Created by the same studio, Undertale and Deltarune are canonically connected. While the games do not share a universe, characters such as Toriel, and the bullet-hell-esque combat system relate the games strongly. The art style, and Undertale’s remixed music within Deltarune also enforce the connection between the two games. However, where the games differ are in their respective messages of identity. While Undertale identifies with notions of freedom and choice, Deltarune identifies with the lack of choice and does so through movement and environmental storytelling.
In the image of Undertale, the player’s character has just begun their journey through the underground. In this particular point, Toriel, another main character, has tasked the player to run to the end of a hallway. The hallway is long and this advertently allows the player to master the movement controls of the game. One of the most notable features of this hallway is the designated pathing seen in the light purple blocking on the floor. There is no encouragement to walk on the pathway, nor is there any obligation to do so, since the player can roam freely (as depicted) yet it was a design choice. The cognitive impact on a player seeing a designated pathing and yet being able to walk it or not walk it underscores the freedom that Undertale boasts.
In the image of Deltarune, the player’s character has just begun their journey through the Dark World. In this point, the player has lost a friend in the process of falling to the Dark World, which enables the story to push the player to explore. While the player searches for their friend, they are only given a purple-gray walkway to traverse, surrounded by abyssal darkness. Despite having to explore and search for their friend, the pathway is leading them towards one direction. The cognitive impact on a player being unable to freely roam, at least in the beginning, further establishes Deltarune’s lack of choice. As such, because the games are so similar in many other aspects and of visual similarities obvious in the images provided, Deltarune and Undertale’s movement and environment can be analyzed.
In fact, the similarity between the pictures is an example of intertextuality. Deltarune’s curvature of the pathway, the length, and the position at the beginning of the plot do not simply look just like Undertale’s environment: it references it. Deltarune pulls from the reader's knowledge of Undertale to enhance the connection. However, the particularity of movement is what establishes the protagonist’s identity.
Soraya Murray explains the connection between movement and identity in her piece, “Poetics of Form and Politics of Identity; Or, Games as Cultural Palimpsests.” In talking about Assassin Creed: Liberation’s protagonist Aveline, she analyzes the impact switching between assassin, lady, and slave has on movement. She confirms that switching to an assassin reinforces mobility because Aveline can climb buildings and jump roofs. On the other hand, switching to Lady, reinforces grace because of the attire for a regal woman at the time-restricted fast and large movements.
Deltarune’s lack of mobility helps the player identify with Kris, whose narrative is about lacking choice. Even though the game disregards the name you choose, the body you choose, or the favorite color you choose, Deltarune builds Kris’s identity through limited movement. The game does not enable that the player identifies with a character they personalize, like Undertale, but it helps the player identify with, or role-play, a given storyline. By alluding to Undertale’s movement, Deltarune innovates its own role-playing game genre.
As someone who played Undertale and really enjoyed it, I found this comparison added to my perspective of Deltarune as a sequel. I had planned to play Undertale through again before giving Deltarune a shot a some point, but that was of course before one became my class assignment. I wonder if, had I played Undertale more recently the reference would have seemed more obvious, but as it stands I did not realize it at all until now. I was more fixated on the different aesthetic and "choices" I had made. In Undertale the player is less roleplaying "Frisk" and more being... the player. Characters address you as such and acknowledge that you are not the body you control in…
I wonder if there is something else at play here than simply having the character empathize with lack of choice. There is an interesting discussion about player experience and perception versus character perception. We are asked to play as Kris, and as so, the game limits us to Kris' movements. There is a theoretical reading here where Kris had more options to move about and explore the space, but we as players are locked into their movements. Here the cramped-ness of the path is less about Kris' lack of options, as it is forcing the player into performing Kris' actions. If you subscribe to the concept of identity as performance, the game forcing us into one route is an attempt…
While I haven't played Undertale, the comparison of the two games seems interesting. From an outsider's view, Deltarune looks like someone took Undertale into Photoshop and hit the "Negative" button. Except instead of just switching to the inverses of colors, the button flipped the fundamental character of the game as well. Both games allow the player to identify with Kris, one through the emotional attachment of creation and choosing, the other through forcing a narrative onto the player such that they have to attach some feeling to Kris to find the game worth playing. I wonder what the players who played Undertale then Deltarune thought. After having the freedom to identify with Kris through choice, and suddenly no longer having…