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April 26, 2024, 12:48:36 AM

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Author Topic: Undertale  (Read 1246 times)
Chara from Undertale
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« on: June 01, 2017, 03:39:07 PM »

The RPG where NOBODY has to die. (Not giving you a link, you already know the URL!)

By Toby Fox and tEMmiE Chang.
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ProgramGamer
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« Reply #1 on: June 01, 2017, 04:13:32 PM »

I liked Undertale a lot.

I'm never gonna play it again though.
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Schoq
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« Reply #2 on: June 01, 2017, 04:30:00 PM »

I think there's a thread for this already
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« Reply #3 on: June 15, 2017, 12:46:46 PM »

The atmosphere is its strength
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« Reply #4 on: June 19, 2017, 11:25:18 AM »

but also its weakness
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« Reply #5 on: June 19, 2017, 12:00:08 PM »

makes u think
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« Reply #6 on: June 22, 2017, 12:23:45 AM »

The RPG where NOBODY has to die. (Not giving you a link, you already know the URL!)

By Toby Fox and tEMmiE Chang.

wait who
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litHermit
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« Reply #7 on: June 22, 2017, 02:48:22 PM »

One of the few games I liked, didn't finish, and don't plan on playing again. Tbh got a bit tired of the convoluted story near the end.
Killed only one character - Toriel, right at the start Droop before I figured how the game works. It still haunts me.  Embarrassed
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Raptor85
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« Reply #8 on: June 25, 2017, 03:03:25 AM »

Honestly while it had a decent combat system I didn't really like undertale that much, the game was really short and the few puzzles were REALLY easy.  I liked that it kinda had the "Mother" series vibe going on but it's far more shallow and the level design just really isn't that good. (the game is extremely linear). Atmosphere-wise it's pretty good but imho it's just not really that good of a game.
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« Reply #9 on: June 25, 2017, 03:06:21 AM »

please stay on topic
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litHermit
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« Reply #10 on: June 25, 2017, 06:46:16 AM »

...the level design just really isn't that good.

It's horrible, but it didn't bother me much
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« Reply #11 on: June 26, 2017, 04:42:07 PM »

Killed only one character - Toriel, right at the start Droop before I figured how the game works. It still haunts me.  Embarrassed

The Toriel fight is the only part of the game I really dislike.  The "correct answer" isn't something you get by playing/learning the game's systems/understanding the feedback, but by ignoring that feedback ten or twenty times in a row; this is game design possible only in an age where people have gotten confused between playing-games and reading-about-games-on-the-internet.  (And I know I'm not the only one who feels this way; I remember reading a review that argued the fight basically undermined the point of the game.)

But in my case it's more due to a personal pet peeve of mine: when games intend (and even advertise) a nonviolent course of action but then hide it away in an undocumented trick, upgrade, or NewGame+ mode, or something that can't reasonably be done by a new player on their first playthrough.
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