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#tale of under
ask-h0petale · 1 year
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RAHHHHHHHH
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pixlokita · 6 months
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I forgot to post this ?? Anyway =w= I love detective and rival criminal bestie dynamics✨ Gregory leaving little hints at crime scenes specifically for Tony to find and treating it like a game ?
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em7raen · 9 days
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i love these sillies
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maukiki1 · 5 months
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Martletttttt
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Genocide Route spoilers under cut
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inbarfink · 8 months
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Any analysis of how Undertale deals with Pacifism and how it tries to guide the Player towards it has to take a deep look at Papyrus. Because Papyrus is the one character in the game who will never kill, the one actual ‘True Pacifist’ in the game’s main cast. 
I mean, the Player can be an even bigger Pacifist. Papyrus does still FIGHT, and the Player can get through an entire run without draining a single sliver of HP. But… they can also be the world’s biggest murderbastard and literally stab reality to death. 
Toriel would very much like to not kill, but she is also fully capable of doing so.
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Same with Asgore, but he has a lot more actual blood on his hands. Undyne and Mettaton are both fully 100% willing to kill to accomplish their goals. Sans is non-violent in most runs because he’s too lazy and depressed to do anything, and when he is motivated into actions - it is in the form of a FIGHT to the death. Alphys… the timeline is a bit fuzzy cause both she and Mettaton love lying so much, but it seems like she did sincerely add deadly weapons to Mettaton cause killing humans would make him more 'useful' and then had second thoughts once she developed a parasocial relationship with the Human Child and THEN she and Mettaton started hatching their little play-acting plan. I think??
With Papyrus there is NONE of this ambiguity, we know for sure - no matter what timeline or what may come - The Great Papyrus will always choose MERCY.
And the interesting thing about that is on a Meta-Sense, Papyrus is a very rare example of the game giving MERCY towards the Player. 
Because the game starts out being really obtuse with the Sparing mechanic and how it works. If you want to be a Pacifist in Undertale from the get-go, you’re gonna have to work for it. You're gonna have to figure it out on your own and commit to it and believe that it's possible. It's basically a test of your own belief in non-violence and your moral integrity. Then, the RUINS end with the Toriel boss battle - in a way, that’s probably the hardest Sparing puzzle in the whole game. And it’s very very easy to accidentally kill her. (I’d almost say that’s the intention of the battle, to try to goad the Player into Resetting so they can see how the game remembers across RESETs)
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And then we have Papyrus, and it’s not just that his ‘Sparing Puzzle’ is something as simple as outlasting him and letting him run out of dialogue - and it’s not just that he’s the only boss that will just give up and let you continue if you lose to him enough times. it’s also that, just as Papyrus is the only boss incapable of accidentally killing the Player - he’s also the only boss that the player is incapable of accidentally killing.
(Okay, fine, to be pedantic, there’s also Asgore)
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I mean, the Player can certainly kill him if they want to - but draining Papyrus’s HP just makes him skip through his battle dialogue right to the end of it. It’s designed in such a way that, no matter what Route you're on and no matter what approach you take with Papyrus - you will always end up on this screen.
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Unlike basically any other Monster in this game, including the major boss battle just before him - you can’t kill Papyrus accidently. You can't kill him without also having Sparing him as an option. The game kinda treats killing Papyrus as one of the Worst Things You Can Do because killing Papyrus will always be a deliberate, considered action done to a person who will not kill you and who has stopped wanting to FIGHT and has extended a hand of Mercy. With the game clearly communicating what you need to do to Spare him at that moment.
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And that means that - even if you killed before, even if you don’t have the patience of a True Pacifist, even if you spent all this time in the game without even trying to engage with the Sparing mechanic… as long as you don’t want to be a Huge Rat Bastard, the game is basically gifting you with the very very easy option to not be. Being a Pacifist in Undertale is usually a challenge - a puzzle to be solved, a test to pass. But as long as you aren’t intentionally trying to be the Worst Person - the game is basically giving you Papyrus. 
If you accept his Mercy, you are accepting the game’s Mercy. That sort of benefit-of-the-doubt assumption that maybe all of the LOVE you might have accumulated so far was all due to honest mistakes or panic or an attempt in self-defense. That you still deserve this one chance to prove that you are not intentionally, maliciously cruel - or at least not like the Worst Person in the World. Even if you did kill before, you still deserve at least one friend.
And Sparing Papyrus leads you to his wonderful Hangout/Dating Sequence and to his Phone Calls and they all add so much wholesome charm to the Undertale experience and no matter what happens Papyrus will always think the best of the Player and he will always trust them and it also makes Sans also kinda your buddy by default. And more than just adding a little bit of wholesome charm into even the more LOVE-filled Playthroughs, I think this is meant to try and incentivize these players into trying out the Mercy mechanic a bit more.
Whatever it’s, like, for future playthroughs or Resetting the game right there to try a True Pacifist Run right there and then or just trying to be a little kinder for the rest of this current playthrough - especially since there’s an emphasis about the close friendship Papyrus has with the upcoming boss Undyne, and to a lesser extent with his idol and next-next boss battle Mettaton. It’s like “well, if you didn’t figure out how to spare before, this is how you do it? And isn’t it nice to have a friend? Isn’t it nice to not have to kill this lovable skeleton man? You should do this more often wink wink nudge nudge!”
And it’s like… all of Papyrus’ loved ones care about him so much but they also look down on his pacifism. They see his inability to kill and desire to make friends as simple naivete and that’s why all tend to hide the truth from him all the time. About what will happen to the Human he will capture, about what his new Human friend might’ve done, about the fact that they view him as so naïve. 
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They admire it on some level, that’s why they want to protect it, but they also see it as a weakness which is why they want to protect it by lying to him all the time. But, you know, Undyne says that if Papyrus goes into battle he’ll be ‘ripped into little smiling shreds’ and that is certainly what happens every time a Player chooses to refuse Papyrus’ Mercy and the game’s Mercy and press that FIGHT button…
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But have you thought about all the times that doesn’t happen? All the careless or violent players who were offered that skeletal hand of friendship, accepted it and then carried that offered kindness forward for the rest of the game? All the players motivated to do good for the sake of their buddy Papyrus? All the Murder Routes stopped because the player just didn’t have it in them to kill someone who believes in them so earnestly?
Like, no, it’s not a surefire thing - especially since Papyrus has so much less narrative power than the Actual Unkillable Time God that is the Player. But it happened, and it happened many many times to many players. Papyrus offered Mercy, the game offered Mercy. And much like Frisk’s Pacifism, it comes from a place of seeing the honest goodness in your ‘enemy’ and can inspire them to become a better person - this little sparkle of goodness being passed forwards. 
And I think that’s beautiful, even if it didn’t happen in every timeline. Any potential future where Papyrus’ kindness can have such an effect on the Player and thus the entire trajectory of the Underground validates his kindness and pacifism on some level - even if there are also always the potential worlds that it backfires completely. 
And there’s also one other way in which the Great Papyrus Proves Pacifism Pays. One that is a bit more practical, perhaps. And one that Papyrus himself is not even aware of. 
Papyrus’ boss battle can be a surprisingly challenging one specifically because he is the only one who doesn’t kill the Player.
Like there is a reason why Papyrus will just offer you to skip his Fight after you lose to him three times, because if he didn’t do that - there’s an honest risk that the Player can get stuck in a much stuckier way than anywhere else in the game. 
Because, like, for basically any other character in the game, being killed is the Worst Thing that could ever happen to them. For everyone except the actual Player Character because we are an Actual Unkillable Time God and dying is nothing more than a minor annoyance that sets you back to your last SAVE Point. So, leaving aside Papyrus’ admirably kind intentions - there is not much material difference from the Player’s perspective between getting Captured and getting a more traditional GAME OVER. Except…
Except getting Captured does not undo everything that happened in your inventory during the battle. In every other Undertale battle, if you use all of your items but still lose - the GAME OVER at least means you get your stuff back. But because Papyrus doesn’t kill you, any healing item you’ve used during the battle is still used. I have watched so many Undertale Let’s Players waste all of their valuable items on their first Papyrus battle and then have to face him again without them and thus do even worse in their second go… and then their third go... and thankfully then Papyrus offers them to skip the fight.
And while that technically can be circumvented by just manually closing the game and opening it back again on their pre-battle SAVE Point, a lot of players are gonna reflexively Save over it if they pop over to the Shop or the Snowed Inn before their second attempt at the battle. If Papyrus didn’t offer that chance to skip his battle, it could’ve easily become a softlock situation for a huge chunk of players - because he doesn’t kill the Player.
Most of Undertale deals with the value of non-violence from a standpoint of morality and kindness and personal connections. Since most people do die when they get killed. But when dealing with an Unkillable Time God like the Player, Papyrus proves that not-killing might actually be the most practical solution.
Of course, it doesn’t seem like Papyrus is aware of any of this. From his perspective, he is just offering genuine mercy to a being just as ephemeral as he is. But it accidentally turned into one of the most effective methods of blocking the Player’s way… at least he didn’t offer us an opt out so soon after that. 
And it’s interesting when comparing him to how his brother Sans - one of the few people actually aware of the existence of SAVEs and RESETs - deals with the Player. Because the Sans boss battle at the end of the Murder Route is entirely based on the concept that death is nothing but an annoyance to the Player. Sans is less trying to kill the Player (the way Undyne the Undying did), he is simply trying to annoy the Player into a ragequit. But he is still killing the Player.
Now imagine a Sans battle where he has all of his usual annoying tricks, but also instead of killing you - he captures you just like his brother would’ve in a happier timeline. And while it’s not a fool-proof plan to stop the Player in their tracks - he could very easily stick them in that sort of softlock situation where they have to battle him again and again without any Healing Items. Forcing them to either abandon the game or RESET the whole world back the way it was - just like Sans wants them too. 
But instead, by killing the Player, he is just allowing that perfect second-third-fourth-fifth-sixth-try where they get all of their Stuff back. And he does actually knows that. And why doesn’t he do that? (Speaking here from an in-universe character study perspective. Obviously the Doylist answer is that the game doesn’t want to Softlock you even in the most deliberately-frustrating part of the game).
Maybe, even though he intellectually knows that killing the Player will be of no help - he still does it because he wants to. Because he just wants to get back at the evil murderous monster that took his brother from him and destroyed his entire world even if he knows it’s actually ineffective. And this thirst for bloodshed is, ironically, blinding him from a new exciting way to actually practically stop that murderous bastard who is themself motivated entirely by bloodshed. 
Maybe he just can’t do something like that. Reducing an enemy to exactly one HP and then stopping is not a feat anyone else in the game is capable of pulling off - even the ones who would obviously use such a thing (like Toriel or a Player with a Pacifist intentions). Maybe it’s something that requires a lot of hard practice and discipline and carefulness, that Sans never thought to put in because he didn’t see it as a useful skill the way Papyrus did. 
Maybe that wouldn’t have worked anyways. After all, and that’s something I kinda touched on in a previous Overly Long Rambly Hot Take - Sans’ War of Attrition against the Player is greatly helped by the fact he can’t remember every single previous try and so he can’t get exhausted the way the Player can get. Obviously, without a GAME OVER induced RESET that will not apply. Which is especially notable because… Sans’ laziness is literally what brings him down at the end of that Boss Battle. 
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So maybe, while Papyrus, as long as you decline his offer to skip the battle, is capable of offering just the same Battle as before over and over and over again.... It’s possible that Sans just won’t be able to pull off two or three or more battles of the same intensity and difficulty in a row without a RESET to undo his own exhaustion. 
But I think it’s at least worth considering the option, y’know? That after all this time of viewing Papyrus’ kindness as sweet-and-yet-kinda-foolish-naïveté - that exact viewpoint made Sans overlook the perfect solution to dealing with his little Murderous Time God problem. Cause he just never considered that while killing might be fully morally justifiable in this situation and very very satisfying, that does not necessarily mean it is actually the most practical solution. And that maybe, in a weirdly twisted way, Pacifism WAS the answer.  
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hypewinter · 7 months
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Jazz wasn't crazy. People might argue that burning her childhood home to the ground with her parents still inside would be an indicator of insanity. But how else was she supposed to react after coming back home from college to find out her parents had brutally killed her brother via vivisection?
Dying her hair blonde wasn't crazy either before anyone asked. Plenty of girls dyed their hair when they needed a change. Besides, she could never live with herself if she kept the same hair color as that vile woman.
Admittedly Jazz would have to secede moving to Gotham had been a little crazy but it was the perfect place to start fresh and blend in despite her "quirks". She had even picked out a nice new identity for herself.
Clearly Jazz was not crazy as she had managed to land a job at Arkham Asylum as a psychiatrist. If she were really insane would they have ever hired her? No they wouldn't have.
Jazz was not crazy. She was very much sane. Just like her precious Mr. J.
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daily-odile · 2 months
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time loops going on for years scare the hell out of me to the point i cant get into ISAT, but i am very attracted to odile, so thank you for running this blog so i get to stare at her without playing/watching the game <3
luckily for us odile's too good to get stuck in a timeloop
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funnier a6se version:
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whal0rd · 1 month
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"the kingdom was full of hope"
lets go 2nd post in one day i am so cool
rendering this really busted my ass DX hope yall like it :3
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mags2theythem · 2 months
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I drew my version of the kfc group with @akanemnon versions
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morethansky · 24 days
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The TBB finale posits that Echo is a foil to Darth Vader, and I am eating it up! Hear me out.
The doors open on Echo. The doors close on Vader. Past the threshold in both scenes lie the dead bodies of their enemies, who belong to the two key opposing factions of this era. Vader wreaks havoc on the rebels on behalf of the Empire. Echo wreaks havoc on the Empire's stormtroopers on behalf of his rebel cell.
Echo walks toward us, and in the following scene, he bends down to retrieve a weapon. Vader walks toward us, and in the next scene (at least in the trailer), the Inquisitors, who are his weapons, bend down to kneel before him.
Anakin was a hero in the war, risking his life by leading his clone battalion from the front to help them make it through. Then he was put under the thrall of the Sith. When that happened, he killed his own people—the Jedi.
Echo was a hero in the war, risking his life in hopes of helping the Jedi escape the Citadel. Then he was put under the thrall of the Techno Union and the Separatists. When that happened, he caused the deaths of his own people—the clones.
Anakin lost his right arm in a feat of reckless courage, when he rushed ahead to take on Dooku alone (Obi-Wan: "No, Anakin, no!"). Echo lost his right arm in a feat of reckless courage, when he rushed ahead to fight the commando droids alone (Fives: "Echo! Look out!"). Vader and Echo are also two of the characters who have suffered the most extreme bodily harm and survived.
Anakin had a slave chip put in him when he was a baby. Echo had an inhibitor chip put in him when he was a baby. Echo was eventually liberated. Anakin spent the majority of his life enslaved.
Vader recruits and trains the Inquisitorius, which includes Jedi children he tortures into serving the Empire. Echo recruits clones for his rebel cell, and trains a clone child who, inspired by his teachings, joins the fight against the Empire.
At the end of Vader's story, he does a good deed by ruining Palpatine's plans, and dies. At the end of Echo's story (for now, I pray), he does a good deed by ruining Palpatine's plans—and lives.
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apas-75 · 14 days
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I know a lot of people got attached to a lot of ideas about how the Vader scene would go and are wondering what the point of it was if he didn’t even speak, and so my answer to that is: because it’s not about him.
That moment is not about Anakin Skywalker, his feelings about Barriss Offee, or Barriss Offee’s feelings about him. Anakin-as-Vader does not give a shit about her, which is to say he hates her the same way he hates everyone he meets. He puts the blame for Ahsoka leaving him squarely at Ahsoka’s feet, and hates her for it, wants her dead for it. Barriss doesn’t matter to him any more than any other Jedi he knew before the purge does. (If there’s any tinge of personal feeling, it’s more adjacent to satisfaction at seeing her stuck in the same despair trap as him than anything else.) And Barriss doesn’t have a clue who he is.
So: The point of that moment is that Barriss sees that she’s kneeling to a Sith Lord. She sees that things are so much worse than she had ever feared. She sees that she’s completely lost control of her life.
And in that moment, she cannot see the way out. She feels small and afraid and everyone she loves is dead and the entire oppressive structure of the Empire is bearing down on her and saying: If you want to live, this is what you have to be. This is all you can ever be. If you step a foot out of line you’ll be dead and it won’t even do anything to help anyone.
Later, when she gets back out in the galaxy and sees again the effect she can have on people, she’ll rekindle hope within her and see the way out. There was simply NO universe where Barriss “friend to all children” Offee could ever have been an Inquisitor past the moment where she actually had to fulfill the duties of one, and the whole point of this failed attempt to force her into the Inquisitorius was to show that was true; whether she ended that first mission dead or as another rogue Jedi on the run, she never would have been what the Grand Inquisitor wanted her to be.
But right then? Now? Kneeling to Vader, knowing that she’d be dead before she could even draw the new red lightsaber on her back—the one that she hates and that hates her back because she was forced to profane it herself?* When the Grand Inquisitor has kept her isolated and provoked her over and over again so that when she finally lashes out to defend herself he can tell her that’s who she really is? There’s nothing she can do. There’s nothing she can do.
That’s her lowest point. That’s the only moment she ever really was the First Sister.
(*Kyber crystal bleeding is the kind of thing that only really hits if you're a huge turbonerd about the star war lore and know how it works, so I get why they skipped over it onscreen when it's really just a more abstract metaphor for what she was forced to do in the pit fight, but given that we know Iskat and Reva both made theirs themselves there's no way they didn't make Barriss do it too.)
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mothfables · 8 months
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♡ Bunny Flops ♡
Legend flops when he’s happy.
Part one!
The first time it happens, they’re all gathered around the campfire, happy and content from a relaxed day of travel and a hearty meal. Conversation is soft; with no urgent matters vying for their immediate attention, chatter flows easily from one subject to another. Legend shifts from his place on a log to sit on the ground, resting his back against it. Bringing one leg up, he wraps his arms around it to rest his cheek on his knee.
He’s... content, he realizes. Here, with these heroes, talking and laughing about everything and nothing like close friends (like brothers)... A small smile lifts his lips as Wind lightly punches Warriors on the shoulder, only to shriek with laughter as the older boy grabs him in a headlock to ruffle his hair in retaliation. Yeah... content.
Without realizing it, he slowly tips over until he lands on his shoulder with a soft oomph! Hyrule, who’s next to him, lets out a squeak of surprise as Legend’s head lands on his thigh. The Vet gives a sigh, relaxing into the contact. His eyes flutter closed.
Hyrule, for his part, hovers his hands awkwardly, unsure what to do with the unexpectedly calm Veteran lying against his leg. He catches Sky’s eye across the fire and gestures helplessly. The Chosen Hero’s eyes widen before he lets out a soft coo, catching the attention of the others.
“Aawww, did he fall asleep?” Wind asks, his eyes bright. Warriors starts to grin, and Hyrule shoots him a glare. He doesn’t think Legend would appreciate being teased right now.
“...I don’t think I’ve ever seen ‘im so relaxed,” Twilight remarks. He shifts to better see the Veteran, who is indeed very relaxed. He doesn’t so much as stir when Hyrule finally lowers his hands, resting one on his head.
...Hold on. Gently, Hyrule threads his hand through Legend’s hair (marveling quietly at how soft it is). There’s no response.
Frowning now, because Legend always gets defensive when someone touches his hair, Hyrule removes his hand from his hair and shakes his shoulder. Legend doesn’t so much as twitch.
“Um, guys? I think-” Hyrule’s breath catches at the sudden swell of worry in his chest. “I think something might be wrong.”
The other heroes snap to attention at that, Warriors scrambling to his feet and hurrying over. He copies Hyrule, reaching out to shake their unconscious brother’s shoulder. The result is the same- that is to say, nothing. Wars’ brow creases in concern.
“Do you think it’s a curse?” Wind whispers loudly. There’s a bark of surprised laughter followed by a cough.
“I think we would’ve noticed if somebody got cursed, Sailor,” Warriors disagrees, checking Legend’s pulse worriedly. It’s steady and strong; whatever’s happening, it’s not affecting his heart, which rules out a number of other possible causes. If his heart was affected, it’s likely his organs and lungs and quite possibly his brain would be too, all of which would be bad. Luckily, that doesn’t seem to be the case.
“It can’t be poison, we all ate the same thing,” Four mutters, sounding deep in thought. “Legend isn’t the type to eat things he finds out in the woods, either, so I doubt it came from that.” Hyrule and Wild shift somewhat guiltily at that. It’s a hard-learned habit born of survival, but that doesn’t mean everything they put in their mouths is safe to eat. “Warriors, can you see if maybe there’s an injury we didn’t notice? I know he usually doesn’t hide things like that, but it’s possible he didn’t know either.”
The Captain nods and gently, with Hyrule’s help, shifts Legend to check his back and sides, then after a moment of thought, his legs. There’s nothing. He sits back on his heels and just... observes. For all appearances, Legend is simply fast asleep.
He relays as much to the rest of the Chain, whose expressions shift from worry to confusion and disbelief. Legend never sleeps deeply or well, even after several months of travel together. It’s something they’ve all become accustomed to, so seeing him so loose and unguarded is odd at best.
With nothing else to do, everyone slowly goes back to what they were doing before, leaving Hyrule, Warriors, and a still-sleeping Legend in a quiet huddle. After a moment Wars shifts so his back is against the log with Legend’s legs across his lap. Their brother sleeps on.
The odd peace lasts perhaps another half hour before Legend finally stirs. Violet eyes blink open to stare sleepily at the fire. Wind is the first to notice and his gasp alerts the rest of them, startling Legend out of his sleepy half-doze.
“He’s awake!!!” In one swift movement their youngest bounds across the fire towards them. He skids to a stop on his knees and Warriors winces. Wind doesn’t seem to notice or care about the surely-raw skin that resulted and stares at Legend with his signature wiggly frown. Legend, for his part, stares back with wide eyes that slowly shift to meet each of the Chain’s, who are staring back at him.
“...what?” he croaks.
Wars opens his mouth to answer when he’s cut off by a flood of concerned questions.
“Are you okay?”
“What happened? You just passed out and-”
“We couldn’t wake you but Wars said nothin’ was wrong-”
“You don’t look sick-!”
Legend’s shoulders begin to rise. Warriors chuckles, the sound a half-sigh as he drags his hand down his face, relieved. The Vet twitches at the sound and twists around to look at him, his face falling into a scowl.
“What?” Legend asks again. He’s starting to look distinctly annoyed now. Warriors only chuckles again.
And there’s our grumpy Veteran, he thinks fondly, giving his brother a smirk.
Legend puffs up like an angry cat and shoves himself to his feet. “Whatever,” he grumbles, stalking away to where they left their bags. The others’ voices follow him, high and worried. Legend snarks back a response, though his shoulders lose some of their tension. Warriors watches him go, his smirk falling into something softer as he exchanges a glance with Hyrule.
Yeah, he’s fine.
Next >>
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hakusins · 2 months
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tw // injury, bruises, blood, degrading tattoos
276 days later - Eri the Orphan
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b4dbloodinmyveins · 2 years
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fairytale dream.
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bopernstien · 10 months
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Undertale?!
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inbarfink · 2 months
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I think a lot about the Concept of ‘choices that matter’ in video games. Like, in terms of what it is that makes a choice ‘really matter’, what do we perceive as a choice that matters or has a consequence, how do different games with different amounts of branching or non-branching storylines play with those ideas…  Especially because Undertale is one of my favorite games of all time, and it has often been hyped as ‘a game where your choices REALLY matter’ and… honestly, I dunno if all of this hype was fully conducive to Undertale.  Because the way it handles the concept of Video Game Choices is actually a lot more interesting and complex than that simplistic descriptor makes it seem.
Because Undertale actually has a lot of choices that ‘don’t really matter’! Lots of dialogue choices and silly little decisions that on a first playthrough seem like they’re some sort of moral choice or a branching plotline but end up always leading to basically the same result regardless of what you do!
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And the game doesn’t really try to hide the fact that these choices are kinda 'Fake'. I mean, on a first playthrough a player might assume there’s gonna be some Massive Consequences for picking the ‘wrong’ drink on Undyne’s date, but the game’s narrative expects for there to be multiple playthroughs and pretty much every Choice that Doesn’t Matter is peppered with that Undertale brand of wacky character-focused humor that inherently makes the moment memorable. Papyrus leading Undyne straight to you no matter what you do is basically a cross-timeline running gag.
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On some level I see this as a sort of gag that serves as meta-commentary about the expectations around Choices That Matter in Video Games. As in, a lot of games have their Moral Choices happen in clearly easily marked ‘this is a Moral Choice!’ moments within the story, while the actual gameplay (and any violence the player might cause as part of said gameplay) is basically entirely divorced from any element of narrative-branching and doesn't effect the story at all. Undertale basically entirely inverts this dynamic; the most important factor for which Route you’re own is how you handle your FIGHTs, and what seems like clearly-marked and obvious Moral Choices are just goofy insubstantial minor changes in dialogue. 
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But also… there is also a level where you must ask yourself ‘what does it mean when we say that these choices Don’t Matter’. I mean, it’s not like they didn't change anything about the game, the Player still made the character say that other thing, the choice probably led to an alternate piece of dialogue, probably a joke with a call-back at the end of the game… The line between a one-off joke and an actual story-changing moment can be a little blurry if you look at it too deeply.
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For example, near the end of the Waterfall part of the game, the Player is given the choice to save Monster Kid even at the risk of having to face down Undyne.
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Pretty much anyone who isn’t deliberately trying to be an asshole is going to rush to save them and obviously that includes the Pacifist Route Players. But you can actually leave Monster Kid to die without it 'mattering' in the sense that it wouldn't divert you from the Pacifist Route. Undyne saves them instead of you, and ends up with slightly less HP for her battle (which might Matter for Runs when you try and FIGHT her but obviously not in Pacifist Runs) and… by the end of the game, during the extremely happy True Pacifist Ending, they still clearly remember that you abandoned them and are upset by it.
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So… does saving Monster Kid ‘matter’ or not? On one hand, choosing not to save them mostly just changes a few lines of dialogue but… these lines of dialogue kinda recontextualize this happy ending and the Player’s actions in general. Despite the True Pacifist Ending otherwise portraying the Player/Frisk as a kind-hearted and brave hero... they still did this undeniably cowardly (and perhaps even cruel) act to one of their friends .
Was running away and leaving Monster Kid to die a brief but significant moment of weakness that the Player regrets and has cost them what could’ve been the start of a lovely friendship? Or is that simply that being a True Pacifist was always more of a matter of pragmatism rather than ideals? Were they only acting as a Pacifist to get that promised 'Best Ending', and only Monster Kid has an inkling they are not as heroic or kind as everyone thinks they are?
And then there’s the Snowman ‘quest’.
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A free healing item given early in the game, with your mission being to carry it along in your inventory for as long as you can without ever consuming it. The only reward you will ever see from it is a few lines of dialogue…
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But for many, it is more than enough of an incentive to preserve the Snowman’s Piece. You can do whatever you want with the Snowman without it ‘mattering’ in terms of Ending or consequences. You could carry it through all of your adventures with care and kindness... or you could eat it while he can’t see you and then go back to him and tell him that you ‘lost’ it and then get another piece and eat that as well, you could eat it right in front of his face, horrifying him. 
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And much like with Monster Kid, you can STILL get the True Pacifist Ending after doing that, all that would change is a few optional pieces of dialogue from the Snowman… 
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And a total recontextualization of the Player’s behavior and the ending. The Snowman sees the Player as a cruel and heartless person who is just pretending to be good so they can be liked - the way they acted with this immobile, powerless Snowman who could do nothing for them and their reputation reveals their true self. And he says their friends will realize that too one day...
Doing a True Reset on the Pacifist Ending is, by definition, a (almost) consequence-free action and yet it changes future Pacifist Routes immeasurably. Turning the Player into a Hypocrite doing the exact same thing they were trying to stop Flowey/Asriel from doing - trapping all of their friends into a time-loop so they can play with them forever while never actually letting them to enjoy freedom on the surface, simply because they are not willing to move on or put their friends' wishes and agency above their own. Nothing in the game actually changes, not one character can even suspect that you did something like that, and yet for the Player - this choice makes the entire Meaning of the game flip on its head. 
Even the most famous and heavily-toted Big Consequence in the whole game - selling your soul to Chara after completing a Murder Route… mostly what it does is just… recontextualize the ending of the Game.
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As a game, ‘Undertale’ is very much about the ways in which a Player engages with a game can radically recontextualize it. The huge chasm of difference between the Pacifist and Muder Routes is just the most literal example of it. But, in a way, even the tiny little Dialogue Options - where the lack of real choice and consequences is Obviously a Joke - matter. Because of the way they can recontextualize the Player Character’s behavior.
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(Okay, maybe not this one, but hear me out…)
Do you trust Papyrus to not betray you, even after you spied on him with Undyne?
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Do you have the integrity to admit you forgot something or got it wrong even when there’s no consequences for just lying about it?
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Are you a hypocrite for trying to get Alphys to be truthful with Undyne only to then immediately turn around and lie to Undyne yourself?  
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None of these choices matter for the ending, some of them don’t even get, like, a call-back joke or anything, but… if you are engaged in this story as a narrative, if you are invested in these characters as if they were people, if you are honestly trying to be the best person you can be, if you are trying to self-reflect at the way you approach this game… even the silliest little dialogue option can suddenly be imbued with deep implications and you can make them matter. 
Undertale is one of the best demonstrations of this concept, but this is absolutely not exclusive to it. For example….
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‘Ace Attorney’ is pretty much as far away as you can get from a ‘branching narrative’ within the video game sphere. It is a heavily-linear Visual Novel where 70% of the time it won’t even let you talk to random characters at anything but the exact order it expects you to and any ‘Bad Endings’ are basically just glorified Game Over Screens. (... because this is the Internet and something something piss on the poor, I should probably specify that I am talking about ‘Ace Attorney’ because I love Ace Attorney and these are neutral descriptions of the game and not complaints. There’s nothing wrong with a game being linear.) 
If there’s any Dialogue Choice in AA, it’s generally a very basic ‘right answer-wrong answer’ choice between Progress and a Penalty, or a total non-choice that just gets you to the same final result regardless. Except… Well… as we just talked about, getting to the same final result doesn’t necessarily mean a choice is ‘meaningless’, does it?
There’s actually a lot of great storytelling moments where Ace Attorney, despite its otherwise strict linearity, uses this exact sort of recontextualizing mindset I’ve talked about with Undertale to make choices with some really powerful emotional impact…. Even if technically, the ending is the same ending. It can be something as basic as ‘even if picking this Wrong Answer doesn’t get me a penalty, it still embarrassed my character and disappointed my friends/rivals and thus I feel bad for picking it’. Consequences as recontextualizing your character as more incompetent than they should’ve come across at that moment.
And then there’s moments like the iconic ending of ‘Justice for All’. That moment before Franziska bursts into the Courtroom with the case-making evidence and saves the day. The moment where it seems like Phoenix really is gonna have to pick between protecting his best friend and carrying out a rightful sentence.
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The player gets to pick between the two options, but Phoenix never gets to say his choice out loud before Franziska comes running in... and yet… he, and the player, still made that choice. Even if no one ever has to experience the consequences of your choice, even if the rest of the world has no idea what Phoenix Wright would’ve chosen if the Miracle hadn’t happened, we know what we picked and that knowledge of the choice matters. Because of how we feel about this choice and what it says about our interpretation of Phoenix… and about us.
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There’s also a bit of this ludonarrative device in ‘The Great Ace Attorney: Adventures’. During “The Adventures of the Runaway Room”, when you investigate the Omnibus for the second time and start finding things that… don’t quite fit together. When you’re finally starting to make progress with proving McGilded’s innocence, while also maybe starting to notice that something is… wrong with these pieces of evidence. 
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The unchanging linear narrative of the game is that Ryunosuke does eventually realizes McGilded's trickery, puts truth ahead of victory in court and yet, despite his effort and good intentions - the case still ends with a false Not Guilty verdict. And yet, the Player has the choice to... tweak the details.
There are several points where Ryunosuke can object, where he can call out the inconsistencies even though they help his case, where he can support Van Zieks in his accusations of tempered evidence... or he can not. Not necessarily intentionally misleading the Court as much as subconsciously trying to ignore the inconsistencies in the name of trusting his client.
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And yet… in the end it doesn’t matter. Maybe Susato calls out the inconsistency instead of him, maybe Van Zieks does, maybe it remains uncontested but... no matter what you do, the case will end with a Not Guilty verdict (I mean, I guess you can deliberately fail the game but that will not progress the plot), McGilded doesn’t seem like he held a grudge (in the few minutes he had left to live), and a few cases later - Ryunosuke would always be punished for his part at this false verdict.
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So it doesn’t really matter what Ryunosuke did back then? Does it matter if he did his best and called out every single inconsistencies or if he kinda half-assed it until he (and the Player) had to? He’s still going to suffer the same consequences down the line. And yet….
And yet, I think there’s something so powerful about giving us that option. About knowing that Ryunosuke, and we, did try and do something about McGilded's dirty tricks- even if it didn’t work. Or alternative, knowing that there was more that Ryunosuke and us could’ve done even if it was not nearly enough. Even if in the eyes of the game and the British Justice system there is no difference, the fact that we know what did and what we could’ve done can radically change the way the player feels about all of the later scenes concerning the truth about McGilded’s trial. It can radically change the way the player interpret Ryunosuke’s feelings about it as well.
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Because even though the game itself keeps playing along with the same script regardless, that trial had irrevocable consequences for the Player.
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