davidn: (skull)
davidn ([personal profile] davidn) wrote2013-06-26 05:56 pm
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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

[identity profile] crassadon.livejournal.com 2013-06-27 04:53 pm (UTC)(link)
How many games are there, where, in a situation like at Toriel's house, the player is allowed to just live happily ever after? Especially when the scenario has the protagonist in a place that's cut off from their standard reality, I can not think of one example where the player is allowed to remain in that reality. with the exception of death, or preventing the plot from progressing as you've mentioned here. It's something developers don't do in games, so why expect it of any game? Though I do think he should add additional ending for it, because killing Torriel and then going and living in her house, would be hilariously creepy.

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.

[identity profile] ravenworks.livejournal.com 2013-06-28 03:28 am (UTC)(link)
"why expect it of any game? Though I do think he should add additional ending for it"

: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.

[identity profile] crassadon.livejournal.com 2013-06-28 04:15 am (UTC)(link)
Yeah, well, I do look for these sorts of ending whenever I play games that could feature them. . .

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.