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Team Hatoful presents the Undertale Demo - Part 4
It's the final part of the Undertale demo! In this, we realize what we now have to do, and head to the final confrontation, which I attempt to resolve in the most peaceful manner possible.
Please have a supply of buckets for tears on standby, and curb any temptations for extreme violence towards plants that this video might unexpectedly awaken in you.
http://www.youtube.com/watch?v=G1bP0dUPdEA
Please have a supply of buckets for tears on standby, and curb any temptations for extreme violence towards plants that this video might unexpectedly awaken in you.
http://www.youtube.com/watch?v=G1bP0dUPdEA
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I've been waiting for discussions of the the next Undertale recording session to come up before bringing this up, but really it's probably better said sooner rather than later -- I'm just going to bow out of this one. Hatoful managed to have enough great stuff to counteract most of how miserable it is -- Undertale just undermines everything it goes to the trouble of setting up. There are ways for these ideas to work, but this isn't it, and judging from Radiation's twitter he isn't even INTERESTED in finding them, just in making sure everyone gets the ending he wanted, to hell with the thesis of the other 90% of the demo... I nearly bowed out beforehand, but I agreed to see how it turned out, and it DID turn out better than I expected, but I like the actual game even less and less the more I think about it (and the more I learn about Radiation), and there aren't even enough roles to go around *anyway*, so it's not like I'm leaving you with holes to fill or something. Unless I find out that he's somehow learned a lot about storytelling before the full game comes out, I just don't think this holds anything for me.
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I was expecting more roles from a streamed game as well, this turned more into a shared commentary with little game speech here and there - you're welcome to sit out of the remainder of the demo if you want to, but just know that Napstablook would not have been the same without you :)
You're talking about the game's betrayal in rather general terms (I should mention to others that RavenWorks and I talked about this at some length after the last session) - is it just the moment at the end where it suddenly leads you against the expectations that you've built up, or is there more to it than that? There's no doubt that Radiation wanted the player to be led into the ending that I got here, but to do it in a way that made it seem like my own choice when nothing else seemed possible.
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There would be other ways of making that point -- introduce critical hits in earlier battles, so its arrival in Toriel's fight isn't so implausible; have it related to your choice to bring a knife to her fight rather than sticking with the safer stick; have fights in this game simply NOT have an HP bar (not an unusual conceit!), so that you never know, going in, whether or not it's safe to hit her....
The other thing is the issue of Toriel's house, which I do want to touch on again..... The argument could be made that "well you're free to stay there and have nothing happen".... but that just spells out the artificiality of it again; games like this always acknowledge your actions with some dialogue, some story, maybe a cutscene.... being able to stand perfectly still in a room isn't a satisfying thing to do with your character, because no text comes along to smooth over the awkwardness of a sprite on a map the way it does when you do something that the game acknowledges.
But even with any of those changes implemented, there's a more fundamental problem... I might have shrugged it all off as the game just being poorly-made, if I hadn't seen the creator's twitter:
https://twitter.com/FwugRadiation/status/343113499658051585
https://twitter.com/aedavis/status/343128518319800320
https://twitter.com/FwugRadiation/status/343129492627267584
This isn't just "he started writing a cheque his talent couldn't cash". I might have suffered through that out of curiosity. This is "he deliberately started setting up what would seem like a game that people could invest in, specifically to prank them". And I don't know how it seems like so many people got through the scripted Toriel fight while still retaining any emotional connection to the gameplay, but I can't, DOUBLY so knowing that the experience was deliberate, not just incompetence. The ENTIRE DEMO is just a macro-scale equivalent of that first pull-the-rug-out-ha-ha encounter with Flowey.
So yeah! I mean I can see why someone like Kjorteo would still get off on a story like this, but Hatoful is ALREADY slightly past what I'm able to be comfortable with, and this is leagues worse, with the only un-nullified redeeming factor being the soundtrack (which I can enjoy comfortably context-free in iTunes)
and Toriel's character design which I can enjoy comfortably context-free on furaffinity. This just isn't for me. It initially gave me the impression that it might be, but the more I learn, the clearer it is that I was just mistaken professing interest in the first place.no subject
There was an interview I read a while ago with the makers of You Don't Know Jack, well before it was a Facebook game, where they said that one of the most important things in making the player believe they were interacting with an "intelligent" host was to respond to inaction as well as action... something which not a lot of games do at all. In The Granstream Saga, it does exactly what Undertale does to you twice in a row at the start of the game - you're told "I'm going down to the basement, don't follow me under any circumstances" and just by a game saying that, you know that you're going to have to do exactly the opposite of what it tells you. So in a game built so much to subvert the expectations of a normal RPG, a reaction to staying in the long corridor and an option to stay with Toriel forever would have been... nice.
Now, this is the most difficult thing that I'm going to try to convince you of, but... I don't believe that Radiation intended any personal malice towards the player in performing that switch, nor tried to suddenly take away a game that they could emotionally invest in - while I do see exactly why it happened, the break in emotional investment during the Toriel fight is your own reaction. I reacted differently to it, specifically because I had reluctantly gone down a path that I hadn't intended to complete, giving me (and Xaq, too, by the sound of it) a massive feeling of guilt - exactly the ride of emotion that the author had intended the player to experience.
But I do understand the want to stay away from being made to feel like that - even though for me, being able to experience it in a group like this is a way to... heighten that experience and share it together.
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And, this is the problem with an argument on different levels.... even IF he had properly sold the immersion in the Toriel fight (which as I said, could *absolutely* have been done well, it's not a conceptually flawed idea in itself), the fact remains that it's still a stacked deck; it's still a game designed to, as frequently as possible, make you love a character and then break your heart. That doesn't make it a bad game. It absolutely makes it not a game for me, though. I feel the same way about Quentin Tarantino movies. He's unquestionably an amazing director; I just don't enjoy experiencing the things that he's so expertly directing me into feeling. It's not worth going through all that suffering just to be impressed with how deftly he does it.
So...... MAYBE Radiation didn't deliberately intend to make the player feel uninvested.... but even if he didn't, he DID intend to make the player feel horrible, and...... well, that's ultimately the thing I never know how to put my finger on about sadism. The question I always ask myself about an apparent sadist is, "is this an actual sadist, or just a generous massochist?" Did Radiation intend to fuck with people as a power trip, or did he intend to let people have an experience he thought they would be glad to have despite how miserable it is? I think Moa is definitely in the latter camp.... from the sound of his twitter, Radiation is almost certainly a little of both.....
But the distinction is purely a matter of curiosity at this point anyway, because either way I have a hard time picturing this game bringing me more enjoyment than stress, if this is the tone he's putting so much effort into setting. The fact that you would describe this as something that you're seeking a way to *heighten* rather than mitigate pretty much confirms that we're having wildly unrelated responses to this game. (It also makes me envious of how much more you must have enjoyed Hatoful, if the miserable parts weren't just something you were willing to bear long enough to hopefully reach another scene with lasers and maid outfits!)
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I find it a little odd that you had so much disconnect from emotional involvement in the ending to this story. In my playthrough, I expected there was a way to evade the battle, but had difficulty finding it, and then surviving long enough to engage it, such that I ended up fighting her instead. In a game about how fighting is an easy answer to see, and overcoming battle in any other way is often difficult--even to tell if it's successful--I feel the ending to the game is a good test of the features put forward throughout the game.
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:P
And, I expected it of *this* game, because this game went out of its way to (seemingly) sell the idea that it's not like other RPGs, that it's about having feelings and having alternate choices. Up until Toriel's house, anyway.
What was unsatisfying about the Toriel fight to me was that it operated on different rules from the rules the game taught you to use. Maybe that was deliberate, but it still takes me right out of the immersion when I'm trying to roleplay within the rules I've been taught, and then the game pulls a fast one by having the rules be different -- suddenly I'm thinking about the ruleset I'm using, rather than pretending to be a character.
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Your experience against Toriel, is similar to my ghost battle. I thought I needed to weaken the ghost to enable an alternative route to open. It surprised me to see how to save the ghost in the video.
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