this post was submitted on 03 Feb 2025
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Had to recreate this one because I refreshed instead of posting
For Undertale, I disagree with the final Chara scene at the end of No Mercy. It muddies the waters on an otherwise very-deliberate thematic overtone of the whole route (you are engaging in a gameplay strategy that is designed to be extremely tedious and grindy in a continuous slog of deliberate cruelty so banal that it’s probably for no other reason than wanting to experience everything). I’d honestly prefer that the game continued to specifically lambaste me and reinforce my culpability rather than give room for anything else.
Like, okay, let’s spitball. Chara is the only entity in the game that has enough natural determination to step in and override you. Instead of being just ‘evil child’, let’s have them be an entity that is generally non-interfering but wants to enforce 'responsibility for deliberate acts' to counteract the godlike nature of SAVE/LOAD. Maybe Chara is the intermediary who allows us to interface with SAVE/LOAD and/or Frisk, or maybe they’re just an observer of beings with high determination, or something else entirely. Instead of the consequence in Tainted Pacifist being 'evil kill bad now spooky haunted' at the very end, have Chara make a show of them seizing control in the middle of the ending sequence (at the most unresolved moment possible) and leverage the metanarrative elements of the world to inflict a depth of dissatisfaction that can only come from a game—back to title screen, save wipe. Instead of 'you experience true pacifist but game haunted oh nooo' it would be 'you can never experience true pacifist in full again. live with your choices.'
Alternatively, let’s take another option. Don't involve Chara. Don't give a true 'conclusion' in that sense. Just end with a black screen after killing Flowey that persists until you manually go into the files and unfuck the save—i.e. 'What are you still doing here? The monsters are all gone. There’s nothing left. Isn’t that what you wanted?'
Instead, it really just kinda serves to make talking about the route annoying (no Patrick, you were not possessed to do evil, you chose what buttons to press) and feels a little hackish in retrospect. 'wow evil child monster haunts the game kill everyone and you too ooh wow' is a bit of an eye-roller when tailing one of the most otherwise ludonarratively-consonant gameplay routes in an RPG, IMO.
Moving on, encounter and non-encounter area differentiation is a bit unintuitive. Pokémon solves this by having special encounter tiles, and Deltarune solves this with roaming encounters. Properly adds to the tedium of No Mercy, annoying elsewhere.
Speaking of Deltarune, you can feel the lack of a run button on replay. Rather annoying now that I’ve been spoiled with having it.
Lastly, I don’t really like Muffet’s heart mechanic. Idea is cute, but it feels like it'd give me RSI if played for a good bit.