Showing posts with label Undertale. Show all posts
Showing posts with label Undertale. Show all posts

Friday, September 9, 2016

News & Views
8/27/16-9/2/16

Hey you! Yeah you. I hope you’re having a good day. If not, why not try hanging out here for a bit? I think you will feel a bit better after that. We love everyone here on The Impact Factor.

News & Views collects the week’s best writing about video games and puts it into one convenient place. Check out the links below for stories about Pokémon’s relationship with moral crises, how joy is more ‘adult’ than violence, gamedev in a world in which Super Mario Bros. exists, and an awesome story about how a group of dedicated gamers found (and unlocked) a super hidden secret boss.

And of course please check out the brand new episode of The Impact Factor podcast that was posted today! You can subscribe to the podcast on iTunes, or if you prefer other methods, check out our SoundCloud. We’re on YouTube too!

Spotlight
Hbomberguy, YouTube

Worth Reading
Lana Polansky, VICE

Santana Mishra and Tim Dawson, GDC Vault

Ian Williams, VICE

Phillip Kollar, Polygon

Leigh Alexander, Gamasutra

Maddi Chilton, Kill Screen

Amr Al-Aaser, Paste

Nathan Altice, Gamasutra

Friday, August 26, 2016

News & Views
8/20/16-8/26/16

It’s been a busy week for me so let’s get straight into it. News & Views is where I collect the best writing about video games I’ve seen each week and put it into one convenient place. Check out the links below for stories about the nasty backlash against No Man’s Sky, how Nioh brings a real samurai legend to games, a step-by-step breakdown of Undertale’s masterful opening, and an interview with the ballerina motion captured for Bound.

And of course please check out the brand new episode of The Impact Factor podcast that was posted today! You can subscribe to the podcast on iTunes, or if you prefer other methods, check out our SoundCloud. We’re on YouTube too!

Spotlight
Jonathan Ore, CBC


Worth Reading
Patrick Klepek, VICE

Gareth Damian Martin, Kill Screen

Max Pears, Gamasutra

Kyle McKenney, Paste

Ben Silvestre, Gamasutra

Jim Sterling, YouTube

Jason Johnson, Kill Screen

Kat Bailey, US Gamer

Holly Green, Paste

Friday, April 1, 2016

News & Views
3/26/16-4/1/16

It’s no April Fools’ joke: The Impact Factor is here as always to keep you up to date on everything that’s happening in games.

News & Views collects the week’s best writing about video games. Check the links below for stories about manipulation in game design, addressing the walking problem in virtual reality, and a musical analysis of one of 2015’s best soundtracks.

And of course please check out the brand new episode of The Impact Factor podcast that was posted today! You can subscribe to the podcast on iTunes, or if you prefer other methods, check out our SoundCloud. We’re on YouTube too!

Spotlight
Gino Grieco, Giantbomb

Worth Reading
Jason Rubin, PC Gamer

Lewis Gordon, Kill Screen

Robert Yang, radiator Design Blog

Dan Nagler, GDC, Gamasutra

Colin Campbell, Polygon

With Comments
Jason Yu, Music, Melee, Miscellaneous
Jason Yu provides an in-depth music theory analysis on one of 2015’s best game soundtracks: UNDERTALE. Yu specifically takes a look at the game’s leitmotif, which can be found as early as the introductory sequence. This is a fascinating piece that really dissects how music affects mood and vise versa. Well worth your time.

Nick Dinicola, Pop Matters
UNDERTALE continues to inspire great gaming writing. One of the game’s selling points was that the narrative unfurled over the span of multiple playthroughs and through multiple ways of playing the game. A pacifist approach, many players’ second playthrough, sheds light on many of the mysteries left hanging after completing a ‘neutral’ run. Nick Dinicola uncovers a dark side to this seemingly peaceful approach to playing and writes about it here.

Jody Macgregor, PC Gamer
PC gamers continue to fascinate me. Jody Macgregor spotlights one player who has made it his quest to take the biggest, most beautiful PC games and reduce them to their lowest possible level of graphic fidelity. If nothing else, this article is worth checking out to see just how low polygon count The Wither 3 can get.

Heather Alexandra, ZAM
My favorite game of the year (so far) continues to fuel amazing discussions about video games. If you check out my review, you’ll find that many of Heather Alexandra’s thoughts echo my own. Firewatch is a game made by adults, featuring adults, for adults. The subtle, human story of two people trying to escape the tumult of real life is phenomenal. I urge other developers to follow Campo Santo’s lead and to be unafraid to make narrative games that are nuanced, difficult or even unresolved. The industry, the art, will be better for it.

Wednesday, January 13, 2016

The Impact Factor’s 2015 Game of the Year Awards!
Article, Part 2 of 2
Here's part two of The Impact Factor's game of the year discussion! If you missed it, you can find part one HERE. Onto more great games!

Honorable Mention: Shovel Knight, Heroes of the Storm, Rocket League, Cibele

These games were all great, but just missed the cut. These four stood out as ones that, at one point or another, were well within my top 10 games of 2015 before being shuffled out for the others I’ve listed here. Congrats to these games on a job well done!


6. Fallout 4


What can I say about Fallout 4 that hasn’t been said a million times in a million different places before? Let’s check some of the boxes off: Fallout 4 is amazing. Fallout 4 builds upon and refines the gameplay foundation laid out by Fallout 3. Fallout 4 has an immersive open world so filled with great details, side-quests and environmental storytelling you won’t ever want to leave. Fallout 4 is peerless in the type of game it tries to be. Fallout 4 gives the player agency in nearly every element of the game, creating one of the best truly role-playing games released this year. Fallout 4 finally made it fun to shoot things without the use of V.A.T.S. Phew, that’s a lot of boxes. All of that aside, Fallout 4 meant a lot to me personally. I had been craving a content dense open world for months leading up it its release. I was lukewarm on Fallout 3 but wanted to be part of the Fallout fervor. I wanted to play a game where reality would fade away, where I would be a survivor in post-nuclear war America. Fallout 4 met and exceeded all of my expectations. I essentially played the game without interruption until I had not only beaten the main story, but also accomplished nearly every in-game achievement (trophy). I loved exploring, finding the hidden richness of every nook and cranny. Voice acting added a new level of gravity to the game’s world, and for the first time I cared about the goings on of other survivors. The harshest critique I’ll levy here is that Fallout 4 is just Fallout 3, but better. Is that really so bad? I respect Fallout 4 as a game on so many different levels, not the least of which was (hopefully) setting a new precedent in which you don’t need a multi-year marketing and preview cycle to make a game a success. I can’t wait to jump back in once DLC is released.

5. Nuclear Throne


The team that made Ridiculous Fishing and Luftrausers is making a 2D twin-stick bullet hell roguelike? You had my attention, Nuclear Throne. Little did I know that attention would turn to adoration and my dabbling would turn into full on obsession. Nuclear Throne is fantastic. It’s my new Spelunky. Ponder for a second what I mean when I write that. Spelunky is in my top five favorite games of all time. Nuclear Throne is giving me the same kind of feeling that I had while I was learning Spelunky, during which every day was an adventure as I set new goals for myself. Nuclear Throne has me fully in its clutches. The team at Vlambeer know how to make a game with sublimely satisfying gameplay and a loop that hooks you, and Nuclear Throne is no different. Where it is different, though, is just how deep and nuanced a game Nuclear Throne can be. Each character you play as completely changes the way you approach the levels. The game is filled with secrets, some clear some obscure. Some that require an unfathomable level of skill. Nuclear Throne is a perfect roguelike. You never feel like stopping a run prematurely because you either took too much damage early or found bad weapons. At the end of each run, good or bad, I found myself thinking, “just one more run.” I played Nuclear Throne for over 35 hours after only two weeks of owning the game. Considering each run is usually between 5-15 minutes, that’s a whole lot of runs (& deaths). And still, I feel like I have such a long way to go because the skill ceiling is so high. I keep on coming back for more because it’s a perfect test of what I’ve learned. It’s fun, frantic, punishing, and addicting. Nuclear Throne sounds good, looks good, and is expertly designed. Of all the games on this list, Nuclear Throne is the one I’ll still be playing in 2016. And I can’t wait.

4. The Witcher 3: Wild Hunt


If you were to go around the internet and see what game won the most ‘Game of the Year’ awards, it would be The Witcher 3: Wild Hunt. By a landslide. For a lot of good reasons too. The Witcher 3 is one of the best open-world western RPGs ever made. The team at CD Projekt Red poured their heart and soul into the game, and it can be seen in every element of The Witcher 3. The world is expansive and brimming with things to see, people to meet, and quests to complete. The story, while simple, is easy to follow and unencumbered by usual RPG tedium. Combat is simple too, but its speed and fluidity give the player a great feeling of power. Most strikingly, every single thing in The Witcher 3 feels hand crafted. No location or path or monster is just there to fill space. Side quests are meaningful, more so than any other RPG I’ve ever played. They feel just as fleshed out as the main story quests, always having something to say or giving the player something new to do. Geralt, Yennifer, Tris and the rest of the cast are instantly familiar with distinct and charming personalities. The Witcher 3 is steeped in Slavic lore, making the monsters you fight all the more interesting (i.e. not always your standard western fantasy fare). Heck, The Witcher 3 even has a fully fleshed out card-based mini game that could have easily been a standalone release. It’s baffling to think how much work into creating The Witcher 3. But the payoff is worth it. The Witcher 3 has made me into both a Witcher and CD Projekt Red fan for life, even if I didn't like item degradation in the game. I’m so excited for what comes next.

3. SOMA


I’ll let a bit of my SOMA review serve as a quick intro, “SOMA sets a new high watermark for narrative in games. Frictional’s newest explorer slash survival horror title is a thought provoking, immersive masterpiece. Smart level and monster design keep the player actively engaged with the heady experience and maintain a great sense of momentum throughout. SOMA is deeply unnerving, content to keep you up at night rather than jump out of a dark corner to scare you.” SOMA is a game that asks the player questions about what it means to be human and what it means to die. Frictional Games matured in their storytelling, world building and gameplay in a way I never expected following Amnesia: The Dark Descent. You can tell each and every part of your trying experience in SOMA is handcrafted to immerse you in the world and the questions it asks. Long after I finished playing SOMA I wrestled with the ideas put forth by the game. How do I define my own humanity, for instance. But SOMA isn’t just some philosophy textbook. It’s a meticulously well thought out interactive experience. SOMA is a game that uses the tangibility and immersion to reinforce a narrative that could only be found in games. Frictional’s horror pedigree strengthens the game’s more terrifying moments, but also acknowledges that the scariest thing is your imagination. SOMA is easily one of the best horror games I’ve played in years and makes me so excited for the future of narrative in gaming.

2. Undertale


I was a bit late to the Undertale party, but man oh man I’m so happy I played it. This charming, old school-inspired RPG from toby fox met, exceeded, and subverted my expectations. Narrative, gameplay, fourth wall or otherwise. Undertale is a game that both stands alone as an exceptional experience as well as offers a commentary on games as a whole. The central message behind Undertale is one of non-violence or, at the very least, understanding the ramifications for your violent actions in video games. Undertale is supremely clever in doing so, with an innovative battle system and remembering your actions across play throughs or saves. The world Undertale establishes is so fully realized it comes as no surprise when you start discovering all the game’s hidden complexity. Undertale is also genuinely funny, filled with hilarious dialogue and some of the best gaming characters of 2015 (Sans and Papyrus are so great). And the music! Undertale has the best soundtrack of the year, too. I’ve seen Undertale described as a JRPG in which tedium and monotony is stripped away and replaced by humor. I can’t say I disagree (though I often like JRPG tedium). Undertale is a concise 5-8 hour experience that knows what it is and what its not. In these couple of hours Undertale establishes its own rules, tweaks them, breaks them, and keeps you on the edge of your seat as it constantly keeps the gameplay and story fresh. Undertale is probably one of the most replayable RPGs ever made, as each time you play you gain a new or fuller appreciation for the world. From my Undertale review, “Undertale is a peerless experience and serves as a perfect example of the power of auteurship in games. It’s one you shouldn’t miss.” I couldn’t agree more, me.

1. Bloodborne


Bloodborne is a true evolution of the Souls series, taking an enormous leap forward in much the same way Dark Souls did for Demon’s Souls before it. Miyazaki and team distilled the truest essence of what makes a Souls game work and builds upon that foundation in a thoroughly unique and profoundly interesting way. The brutal and often unforgiving nature of Bloodborne works in perfect synergy with its lightning fast, hyper-aggressive precision combat. A dark and grotesque world serves as the perfect foundation of this blood-filled dark odyssey into madness and nightmares. Bloodborne has a nearly unparalleled sense of cohesion, and exudes complete confidence in every single design decision. I cannot recommend Bloodborne highly enough.” (You can read my full Bloodborne review for more)

Bloodborne is a masterpiece. Bloodborne has fought off a deluge of exceptional games over the course of 2015, staying at the top of my tentative game of the year list ever since it was release. The game is just…perfect. Combat is at a series best. The world is dark and fascinating. The gameplay loop is better than ever. The feeling of satisfaction you get when taking down one of the game’s many challenges is unrivaled in gaming. Perhaps the highest praise I can give Bloodborne is that it is just so damn confident in its design. Nothing has been compromised. Bloodborne is unashamed by its ambition, unfettered by the demands of modern gaming. It gives you a fun you can only ever find while playing Bloodborne. I’m confident Bloodborne will be looked back on as one of the best games this console generation. Bloodborne is not only my favorite game of the year, but it’s objectively 2015’s best too. So congratulations Bloodborne, you are The Impact Factor’s Game of the Year!

And of course you can hear my thoughts on the top five I listed here in The Impact Factor's game of the year podcast! You can find it below.

Friday, January 8, 2016

News & Views
1/2/16-1/8/16

Welcome everyone to a very abridged News & Views! I apologize for the brevity—it’s been a busy week getting readjusted to lab work in the new year. That, and I assume a lot of video game writers are getting adjusted to working again too: not too many articles beating down my door this week.

Check out below for some great stories about the dualism of Golden Sun, a tale of a man who brought an IP back from the dead, and an argument that all stories in all media are the same.

If you follow me on Twitter you would know that this week’s The Impact Factor podcast will be delayed by a couple days. But that’s because my co-host Charles Fliss is joining me in person to do our Game of the Year 2015 discussion! So keep checking out the usual places to see when the episode drops: iTunes, SoundCloud & YouTube

Spotlight
John Yorke, The Atlantic

Worth Reading
Jake Lear, Polygon

Eddie Makuch, Gamespot

Jason Schreier, Kotaku

Willie Clark, Kill Screen

Andi Hamilton, Vice

Friday, January 1, 2016

News & Views
12/26/15-1/1/16

Happy New Year! 2015 is done and gone, leaving some pretty big changes in its wake. The year had its up and downs, but I think I can say I came out of pretty happy. I got engaged, started and maintained The Impact Factor, reconnected with old friends, make good progress & have direction for my thesis project, and more. Here’s to hoping 2016 is even better! I know that the gaming side is already looking pretty darn great, even if only half of the announced games actually get released.

News & Views is here for you as always here on TIF. There’s no better place (probably) to find the week’s best video game writing, be they editorial, opinion, essay or otherwise! The holiday meant not a whole lot of new stuff, but still check out below for stories about uncovering the heart of one of my favorite games this year (Undertale), how The Witcher 3 understands war, and how the first 15 minutes of SOMA set up its phenomenal experience.

And of course you can check out the brand new episode of The Impact Factor podcast that was posted today! You can subscribe to the podcast on iTunes, or if you prefer other methods, check out our SoundCloud. We’re on YouTube too!

Spotlight
Patrick Miller, Medium

Worth Reading
Richard Cobbett, Eurogamer

Alexa Ray Corriea, Gamespot

Matthew Gault, War Is Boring

Christopher Grant, Polygon

[game array], YouTube

With Comments
Sarah Kessler, Fast Company
This piece was too good not to include, though not strictly (or really at all) about gaming. I’ve always wondered about the people who work for these app companies. The people on the ground making this modern, connected, app-filled service-filled life so complete. Perhaps unsurprisingly, but still tragically, life is hard for the employees of this gig economy. The expectation of cheap labor is a serious problem in the US. I wish the best for everyone trying to make a living in the gig economy in 2016 and hope things can improve on the whole.

Tuesday, November 24, 2015

Filled With Determination
Review
Undertale, Toby Fox (Mac)

Abstract: Undertale is easily one of the best games I’ve played all year. Toby Fox’s old-school inspired 2D role-playing game simultaneously exceeds and subverts expectations, be they narrative, game design, or otherwise. Undertale’s emphasis on the lingering impact of violence manifests itself in a gripping story and an innovative battle system: you can talk your way out of every encounter. Undertale is a peerless experience and serves as a perfect example of the power of auteurship in games. It’s one you shouldn’t miss.

I was in a hostile world, but not one without purpose. The echoes of damp caverns, the crunching of freshly matted snow under my feet, the bubbling and whizzing of a molten research lab. I saw and heard a lot throughout my journey, during which my resolve was tested and morality questioned. Undertale’s sweeping old-school JRPG introduction let me know I was in for a tremendous odyssey. What I didn’t know was how profoundly affecting my quest would be.

Undertale had the unfortunate weight of high expectations. I was a little late to the party. The game’s release was met with a small suite of glowing reviews from some of the voices in gaming I respect the most. They all pretty much said the same thing: Undertale is a game that subverts expectations, is exceedingly charming, and offers an unexpected commentary on the nature of violence in games. So, yeah, the bar had been set pretty high. Not only that, but Undertale is also a game that draws inspiration from perhaps my favorite genre: mid 90’s 2D Japanese role-playing games (JRPG). To live up to the hype, then, Undertale had to be an exceptional RPG on top of having an excellent story and a metanarrative on gaming as whole. I’m so happy to write here that Undertale both met and exceeded expectations.

Before I get into the meat of the review, I wanted to include a quick disclaimer: Undertale is a game that’s exceedingly difficult to meaningfully talk about without revealing the game’s many excellent twists, turns, secrets, and narrative surprises. Undertale is one of those games you should know as little as possible before going in. I’m glad I did. For that reason, I paid extra attention to keeping this review spoiler free. So I apologize if parts come off a bit vague.
 
Worry not! I keep things spoiler free. Undertale is best when you know
little to nothing about the game's plot.
Undertale opens with your young protagonist falling down a gaping hole in the ground, stranding the young human child in the world of monsters. Long ago there was a terrible war between humans and monsters that tore apart a once united world. Using the power of their souls, humans killed the monsters by the thousands, handily winning the war. As a result, monsters were banished to the underground, imprisoned below the surface by a seemingly impenetrable magic barrier. The monsters rebuilt their life in the dark, tainted by a lingering hopelessness and antagonism towards their human conquerors. As a human, the player finds themselves tasked with navigating this alien world in an attempt to make your way back to the surface. Very early in your journey you learn that there is an unexpected complexity to the monsters: they’re not just bloodthirsty creatures, but rather a group of diverse, sometimes funny sometimes friendly sometimes scary, individuals. Undertale’s roughly eight hour play through will take you throughout the underground, meeting friend and foe alike, as you try to decipher exactly what’s going on and how you can find your way home.

Your time with Undertale is largely defined by one impactful choice: how do I fight against the challenges with which I’m faced? Is there a way I can achieve my goals without resorting to violence? This is Undertale’s most significant design decision: it is an RPG you can beat without killing anything. You can kill, absolutely. But for the most part, the game encourages you not to. Everything and everyone you meet has a purpose, a personality, and feels like it exists outside of your interaction with it. Unlike so many other RPGs before it, where killing is the norm and your enemies are either maniacally evil or an undefined opposing force, Undertale is different. The game asks the player to think about what violence means and the effects it can have on those on the receiving end. The typical RPG hero is a genocidal maniac, with a kill count in the hundreds or thousands by the end of the game. Undertale provided an incredible feeling that, for the first time, I had agency in how I approached a hostile world. Because I (mostly) didn’t kill, I actually felt heroic. Every decision I made had weight to it—nothing was thoughtless.
 
Yeah, I'm a hero. No biggie.
This non-violence manifests itself in a thoughtful reimaging of combat encounters. Undertale redefines the very idea of a ‘battle’. All enemies you face, be they random encounter or boss, can be approached in one of two ways. You can ‘FIGHT,’ attacking your foe with your weapon and killing them. Damage is determined by an on-screen timing mini-game, where you need to press a button when a fast moving line is at the center of the screen. The other option? ‘ACT.’ ACT gives the player the ability to talk to their enemies—ask them about their life, laugh at their jokes, applaud them, pick on them, etc. Say the right thing the right number of times and the monster will be pacified, allowing you to ‘SPARE’ them. While you’re working to either kill or subdue the monster, they attack the player. Their attacks take form as a bullet hell mini-game. You control a heart-shaped cursor within a small box on the screen, which you’ll need to move around to dodge enemy projectiles. The system isn’t explained in any great detail, but it’s something I got the hang of pretty fast. Defeating enemies is all about memorizing their pattern of projectiles, knowing how and when you can move your heart around to avoid being damaged. The bullet-hell system is clever and, for the most part, fun.
 
Guide your heart through Undertale. Will you fight or talk?
I particularly enjoyed the boss fights, during which new & novel elements were added to your standard dodging. For example, in one boss fight, instead of freely moving, your cursor is given a weight and sent to the bottom of the box. You’re not dodging in the same way anymore, as this new mini-game tests a different skill set (it felt more like a platformer). All major boss battles dramatically change up the combat experience and were fun to figure out. All the former praise aside, though, the bullet-hell system was my least favorite element of the game. Dodging can be extremely difficult—to the point where I heard several game critics gave up because it was simply not worth the trouble. I consider myself fairly skilled at bullet-hell mechanics, and even I had a few frustrating moments on my way to finishing the game. Anyone who knows me knows I love a difficult gaming experience, but it has to fit within the core design of the game. The terrifyingly tough bullet-hell sections in Undertale worked counter to what I felt was the purpose of the game: to immerse you in this fascinating world and tell you a phenomenal story. Undertale still spectacularly succeeds in it’s goals, but a slightly toned down bullet-hell system would have been a boon to the experience.
 
I hope you like dodging. It can get pretty tough.
Speaking of story and world, Undertale is an unmitigated success. The writing in particular is one of the game’s clear strong points. Dialogue is witty and sharp. Characters felt well defined, whether your interaction with them was brief or prolonged. The world is diverse but cohesive. Undertale’s story can also be appreciated on many levels—it’s a game where the truth, the full depth of the narrative, is obscured by complexity. Undertale asks the player to dive deep and pay close attention to your endeavors, as even brief interactions can shed light onto what’s truly happening in the world. Unfortunately (for some of you out there), you cannot get every single piece of information in one play though. This didn’t bother me at all, however. My time with the world was memorable and affecting. It told me a story I hadn’t quite experienced before and answered a lot of the big questions I had at the start of the game. Lingering questions remained, but I was happy to let those stay in the ether. My Undertale was compact, concise. Excellent. Maybe one day I’ll go back for the rest. To avoid getting into any spoilers here, I’ll stay vague. But Undertale is a game that tries (and succeeds) at saying something meaningful about violence, trust, loss and love. It also offers a great metanarrative about how we play games, what it means to kill in a RPG, and player expectations of core gameplay mechanics. Perhaps most impressively, Undertale accomplishes all of this while still being a game that’s actually fun to play.
 
I enjoyed my conversations with everyone in Undertale. Yes, even the
shopkeepers. The writing is so good.
Undertale isn’t content to just subvert narrative expectations, though. It messes with the very vehicle of games too. Old standbys like an experience system and save points are tweaked in new ways. Undertale also has a few moments in which it breaks the fourth wall, commenting on the experience of playing a game. The game was also designed to remember when you quit: characters in-game will sometimes change based upon how & when you exit out of Undertale. Certain actions cannot be undone, to the point where playing a certain way can permanently change the world in all future play throughs, regardless if you play differently later. Undertale also messes with its own established rules. There’s one boss fight early in the game, for example, that seems impossible to complete without resorting to violence, which goes against what the game has been trying to get across to the player. Figuring everything out, and seeing how Undertale constantly tries to make you think about the nature of games, is fascinating.

When looking at the games space as a whole, Undertale has easily been one of the most impactful games of the year. It’s a game that’s spawned so many great discussions about game design, narrative, and more. Undertale has people thinking and critiquing games on a deep level. It is an accomplishment that should not go unacknowledged. Even as I wrote this review, huge topics darted around my mind. Like the dissonance between killing and narrative in Undertale, how the game balanced childlike wonderment with tough as nails bullet-hell & what that’s trying to say, the meaning of full plot revelations being locked behind doing things the game explicitly tells you not to do, or how Undertale has an accessible maturity.

Finally, critical analysis aside, Undertale is a game that was a joy to experience. I felt a warmth inside while playing. For brief moments I felt transported back to my childhood, sitting three maybe four feet from a small CRT TV playing Tales of Destiny or Chrono Trigger. Undertale is also so, so funny. I laughed out loud more than a few times while playing. Undertale is genuine, sweet, and hilarious. It also has the best soundtrack of the year. Seriously, go listen to it. It’s a game that I didn’t want to end, like when you wake up to a cold morning and don’t want to get out of bed.
 
Not much more to say. Undertale is amazing.
Undertale blew me away. It simultaneously exceeded and subverted expectations. It’s at once funny, tragic, engaging, complex, frustrating and rewarding. Undertale is a perfect synthesis of smart game design with a story worth telling. Undertale is fantastic. Go play it.

Undertale
5/5