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#True Pacifist Route
lazzlady · 2 months
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"When four Bridge Seeds align in the water, they will sprout." #15/100 - Bridge Seeds . .
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more undertale sketches except this time theyre all just shamelessly about sans and papyrus i love the skelebrothers im sorry i think theyre so silly
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tomorobo-illust · 7 months
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Play the Osu here: osu.ppy.sh/beatmapsets/385274#osu/841604
I meant to post this sooner, but due to life happening it slipped from my mind until I realized it's Undertale's anniversary month!! What better time to celebrate than to share a remastered OSU game I had the opportunity to be a part of!
Thank you so much Kai for contacting me for not only getting permission, but for allowing me to give you the higher quality images and whatever you needed so you and your team could make the proper remaster version you desired. I hope we can work together again in future projects~ This is so rad!!
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The kids coming back from the underground with their activated magic, either after the true pacifist run or post grouptale, it ends up causing magic to activate in other kids they spend time around as well, which means they have to help them figure it out.
Owen has time slowing/stopping powers that freeze things in place in mid air and found it out by complete accident and was obviously freaking out about it cause he never had magical abilities before. So Isaac came over to help him with that.
Adrian on the other hand has more fire based and food magic kind of like Keith’s magic except with the perseverance magic traits of floating words and objects, pages of different kinds of books. The fire just forms in his hand. Which is also something he found out by accident so that was fun for Justin
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agentravensong · 2 months
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thinking about how the extra area added on to a pacifist run of undertale, the true lab, is about alphys's past mistakes. how it ends with the story reaffirming that, despite the pain she's caused, the thing that matters is that she has now made the choice to do the right thing. she's still worthy of her friends' love.
thinking about how undertale doesn't expect the player to get a pacifist ending for the first time. how it's more likely than not that the player will kill toriel the first time they battle her, how lots of players don't initially figure out how to end undyne's fight without killing her, etc. what it expects — not even expects, really, but hopes — is that the player, if they care enough, will use their canonically acknowledged power over time to make up for those mistakes.
no matter how many neutral runs a player has done before committing to the pacifist run, the thing that matters to the characters, to the story, is that you've chosen, now, to do the right thing.
compared to alphys, the player honestly gets off lightly, in that you're the only one (other than flowey) who really remembers any harm you might have caused. and any direct guilting the game could have done about it is long past at this point. instead, as undertale often does, it makes its point via parallels: alphys caused harm, and she knows it. she has committed to being better. in doing so, she has unlocked for herself a better ending to her story. and she deserves it. she's forgiven.
those structural narrative parallels are all over undertale, if you know where to look. and that's one of the things that makes it so fuckin' good.
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the-meme-monarch · 1 year
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“does sans remember resets” “does asgore remember resets” i don’t CARE. does CHARA??? your NARRATOR???
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torsena123 · 4 months
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ROUGH DOODLE BUT:
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M : Before you go, how about one last hurrah?
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S : I'm pretty sure my family back home can serve us a feast for a hero like you! Ceroba can handle the guests, right?
C : Yeah, it's just... I can't believe this is happening. (if only it happened sooner...)
thoughts:
i understand that clover had to die but WHY IMMEDIATELY 😭😭😭
GIVE US SOME MORE TIME. THEY HAVE TO BE TOGETHER FOR MORE TIMEEEEE!!!!!!!
CLOVER AND THEIR BUCKET LIST. EVERYTHING THEY WANT TO DO. PLEASE LET THEM AND EVERYONE HELP FULFILL CLOVERS BUCKET LIST AAAAAAAAAAAA
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nartothelar · 19 days
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"Blind Pacifist Route"
wondering who Ingo is about to "kill" then... 🤔 (did a blind true pacifist route on my first playthrough 2 years ago)
Which route is Emmet's favorite?
it’s asgore TwT
and emmet’s favorite route is the true pacifist route! he likes that there are more dialogue options for it and much more to explore for it!
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hearts4juzi · 3 months
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can i just say i do not get chara as a character and it is driving me up a WALL
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karmaspidr · 2 months
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Pacifist and Genocide meet Desert Sanctuary Clover
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lazzlady · 2 years
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"YOU CAN'T SPELL 'PREPARED' WITHOUT SEVERAL LETTERS FROM MY NAME!!!"
#12 - DATING START! . .
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soul-collectors · 3 months
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What was Fell talking about??
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"What was Fell talking about??" [Soul collectors] PT.3
PREV | NEXT
Five more to go! <3 Don't worry, it'll be quicker to collect the rest than the first!
Underfell belongs to @/underfell
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fiercerthanyou · 1 month
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Banksy, "Happy Choppers," 2006,
The famously secretive Banksy painted it in early 2006 on the wall of a building in London's Shoreditch area and it was documented by his so-called 'partner-in-crime' Steve Lazarides in the first volume of the Banksy Captured book. But then it was painted over by the building's owner who feared it would create a security problem.
The building was later sold and it was only when the current owner was leafing through a book featuring Banksy art locations - a Christmas  gift for his son - that he recognised one of the areas shown and realised a Banksy must be on his building. He raced there to investigate but the section of wall had since been painted black.
Courtesy: Anderson & Garland
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Something depressing is that in both grouptale and the ending of the true pacifist route, situations where the kids were presumed dead/actually died and are coming back to the surface finally, the kids without any family or even parental figures to come reclaim their children who have been missing for who knows how long is Justin and Paxton.
Justin being an orphan out of the system while Paxtons parents just don’t care enough to bother picking him up.
Of course they’re happy the others get the chance to reunite with their families but it doesn’t make watching it any less depressing.
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inbarfink · 1 year
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Okay, so like, I love Undertale to bits, but it does often rub me the wrong way when people use it in comparison to games like OFF, which condemn the Player’s violent actions without actually offering the option for a Pacifist resolution, like “well, Undertale is Objectively Better because there’s an actual choice to be nonviolent so it can actually condemn the player in a meaningful way”.
Especially with OFF, I think. Cause while many people consider it a predecessor to Undertale, their themes and the way they relate to their “What the Hell, Player” moments are very different, I think. And this attitude of judging them purely on whatever they’re effective at making the player ‘feel bad’ about their actions is really reductive for what both games are trying to do with these kinda moments.
Like, in general it’s super frustrating when video game moments discussing morality and player-player character relationships are evaluated purely in the sense of ‘are these games justified in Making Me Feel Like a Bad Person’. That’s usually a super-reductive way to look at video game morality. And I really don’t think it helps the discussion to frame “What the Hell Player” moments as an actual personal attack or attempt to evaluate your IRL morality.
And specifically with OFF, I feel like it’s actually very thematically important that the game only has one ‘Route’ and that it is the ‘bad’ one. Because OFF, in my reading at least, is a game very much about narrative framing. Like, that’s the whole thing with the Batter not actually transforming as his Special Ending Monster Duckie Form.
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The Batter didn’t change, our point of view did. When we’re controlling the Batter, it is his POV that we’re seeing the world through - and in his POV he’s just an ordinary guy doing the right thing. But if we take the Judge’s side, we’re also taking on his POV. And the Judge, much like any other victim of the Batter, sees him as some sort of monster.
And that’s like a huge theme in the game. While there’s probably no POV that makes the world of OFF like an actually good place to live, it is important to note we are viewing it through the perspective of someone who has already vowed to destroy it. I know a lot of people look at the difference between the Guardians as they are in the Room’s Chapter 4 and the Guardians as the Batter face them as a matter of a personal change between then and now - I think the matter of different perspectives also plays a part.
In the Room we are viewing Dedan, Japhet and Enoch through the eyes of an innocent child that is desperate for companionship and sees them as friends - in the rest of the game we are viewing them through the eyes of a man who sees them as obstacles in his holy mission and upholders of a world that must be destroyed. Neither of them can give a truly unbiased perspective when it comes to the Guardians.
And despite the game making it explicit that the Batter is as a puppet controlled by the Player - although the Player is the one who give the Player Character power - it is the Batter who manipulates the Player into aiding him on his mission by framing it in a way that is more palatable. Despite all the power the player supposedly holds, the Batter holds the power over the narrative framing, and that’s enough to let him take control.
That’s why there’s really no choice in the game but keep helping the Batter along his ‘Holy’ mission - him being able to influence our framing also means being able to influence the options we can see. It is the Batter who wants us to see a world where his violence and destruction is the only possible solution. And the point of the Judge calling out the Player for continuing along the Batter’s set path (rather than stopping the game and turning it off) isn’t just to Make the Player Feel Bad for doing what they need to do to, like, see the whole of this well-crafted story....
It’s to make the Player self-reflect. When did they first had the inkling that the Batter isn’t on the up-and-up? If (‘if’ bring the keyword here) it was all real, when would the point where continuing to aid the Batter would be morally inexcusable? By the point the Batter is beating a defenseless child to death it’s pretty darn clear that We’re the Baddies, but did the Player process any of the hints beforehand? Just how much sway did the Batter’s framing of the world and the narrative hold over the player? And how this is different and similar to how the Player normally engage with other narratives, especially other RPGs?
There is a reason, after all, why the Judge big speech at the end is also about how felt deceived and tricked by the Batter’s words. His feelings are meant to be a reflection of a Player’s on some level.
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And despite ‘calling-out’ the Player, he does make it clear he also sees himself as culpable of aiding the Batter in his henious actions. The Player and the Judge’s situations are somewhat paralleled here. 
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And it feels very notable that the Judge starts out explictly addressing to the Player much more than the ‘Puppet’:
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And by the ending of the game, although he does call-out the Player to, he’s got a lot more to say to the Batter as well.
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I think it’s because he also underestimated the power the Batter had as a ‘Puppet’ of the Player, up until he realized how he managed to manipulate both him and the Player (although he still sees both himself and the Player at fault for falling for it and helping the Batter).
I think the main point here is to try and make the Player think more critically about the narratives they engage with. In many ways, the Batter is the concept of the RPG protagonist dilluted to its logical extreme. He was literally brought into existence just moments before the story started, and his only purpose in life is to defeat all the bosses, ‘finish’ all of the areas and then just turn the game OFF. That’s also why siding with the Batter is considered the ‘canon’ ending of the game, in this allegory it is the ending that correspond most to Regular Player Behavior.
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It’s trying to make you think about how different POVs and narrative framing can be used to change the way we view a story. If the Batter can skew the lens we view the story enough so that it makes us side with him… how other forms of media, and in this case espacially other games can convince us that the protagonist’s actions are justified and heroic? Is there some ignored angle in this and that game, some ignored ‘Judge’ of sort, that would totally reframe the supposed morality of the story?
I think that’s the main thing, or at least one of the main things, one is supposed to get from OFF. Not just a blanket sense of guilt for all the made-up pixels you killed in this game or other games, but an invitation to try and examine the stories you play from more angles, and think more of the narrative tricks that can be used to justify morally dubious actions. For this to work, the game has to work in tandem with the Batter and his POV for the most part.  And because of all of this, I believe OFF’s lack of a ‘moral choice’ system does not take away from its central points and actually helps them. The only choice comes when the Judge barges in and offers a counter-narrative to the Batter. 
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Undertale, in contrast, is a lot more about Player Actions and Player Agency. Like, Chara and a Murder-Route Player have essentially a reverse dynamic from the Batter and a Normal Ending Player. With the Player convincing the Player Character (?) into the viewpoint that the world exists just to be drained of Content before turning it Off and moving on to the next one.
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Undertale is more about the Player having power, and not just in the Unkillable Time God sense, in the sense of the power to reframe and change the narrative. Both the Undertale Pacifist and Murder Route has an element of going ‘off script’ of what the game story ‘expects’. Like, the Normal Ending is the only one where the the Player just does what was expected of them and engage with the game world in the same way all the other characters do - that’s just why it only exist to try and convince you to go on one of the other routes.
The Pacifist Route is about the Player using their Aforementioned Unkillable Time God Powers to break away from the world’s general resignation to violence as the answer and proving to everyone a peaceful resolution is possible. The Murder Route is about the Player engaging with the world like… an ordinary RPG basically (as long as you’re heavy on the grinding) and in the process twist the entire narrative into something much darker. The narrative isn’t tricking you into it, if anything, the narrative is subtly nudging you to the Pacifist Ending.
If Undertale comes off as a more effective ‘condemnation’ of the Player than OFF, that’s probably because compared to OFF Undertale is more about what the Player does and the Player’s actions. I still don’t think it’s a very productive to paint it as, like, trying to Shame you. It just makes things far too unnecessarily personal in a really weird way, and it also kinda isolates discussion of the game’s mortality to only how justified it is within the game’s own context - without any acknowledgement of what the game’s trying to say in a larger context when it makes the characters so darn lovable and makes it so heartbreaking when they die.
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Both in context of how we can try and take the game’s ideals into the real world....
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And how it relates to other video games. And I mean, Undertale isn’t just about whatever violence in video game narratives is really necessary - that’s absolutely part of it but also, it’s about how Players engage with video game narratives. And whatever looking at them as just challenges to be one by getting the Big Number....
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or challenges you need to 100% complete and drain every single secret from 
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can take away from what makes a good story actually work.
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There’s a reason why the in-universe ‘morally correct’ to play Undertale is to experience the True Pacifist ending once and never open it again. (I dunno if I’ll say the Message of Undertale is ‘looking up all kinds of different minor options and content mining always ruins the magic of stories’ and if it is it’ll be a very funny case of a game’s fandom disproving its own thesis, but it’s certainly something the game wants you consider.)
Despite the obvious influence OFF had on Undertale and especially on it’s Murder Route, I actually think it might be more useful to compare it to Deltarune, at least once we see more of it and where it’s going. With both of these games exploring a very complicated power dynamic between player and player character and the player being robbed of moral choice and possibly forced to do bad things to advance the narrative - it might be actually a more interesting comparison.
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ourselvers · 2 years
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i will never stress enough how badly i cried during my first true pacifist playthrough because of sans’ dialogue alone (image is transparent btw!)
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