I’ve spent the past few weeks reading
everything I can about Undertale; its secrets and lore, various analyses and
interpretations of its story and mechanics, and of course, reviews. And one
thing I’ve noticed mentioned frequently in the reviews or fan gushes of the
game, is that a lot of them have trouble pointing out the one thing that makes
Undertale great. They can’t summarize and simplify the magic of Undertale into
one core concept, and I find this very interesting. It got me thinking, if I
had to pick one thing, one core thing about Undertale that makes it so special
and unique…what would that be?
I thought about this a lot, and I have
to admit, the more I think about it, the more I understand the struggles of others,
because well…I can’t think of an answer! There’s really no one simple thing
Undertale does to make it special, it’s well…everything it does! It’s the way
it constantly surprises you with great fun dialogue, an emphasis on exploring
the mechanics and characters through choice, a unique battle system, the music,
a fresh air of simplicity, there’s a lot that Undertale does to make it
special.
But then I thought, if I can’t say “what”
makes Undertale special, maybe I can say “when” Undertale feels special; the
moments in which Undertale really shines, and explore why that is. And after
mulling on this question, I think I can come up with a sufficient answer. The moments
in which Undertale really shines, I would say, is during the boss battles.
As I look back on my Undertale
experience, I notice that the moments I have the most to say about, the moments
that I can recall the clearest, are the boss battles. Because the boss battles
I think, more than anything, are where all the great parts of Undertale came
together.
In many video games a boss and its
battle are rather simple. They are a difficult obstacle meant to challenge the
player in the mechanics they’ve learned and experienced, and often that’s all
they are. Maybe they’ll have some neat personality or character that makes the
battle feel a little special, but often it doesn’t amount too much, it is a
challenge at the end of an area meant to be intense for the player.
With Undertale however, bosses take on
an entirely new meaning. They aren’t just a challenge at the end of an area for
mechanical purposes, they’re so much more. In Undertale, the bosses are
characters, characters that you meet and interact with multiple times before
the battle. You gain an understanding of them and who they are through each
area, such that there’s a great emotional weight to each battle. You also get
to interact with NPCs and puzzles that can tell you a lot about the character,
such that by the time you get to them, the confrontation feels like an
interaction, rather than a battle.
Each area is also cleverly designed to
reflect the boss battle, not just in its mechanics, but in its feelings and
emotions. The first area is meant to be simple and warm, more of a learning
experience from someone who just wants a friend to live with. The second is
more fun and lighthearted with silly enemies, puzzles with hilarious solutions,
and fun scenarios that all come from someone who just wants you to have a good
time and think they are cool. The third is more dark, scary, and intense in
telling you the dark secrets of the monster history, all seeming to be from
someone who wants you to know how serious this is, and wants to scare you so
they can take your soul and save their friends. The fourth is a more fun and
intense experience, showing the many great sides to monsters, and comes from
someone who just doesn’t like herself and wants you to like her and her
friends, so she’ll do everything she can to make herself and the world seem
like a great one to stay in, full of close battles, intense moments, and great
laughs, just like a good movie. And for the final area, monsters are simply
friendly and show you how much they love their king, and you see firsthand how
great of a guy he is, and how horrible it will be to fight him.
In Undertale each area reflects its
boss in so so many ways, such that the final confrontations always feel very
powerful and important. Each boss feels connected to the entire area, and every
unique experience you had in it, and it’s wonderful.
The bosses are great in showing how
Undertale is about more than just a mechanical challenge, but an emotional one
as well, and it makes the battles feel very poignant. And another part of what
drives home this idea that boss encounters are an experience rather than a
challenge, is the constant presence of dialogue. The bosses aren’t just things
in your way, they have personalities, strengths and weaknesses, and they’ll
talk to you every turn, such that you really get an understanding of who they
are through each battle, and feel the weight each battle carries with it.
And what’s even cooler than this is
that the dialogue each boss says will change depending on your actions. Whether
you attack, spare, or act, it feels like your choices actually matter, and like
there’s great importance in how you choose to go about each battle. It makes
every boss feel like a crossroad of sorts, in which the choices you make here
will determine a lot in the future of the game, and it adds a wonderful feeling
to each battle to make them feel that much more special.
And while the dialogue itself is
important, the mechanics themselves are also wonderful in what they say about
the character and battle. Each boss has its own distinct way of being played
and winning, and they work in ways that say a lot about the boss, almost
helping you to understand them through their mechanics. Let’s go through them 1
by 1:
In the Toriel battle for example, she
tries to be strong and not let you pass, but if your health ever reaches a
certain point, she can’t bring herself to finish you. She can’t bring herself
to kill a human when killing humans was the very reason she abandoned her
people, and it allows you to really feel for her and also not want to kill her.
You’ve come to love her company so much that you see why sparing would be the
better option to go here, and it gives a special feeling to the battle.
Similarly, for the Papyrus battle, he
prefers taking his time changing you colors, unlike every other boss that
changes your color immediately, because he wants to surprise you and have fun
with it. For his battle he doesn’t really want to hurt you, he just wants to
show off and make himself look cool as he does his job to become a member of
the royal guard. This is why he doesn’t actually kill you, and why his dialogue
is so full of fun antics and him going off on how cool he is and will be. You
can’t help but agree at times and love the things he does, and it makes the
battle very fun, such that by the end you’ll be cheering him on.
Notice that instead of saying blocks the way Undyne is just attacking
For Undyne, her battle is fierce and
direct. She charges at you with full force, and the only way to handle her force
is to meet it head on with your own determination. It’s a great clash of
titans, and it feels very epic and grand in how quick the dodging mechanics
work and how much it will keep you on your toes.
Again, Mettaton isn't attacking or in your way, but making a premiere
Mettaton’s goes in its own unique way
in which, while fighting is nice, the real goal of Mettan is to put on a good
show and get great ratings for all his beloved fans. And as you learn of how
much so many NPCs adore him, it’s hard to not want to help, posing and dancing
in your own way to give everyone a great show with this great battle. It’s
exciting and exhilarating, but also quite fun at times, and feels rewarding at
the end when you hear the calls and learn that in fact, everyone seemed to
enjoy the show you put on.
And finally, there is Asgore’s battle.
Asgore’s battle is possibly the most powerful in what its mechanics say about
him. During the Asgore battle, you cannot use mercy at all, and while it’s easy
to freak out and focus on what this means to you, you can miss how much this
says about Asgore’s character. One interpretation is that, Asgore knows that if
the mercy button were available, he’d do it, and it feels like he destroys it
not to stop you from showing mercy, but to stop himself. Another interpretation
is that he destroys the mercy button simply because, he feels he doesn’t
deserve mercy, and is extremely ashamed of what he’s done for the good of all
monsters in his eyes. The fact that he never looks at you says it all, but more
than that, is the dialogue, or rather, the lacking of any dialogue, something
that no other fight has. He’s clearly ashamed of what he’s doing, and just
wants to get this over with as fast as possible. This is why he never talks to
you, or even looks at you, he can’t bear to do it. It makes the battle
incredibly tragic for both you and Asgore, and does a fantastic job of showing
the tragedy of his character, and that under this happy exterior he shows to
all, is a sad broken man in need of healing.
The way the game is able to telegraph
these characters through its battle mechanics is fantastic, and it makes them
all feel real and unique in their own special way. Toriel is loving despite her
strong morals to do what is right, Papyrus is fun and cool, Undyne is
passionate and awesome, Mettaton is entertaining and exciting, and Asgore is
tragic in how similar he is to Toriel, loving, yet having strong morals that he
refuses to compromise on. The game does an incredible job at making each boss
feel unique and memorable for its own separate way, and it’s why the boss
battles of Undertale are so unforgettable.
This isn’t even mentioning the music,
which does wonders to accelerate the emotions associated with each battle. Each
boss has a wonderful unique track with it to heighten the feelings of each
battle, and it’s the wonderful icing on the cake to make the boss battles of
Undertale so so memorable.
This isn’t even getting to the Flowey
and Asriel battles, and how those define their characters, but I’ll leave that
to your own digging and understanding of what they say about them.
In conclusion, I feel that the boss
battles are very much the height of Undertale and are where the game really
shines, and is I had to tell someone why Undertale is special, I would say it’s
the boss battles. Undertale understands that each battle is meant to be a huge
climax for each area, and not just in a mechanical sense. True they’re a
challenge, but they’re also emotional challenges, they make us feel, and they
make us understand. They say a lot about each character, and help you to
emphasize and love them each for who they are. The writing that makes Undertale
so special is hugely important to this, the choice you have and how much weight
each one has is also very apparent in these battles, and the music and
mechanics and how they blend with each character and encourage this great
feeling of understanding as you clash with them, all of these elements that
make Undertale great, come together in the most spectacular way during the boss
battles. All of my favorite parts of Undertale, the writing, freedom of choice,
music, and unique mechanics and what they say about the characters and world,
shine brightly for the boss battles, and in such a way that they feel so much
more powerful than bosses in well, any game I’ve ever played. They are where all
the magic of Undertale come together, and so I would say, if I had to give one
simple reason why Undertale is so special, I would say it’s the boss battles,
and how they all are designed incredibly well to feel very final, and very
meaningful.
….all right fine, I’ll touch on the
Asriel battle, but only because the Asriel battle is so so special. It’s the
ultimate climax in how you’ve felt throughout the entire game. Throughout the
whole game you’ve felt the determination to finish it and overcome every
challenge, and you couldn’t feel that more than here. Throughout the game
you’ve grown to love and appreciate each character, and have fun in their own
special way. And in the Asriel battle, those feelings are magnified as you
revisit them all and remember why you love this game so much.
And then in the perfect finale, the
whole game of Undertale was about saving others. Not just the bosses, but the
monsters, the mini bosses, helping them with their problems, the whole game was
about saving and helping others, through determination and love. Saving Asriel
is really the perfect ultimate culmination of your entire adventure, and it is
the perfect way to do a final battle. It is my favorite moment of the Undertale
experience, and I do fell the boss battles are where Undertale shines
brightest.
No comments:
Post a Comment