cast up until Starlo’s introduction.
One thing I admire about Undertale’s core cast is that each character has their own unique manner of speaking, to the point where you can identify a character’s dialogue without needing a dialogue portrait or typer sound. Starlo shares this trait, speaking in a semi-stereotypical drawl while occasionally misspelling words (FEISTYJ, dual vs duel). It’s a small touch but it goes a long way to endearing me to the characters in these games.
Although Starlo is mostly a comedic character, he still has plenty of depth. Another hallmark trait of Toby Fox characters is that they have multiple sides to them that seem contradictory at first glance but actually tell you something profound about the character (Papyrus’ bravado masking his loneliness, Sans’ joking to cope with his harsh outlook, Alphys’ awkwardness stemming from her guilt).
Starlo also fits this trend, first presented as a dashing and charismatic lawman that is nothing more than the mask of a nerdy and immature farmboy. And I would say Starlo’s fatal flaw is immaturity—not because of his interests, but because of his attitude. Starlo treats his friends like playthings, takes what he wants from Clover and Martlet when he first meets them, and he acts utterly irresponsible with his (or rather, Blackjack’s) firearms.
We learn from Starlo’s mom that he once pined after Ceroba and that he took a long time to move on.
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It’s also implied that Starlo had a grudge against Chujin, which could have been due to the two having differing opinions on human culture or Starlo’s own jealousy over Ceroba.
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We can also see this immaturity reach an ugly conclusion if Ceroba is killed in the so-called false or “flawed” pacifist ending. Starlo previously trained Clover to carry the weight of taking a life and also taught them the value of sacrificing one life to save many, but Starlo immediately throws this out the window as soon as Clover acts (as far as he’s aware) in self-defense.
This is a case where I’d argue that Starlo is right but for the wrong reasons. Starlo’s not so much recanting his earlier philosophy as he’s simply upset because someone he cared about was sacrificed this time—had it been a stranger or a ne’er-do-well like Vengeful Virgil then I doubt Starlo would’ve parted ways with Clover so bitterly. That’s just my interpretation, anyway.
None of this is to say that Starlo is always immature. When it comes to his interactions with Ceroba he’s often the most sensitive and emotionally-mature person in the room, which is a trait that we only see grow in him after he gets a reality check in the Wild East. When trying to talk Ceroba down we see Starlo give his respect to Chujin, despite their past differences, and he’s patient and understanding to the utmost once the fight is finally over.
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This doesn’t mean that Starlo is a doormat for Ceroba either, as we earlier see him confront her and call her out when he suspects foul play involving Kanako—he clearly cares for Ceroba a lot but won’t sit idly by while she ruins her life or the lives of others.
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Honestly, Starlo’s bond with Ceroba is a contender for the most wholesome relationship (platonic or otherwise) in the entire franchise—yes, I’m actually saying that there’s an aspect of this game’s writing that rivals and perhaps even surpasses Undertale and Deltarune.
I realize a lot of my analysis of Yellow’s writing has skewed negative, but as a reminder I am grading this game on a curve because it’s a companion piece to one of the best-written games of all time. To give Yellow a bit more praise, I think it might actually do a better job than Undertale at portraying characters’ moments of vulnerability and allowing them to cut to the emotional core of an issue, as seen with Starlo and Ceroba’s late-game interactions as well as Clover’s ultimate fate and its aftermath.
Unlike Undertale, there was no moment in Yellow that quite made me cry, but moments in the pacifist ending came close. I consider this quite the feat because the final outcome of Yellow’s pacifist ending is easily predicted from the start and the way that it plays out is a concept that would be difficult for any writer to sell. Yellow was backed into a corner by being a prequel, whereas Undertale had free reign to tell whatever story it wanted. In many ways I feel Yellow’s ending did just about the best job it could with the hand that it was dealt—it’s not perfect, and in one or two areas I feel it overplays its hand (which I’ll cover shortly), but the writing succeeds far more than I would’ve thought it would have with such a concept.
Axis
This’ll be another brief entry, but I wanted to include Axis since he always seems to get left out of fanworks. I enjoy Axis but I’m not sure I fully understand him. His overall arc and goals are very straightforward, but for the life of me I can’t really nail down what his personality is. He’s funny and memorable, which goes a long way for me, but I can’t really wax poetic about him beyond saying that he’s your stock quirky robot. It is a bit of a shame that, like Dalv, he’s largely isolated to one area and has little to no interaction with the rest of the cast.
I suppose one thing that bothers me is how robots in this game aren’t treated as people, which feels at odds with the broader themes of Undertale. We’re taught that amalgamates and even a soulless flower are still people, so having robots that lack free will and don’t even count as EXP kinda rubs me the wrong way. I generally don’t like when fictional works treat sentient robots as less than human or “soulless.” In my view, the true point behind sentient robot stories isn’t to debate whether robots have souls, but rather to question what a soul is and who gets to decide who has one and who doesn’t, or whether they exist at all.
Robots in fiction are meant to be a reflection of humans, and the robots in Yellow could have been presented as a reflection of video game characters as a whole—can free will exist when you’re programmed to fulfill a function? Unlike in our world, souls are a scientifically measurable quantity in Undertale’s universe, so I guess Yellow’s portrayal of “soulless” robots works on a technicality, but that doesn’t mean I have to like it.
Ceroba
I don’t think it’s a stretch to say that Ceroba is the most controversial character in the game, and I find my own opinions of her (and her family) to be polarized as well. In a neutral run she’s barely noticeable but in pacifist she eventually becomes the main focus of the story. I’ve seen some people criticize Ceroba’s level of focus, but I’d liken it to Alphys and Flowey’s elevated level of focus in Undertale’s true pacifist ending. In other words, it doesn’t bother me.
Ceroba’s personality is a bit of an anomaly for me in the sense that she’s not quirky like a typical Undertale character, and yet I feel that aspect of her works for the story that Yellow tells. Previously I mentioned how Martlet didn’t really “wow” me as a character in part due to her lacking a sufficiently “larger than life” personality, but I feel Ceroba succeeds where Martlet didn’t for me because (1) Ceroba is clearly not intended to be a comic relief character and (2) Ceroba often acts as the straight man to other characters like Starlo and the Steamworks machines, whereas Martlet often feels like she has no one to work off of her besides Clover (for whatever that’s worth). In many cases, Ceroba’s understated reaction to things or her attempts to parse or explain them rationally end up making scenes funnier, such as when Starlo cuts off her piece on the ethical quandary of his trolley problem.
Having said that, I do think it’s a bit of a missed opportunity that the game doesn’t expand more on Ceroba’s own interests or quirks outside of her family. While showcasing a character’s hobbies can sometimes feel like checking an item off of a list, it helps add a bit of texture to a character that makes them that much more believable.
Not knowing this information doesn’t “ruin” Ceroba or anything, but it’s a bit disappointing that most of her “talk” dialogue in the steamworks, while interesting, pertains to her immediate surroundings or her family and friends instead of herself. The most we get is that she used to have a gym membership and (if I recall) she was once a waitress. We later get to see her room and all that’s in there is a bed, a photo, and her clothes. After seeing all the loving detail put into Papyrus and Alphys’ living areas in Undertale, it’s such a shame to see Ceroba’s opportunity squandered.
Oddly enough, if there’s one existing bit of characterization that I think could’ve been retooled sightly, it’d be Ceroba’s dynamic with Clover. Ceroba is a mother who lost a child around Clover’s age (or younger) but she’s also distrustful of humans and had a husband who hated them. You’d think that Ceroba would react strongly to Clover one way or the other, either distrusting them as a human or having a soft spot for them due to Clover being a child, or feeling conflicted between these two outlooks. Instead Ceroba seems utterly casual around Clover.
Initially her laid back attitude served as a nice contrast to the overbearing wackiness of Starlo and the Feisty Five and helped endear Ceroba to me as a character, but it begins to feel a bit out of place when she says things like "I respect the hell out of you" to a child.
Maybe I’m overthinking it, but the way Ceroba treats Clover makes sense for how she’d treat a stranger who was a monster, given what we see of her personality, but I’m just not sure it makes sense that she’d treat Clover that way specifically. I’d be fine with it if the narrative unpacked the idea—maybe she’s casual around Clover because she’s too world-weary to muster a strong reaction, or maybe she’s forcing herself to act casual to hide her true plans for Clover, or maybe she never fully agreed with Chujin’s rhetoric on humans and is acting against them out of pragmatism, or maybe she never liked kids until she had one of her own, etc.
Speaking of kids, I guess there’s no avoiding the elephant in the room: Ceroba’s backstory. If I had to guess, I’d wager this is probably the most controversial portion of Undertale Yellow’s entire narrative, and I have a lot to say about it.
To start, I’ll say that I really like the way that (most) of Ceroba’s backstory is doled out to the player piece by piece over the course of a playthrough. As early as Snowdin you hear mention of Chujin, then in Wild East you can piece together from various bits of dialogue that Ceroba had a family that she’s reluctant to speak about. Steamworks fleshes out Ceroba and Chujin’s pasts considerably, albeit mostly hidden behind optional talk dialogue.
Steamworks also has one of my favorite scenes in the game when Ceroba learns why Chujin got fired—it technically doesn’t contribute anything major to the main plot, but it helps illustrate Chujin’s flawed methods that Ceroba willfully overlooks so that she can double down on furthering his “legacy.”
Right before Hotland is when the other shoe drops and Starlo confronts Ceroba—this was the moment that had me hooked on uncovering the mystery of Ceroba’s past. This leads right into the abandoned Ketsukane estate, which is another of my favorite sequences in the game. I was always a huge fan of Undertale’s True Lab and Ceroba’s house scratches that itch for me. The two locations have a very different tone and style of gameplay (or lack of), but both are dripping with unsettling atmosphere and environmental storytelling. Maybe it’s just me, but I’ve always been creeped out by abandoned houses—not decrepit haunted mansions per se, but places that were abandoned so recently that you’re not sure whether someone might still be lurking inside.
Unfortunately, I start to run out of nice things to say about this storyline as soon as Clover and Martlet enter the estate’s basement. Before we descend into that chasm, I want to make one thing perfectly clear: I am not a “Cinema Sins” kind of guy. I do not go into a work of fiction looking for inconsistencies to complain about. My philosophy is that I can overlook the occasional plothole or retcon or bending of the rules if it’s done in service to a good story or memorable character moment.
If anything, I find it annoying when a story tries too hard to cover all its bases with exposition out of fear that some smartass is going to find some plot detail to complain about—this just draws more attention to potential “plotholes” that could’ve easily been ignored. I don’t care if the eagles could’ve carried the ring to Mordor and I don’t care whether the ark of the covenant would’ve killed the bad guys in Raiders if Indy wasn’t there. At the end of the day, if a story is well told then I can overlook things like that, and if it’s not well told then my mind wanders and I begin to notice those sorts of things, but those nitpicks (more often than not) are not the underlying cause of the problem—lack of a compelling story or believable characters is.
So, getting back to the basement. Here we see Chujin’s tapes and the plot begins to lose me. Chujin wants to create a serum that will strengthen monsterkind and give normal monsters the power of a boss monster. All well and good. Where I start to take issue is the convoluted method of creating this serum and what it means for the story.
As a point of comparison, I always thought that the rule in Undertale of requiring a human soul plus a monster soul to pass through the barrier felt a little convoluted and contrived, but it seems to exist for the sake of forcing a “kill or be killed” confrontation between Frisk and Asgore as well as explaining why Asriel passed through the barrier with Chara’s soul but (presumably) Chara alone couldn’t. In this way, the rule acts in service to the story and creates memorable character moments with Alphys and Asgore and gives Frisk a stronger temptation to kill Asgore during their fight. The two soul rule is a bit clunky, but I can begrudgingly accept it. Chujin’s serum fulfills a similar purpose but is clumsier in its execution.
To start, Chujin’s serum also requires a human soul and a boss monster soul—this makes sense, as the goal is to turn monsters into boss monsters and one can assume that human souls have some kind of preserving property that would keep the serum stable.
On top of that, the human soul must also be “pure of heart, uncorrupted.” I thought nothing of this line initially until it was reiterated during Ceroba’s flashback and I realized why it was in the story.
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This concept bothers me for a number of reasons and it’s technically not even a plothole or inconsistency. It feels out of character for Chujin to frame things this way given how he views all humans as evil, and this purity rule seems to exist solely as a plot device to explain why Ceroba enacts her plan in pacifist but not in neutral runs. I feel like the story could’ve come up with a more organic method of explaining why Ceroba couldn’t be present or was otherwise occupied during the steamworks section in a neutral run, plus I feel like she wouldn’t let something like “purity” get in the way of attempting her plan if she was that dead-set on it, given how rarely humans appear in the Underground.
Lastly, we learn that Chujin and Kanako are both boss monsters, or at least “carry the boss monster gene,” which is an odd concept to me. You could argue that this revelation technically doesn’t contradict anything established in Undertale, but like the pure soul rule it just bugs me. Maybe it’s because it reminds me of the early days when the fandom thought that all bosses in Undertale were boss monsters instead of just the Dreemurr family. I won’t waste time rambling about the particulars of boss monster lore, but I think what bothers me with Chujin and Kanako is that it feels like yet another contrivance to explain why Ceroba’s actions had to involve Kanako specifically.
I’ve mentioned that Undertale’s two soul rule feels somewhat like a contrivance. One could argue that the Barrier requiring seven human souls to shatter is also a contrivance, but I think what makes that easier to swallow is that it’s a rule that’s established fairly early in the game. The reveals of the Barrier’s two “rules” are spaced apart from one another and each are given dramatic weight and time for the player to dwell on their implications.
The mechanics of Chujin’s serum, on the other hand, rely on multiple contrivances that are all spilled out onto the floor at once in the final stretch of the game right before they become necessary to explain Ceroba’s motivations, which only makes their narrative purpose feel all the more transparent.
Getting back to Ceroba, we’re left with her plan and what she did to Kanako. Now, I’m going to give the benefit of the doubt here and say that I don’t mind the particulars of whether Ceroba’s plan involving Clover would have worked or not—as far as I’m concerned, Chujin’s plans could have been doomed from the start even with a “pure” soul. The point wasn’t whether Chujin’s plan would’ve worked but rather how Ceroba’s grief has turned her own life (and by extension the lives of her family) into a sunk cost—she feels that she has to go through with her plan or else all her family’s suffering was for nothing.
In many ways this makes the contrived requirements for Chujin’s serum feel less necessary, since the serum’s mechanics could’ve been kept vague or it could’ve even been implied that Ceroba was simply repeating the same experiments as before hoping for different results.
I’ve put it off long enough, but it’s time to talk about that scene. You know the one: the big reveal flashback at the climax of Ceroba’s pacifist fight. Again, I’ll try to be charitable and say that I don’t absolutely hate the idea of Ceroba testing Chujin’s serum on Kanako. I mean, I would hate the act on a moral level if she were a real person, but I don’t hate the idea as a story concept. Still, my charity has its limits.
I’ll just come right out and say it: the scene where Ceroba injects Kanako is hard to watch—not because it’s tragic, but because it’s just not a good scene. My original write-up for this part was far harsher, but I’ll spare the vitriol. This scene has been memed to hell and back by people more critical of the game and… I can’t disagree with them—this is my least-favorite scene in the game.
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(Image from ScottFalco's "Undertale Yellow with a side of salt" video)
The most obvious criticism I’ve seen is the fact that Chujin specifically told Ceroba not to do the exact thing that she does. That’s a fair point and honestly, yeah, I think the simplest writing fix would’ve been for that line not to have been in Chujin’s tape to begin with so that Ceroba doesn’t look willfully ignorant on top of being recklessly negligent.
Tbh, it feels a little out of character for Chujin to say something like that because I got the impression that Chujin wasn’t always the most thoughtful or attentive dad. His own tapes mention that he didn’t keep an eye on Kanako when a monster was attacked in Snowdin, and even then Chujin was more preoccupied with tracking down the human than with comforting his own daughter. He made nice things for Kanako, sure, but even that could be explained as him being more wrapped up in the work than her. It’d be wrong to say that he didn’t care about Kanako at all, but I got the impression that he had the wrong priorities and it’d be fitting if Ceroba’s own actions followed that pattern.
That being said, I can’t solely blame Chujin’s warning for why Ceroba’s flashback doesn’t work. The scene as a whole is just dreadful, even when viewed in isolation from the rest of the narrative. There’s so many issues big and small with this scene, like Kanako being able to read the word “corruption” but not “extract,” Ceroba’s immediate turnaround after the slightest prodding, or the predictable outcome of the whole thing that’s dragged out for what feels like an eternity.
You know, I’ve heard some people critical of Undertale say that the true pacifist ending to that game felt maudlin—I disagree, but in some places I could see where they were coming from. Calling the Kanako flashback maudlin would honestly feel like letting it off easy. If I wanted to be mean I’d call it manipulative, but honestly I think a more fitting term would be a comedy of errors. It feels less like tragedy and more like dark humor bordering on self-parody of what an Undertale character’s sad backstory would be.
So what should’ve been done differently? The easy and safer option I’ve seen suggested would be for Kanako to stumble across Chujin’s research and inject herself, with Ceroba feeling guilt for allowing it to happen. I would prefer this over what we got, but I said earlier that I don’t completely hate the concept of Ceroba experimenting on Kanako, so how can that idea possibly work? Besides getting rid of Chujin’s overly-specific warning, I honestly think the best fix for this scene would simply be to not show it. Don’t remove the events from the backstory, but just don’t reenact them onscreen. Normally it’s better to show than tell, but there have always been exceptions to that rule.
I’m reminded of how Undertale didn’t show us Asriel’s death or the Dreemurrs’ divorce, and only offered a glimpse of Chara’s buttercup plan. These were cases where less was more—letting the players imagine these events in their heads sidestepped any potential tastelessness and seeing the aftermath of these events and how they affected the characters involved painted a vivid enough picture. I think Ceroba would be a perfect fit for a similar approach.
If we need to see something, then either portray it via montage like Asriel’s memories or only portray Kanako finding Chujin’s basement and Ceroba stumbling upon her after she’s viewed the tapes. Ceroba could then explain to Clover that Kanako pleaded with her for months or even years to let her help with Chujin’s experiments. With time Kanako only become more stubborn and their relationship more strained. The whole time Ceroba knew that only Kanako’s soul would work for the experiment but she tried to remain in denial and hope an alternative would present itself. After countless research dead-ends used up all but one vial of the leftover human soul extract, Ceroba gave in to Kanako’s demands in a moment of weakness. And that’s all it took—one moment she was there and the next she was gone.
Not to toot my own horn, but I feel this kind of summary would’ve worked better because it leaves things up to interpretation. Was Kanako still a child when this happened or was it many years later? Did Kanako understand what she was signing up for? Is Ceroba’s recounting of the events reliable or is she merely rationalizing her actions after the fact? It’s not perfect and it’s still somewhat “safe” compared to the game’s swing for the fences. Unfortunately, a big swing means nothing if it misses, and even less if the bat goes flying and hits someone.
Despite what I just said, the Kanako scene doesn’t ruin Ceroba for me as a character. It blemishes her boss fight for me, though I have other issues with that fight besides the flashback (as I’ve mentioned). When thinking back on this game’s characters and story, I mostly just ignore the particulars of the Kanako scene unless if I need to sit through it again. I view it as the equivalent of a flubbed line read or a boom mic visible in a shot--I can see the pieces that were meant to be there underneath the lackluster execution.
Surprisingly, Ceroba’s still my 2nd favorite original character in Yellow, though a lot of this is owed to her dynamic with Star, and part of me wonders if I like her more for the character she could’ve been rather than the character we got. Still, I’ll always remember the buildup to the mystery of Ceroba’s backstory, even if the reveal failed to deliver.
Flowey
Flowey is one of my favorite Undertale characters as well as the only character from Undertale featured in a recurring lead role in Yellow, so I was curious to see how this game would handle him.
When this game was first announced, many fans debated the “canonicity” of whether Flowey would have encountered the human who fell prior to Frisk and whether Flowey would retain his save abilities in such a scenario. Often this debate overshadowed the other aspects of Flowey’s portrayal, so to avoid doing the same, I’ll just say that I don’t believe Toby ever intended for Flowey’s save abilities to function in relation to a human like how they’re portrayed in Undertale Yellow. However, I don’t take issue with this “lore contradiction” because I feel that the way Flowey is utilized in this aspect works for the story that Yellow is trying to tell. Flowey’s role is to limit Clover’s own powers and to keep their story on-track.
It’s easier to tell a prequel story where the main character is destined to die if that character doesn’t also have the ability to return from the dead at will or turn back time, so having Flowey fill that power vacuum makes sense. Despite this, Clover is still given plenty of agency. Flowey only railroads their story in two notable instances: whenever Clover is going to live with Toriel or when Martlet offers to have Clover come live with her in a neutral run. Both outcomes would be a bit of a cop-out for the game’s main conflict and would be the boring option as well (sorry fanfic authors)—Flowey agrees with this sentiment, making it feel justified that he’d intervene.
Having gotten that out of the way, what do I think of Flowey’s portrayal? Compared to Undertale, it’s interesting to think how much more screentime Flowey receives in Undertale Yellow, despite Flowey being the main antagonist and ostensible central character of Undertale. Since Flowey’s story can’t be allowed to conclude in Yellow, his character is kept in some degree of stasis—in many ways, Yellow’s portrayal can be seen as “Flowey, but more.” That might sound like a pejorative, but for the most part I think it works here. Flowey’s interactions with Clover honestly make him feel a little underutilized in Undertale by comparison.
That said, Undertale was a game intended to have moments of isolation, so having Flowey chime in at every save point likely would have diminished that effect and also made Flowey less threatening due to overexposure. I think Yellow can get away with giving more screentime to Flowey because for most of the game his mask hasn’t dropped—he has every bit of ill intent that he did in Undertale, but for the sake of his plans he has to play along at being your friend for far longer than he did in Undertale.
The result is that very little of what Flowey says in Yellow can be taken at face value once you know his aims. Until that point, however, I think the game does a good enough job at keeping you guessing as to how far gone Flowey is and at what point in his moral decline this story is meant to take place. If someone played this game without playing Undertale first, they’d probably chalk up Flowey’s mannerisms to him just having an odd and occasionally morbid sense of humor, which isn’t far from the truth.
One thing that I appreciate about Yellow’s portrayal of Flowey is his dynamic with Clover—the game manages to thread the needle of not making their relationship an also-ran of Flowey and Frisk or Flowey and “Chara” from Undertale’s No Mercy run. For most of the game you get the sense that Flowey views Clover as a means to an end that he’s forced to humor and put up with, but that deep down he likely has some small sentimentality towards them (mainly shown in the pacifist ending).
I think Flowey’s relationship with Clover in neutral and pacifist gives us a look into how he likely acted around the other monsters of the underground back when he tried to solve their problems or form bonds with them—he can’t fully relate to them but is willing to fake it ‘til he makes it, or rather until they make it to the outcome that he wants. If I were to draw a more direct comparison, I think Flowey’s bond with Clover might be the most similar to his bond with Papyrus—he’s implied to have spent a lot of time with each of them and found them each amusing in their own regard, but ultimately Flowey isn’t above using them or casting them aside.
What I find especially compelling about Flowey and Clover is the turn that their partnership takes in Yellow’s No Mercy route. Here Flowey initially seems to be cautiously optimistic about Clover’s rampage, but as his advice is ignored he grows increasingly exasperated with their actions. It’s strange to say, but it’s a refreshing dynamic to see Flowey outright grow to hate his human companion—while he voiced plenty of insults and disdain towards Frisk, it came off more as condescension or an attempt at intimidation.
In Yellow, however, you can really feel Flowey becomng absolutely fed up with Clover, not just for their pushiness and disobedience in the no mercy route but also for the hundreds of runs where Flowey has had to string them along and, in the process, be strung along himself. This development is much better-paced in Yellow than Flowey’s turn toward fearing Chara in Undertale—it’s amazing what can be done when you’re allowed to have more than four conversations with a character.
That said, I don’t think there’s any one Flowey moment in Yellow that quite lives up to Flowey’s speech in New Home or the conclusion to his story in the form of Asriel—those two moments will forever be peak Flowey to me. When comparing Undertale Flowey to Yellow Flowey, it’s a case of quantity vs quality, but in this case the “quantity” is still pretty good.
If I had to voice any complaints for Yellow Flowey beyond a broad “it’s not as good as something near-perfect”, I will say that when Flowey’s mask does drop in Yellow, he doesn’t sound quite as crass or childish as he does in Undertale—something I feel is important to him as a villain, but this is a very minor nitpick since he has plenty of lines in this game that go hard. I didn’t even notice the difference in speech styles until I went back and watched footage of Undertale and realized “oh yeah, I guess he sounds a bit more childish here.”
I suppose there’s one other thing I should discuss regarding Flowey. This is a topic that I intentionally saved for last since I find it’s a perfect capstone for Undertale Yellow and my opinions on it: Flowey’s boss fight. If ever there was a case of “Flowey, but more,” it would be this fight. For years Undertale fans have speculated and wished and wondered what a fight against plain old vanilla Flowey would be like. Countless fangames and fan battles have tried.
Yellow opts for an unorthodox approach by centering the entire fight within Flowey’s mind—this framing is used to its fullest and then some, allowing for interface-screws and psychedelic attack patterns showcasing Flowey’s twistedness, his self-loathing, and his various forms of retraumatization.
Players are attacked by phantoms of any bosses that they killed, complete with Floweytale-esque corrupted designs. This aspect of the fight dovetails perfectly with Flowey’s comment about only enjoying the moments of Clover’s run where they “gave in” to their violent urges, and clearly these moments are etched in Flowey’s memories for Clover to relive.
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Afterwards we’re treated to a peek behind the curtain at Flowey’s subconscious, featuring a collage of his first runs as a flower—this whole sequence adapts my favorite Flowey moment from Undertale while not tipping its hand too much by revealing Flowey’s true identity, as it easily could have in less-skilled hands. We’re given just enough to ponder without spoiling things for the mythical gamer who tries playing Yellow before Undertale.
Next up is a brief horror fakeout where Clover “reunites” with Martlet. I don’t have much to add other than the telegraphing being a bit obvious but not in a way that majorly detracts from the moment. Overall it just makes me consider that this fight as a whole might be scarier than anything in Undertale
Finally we have the climax of the fight. I’m not quite sure what to call it. Photoshop Flowey 2.0? To be brief, the visual spectacle shown in this phase surpasses not only the visuals of any sequence (so far) in Undertale or Deltarune, but I think it’s unlikely that future chapters of Deltarune will feature anything with visual flare on the level of this finale.
That’s probably the highest praise I’ve given to Undertale Yellow so far, which is what makes this next part so difficult. I’m sure this will go down as my hottest take in this entire review, and it breaks my heart to say it given the clear effort on display from the developers, but…
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I did not care for the Flowey fight.
How can I even say that? Was all of my prior praise just a lie? Not at all—I meant every word of it and then some. So how is it possible that I didn’t like this fight? You’ll notice that I broke down the Flowey fight into its individual phases and aspects, praising each in isolation. You might also notice that my praise was aimed at the spectacle and underlying concepts of the fight, which are fantastic, but I had very little to say about the actual experience of playing the fight—and that’s because I found the fight to be an utter slog to get through. In hindsight, it might actually be my least-favorite fight in the entire Undertale franchise if we’re solely talking about the gameplay. I’d rather fight a Jerry than have to fight this thing again.
I’ll admit up front that I sucked at this fight when I played it. I sucked at all of Yellow’s final bosses and initially didn’t care for their gameplay. I eventually warmed up to Ceroba and Martlet’s fights as I got better and learned to beat them without needing easy mode, but the Flowey fight never clicked for me in the same way despite arguably being the easiest of the three.
So what’s the problem? There are little things here and there—I found some of the phase 1 attacks a bit obnoxious to dodge, though nothing major. I found the collision detection in the vine chase sequences to be a bit clunky, resulting in one or two deaths that felt unearned, but none of these issues are enough to sink the fight.
No, two major missteps that come to my mind are length and repetition.
Out of curiosity, after my neutral run I looked up gameplay videos of the Yellow Flowey fight and the Omega Flowey fight from Undertale: on average, Yellow’s fight took players twice as long to complete as the Omega Flowey fight. The difference is so stark that a “no hit” speedrun of Yellow’s fight with dialogue skipped, the intro cutscene edited out, and no attacks from killed bosses is still longer than an Omega fight played normally.
I want to be clear that my criticism here is not “it’s different from the Omega fight, therefore it’s bad.” The Omega Flowey fight, in my opinion, already drags at times, and it’s probably my least-favorite final boss in Undertale despite having the most effort put into it. I already take (minor) issue with the Omega Flowey fight for overstaying its welcome, but Yellow’s fight is beyond the pale. One nice thing I can say is that Yellow’s fight at least tries to break itself up with an intermission of sorts in the middle, but the whole experience is still technically one fight, so in some ways this just feels like padding, particularly the Martlet scene.
To give a non-Undertale point of comparison, the Flowey fight reminded me (oddly enough) of Darth Vader’s hallway fight scene in the film Rogue One. For many fans this scene was considered the highlight of the entire film, but a vocal minority at the time criticized this scene for being irrelevant to the film’s central characters and unnecessary to the overall plot—it was just something thrown in for fan service that could have been cut at no detriment to the overall narrative. While I can understand the latter perspective, I have no issues with the Vader scene at all—if anything I think it enhances the third act’s feeling of desperation. but overall it’s just a cool scene and that alone makes its inclusion feel warranted.
So why do I feel different about Vader’s scene compared to Flowey’s fight? After all, both are action-heavy “scenes” featuring the main villain of the original installment doing what they do best at the end of a prequel that wasn’t centered on them. The difference is that Vader’s scene is less than 2 minutes long. It’s closer to 60-90 seconds if we only count the portion where he’s onscreen and it’s less than 1% of the film’s runtime. Conversely, there’s a no commentary neutral run of Undertale Yellow on Youtube where the Flowey fight takes up about 15% of the overall run. Had Vader’s scene been that long, even if it were expertly shot and choreographed while being broken up with bits of pathos, I would’ve been checking my watch and waiting for it to be over.
Still, I could forgive the Flowey fight’s length if it had variety and was building toward something. Surely this is true of the Yellow fight, right? Well, I would say that the Yellow Flowey fight probably has the widest variety of total attacks in the game—it has six unique photoshop phases as well as copied attacks from previous bosses in the first phase. The problem is that these are part of his total attacks but not necessarily his most common attacks—half of the ones I just listed are optional depending on who you killed and the other half are for brief one-off phases.
For the majority of the fight you’ll be dealing with Flowey’s other attacks: his standard attacks, which are recycled ad nauseam with little variation and no iteration. In phase 1 this isn’t too noticeable if you only killed one or two bosses, but if you killed most (like I did) then every unique boss attack is sandwiched between a standard Flowey attack and a vine chase sequence, which really bloats the runtime of the fight. Still, I’d argue that phase 2 is the worse culprit in this regard.
For those who’ve played, let me know if this sounds familiar to you: four vines shoot up out of the floor, four piranha plants emerge twice spitting up bullets, two hands scroll across the screen lazily scattering pellets, three guns materialize and fire at your location, a bomb with an “X” or “+” shape detonates, a small circle with spikes orbiting it homes in on your position, and two cowboys riding horses gallop by until one explodes, all while the song “Afterlife” plays from the beginning. Now tell me: which part of the fight am I referring to? If you guessed “more than half of all attacks in the 2nd phase,” then you’d be right!
Now, some of you might be questioning why I’m complaining about lack of “variety” when I just listed off seven individual attacks and earlier I complained about Yellow bosses using too many types of attacks. Well, the problem is that these same seven attacks are all used in sequence with each other over and over and over with no progression—each phase of this lasts 25-30 seconds and it’s repeated at least 7 times in the fight (more if you die).
Combined, no joke, this one sequence of attacks lasts 3 minutes, longer than an entire pacifist Toriel fight (dialogue included). Don’t believe me? Look it up on Youtube. You spend at least 10% of the Flowey fight dodging this one attack pattern. You literally spend an entire Toriel fight dodging just one prolonged attack pattern. And as the cherry on top, “Afterlife” always starts over from the beginning each time this sequence plays—just to drill into your head how repetitive this all is.
To be fair, Omega Flowey has a similar problem of repeating a ~25 second attack phase multiple times, but I find it more bearable there because:
Omega Flowey randomly uses 3-4 types of attacks from his larger arsenal per phase instead of trying to cram nearly every single one in every time like in Yellow, which (ironically) makes the Omega sequences feel less samey
Omega Flowey makes use of loading, which spices up the encounters by feeling unfair initially until you notice the save messages in the corner that telegraph them
Each of Omega’s sequences has a Fight button that, though optional, acts as a goal and motivator, as opposed to the player just impotently killing time until the phase ends, and
Omega Flowey’s music doesn’t start over from the beginning each time he attacks.
Those last two might seem minor since they don’t directly affect the overall gameplay, but I honestly think they’re the most crucial because they give the player a goal and a feeling of progression, even if it’s illusory.
Probably my biggest issue with Yellow’s Flowey fight, even more so than the length and the repetition, is that it ultimately doesn’t go anywhere. It pretty much can’t be allowed to go anywhere due to the aforementioned “stasis” of Flowey’s character arc. Flowey can’t suffer a grand defeat or learn a lesson that impacts his character in any major way, which only makes me question why this fight is here at all.
Omega Flowey, while feeling hopeless and repetitive in some places, has a clear progression, goal, and conclusion that leads to Frisk either reinforcing Flowey’s beliefs or causing Flowey to seemingly question them and offer a path to the true pacifist ending. There’s a reason why the song “Finale” is considered an underrated gem—because it shows a clear turning point and building momentum in that fight. I’m not saying Yellow’s fight needed to copy this same moment, but instead it just peters out with nothing to show for itself. I mean, do I even need to say anything when the game itself basically makes my case for me?
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So what would have been better? Personally, I think the first phase of the fight is largely fine as-is. Phase 1 is by no means without its flaws, but it’s the phase that’s most relevant to Clover and the overall story on a thematic level—the boss attacks are a consequence of Clover’s actions and the vine chases (though repetitive) are meant to symbolize Clover’s endlessly repeated runs. And the thing is? The pieces are already there for the fight to end in a more natural way that respects the player’s time.
If the fight were to be given a page 1 rewrite, then I would end it at the section with Flowey’s subconscious that shows his past. Why?
It’s a great scene on its own that should be kept,
The scene would actually be relevant to the fight instead of it going unremarked on like it currently is (seriously, Flowey has nothing to say about it?),
It would fit the central conceit of the fight—Flowey is able to peer into Clover’s memories but Clover can do the same to Flowey and that scares him, and as a result...
It would be a more believable and character-driven “off ramp” for Flowey to back out of the fight.
This last point is especially important because we see throughout Undertale Yellow that Flowey is constantly hiding from other monsters—he clearly doesn’t want to entangle himself with them or have them interfere in his affairs. We can also pick up from his dialogue in Undertale and, to a lesser degree, Yellow that Flowey doesn’t want to talk about his past life as Asriel.
Having Clover intrude upon that territory would likely spur a strong reaction from Flowey, to the point where he’d rather abandon his plans, albeit temporarily, than open up that side of himself to a stranger. This would not only make the fight shorter and end it on a more emotionally resonant note, but I feel it also makes more sense for the narrative and themes of Yellow.
Flowey’s rationalization for letting Clover go could be something to the effect of needing to “tidy up” his head space before he’s ready to share it with someone else. Perhaps in the process he could drop a hint that he’s only opened himself up like this once before (with Chara) or that he had thought he had buried those old memories for good.
I also feel like this explanation would work better in the greater context of Flowey’s actions—Flowey quitting the fight out of boredom raises the question of why he’d repeat the fight on future neutral runs or why he’d be so confident that he could absorb the six souls in Undertale if one was too stubborn for him. Instead, having Flowey be emotionally unprepared for his plan but trying to find a workaround would lend itself better to him trying again in the future—to him it was just a little slip-up that he can overcome with enough attempts.
I don’t want to give the impression that my critique here is “the Flowey fight wasn’t done the way I’d have done it, therefore it’s bad.” My suggested “rewrite” to the fight is merely piggybacking off of what was already there, which are great concepts that I could never have dreamed up myself. The problem is that there’s just too much. Way too much. It feels like not enough was cut during the planning stage and what we’re left with is the epitome of “less than the sum of its parts.”
Of course, my rewrite omits the 2nd phase entirely—something that couldn’t be done with the current fight since it’s the most visually stunning segment of the entire game—like it or not, that genie is out of the bottle.
If I had to give any suggestions to improve the fight that we currently have? I’d say that I don’t think the “afterlife” portions of the 2nd phase need to be repeated so often. I think the phase would be better paced if afterlife only occurred at the very beginning and very end, and instead each mini-phase just brought you right back to Flowey’s petal roulette wheel to take you into the next mini-phase.
None of this is to say that I hated the Flowey fight overall. I still love many of the concepts that the fight brings to the table and I’ll watch moments of it on Youtube from time to time, but I just don’t care to experience it again firsthand any time soon, which is pretty much the opposite of how I felt with the Omega Flowey fight.
Looking at Yellow’s final bosses now that I’ve completed them all, I think my favorite might actually be Zenith Martlet? Which is insane to me because I hated that fight the first time I tried it—anyone who shared a Discord with me can attest that I was complaining nonstop when I attempted that fight.
Even now I’d say the Zenith fight is sloppy and the bandaid solutions for it in the 1.1 patch only illustrate how unbalanced this fight originally was. I’ve never beaten it on 1.0, nor do I intend to, yet in 1.1 I’d say I probably enjoyed myself the most with this fight. It doesn’t overstay its welcome like Flowey, nor does it have anything as egregious as the Kanako cutscene in the Ceroba fight. It respects my time, it has great music (though that’s par for all the bosses), the attacks (while chaotic) mostly stick to a consistent handful of themes, and the narrative context of the fight works (minus the bit with Alphys’ lab).
At first I found the Zenith fight unfitting for Martlet as a character. I thought “what? Martlet isn’t some hidden badass,” but that was exactly the point—this isn’t who Martlet is, and reality catches up with her. The 2nd phase is my favorite part of the fight as we see, in typical Martlet fashion, she didn’t plan ahead and can only hopelessly flail about as the “enemy retreating” motif overtakes her theme. It’s a somewhat understated and undignified ending to the character and that’s exactly what makes it work—it’s another example of the game showing restraint and being all the better for it, as opposed to overreaching.
That said, if I wanted to cheat, I’d say my real favorite final boss is the Asgore “fight” from the false pacifist ending. It’s focused on the characters and their goals and it doesn’t try to be anything too flashy. It’s an even more understated yet fitting final boss than Martlet, though the rest of the “false” ending outside of Asgore is a bit lackluster since it’s just a glorified neutral ending.
Conclusion
To wrap things up, I’m sure you’ve all noticed the throughline here: Undertale Yellow is at its best when it’s tasteful and restrained, and at its worst when its ambitions run wild. Of course, that’s easy for me to say from the outside looking in. It’s likely that many of the things I enjoyed about Yellow were ambitious in their conception but were handled carefully enough to appear restrained and effortless. I have no intention of downplaying that—the project as a whole was ambitious, given the time and effort lovingly poured into it.
As I mentioned in the beginning, my criticisms are not intended to dissuade anyone from trying this game. I would not want this game to be forgotten, but I also would not want it to be uncritically praised as some flawless masterpiece that eclipses the original game—that not only does a disservice to the people who worked on Undertale but also to the people who worked on Undertale Yellow. Both games were carefully crafted and both games have their triumphs as well as their flaws.
The last thing that I would want any fan creator to take way from Undertale Yellow OR the original game would be “this was perfect, just copy what they did.” What’s important is understanding why things worked and where they could be improved. Despite Undertale Yellow’s reverence for Undertale, it takes risks and finds places to innovate over the original game. Not all of it works, but I can respect the effort.
And that sums up my overall opinion of the game—it’s a game that I like but a game that I respect even more. The best complement that I can give is that even the parts of the game I didn’t like still had good ideas evident within them. The pieces were there.
With some tweaks, fine-tuning, and the courage to reign in a couple aspects, I honestly think this game could be made to rival the original one day. But even if that day never comes, Undertale Yellow is still a fine game as-is. It’s not a game I consider “canon” like some fans have argued, but I still plan to replay it alongside the original in the future, and I can’t think of higher praise to give than that.
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autumnslance · 7 months
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FFXIV Housing Builds
Talking to a pal feeling bummed about their housing decorating, and it's one I hear a lot, that they aren't "good at it" and compare themselves to the builders showing off their fancy and cozy and très chic builds and...
Look. We all know the trouble with Gpose, right? Where PC players with a hundred mods and ReShade and Anamnesis/Ktisis and maybe some post-processing work (and also photography/artist skills/knowledge) take some killer screenshots, and anyone with a console--or even other PC players--who don't have or know how (yet) to use all those tools, wail and gnash their teeth about how their (perfectly glamoured, nicely composed, decently lit, imaginative situations) screenshots just don't compare?
Same things with housing.
A lot of those super fancy builds? They're using half to a quarter of the available space. They're blocking off entire floors, and making camera angles for character screenshots nearly impossible by lowering the ceilings and closing in the walls. They're using a dozen slots to make a unique bed that may be functional.
It's aesthetics. It's playing puzzles. It's seeing what they can do, and it's pretty to look at, and cool to figure out, and neat for ideas...
But it's also not a requirement. It's not workable for every player or their FC. Some are! But some are also just experiments, or art installations.
I have a couple pals who are really into the fancy builds, who even do commissions for their work. We have a decorator lizard in our FC who needs the enrichment, but a requirement I have for the FC spaces are that they have to use the whole space. It has to be functional. It has to fit multiple members of the FC when they want to hang out, maybe take screenshots for storylines and RP and such. Can we fit a couple dozen people the rare times we host events?
Does that mean not a lot of random clutter, a lot of open space? Sure! But I can swing my camera around, fit multiple Roegadyn in a shot, and still have a nice looking, homey space that gets across the idea of what our FC is about. In my personal apartments and house, they're spaces that my characters would live in, and there's room for them and for friends to move around, hang out, take pics together.
Take inspiration from the housing builders! Admire their art and the work they put in, the puzzles they create when making a toaster oven out of six disparate housing items I'd never consider using that way holy cow!
But just like one shouldn't get hung up on the ultra-modded and post-processed screenshots, don't get hung up on the super fancy designer artisanal housing builds. It's a different aspect of the game, and often for different purposes.
Use the Preview Indoor/Outdoor Furnishings options in the housing menu to see what's available, use the websites that list housing items, fiddle around, mix and match, and make something fun that suits your screenshot needs and/or your character's idea of personal space. I promise you; you're doing just fine with your apartment/FC room/house if you're making it for you, even if it takes time to figure it out.
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ashersanity · 5 months
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Sydney corruption kink goes crazy. C!Sydney corrupting pc or PC corrupting Pure Syd. Love it to see it.
Ps: thanks for the jealous Syd drabble. Was a 5-course meal
- 🤡 Jester
Shit, sorry. Fuck, I know this is a late response, got a little caught up in other things and forgot about your ask since my inbox just keeps piling up. Forget to answer like 50% of it most of the time.
Thanks for enjoying the jealous c!Syd drabble, it was more like a ramble to me more than anything, but happy that you liked it nonetheless.
Sydney’s corruption kink definitely goes CRAZY. Imagine an AU or mod where Sydney actually starts out corrupted instead of pure at the beginning of the game and based on your actions, you could either fuel that urge or bring them back to the path of light.
You, in comparison to them, innocent and pure, devoid of any of those dirty thoughts that they’d have expected. In their eyes, you’re an angel practically, one incapable of such sinful acts that Sydney themselves participates in on a daily basis. Them having to teach you the basics about sex, how it works, natural body responses, who you do it with. Finding themselves to be thinking about you quite a lot despite being polar opposites in every way, their lifestyles differing from yours, not a loyal temple initiate that goes praying to church every Sunday.
Imagine the look on their face once they realized they corrupted you, going about their routine as usual, completing those tedious chores that they’re forced to do at the temple on weekends. Oh, how Sydney’s shocked expression would slowly morph to one of amusement and perhaps arousal? as they catch you playing with yourself, in public, at the fucking temple. You filthy little thing. Thought you didn’t do any of that, didn’t even know what masturbation was until they told you with a blush on their face!
Embarrassed and panicked, hastily straightening up your clothes in attempt to save any shred of dignity that you have left, only to be pulled back by your wrist. Sydney’s not letting this opportunity go, not after pining after you for months and all their hints going over your head each and every time, frustratingly enough.
Sydney’s going to have you this time, and there’s nothing you can do about it as their smooth hand drops lower beneath the fabric, needy genital meant to be stroked and fucked by them.
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shuttershocky · 1 year
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Out of all the curses of modern gaming, it's season passes / battlepasses that saddens me the most, because what I am fairly sure is its origin is really close to my heart.
One of the most notable things about Dota 2 is that (even now) it's the only MOBA (games like League of Legends, Heroes of Newerth, etc) on the market where every single one of its playable characters was immediately free for the player, no money or grind required, unthinkable for a free to play game. That means a player completely new to the game was actually on even footing access-wise to players with thousands of hours: everyone had access to the same cast, there were no upgrades you could get to amplify your favorites before a match (unlike the rune system League had back then, though I hear that's gone now), nothing. You were theoretically on even footing with everyone at all times, your only difference being your experience.
In its early years, Dota 2 didn't even have lootboxes for its cosmetic microtransactions yet (even when its sister game Team Fortress 2 did, and it does now). You browsed through the online store and paid 2.5 dollars to give your favorite character a cowboy hat.
All in all, there was very little way the game was actually making any money. The only reason it was even designed that way is because the original DotA was a Warcraft 3 mod faithfully updated for years with the free labor of community modders. When the lead was hired by Valve to make Dota 2, they insisted complete parity between the two versions: they would have the same updates, no gameplay can be locked behind monetization, Dota 2 should be able to run on crappy computers, etc.
Now Dota 2 has an annual tournament called The International, famous for holding the single largest prizepool in the history of Esports (back then, 1 million dollars), with the money contributed by Valve. However, they knew pumping millions of dollars into the tournament every year on a game that was not monetizing its playerbase was a great way to go bankrupt eventually, even if at the time Dota 2 was acting as a gateway for many people in third world countries (where DotA remained supremely popular) to get into Steam.
So for the third International in 2013, Valve had an idea that would plague live service games for the rest of time.
They called it The International Compendium, a way for the community to support the pro scene. You paid 20 dollars (or was it 30? I no longer remember) to get a whole set of missions to unlock exclusive cosmetics, you could make predictions for how the tournament would go and if you were right your compendium levelled up even further, you could play Fantasy Dota the way people do Fantasy Football (I still have no idea how that works) and collect cards of your favorite players then watch as their performance in the tournament gave you points, and 25% of all sales went straight to The International 3's prizepool.
People loved it. Dota 2 didn't charge you for anything but hats that could also be gained by random drops from playing anyway, so the playerbase at the time saw it as a fair deal, and besides, 25% of it went back to "fostering the community".
They sold like gangbusters. The tournament's final prizepool was $2,874,380, with 1.6 million of that being contributed by Valve.This meant that the 25% sales added by the community totaled $1,274,380, so if you multiplied by 4 to get the money the TI3 Compendium made, you had almost 5.1 million dollars, for what was the earliest battlepass in PC gaming.
So of course, everyone else followed suit.
10 years later and everyone's doing a battlepass, even games that aren't free to play. It's format of a virtual passport that levels up as you complete its task with rewards for every level gained is one of the most psychologically effective player engagement systems, keeping players hooked on a game by constantly giving them a checklist to work on. World of Warcraft perfected the skinner box design for grinding to keep players hooked, but Valve introduced an idea that could be used by any game, in any genre, of any size.
And it fucking sucks dude. This was originally designed for a game that charged you nothing. No grind, no unlocks, no free rotation because everyone is free, no daily mission checklist to keep you hooked because it was supremely confident you were playing for the love of the gameplay (and even now 10 years later where Dota 2 has caught up with the rest of the world in providing dailies, I still ignore them because I only play for the love of the game), it felt fair.
It wasn't attempting to seize all my time, it wasn't disruptive to normal gameplay, it was on a game that charged nothing, you could ignore it completely if you didn't care for the pro scene, back then the idea felt reasonable.
And now for most online games that don't feature some kind of battlepass system, I see complaints that the game does not give them a reason to play. Players NEED this checklist now, because there are other games they can play that give in-game rewards by accomplishing their checklists. You cannot make a game whose ONLY engagement system is an enjoyable core loop anymore, you will simply be buried if you don't keep up.
I always knew something like gacha was coming and it was going to be a thing that affected the industry. When I was still studying around 2012 and attended all these talks from the local game industry, the ideas always centered around monetization, and designing games to hook whales into spending, discussion around designing a core loop was how to make a player spend money in order to stay inside that core loop they were engaged in rather than creating a core loop that would impress a game designer. Mobile games back then were beginning to truly emerge as the new goldmine that the AAA industry ignored until even Call of Duty was threatened by the sheer profits made from the casual space. Even if nobody mentioned gachapon/trading cards /whatever, it was obvious the future of game design was towards monetizing addiction.
Battlepasses though, that one hurts. I really didn't see it taking over live service games the way it did. I remember seeing it crop up in other games and going "Why are they making their own compendium, they don't have a tournament to base it around?"
oof
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tikiloowho · 7 months
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So, some thoughts I've had while thinking this week over lore we were given.
I belive my theory of fit being some sort of construct has some footing. The pink effect over his screen every now and then and the digitization of his screen is reminiscent of the "missing texture" bug in games but it's also exactly… like a specific bug that happens when a computer has a failing GPU. Pink lines will appear on the screen when the GPU has overheated to the point of total failure. It is not possible to restore this GPU and often this problem will put the PC itself into shutdown or… sleep. What this means for Fit as a character is really interesting as the only way to fix this is to… well.. get a new GPU. This means data loss, file corruption or worse. A fresh start entirely.
Fit told Philza, his most trusted friend, where he would be if something were to happen to him. We can pray that Fit will be alright but I am doubtful. Expect high memory loss if not outright a reset of some sort. This brings me to the connection Fit has to the Code. There are a few people in the QSMP who are extremally tied to the Code entity, The first person to run into the Code was Philza, Fit and Philza took it out with some well aimed arrow's and bombs. Fit being the one to kill it first. Etoiles has his own Code arc [I will delve into further detail on this in another post] and Max with his death early on to the code and progressive "sickness" and code based dreams. Fit however, being the first person to kill the code was also visited a few times by the code with a separate message entirely than one concerning the eggs. The clock. On two occasions, (if i am remembering correctly) Fit was given an old-school Minecraft clock. I specify it being older on purpose as the server has lot's and lots of mods. The code intentionally chose to use a "classic" style clock in order to depict night and day. On or Off. Awake vs Asleep. I feel this detail is important when it comes to Fit's state as a construct and how the code is conscious of his "mechanical" nature. Time was running out the first time fit was given a clock, the second time felt more like a confirmation that fit was heading towards something much worse than just a simple sleep. Fit said just before his deep sleep that he felt as though he was headed for his "Impending doom" Laughed it off and corrected to "my deep sleep". This could have been a bit or... it could have been more than that. After all, when a computer is about to shut down, you do get quite a few warnings of catastrophic failure.
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kraviolis · 6 months
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someone liked one of my TOH headcanon posts from earlier this year and it reminded me about the specific headcanons i have for exactly what types of games the hexsquad plays and how they play them.
luz is obv an RPG fantasy fan. anything with a juicy story and a character creator and complex lore she’ll love. she definitely plays series like elder scrolls and baldur’s gate and final fantasy. she also plays final fantasy 14 and has her character as the good witch luzura and she isnt good at playing it like an mmo is supposed to be played but she loves the story. when endwalker came out luz couldnt stop sobbing to the point that camila was actually worried about her. also enjoys roguelikes such as hades or binding of isaac even if she can only play for so long before getting too frustrated. she also 100% plays genshin impact and gets into arguments online with other genshin fans.
amity is a fighting game girl. she is highly competitive and practices combos with her eyes shut. she prefers the tekken series but when luz wants to play with her they play guilty gear bcus luz likes it’s art style the most. she also likes fantasy RPGs but is way more picky about which ones she plays. she likes fire emblem. she also plays ff14 with luz and is actually good at the game (she carries luz sometimes) but isnt a huge fan of MMOs. she also is the one in the friend group with the NASA ass PC rig with a custom case and the most organized wiring you’ve ever seen with the lcd screen on the liquid cooled cpu and the azura figurine inside the case. she also does custom wraps for all her consoles.
hunter likes games that are very much like, micromanagement sims. like civ5 or cities skylines or factorio (i dont know anything about it but ive been assured by my sister that hunter plays modded factorio) but he’s also a fan of like, old school FPS games like doom and half life. i can see him doing speedruns of those games. (also he 100% once got addicted to some game like fuckin. galactic pinball or something to the point where he was staying up all night and not sleeping so he could play more pinball. in order to get him to stop playing so much and actually get some sleep, gus used illusions to make hunter think he was hallucinating about pinball and scared him into not looking at a single screen or monitor for like three weeks.)
gus is a very chill gamer but he likes games that he can sink hours and hours into. instead of playing a wide variety of games he has a select few that he dedicates his time into learning every last mechanic, but there’s also some games he just plays casually. like with pokemon games he’ll put hundreds of hours into them and carefully curate his team and does like nuzlocke runs but when he plays on his and willow’s shared-custody new horizons island he’ll just walk around and catch bugs and shit and not really worry about upgrading his house and make matching fits with his favorite villager.
willow prefers cozy games, like slime rancher or stardew valley or the aforementioned shared new horizons island, but she’s also a fucking menace about them. like she goes HARD on the min-maxing and automation and shit. while gus is wandering around their island catching fish, willow’s busy rearranging her fully upgraded mansion up in the hills and harassing any villagers she doesnt like with nets and deciding what hybrids to plant in front of her bell trees (she only has bell trees for the aesthetic. gus isnt allowed to harvest them) she would also be running the most high profit slime ranch ever but the way she treats her slimes makes hunter upset whenever he sees her just fuckin throwing them off a cliff the second they arent useful to her anymore. (meanwhile hunter names each one of his slimes and always feeds them their favorite foods and cried over casey & beatrix)
vee enjoys survival/strategic horror games, like DBD, resident evil, deadspace, or even FNAF. she’s the type of person to see the goriest most violent death in a video game ever and just go “ew yucky” then carry on. masha and her are often playing DBD together while in a call and are the most annoying pair of suvivors ever. she also likes games such as original katamari and pikmin 1 and chulip. she's also the undefeated DDR champion of the friend group.
and of COURSE they all play video games together. they all have a terraria world they play on together where they all are focused on their own little projects while still working together and are slowly building up their own village/mansion/castle/fort but luz keeps rushing ahead of everyone just bcus she's so excited and she definitely somehow ends up summoning the wall of flesh accidentally
they DID have a modded minecraft world for a few months with both tech mods and magic mods but while hunter, amity, and vee all focused on their factories and computers and technology, gus, willow, and luz fucked around with all the crazy magic and accidentally found out by blowing up a factory. this is where heightened tension between the the warlocks & the scientists began. this spark eventually turned into a full fledged war that lasted two months before it ended in mutually assured destruction to the point where no one could actually load into the server without their game crashing.
bonus: camila isnt much of a gamer with one exception-- when she was in college manny introduced her to WoW and got her hooked. it was Their Game that they played together all the time. they made cosplays of their characters together. they had several dates in game. they optimized their characters to perfect compliment one another when they ran dungeons with their guild. even since manny passed camila still plays every so often and keeps in touch with their guild members. for the longest time luz has 0 idea that camila plays WoW at all and only finds out after the whole secret nerd confession.
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onestepbackwards · 6 months
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my brain is mush rn but i'm thinkin about a reverse au where it's like. you're their favorite character. like you're a train conductor in a stardew valley kind of game, and ingo and emmet just love you. you're their little blorbo, and theyre very sad they cant romance you (or maybe there's a mod for it lol). or volo gets obsessed with a character in a novel hes read. idk i just love thinking about my favorite characters also being nerds and reading fanfics and stuff. i think maybe someones already brought this up but like i said, brain is mush aaaa
That would be so sweet 😭💕
Both twins often bring game consoles with them while they wait for battlers on the train. Sometimes even for their breaks as well to pass the time if they aren't tired enough for a nap.
Maybe its a farming sim like Stardew, or a little train simulator game, or a game like Animal Crossing. Regardless, you are their favorite character! They spend countless hours in these games, and always try to level up your friendship if possible.
Emmet gives you as many gifts as possible in the beginning of the game week, and laments about how he can only give you a few gifts per week.
Ingo is already decorating the in game house in a way he thinks you would like. He invites you over if he can in game, and enjoys every minute of it.
If you can't be romanced, both twins consider getting the pc version just to mod the game just to be able to romance you.
They especially draw you in the corner of notes if possible. They start keeping sticky notes around so they can draw you so they don't accidentally doodle you on official paper work.
Volo meanwhile would keep the novel of you with him everywhere he goes. It's a comfort book for him, and he adores you. He doesn't read it all the time, but it is one that he rereads when he needs comfort or to relax.
He often daydreams of you being with him, being real. How he could take care of you. Or even being in your world. He'd be in a much better place with you by his side, he was sure.
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peculiarbluerose · 1 month
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Hogwarts Legacy - Tips and Tricks
WARNING: May contain spoilers for Hogwarts Legacy
Personal experience, this does not reference videos
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• You can skip most of the dialogue if you don't want to hear it again (since you can't skip the tutorial segment of the game). You can do this with triangle (PlayStation), RMB (PC), or Y button (Xbox)
• Keep stocked up on Wiggenweld potions. These, even though they don't do a lot, will help you immensely.
• Thunderbrew is useful against the Graphorn. It makes storm clouds float above the player and damages nearby enemies.
• Don't worry; Sebastian, Natty and Poppy can take care of themselves and they don't have health bars. You don't have to worry about them.
• The RoR is SO useful, it's not even funny. After a quest with Deek, you'll have vivariums to maintain beasts, and you can get materials from them. This place also allows you to identify unidentified gear, upgrade gear, brew potions, grow magical plants, and you can customize it. Love this place.
• It's impossible to stop Sebastian from doing anything; just be careful how you respond. You'll see, if you don't already know what I'm talking about.
• You cannot be "evil" in the game, canonically. You can just be an absolute sleazeball, though. Don't worry, you'll keep your friends (somehow).
• Speaking of dialogue, your actions really don't have much impact on anything. Of course, it will influence how characters react to you, but there's really no consequences for your responses.
• Speaking of consequences, there's none of you use an unforgivable curse. If you're on PC, there's an Azkaban mod that allows you to be caught with dark magic and sent to Azkaban, just in case you want more realism.
• As for realism, you don't actually have a curfew. You can walk around all willy-nilly in the middle of the night with no repercussions. The person who made the Azkaban mod has a curfew mod that allows you to get caught at night, if you want the extra challenge.
• No, I'm not sponsored.
• Solomon Sallow will hate you regardless of your actions. You're friends with Sebastian, that's why. Don't take it personally.
• Brooms fly faster than hippogriffs, but hippogriffs ascend and descend faster than brooms.
• Rare events occur, such as the train at King's Cross Station arriving and leaving, the kraken saying hello in the lake (scripted event during the flying class), a suit of armor getting annoyed with another and turns the aggressive nudge into full-blown murder, amongst other things.
• Unsure what it is, but sometimes you'll find a ridiculous amount of dark witches and wizards in and around the Forbidden Forest... They won't hurt you, and you can't hurt them, but they're there.
• Speaking of the Forbidden Forest, there are a LOT of spiders. If you don't like them, are scared of them, have arachnophobia, etc., there's an "arachnophobia mode" in the settings, so they're less scary. Alternatively, there's a PC mod that turns them into burgers. This is good if you don't even want a slight resemblance of a spider in the arachnophobia mode.
• No, I'm not sponsored
• Sometimes, NPCs will describe you based on your hogwarts house (this can be seen in the "Minding Your Own Business" DLC quest in Hogsmeade)
• All four houses have their own quests (though they tie in to the same character and quest at the end).
• There are plenty of Easter eggs referencing the movies (one being the Shrieking Shack on the map in Hogsmeade where the Old Fool house is, just on the outskirts of Hogsmeade).
• Don't worry, Ravenclaw, you don't have to answer riddles every time you want to enter your common room.
That's all I got, homies
(P.S. Slytherin is the best house -from a very unbiased Slytherin)
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