So I first discovered this game through Jaimers' no-hit bosses video, but I didn't end up playing it for the first time until a few days ago. However, I didn't go in completely unspoiled like people so frequently recommend. Even when watching Jaimers' video, I didn't think the gameplay (at least the bullet hell part of it) looked all that intriguing, and for a while I didn't think I would want to play it myself - I could just watch playthroughs on Youtube if I wanted to see the story (which I ended up doing anyway). Eventually though, I started feeling a stronger urge to at least try it out and see how everything feels... and I still can't say I'm that interested by the gameplay beyond its story significance. Ironically, I wonder if it's
because I've played Touhou games for so long that the patterns in Undertale don't stand out. The bosses are a bit more fun than the regular enemies at least, especially once their special mechanics kick in.
And of course the story is still very good overall, even if I had spoiled myself first.
is the part that stuck out to me the most - I've found that many of the stories that have stuck with me the most over the years are deconstructions of some kind, and this character is no exception. I know I'll be viewing RPGs differently from here on out. Though, in Undertale's case I'm actually playing for precisely the same reason that
would, so I guess it only made sense for me to enter their name at the beginning. :V
There's been something else I've been thinking about lately. Completing a Genocide run only affects the Pacifist endings, correct? Am I the only one who doesn't find that quite as jarring as others make it out to be? Let me explain. Even after doing a Genocide run, afaik you can still fulfill the conditions for a Pacifist run, and you'll get the same endgame sequences where you defeat the TLB and everything else in the Underground seems hunky-dory like in an untainted Pacifist run. The only reason
avoids a "bad guy wins out of nowhere" situation is because
. But even so (again afaik),
influence doesn't really show up anywhere else in the main story (outside of the usual dialogue changes that come up from previous playthroughs). Maybe this is a case of me expecting too much of it, but I would've thought going into this that
would have found other ways to more directly screw with attempts at a Pacifist run.