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Pacifist chara
Pacifist chara








It is revealed that this child is the first human to fall into the Underground (while their name in the game is whatever name the player types in at the beginning of the game, their canonical name is Chara.) Chara explains that whenever "a number increases," whether it be the player's gold or stats, "that feeling. He realizes that people like the player do what they do not out of benevolence or malevolence, but because they think they can. "And because you 'can,' you 'have to.'" After defeating him, the player is confronted by a mysterious child. He says that all actions have consequences, and that he knows about people like the player. Near the end of the battle, he says something that strikes at the heart of gamers. The final boss of the Genocide Route is also aware of your time-jumping and explains that he noticed timelines flowing erratically until they all come to a sudden stop. He adds, "I bet someone like that is watching right now." He says he despises people that want to see violence but don't have the guts to carry it out themselves.

pacifist chara

Those that don't want to actually do bad deeds due to an attachment to the virtual world will often watch a video detailing what happens instead. He knows they're just doing this over and over to see how he'll react each time.Ī typical gamer will play a game multiple times to get alternate endings and additional story information. In fact, if the Neutral Route is played multiple times, Flowey will eventually tell the player that they're just like him. The parallels this draws to the average gamer are unnerving. When he got bored with being nice, he wanted to see what would happen if he killed everyone. It is revealed at the end of the Genocide Route that when Flowey was able to save, he would experiment with reloading old saves and playing with the characters in different ways. And, more often than not, he remembers your previous actions. He constantly tries to encourage the player to become violent. He equates it to being able to play God and says that he possessed that ability before your arrival. Flowey the Flower, the first character you meet, quickly reveals his malicious intents and that he is aware of your ability to save and load your game. Part of what gives the morality system of "Undertale" more depth than that of other games is how much it breaks the fourth wall. Beyond this point, there are spoilers for the plot, secrets and endings of "Undertale." What makes "Undertale" different is the sense of permanence your actions have. A lot of games have a similar trope: doing good deeds or bad deeds creates different endings. The game has three main paths the story can take, which have been dubbed the "Pacifist," "Neutral" and "Genocide" routes. It's one of many games with a morality system you can either fight the monsters and kill them, or you can find ways to nonviolently win the fights. You play as a human child who has fallen into the Underground, where the monsters reside. The game is clever, the characters are fun and the battle system is new and different for any other RPG.įor those that don't know about "Undertale," the basic premise is this: after a war between humans and monsters, the monsters were sealed underground. When I actually played "Undertale," though, I fell in love immediately. So many games recently haven't lived up to the levels of praise and anticipation they've received "Five Night's at Freddy's" being an ideal example.

pacifist chara

When I first heard about "Undertale," I was worried it was being over-hyped. Those are the first words that greet you if you kill the first boss of "Undertale," then reset your save file and spare them instead.










Pacifist chara