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Writer's picturesjwang

Local Child Makes Friends By Picking Fights

(alternate title: Goat Mom Did Nothing Wrong)


Undertale's turn-based battle system features a bullet-hell style form of combat. Both player and monster are abstracted into shapes, with the player represented as a heart. The heart, we are told, is Frisk's soul, a crystallized form of everything that Frisk is. In battle, all actions are carried out with Frisk's soul. 


Conversely, however, the attacks that the player must avoid are also abstractions and representations of the monsters' movements. Some of these representations are fairly direct - for example, when Toriel casts fire magic against Frisk, the player must dodge small flames across their screen. Other representations are abstracted, however - such as the smaller bugs representing Whimsum's attacks. 


That said, there is much to be learned about the monster and their personalities from their attacks alone. Both Greater and Lesser Dog are represented by pixelated Samoyeds and eagerly jump or send barks to meet the player in their excitement. Napstablook's attacks are marked by his mood, such as the series of tears or the text "Not really feeling up to it, right now". Papyrus's final attack is a series of bones spelling out "Cool Dude" to let the player know who he truly is. 


However, it is Toriel's attacks that are the most representative of a character's true personality. In the final battle before leaving the Ruins, Frisk must fight past Toriel in order to leave. However, Toriel challenges Frisk to fight, and at first her attacks seem formidable, pitting the player against a variety of fire magics. But, if enough damage is incurred (usually if the player has 2HP left), the behavior of her attacks changes. The player no longer receives direct hits from Toriel's spells, and if the player moves towards the attacks, the attacks move away from the player, as though avoiding the player altogether. This behavior suggests that Toriel, though set to keep Frisk from leaving, cannot bring herself to truly harm Frisk, instead appearing to attack while refraining from any injury.  At least to me, this revelation was particularly devastating when I comprehended the situation that we had been placed in - that while I the player was at liberty to kill or spare Toriel, she would rather die than hurt or kill Frisk. This difference in resolves and priorities reversed the normal power dynamic of the boss battle, placing the player as the dominant force while Toriel, the boss, was unable to truly fight back. 

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Matt Zehner
Matt Zehner
05 nov 2018

This post does a great job of summarizing one of the coolest aspects of Undertale. In a Pokemon game, all of the Pokemon play effectively the same. Sure, you can catch new ones with pretty sprites and different moves, but the physical process of playing is the same - you do a calculation regarding what type move is most effective, and you use the move. Undertale's system allows for the expression of character's feelings and dialogue through the combat system, allowing for us to learn more about them through a system which usually dehumanizes them and reduces characters to targets for player attacks. Toriel is a great example of this - her battle serves a narrative function in the g…

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guarinoj
05 nov 2018

Toriel's battle made me interested in a comparison between the "Fight/Mercy" moral choice in Undertale and the "Harvest/Rescue" choice in Bioshock. Bioshock allows for you to kill one Little Sister and still get the good ending - supposedly offering you the chance to kill the first one, feel guilty, and change your mind. But Undertale requires you to kill zero monsters to receive the Pacifist ending. A few people in class mentioned that they accidentally killed Toriel when they didn't realize they had the option to spare her, and felt terrible about it. But the game offers you no consolation for killing the first boss, changing your mind, and committing to being pacifist going forward.


Does the fact that Undertale…


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krajaratnam
04 nov 2018

Great post! While I do to some extent that the Toriel fight subverts some aspects commonly found in videogame boss fights, I am tempted to disagree with what you say about the power dynamic. While, yes, the player is in a position of power when fighting Toriel, I wouldn't say that this is particularly subversive. I'd argue that every fight in Undertale places the player in power, with the liberty to kill or spare the enemy. This is facilitated by the saving mechanic, fueled by what the game refers to as the player's determination. As such, while any enemy can kill you, no enemy has the power to keep you from coming back. The player is free to do whatever…


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Thanks for this for post - I definitely agree that it was really cool to see how the different animations complemented the overall theme of the game. I really liked how you used an example of medium specificity as a means to extend an argument about the nature of the antagonists within the game, something that I wouldn't have previously thought to have done. I'm interested to learn more about how these character traits can then shape the play of the game. I certainly agree that Toriel's behavior towards Frisk helped subvert the particular conventions, but to what degree is it necessary to have this reversal of power in the boss battle? I think even immersing in a boss battle…

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