graphics are meant to be retro, tribute to earthbound / mother games
tutorial is to develop the characters of goat mom / flowey as a villain - you're meant to immerse yourself in the story / dialouge rather than the annoying tutorial (although I agree to some extent)
Those graphics are pretty inconsistently "retro" with the main character looking like an old movie based NES game reject and then other important characters having some actual effort put in to their sprite work, and even then it's to varying degrees of effort.
Tutorial developed a villain who ***** off until the end of the game.
The idea of wanting to murder **** in an RPG is supposed to be played off of with Undertale but it strips it's surprise by advertising the pacifist run as the main draw. I personally feel like the game should've not told you that since common sense in the real world is to not murder people.
Also as someone who recently played Mother 1, and just started Earthbound, Undertale absolutely doesn't do them any justice as a product that was inspired by them. Combat is dull, humor limits it's audience to people who ******** about anime, and it doesn't do anything to capture that child like view of the world that Earthbound has been doing perfectly for as far as I am. (I'm at Threed, the part with Jeff.) I feel like Undertale is trying too hard and that everyone who's praising it either hasn't touched the Mother series or played it so long ago that they don't remember anything, which really says something since Earthbound has you killing psychic ants with mindbullets within the first hour or so.
I've completed all of the Mother games, and I feel like it fits quite well
granted, it's more comedy than plot, and the Mother games aren't that great (Mother 3 was my favourite), but I commend it, I really think we need more games like this, that are different and draw in a community.
"It's more comedy than plot" I feel like that's part of my issue with Undertale, like I said before, it's brand of comedy limits it's audience and it keeps hammering down on jokes I thought missed the first time around. It could also do something really interesting with it's whole "determination" save/load ability, but it doesn't anything with it outside of a few minor bits and the neutral end.
While I agree Mother 1 wasn't anything super special, it was still good, definitely not perfect. Mother 2/Earthbound has, so far, been kicking ass right out the starting gate. My one complaint is I can't make text as fast as I could in Mother 1 and even then I'm emulating it and have a fast forward button. I really feel like Undertale can't hold a candle to it if it keeps being as amazing as it has been. I mostly mean on the fronts of art style, humor, gameplay, and tone. The music is totally good enough for a comparison to be made.
I like that Undertale tried something different. I don't feel like it succeeded in anything it tried to do. We do need more games that at least try to be unique or work an interesting angle, but those alone can't excuse a game for lacking in quality gameplay.
It's also pretty great when a game has a good community, dunno how I feel about the Undertale community though. I think it's gotten too popular with people who don't really know anything about videogames and are convinced it's perfect from their lack of experience with the medium and must try to cram their opinion down the throats of others. But I also understand that when you think something is great you just wanna spread the joy. I'm not saying it's bad, and I'm not saying Undertale is bad. I just don't feel it's as good as people make it out to be.
You have to remember Undertale was funded from Kickstarter, and started solely from Toby Fox - he had only worked on a couple Earthbound hacks and such prior to this
he did delay the game about 2 years, so I guess there's no excuse
also the determination thing is actually used as an in-game plot device for SOUL experimentation but yeah, the whole 'determination' thing isn't meant to have a mechanic
I'm not trying to justify Undertale to you - just give you reasons to reconsider.
Mother and such are officially branded Nintendo names - they had a lot of work into them, and although they do sparkle better than Undertale - I feel like Undertale is a make-up in the lack of earthbound-style content we've had over the years
The community was good when it started, like any other. But as more people sweep in, there's a higher variety of people, and it just starts to become a mess of people using ****** memes and spamming it everywhere it shouldn't be, and people completely hating on it because of this fanbase, because of their opinion, or because they just want to. It happens for every community like this.
That's not to say there is an issue here. Toby worked with Homestuck, so he realises how a community influences the game. I think he developed the more-comedy-than-realtalk style because he knew it would draw in a community and the game would stick for longer and all that, - but that's just speculation
this is all just my cup of tea, there'll always be different people liking different things, but I got time to spare in discussing, so, yeah...
You make some good points, and while I still disagree about the perceived quality of Undertale, a lot of it boils down to either the cash-to-fun ratio or subjective opinions on what makes you laugh.
"graphics are meant to be retro, tribute to earthbound / mother games"
I've noticed how if, say, I made a game where you fight people with a shovel and dig up loot with modern day graphics and with an X axis, that will be stupid, who will play that? Take off a dimension and make the graphics 8/16 bit, WABLAM. 10/10 on steam.
This is why I hate games made to look retro. If you make it look good, you get mehs from everyone. Make it look old, and it's art.
That's because people who don't make games always assume retro art is easy to make look good because of the lack of fidelity, which is wrong.
The reverse is true too. Anyone can make 3D art now, and actually, anyone can make it look good too thanks to the accessibility of UE4. Because of the massive amount of development 3D art has had, there are tools for just about everything you could need to make it look good. Retro art has to be manually created, so yeah, people praise it.
So to me, people who say they hate retro looking games because they think they're lazy come across as super edgy, because the 'ease of making retro art' argument is ******** and poorly thought through.
I know people who've used it before, but I just love jinx and that comic gave me something to do however I've never seen the comic get posted on here, nor on the ****
heck I can't even see the **** tab anymore idk what admin did with it
everyone loves the music, one thing i see a lot of people hate is the combat, i don't know why but the combat being boring is a pretty common complaint.
The game has a serious Impaired Morale Compass when it comes to judging whats right and whats wrong. Do a genocide run and your litterally hitler. There are actually people who play the game that judge others for doing a genocide run. The game pretty much bashes you over the head with the choice. Yet, Then there is Dr. Alphys, Play a true pacifist run and pay very close attention to her personality. Her character. Give here a pyshce evaluation. Go through the True Lab., But hey I am the bad guy right?
> kills everyone and sells soul to devil
> "i'm not bad, that person who accidentally saved a lot of lives and felt really bad because of the way she did it and lied is bad"
**mrspyder used "*roll picture*"** **mrspyder rolled image**
i slowly progressed through the fight by dying. then dying again. and again. and again. and again. i could say that atleast 312 times or so but im just not gonna
so i came from dying at the start of the battle to no hits through the half of the battle. felt so ******* great finally beating him.
I cannot, for the life of me, not get hit on the part where there's a small regular bone, followed by a really tall blue one. I know how to do it, but my brain pulls a blank every ******* time.
After I learned every other pattern I died 10 extra times just trying to nail that.
Hitbox turns off awful late on those lazers so keep distance. You might feel like lazers are slowly catching up on you, but it's fine, only when they get very close try moving closer to the center to "get away" (obviously the closer to the center you are the faster you rotate compared to the lazer, that's how circle's circumference works).
A lot of small details begin to click together as you get closer and closer to the end.
You hit a couple moments of questioning what something meant, and then it slaps you in the face like 200 lbs of flour... Or flower.
Pretty much.
The game is adorable and makes your heart melt.
It then proceeds to whip that melted heart into a batter and bake some sadness-cakes.
With a side of creepy-batter fried nuggets.
well here, let me try to give a little more insight...
The emotional appeal is certainly a big part of it, many people go in without knowing what to expect from the game's initial appearance and get surprised when several themes come up.
but what i truly feel what gives it its notoriety is a couple of things; the games ability to change its tone on a dime (huge differences between the genocide and pacifist routes), and its "self awareness." it puts itself on a "meta" level by acknowledging the actions of the player in several ways, some of which having an impact on the story telling.
as well, you can keep exploring the game's narrative and you will find more and more, you keep going and you just find more. Through one way or another the game straight up rewards curiosity to an exceptional extent. this goes beyond the actual game, as there were quite a few interesting things discovered that were only possible to find by editing the files of the game itself.
I'm sure you're joking, but in case you are not: that is not at all what I am saying.
I'm only encouraging you to look at a literary work with more care, and try to understand better what is fundamentally "good" about it. It is through criticism, not solipsism, that we get better art and entertainment.
the story just got fleshed out really damn well. It starts out as "ok this is a thing," and it just kinda grew on you as a cute game. gameplay is interesting, and there's plenty of variance between different enemies and bosses. I thought the mercy mechanic was a nice thing. All in all, not bad, but not really standing up to any of the hype.
But the ending. Holy **** the ending. The most insignificant character literally takes over the game. There's a lot of clever sequences For example, when you die against the final boss, your game crashes. After it crashes, though, you start it up and it remembers what happened before. It keeps multiple save states and shoves you around to them at random points in time while you're fighting the big baddie.
The story telling and the way it ties together was amazing. Silly, yeah, but damn good. Little things that you find start piecing together until you just have this massive ******* revelation. I stopped playing and stared at my screen moaning noooooooooooooooooooo for about 5 minutes when i figured one thing out. Everything you did, no matter how insignificant it seemed at the time, means a lot at the end. The monsters you took the time to talk to alter the experience, same as the ones you didnt. I mean it's not a huge change, but oh jesus the emotions.
I will unashamedly admit that i cried a little. ok a lot
No idea.
There is a spanish version up on Youtube.
I'm assuming a FJ'er grabbed the animation and smacked the english audio onto it. Lilo and Nani fighting in Lilo & Stitch.
I was thinking about doing a full animation of this, but idk yet I think Sans is reasonably easy to draw, and his attacks are kinda simple too, so i am considering to do a animation of this for my school project Jezus christ i'm going to make a piece of ****
Yeah, i probably have 3 or 5 months to work on it, so i think it's gonna work, i will post it on FJ if i do it tho, keep people updated on progress if they wanna see it