UNDERTALE Introduction & Impressions | Creator and Estimated Completion Time

UNDERTALE アンダーテイル 紹介・感想|製作者とクリア時間の目安 game
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This is an introduction and review article for the indie game "UNDERTALE," created by Toby Fox.
Released in 2015 for Windows and Mac, it became a worldwide hit and is now available on various platforms including Steam and Switch.
It features a unique worldview, distinctive characters, chiptune background music that enhances the gameplay, and thrilling battle sequences.
The atmosphere, where humor and cruelty coexist, is striking.

My first playthrough took about 3 hours.
It took a total of about 7-8 hours to complete all three routes.
(The completion time will likely vary considerably depending on your play style.)

Purchase here (¥980 as of August 2024)

Steam

Game Overview

UNDERTALE is an RPG that incorporates 2D shooting elements into its combat.

The story begins when a human (named by the player) falls into an underground kingdom.
As you venture further into the darkness of the cave, you'll be tricked by Flowey, a talking flower, and find yourself in a life-or-death situation.

 

It was a monster named Toriel who saved me at the last moment.
It seems they were on their daily rounds when they spotted the protagonist and discovered them by chance.
They'll walk around the ruins with you for a while, and then they'll explain the basics of the game.

 

In this game's combat, you don't necessarily need to defeat the enemy.
Most enemies have ways to avoid combat.
It can be overlooked by taking appropriate action.
If you let enemies escape, you won't gain experience points, but you will still get money.

The scenario branches depending on whether you defeat the enemy or spare them, leading to different outcomes.
There are three main routes, but even within those routes, there are further subtle differences depending on the actions taken.
One of its charms is that you can experience various storylines by playing it repeatedly.

 

During the enemy's attack turn, you'll temporarily be required to dodge bullets in a style similar to a shooting game.
The red heart represents your character, and after dodging enemy attacks for a certain period of time, it will be your turn again.
If you play well, you should be able to get through without taking any damage, but it might be quite difficult until you get used to it.

特定のボス戦では、アクションゲームのような操作を求められたり、こちら側も弾丸を発射できたりと特殊な操作ができる場合があります。

 

The game is divided into several stages, each with a significantly different visual atmosphere.
You'll travel to a variety of places, including ancient ruins, snowy regions, and volcanoes.
Each scene is accompanied by original background music that perfectly matches the surrounding landscape, giving you the feeling of exploring different places.
The event features many special effects, even during battles, and you'll get the feeling right from the start that this isn't just a typical RPG.

 

Review (no spoilers)

In my first playthrough, I completed the route known as the Neutral Route, and in my second playthrough, I successfully completed the Pacifist Route.
On my third playthrough, I went down the Genocide Route, but the final battle seemed impossible to win without spending an enormous amount of time on it, so I gave up on clearing it on my own (I checked the rest of the story in a gameplay video).

 

My first impression after playing it was that it had a similar atmosphere to "Mother 2" (I've only played Mother 2), and I felt it had a unique sense of style.
The creator is not Japanese, but I didn't find the translated Japanese particularly jarring.
There were some puns here and there that wouldn't work in any other language, which made me wonder what the original text was about.
Rather than saying it didn't feel unnatural, I feel it was translated very well.

Focusing on the gameplay, the field features many puzzle-solving and other gimmicks, while combat primarily consists of bullet-hell dodging shooters.
The puzzles require a bit of thought, but hints are often provided, so I didn't feel they were particularly unfair.
However, there were some parts where I had to rely on walkthrough websites.

The shooting sections where you have to dodge enemy attacks were quite challenging.
I'm not very used to these kinds of detailed operations, but I think I managed to get through it reasonably well.
Each enemy uses a fixed attack pattern, so I think it becomes easy once you memorize and get used to it.
Even if you're not good at it, the encounter rate isn't high, and you can always power through with healing items if necessary, so I don't think it'll be a big problem.
(Some routes have many tough enemies, which makes it difficult...)

Ending a battle without defeating the enemy requires several actions, so it takes a little effort.
Honestly, it's easier to just keep defeating them, and you gain experience points, so it's a big advantage when it comes to clearing the game.

It somehow feels realistic that trying to proceed without hurting the opponent takes more effort, while simply defeating them without question is easier.

 

Aside from the battles and puzzle sections, one of the highlights is the interactions between the unique characters.
It's not just the comical interactions; there are also moments of chilling horror, so don't underestimate it.

In each stage, there are both a partner character and an antagonist character.
Whether they were enemies or allies, I think I strangely grew attached to them as I progressed through the stages.
Depending on the route you take, you'll often discover different sides to the characters.

 

The story itself is filled with many mysteries, and it will be difficult to grasp the whole picture by simply completing it once.
One of the enjoyable aspects of this game is exploring the background and truth of the story by completing different routes.

Lastly, I'd like to mention that the background music used in this game is absolutely wonderful.
The reason I started playing this game was because I happened to come across a boss battle song on YouTube.MegalovaniaThis is because I heard the background music "".
A variety of songs, including tense, comical, and heroic tunes, are used lavishly to liven up the event scenes.
I think it's a good technique to use music in a way that evokes scenes from the story when you listen to it, and I felt that almost all of the songs in this film were like that.
どんなプレイヤーでも、何かしらお気に入りの曲が見つかるのではないでしょうか。

Overall, it's a meticulously crafted piece, paying attention to every detail.
Of course, not everything is comfortable and stress-free.
The protagonist's movement speed can feel slow, and skipping messages isn't very convenient.
Combat with enemies takes time, and if you're trying to avoid defeating them, you'll have to repeatedly dodge their attacks.
However, I think that once you actually play it, anyone will find something that resonates with them.

If you're interested, why not give it a try?
Even people who don't usually play games with this kind of atmosphere will likely find themselves captivated by the unique world of this game.

 

Thoughts and screenshots included (spoiler alert)

This section contains many spoilers.
I recommend viewing this after playing through all three routes.

 

 

 

First playthrough (N route)

I played through the first time without paying any attention to anything.
Sometimes I defeated the enemy, and sometimes I let them escape.

There are relatively few screenshots.

 

I started playing with no prior knowledge whatsoever, got hit by Flowey's bullets and nearly died, and blurted out "Huh?"
The cute face suddenly transformed into a menacing one, and it felt like I was hit over the head, realizing this game was something else entirely.

 

My initial impression was that they were overly protective of a child they had just met, which gave me a slightly unsettling impression.
I got the impression that he was projecting his past-lost child onto the protagonist and was determined not to let him get away, so I defeated him the first time.

 

Up until now, I hadn't faced any bosses who were clearly hostile, like Toriel and Papyrus, so I felt a lot of pressure facing Undyne.
In the end, I managed to escape without a proper fight, but I didn't complete the friendship event with Undyne in my first playthrough.

 

Mettaton has a cheerful and fun vibe, but I felt a definite murderous intent from him, which made him scary.
Since he was an opponent that couldn't be defeated in the ordinary way, every time I encountered him I was apprehensive, wondering what kind of cruel game he would make me play next.

 

It was interesting to see that scenes with rapid-fire speech, typical of otaku culture, are common overseas as well.
By the way, the first time I went through it, I didn't realize that Alfee was giving me the answers to the quiz.

 

I thought it was a playful touch that the ferry boat used to return to the previous location occasionally transformed into something else.
This work is filled with these kinds of subtle references and gags.

 

Sans seemed laid-back, but his occasional intimidating remarks were frightening.
However, in the Neutral and Pacifist routes, I like the character because he comes across as pushy but lovable.
Also, I like the cute face in the walking graphic (although it's facing away in this screenshot).

 

I was surprised to learn that status names like LOVE and EXP had such hidden meanings.
However, I was curious about who Sans really is, given that he is aware of this meta-level device called "Status."
Entering Sans's room does offer some clues, but in this game, they seem to be merely hints and not explicitly stated.

 

Second playthrough (Pacifist Route)

These are just screenshots from my second playthrough, so they aren't necessarily all scenes unique to the Pacifist route.

 

Toriel will help you by buying time when you encounter enemies.
Toriel's expressionless face looked rather sinister, which made me laugh.
They're probably glaring at the monsters and driving them away.

 

The message that appeared was probably a result of defeating Toriel in the first playthrough, and I thought, "Oh, something's changed."

 

Toriel was a lifesaver who saved the protagonist's life, so I'm glad we didn't have to defeat her.
It was a scene that symbolized the "farewell to one's mother" that many people experience in their lives, and I felt like I was experiencing something universal that transcends culture.

 

Sans isn't exactly hiding the protagonist; in fact, he's guiding him towards being discovered, but Papyrus's complete disbelief and refusal to go along with it was quite amusing.

 

Sans thanks him for playing with his younger brother, who's like a child to him.
Although he usually seems to be teasing Papyrus casually, it's clear that he actually cares about him.

 

I was thinking what a cute little dog it was, when it suddenly stood up and I burst out laughing at how incredibly burly it was.

 

What's interesting is that modern terminology often appears.
It seems that social media exists there, and the underground world is surprisingly well-developed in terms of information technology.

 

I found the scene where Sands suddenly pops out the door and provides the punchline with a trombone sound effect to be hilarious.
I remember this scene well because Sans's graphic was so cute.

 

"I'd love to drive on an endless highway, but that's just a pipe dream, so I drive while I sleep," Papyrus explains, revealing why his bed is a car.
I usually feel like she's trying too hard to act like an adult, but here I thought it was a genuinely childlike and cute dream.
(In the ending credits, there's a scene of them driving on the highway in a car, and it was great to see their dream come true.)

Also, I thought Sans was really kind for paying attention to Papyrus online.

 

This is the first date event I experienced with Undyne in the Pacifist Route.
I thought Papyrus was surprisingly cunning in how he used Undyne's personality to instigate the situation.
Undyne's delighted, ecstatic facial expression was hilarious.
It might be easier than you think.

During my first playthrough, I had absolutely no idea what kind of person Undyne was, let alone her gender, so this event completely changed my impression of her.

 

This part was genuinely funny, and I couldn't help but laugh.

 

I had thought Undyne was a man, but from this scene onwards her speech becomes more feminine, which felt a little strange to me.
Because I had the preconceived notion that mermen were male and mermaids were female, my brain couldn't process the existence of a female merman for quite some time.
The name Undine sounds feminine, but when pronounced in English as "Andain," it just doesn't sound right.Undyne from CuldceptThat's what came to mind.

This scene really highlighted how Papyrus is a character loved by everyone.

 

The image of the tomato being crushed with a fist was so horrifying that I laughed.
And the scene where they ask what to do next in the burning house was surreal and made me laugh.
The flames properly cast a shadow over Undyne's face, effectively conveying her menacing presence.

 

Muffet made a sudden appearance in this scene, so her character didn't leave much of an impression, but I did like the song (Spider Dance).
The little spider that toddled along carrying the telegram is adorable.

 

An event reminiscent of the opera house in FF6.
I was getting tired of having to listen to the same opera I heard the first time around, so I was surprised when Mettaton hit the nail on the head.

 

Undyne's extremely rare shy expression.

 

I laughed at the punchline in Alphys and Undyne's date event, where Papyrus was involved.
The outfit Undyne is wearing at this time looks like a suit, and I get the impression she's dressed like a man.

 

Many of the events in "The Lab of Truth" were quite draining in terms of sanity points.

 

I couldn't help but laugh at Toriel's scathing and straightforward words.

 

The scene where all the characters you've met so far lend their strength was just like the final boss battle in "Mother 2," and it was great.
I couldn't help but chuckle at some of the characters that made me think, "Who is this guy again?"

 

I found the narrative trick interesting, where it's revealed that the character initially given a name is actually a different person from the protagonist being controlled.
I thought Asriel looked like Toriel.

 

The P route ended on a high note, leaving me completely satisfied.
It would have been fine to end it here, but there's still something called the Genocide Route left, so I can't just not play it.

 

Third playthrough (Genocide Route)

Since it was my third playthrough, I didn't want to just get hit without saying anything, so I dodged, and it was funny when Flowey revealed his true nature.

 

I found it interesting how the situation, which was described as "it was dangerous to go outside, so we locked the player in the ruins to protect them," reversed to "we locked the player in to protect everyone outside."

 

Sans's lines, which seem to see right through everything, really hit home.
While the comical banter with Sans and Papyrus in Snowdin is enjoyable, the Genocide Route becomes extremely grim.
I'll be skipping all the puzzles, and I'm feeling sad about that.

 

This snowman wants to travel the world, but on other routes, you'll be stopped if you take more than two because their bodies will collapse.

However, in the Genocide Route, you can mercilessly push them until they completely collapse.

 

Reading this line after reaching the end of the Genocide Route really makes you think.

 

Snowdin, once home to a multitude of monsters, is now completely deserted, a stark reminder of the monsters' status as dangerous and malevolent beings.

 

This dust is probably the dust that is generated when you kill a monster.
The protagonist's hands, constantly battling enemies in the Genocide Route, are probably always covered in dust.

Whenever you meet Sans for the first time, he always asks for a handshake, and there's a theory that he's checking to see if there's any dust on the protagonist's hand, which I thought was quite insightful.

 

Papyrus senses a lack of humanity in the protagonist who doesn't participate in the games at all, but he remains determined to be friends with him.
The protagonist, who silently closes the distance little by little, is simply unsettling.

 

As Undyne mentioned in the Pacifist Route's date event, her fears that the pure and kind Papyrus might one day be killed by an enemy prove true.
sad.

 

The protagonist's comments, which are frequently inserted with an asterisk at the start of battles, are terrifying.
Undyne's heroic move to protect the child and ultimately being defeated was very memorable.

The English title, "Fujimi no Undyne (Undyne the Undying)," sounds incredibly cool.

 

It seems that in many games, once you acquire the ability to loop, you eventually get bored and start killing people.

 

It was refreshing to see even Flowey, who had shown such a menacing expression throughout the previous routes, appearing slightly frightened.
That just goes to show how creepy the protagonist of the Genocide Route is.

 

The lines, which are modeled after Papyrus's lines in the Genocide Route, are particularly memorable.
I'd seen Sans quite often on other routes, but he hadn't shown up at all since the fight with Papyrus, so I was surprised when he suddenly appeared here.
The irony directed at the protagonist, who has been relentlessly killing, is brilliant.

 

I managed to beat Undyne, but the fight against Sans was so tough that it broke my spirit, and I gave up on defeating him.
I checked the subsequent events in a gameplay video, and I haven't completed the Genocide Route yet.
In that sense, in the world of UNDERTALE that I played, it could be said that Sans' efforts prevented the ending of the Genocide Route.

I managed to withstand the first special attack, and the song that got me started playing the game was "MegarovaniaI was able to hear it on my own, so I felt a sense of accomplishment.

The way Sans moves off-screen at the very end, disappearing from view, followed by the message "Papyrus, are you hungry too?", and then his level increasing from 19 to 20, symbolizing his death, left a very lasting impression on me.

Route G certainly leaves a bad taste in your mouth.
However, I believe that the clear outline of this work emerges precisely because it thoroughly develops both the P-route and the G-route, which can be seen as the light and shadow routes, respectively.

 

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サントラ: UNDERTALE オリジナルサウンドトラック(日本語版)(Amazon)

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Yugiri
Two years ago

>In that sense, in the world of UNDERTALE that I played, it could be said that Sans' efforts prevented the ending of the Genocide Route.

I think it's also wonderful that "things that couldn't be cleared" can be counted as one of the story's endings.
I completed the Genocide Route, and I'm the type of person who's deeply affected by discussions about "why things are done this way." When something seems difficult but achievable, I get an overwhelming urge to see it through...
I have respect for those who didn't complete the Genocide Route, and for those who chose not to play it at all, for doing something I couldn't do. (Of course, I also have a deep respect for those who did complete the Genocide Route.)

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