Poll: Which do you think did Violence in Videogames better? Spec Ops the Line or Undertale?

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Amur El Bey

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I haven't played Spec Ops, however I think Undertale brilliantly handled violence and morality. In Undertale, you're unstoppable. Even if you die, you can just LOAD and try again. If you're DETERMINED enough, you'll eventually beat any obstacle that you come across. This is pretty much like all RPG's, however what makes Undertale unique is that the game is aware of your ability and judges you for how you use it. You could use your ability so spare everybody and have a positive impact on that world. Or you can use your ability to do whatever the hell you want and cause as much chaos as you want. Now some people are resentful of the fact that the game punishes/judges you for trying to access all content by going the Genocide route. However that's exactly the point. You, the player, are willing to inflict so much pain and death upon mostly peaceful creatures, JUST BECAUSE YOU CAN. You aren't doing it because you're evil or because you have no other choices, you're doing it because it's all a game to you and you're just morbidly curious to see what happens if you decide to be a complete monster (no pun intended).

The final boss at the genocide route outright says that you don't have to do any of this, that you could just QUIT and RESET the game and make things right. The game warns you that abusing your power is gonna result in you having a bad time. Yet some players will still go through with it, just to see what happens. The ending of the genocide run is both unsatisfying and corrupts the ending of any subsequent playthroughs.

If you do the True Pacifist ending, a certain character will tell you that you shouldn't reset the game again. Everybody is happy, you don't NEED nor SHOULD you do a genocide run, otherwise you're just being cruel to all the characters in the game because now you're just manipulating their lives and own happiness for you own amusement.

The game is basically calling you out on your bullshit. If you really cared about these characters and about your impact on the world, then you SHOULD do the right thing. You shouldn't constantly putting these characters through happiness and despair simply for your own amusement or curiosity, otherwise you're nothing more then a psychopath. Which is why if you complete the Genocide run and later try and do a True Pacifist run, your character will be corrupted. Because in the end, you aren't a good person. Your supposed happy ending is hollow because you don't really care about the happiness of these characters or trying to do what's right, you're just fucking around with them for shits and giggles.

The game is telling you that if you truly were a good person, that if you truly cared about these characters, then you would do the True Pacifist route and then never play the game again. You should leave the characters to live out their lives in a happy timeline, even if you can't experience all the "content" that the game has to offer.
 

Here Comes Tomorrow

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Amur El Bey said:
Theres a common critisicm with Spec Ops that it gives you no choice in what you do and then sjitting on the player when the choose to go on, to which a common reply is that you always have the choice to stop playing. This is always called out as being bullshit.

Everything you said about Undertale judging you is exactly what people who criticise Spec Op complain about. People payed for the game. To then chastise the player for wishing to see all the content is an incredibly douchey thing to do.

Undertale is still currently suffering from Flavor of the Month problems honestly. I really doubt people will remember it in 6 month.
 

Panthera

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Amur El Bey said:
I haven't played Spec Ops, however I think Undertale brilliantly handled violence and morality. In Undertale, you're unstoppable. Even if you die, you can just LOAD and try again. If you're DETERMINED enough, you'll eventually beat any obstacle that you come across. This is pretty much like all RPG's, however what makes Undertale unique is that the game is aware of your ability and judges you for how you use it. You could use your ability so spare everybody and have a positive impact on that world. Or you can use your ability to do whatever the hell you want and cause as much chaos as you want. Now some people are resentful of the fact that the game punishes/judges you for trying to access all content by going the Genocide route. However that's exactly the point. You, the player, are willing to inflict so much pain and death upon mostly peaceful creatures, JUST BECAUSE YOU CAN. You aren't doing it because you're evil or because you have no other choices, you're doing it because it's all a game to you and you're just morbidly curious to see what happens if you decide to be a complete monster (no pun intended).

The final boss at the genocide route outright says that you don't have to do any of this, that you could just QUIT and RESET the game and make things right. The game warns you that abusing your power is gonna result in you having a bad time. Yet some players will still go through with it, just to see what happens. The ending of the genocide run is both unsatisfying and corrupts the ending of any subsequent playthroughs.

If you do the True Pacifist ending, a certain character will tell you that you shouldn't reset the game again. Everybody is happy, you don't NEED nor SHOULD you do a genocide run, otherwise you're just being cruel to all the characters in the game because now you're just manipulating their lives and own happiness for you own amusement.

The game is basically calling you out on your bullshit. If you really cared about these characters and about your impact on the world, then you SHOULD do the right thing. You shouldn't constantly putting these characters through happiness and despair simply for your own amusement or curiosity, otherwise you're nothing more then a psychopath. Which is why if you complete the Genocide run and later try and do a True Pacifist run, your character will be corrupted. Because in the end, you aren't a good person. Your supposed happy ending is hollow because you don't really care about the happiness of these characters or trying to do what's right, you're just fucking around with them for shits and giggles.

The game is telling you that if you truly were a good person, that if you truly cared about these characters, then you would do the True Pacifist route and then never play the game again. You should leave the characters to live out their lives in a happy timeline, even if you can't experience all the "content" that the game has to offer.
I hate to break it to you, but it's all just a game to the player because it literally is just a game. There is no world, these characters are not experiencing anything, it's a video game created for the sake of the player experiencing it. This is what video games are. And any game that whines at you for actually wanting to play it is full of crap and its writers need a good slap upside the end for being such pretentious hacks.
 

Blood Brain Barrier

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None of them do a particularly good job. Undertale makes you want to kill things just to get them out of the way, or by self defence. Two "friendly" dogs come up to you and attack you and there's nothing you can do besides to kill them, and if you mess around too much playing with them they end up killing me. How the hell does that make me violent?
 

ThatOtherGirl

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slo said:
For me they both failed. I saw two games both telling me: "DON'T PLAY THIS GAME BECAUSE VIOLENCE IS BAD". And then I went: "Well ok then. I won't play these two games, because I agree that violence is bad." So I didn't.
That is exactly not what Undertale does. I can't speak for Spec Ops, I never played it, but you seem to have been completely misinformed about what Undertale does with the subject. I would recommend actually playing it.
 

ThatOtherGirl

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slo said:
ThatOtherGirl said:
slo said:
For me they both failed. I saw two games both telling me: "DON'T PLAY THIS GAME BECAUSE VIOLENCE IS BAD". And then I went: "Well ok then. I won't play these two games, because I agree that violence is bad." So I didn't.
That is exactly not what Undertale does. I can't speak for Spec Ops, I never played it, but you seem to have been completely misinformed about what Undertale does with the subject. I would recommend actually playing it.
It is exactly what it does. I played the demo and it was "hug and kiss through all of the game, or we will tell you that you're a bad boy later". Which roughly equals to: "Do not play a game, read it as a novel instead". Why would I?
The idea that you don't play participate in the game in Undertale if you don't kill things is ludicrous. Mechanically speaking pacifism runs are at least as deep as non pacifism.

Maybe the demo was different, I never played it, but I can tell you for sure the main game is not a series of text boxes if you don't kill.
 

Here Comes Tomorrow

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ThatOtherGirl said:
slo said:
ThatOtherGirl said:
slo said:
For me they both failed. I saw two games both telling me: "DON'T PLAY THIS GAME BECAUSE VIOLENCE IS BAD". And then I went: "Well ok then. I won't play these two games, because I agree that violence is bad." So I didn't.
That is exactly not what Undertale does. I can't speak for Spec Ops, I never played it, but you seem to have been completely misinformed about what Undertale does with the subject. I would recommend actually playing it.
It is exactly what it does. I played the demo and it was "hug and kiss through all of the game, or we will tell you that you're a bad boy later". Which roughly equals to: "Do not play a game, read it as a novel instead". Why would I?
The idea that you don't play participate in the game in Undertale if you don't kill things is ludicrous. Mechanically speaking pacifism runs are at least as deep as non pacifism.

Maybe the demo was different, I never played it, but I can tell you for sure the main game is not a series of text boxes if you don't kill.
But Undertale does EXACTLY tell you that killing is wrong and you're bad for doing it. A character L I T E R A L L Y judges you at the end of the game based on how many thing you killed.

Saying that, it basically is a novel. The encounter rate is low enough that random encounters are barely a feature and only a few boss fights are worth mentioning.
 

ThatOtherGirl

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Here Comes Tomorrow said:
ThatOtherGirl said:
slo said:
ThatOtherGirl said:
slo said:
For me they both failed. I saw two games both telling me: "DON'T PLAY THIS GAME BECAUSE VIOLENCE IS BAD". And then I went: "Well ok then. I won't play these two games, because I agree that violence is bad." So I didn't.
That is exactly not what Undertale does. I can't speak for Spec Ops, I never played it, but you seem to have been completely misinformed about what Undertale does with the subject. I would recommend actually playing it.
It is exactly what it does. I played the demo and it was "hug and kiss through all of the game, or we will tell you that you're a bad boy later". Which roughly equals to: "Do not play a game, read it as a novel instead". Why would I?
The idea that you don't play participate in the game in Undertale if you don't kill things is ludicrous. Mechanically speaking pacifism runs are at least as deep as non pacifism.

Maybe the demo was different, I never played it, but I can tell you for sure the main game is not a series of text boxes if you don't kill.
But Undertale does EXACTLY tell you that killing is wrong and you're bad for doing it. A character L I T E R A L L Y judges you at the end of the game based on how many thing you killed.

Saying that, it basically is a novel. The encounter rate is low enough that random encounters are barely a feature and only a few boss fights are worth mentioning.
So? I really do not see how a character saying "violence is wrong" makes the game a novel. Killing things =/= gameplay.

Undertale (pacifism or otherwise) is mechanically nearest a bullet hell shooter with RPG elements. You two must be reading some very strange books.
 

EternallyBored

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Blood Brain Barrier said:
None of them do a particularly good job. Undertale makes you want to kill things just to get them out of the way, or by self defence. Two "friendly" dogs come up to you and attack you and there's nothing you can do besides to kill them, and if you mess around too much playing with them they end up killing me. How the hell does that make me violent?
Self defense is a hollow justification in a game that gives you functional immortality by making the save/load feature an ingame story element, you can't really claim self defense when the story itself tells you that it's impossible to die and you have explicit power over time and space. Especially considering the game goes out of its way to make fighting incredibly easy by letting you one or two shot most things. I can understand being frustrated if you don't like the bullet hell stuff, but the game is pretty forgiving with killing as long as you aren't doing a no mercy run, the neutral endings are all pretty positive unless you did something like kill all the boss characters, the worst you get is mild chastisement from one character at the end, unless you killed his brother, which he's understandably pissed about, especially considering you have to go out of your way to kill him since he's an early boss.

Also, you can nonviolently solve that 2 dogs fight in like 3 moves, so it's barely faster to do it violently, that's hardly even a frustrating fight compared to some later game fights like the mettaton boss battle or trying to do the muffit fight without using the alternate method. Just roll around, smell, spare, pretty much every fight in the game can be done just by cycling through the act commands until their name turns yellow, only a couple fights require spamming the spare command or get tricky with doing things in a certain order or repeating the same act command multiple times.
 

Here Comes Tomorrow

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ThatOtherGirl said:
Here Comes Tomorrow said:
ThatOtherGirl said:
slo said:
ThatOtherGirl said:
slo said:
For me they both failed. I saw two games both telling me: "DON'T PLAY THIS GAME BECAUSE VIOLENCE IS BAD". And then I went: "Well ok then. I won't play these two games, because I agree that violence is bad." So I didn't.
That is exactly not what Undertale does. I can't speak for Spec Ops, I never played it, but you seem to have been completely misinformed about what Undertale does with the subject. I would recommend actually playing it.
It is exactly what it does. I played the demo and it was "hug and kiss through all of the game, or we will tell you that you're a bad boy later". Which roughly equals to: "Do not play a game, read it as a novel instead". Why would I?
The idea that you don't play participate in the game in Undertale if you don't kill things is ludicrous. Mechanically speaking pacifism runs are at least as deep as non pacifism.

Maybe the demo was different, I never played it, but I can tell you for sure the main game is not a series of text boxes if you don't kill.
But Undertale does EXACTLY tell you that killing is wrong and you're bad for doing it. A character L I T E R A L L Y judges you at the end of the game based on how many thing you killed.

Saying that, it basically is a novel. The encounter rate is low enough that random encounters are barely a feature and only a few boss fights are worth mentioning.
So? I really do not see how a character saying "violence is wrong" makes the game a novel. Killing things =/= gameplay.

Undertale (pacifism or otherwise) is mechanically nearest a bullet hell shooter with RPG elements. You two must be reading some very strange books.
I played through the game in about 4 hours? Aside from bosses, I encountered maybe...15 battles, I think. Most of which were done in <20 seconds.

A vast majority of my time playing Undertale was spent walking from one location to anothet and then being spoken to. The fighting was a very, very minimal part of the game to the point where it may as well have not been in it. Also, if you don't want to kill bosses, most of them are just choosing ACT/MERCY until they are done talking. Choosing to do either on a several bosses doesn't actually change anything. You just wait until they've run out of alloted lines, then the fight ends by itself.

This is entierly my opinion and I know people will disagree with me, but that makes it clear that this is closer to a walking simulator/visual novel than an actual game. I really liked the idea if using the bullet hell stuff, but I felt like it was sidelined in order to deliver a fairly heavy handed message about how I'm a douchebag because I didn't spend 15 minutes on a date with a CUH-RAZEE skeleton.
 

F-I-D-O

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The violence of Spec Ops is done better to me due to the subtle changes that happen throughout the game. Namely, the executions.
Early on, each execution is abstracted out. Camera doesn't zoom in much, the enemy kind of lies there, and Walker either delivers a quick punch or headshot.
As the game goes on, those executions get longer and closer. The camera takes pride in showing the squirming enemy who panics as Walker shoves his pistol in their mouth.
Spec Ops uses its intense and violent mechanics to highlight it's story. Rather than ignore the dozens killed every firefight, it embraces it and shows Walker fall.
Violence is a core component of that story. Fights feel weighty, quick, chaotic, and brutal. It's loud, thunderous, and difficult to think through. Violence isn't put on a pedestal, its dragged through the mud so the player can see the problems with each step through the sand covered city. Without the care put into the "feel" of violence, Spec Ops would have been hollow.

Undertale does choices better. The violent/nonviolent choice is well implemented and made a valuable part of the game. The violence isn't important - each battle is fairly abstract for defense/attacking, and you don't really have to think about the violence. You have to think about the consequences. Rather than tell a narrative through violence, it tells one through characters, who react to you. The player chooses whether those characters get to live. Because the characters are well formulated, their deaths feel more meaningful - the violence is more personal. But the act of violence in the game and narrative are less important IMO.

Each fight in Undertale is just a better version of Fallout 4s companion opinions, except they hear about you before you show up. Those choices (more accurately, the effects) are compelling, but the violence isn't.
 

Blood Brain Barrier

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EternallyBored said:
Blood Brain Barrier said:
None of them do a particularly good job. Undertale makes you want to kill things just to get them out of the way, or by self defence. Two "friendly" dogs come up to you and attack you and there's nothing you can do besides to kill them, and if you mess around too much playing with them they end up killing me. How the hell does that make me violent?
Self defense is a hollow justification in a game that gives you functional immortality by making the save/load feature an ingame story element, you can't really claim self defense when the story itself tells you that it's impossible to die and you have explicit power over time and space.
In that case, Undertale is no different to any other game. All those Nintendo games where you have multiple lives? Murder, until you're on your last life. But even then you can just put another $1 in the machine or press "start" and play again, so it's still murder, isn't it. Any game where you can save at any point, you're committing genocide because you can just reload no matter how far back it takes you.

Also, you can nonviolently solve that 2 dogs fight in like 3 moves, so it's barely faster to do it violently, that's hardly even a frustrating fight compared to some later game fights like the mettaton boss battle or trying to do the muffit fight without using the alternate method. Just roll around, smell, spare, pretty much every fight in the game can be done just by cycling through the act commands until their name turns yellow, only a couple fights require spamming the spare command or get tricky with doing things in a certain order or repeating the same act command multiple times.
Just because you can doesn't mean everyone will know that. I tried all kinds of combination with the dogs and nothing worked. They attacked me no matter what I did. That is a hostile animal and I'm entitled to defend myself. If I walk past someone's house and try to pet their dog and it bites me in the leg, I'm not going to keep on trying to pet it and roll over for it. Maybe bringing it a bag of ostrich-flavored doggie treats and tickling its tummy right below the left nipple will make it calm down, but I'm not expected to know that am I?
 

F-I-D-O

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MarsAtlas said:
I haven't played Undertale yet so I can't vote but I do want to point out that Spec Ops: The Line actually gives you agency most of the time, its just that people use it for violence. The very first violent encounter in the game you're prompted with text to open fire before your foe does, who I should mention opens fire because they think you're going to. Did you do that? A lot of people did. When it comes to that one scene did you even try to use an alternative method to get through? Most people didn't. At the very end of the game there is a choice to be violent, a choice where both choices, to be violent or peaceful both advance the narrative. As can actually be demonstrated by steam achievement statistic most people chose the violent course of action. They didn't even try to resolve it without resorting to violence. This is hours after the "you made a terrible decision' gut punch by the way. There's many more examples in the game than these few I've mentioned, by the way. The game does give you agency most of the time, and even when there isn't an alternative solution that allows you to advance in the game you're still welcome to try anyways. Most people simply never used that agency and chose the violent, or more violent than its alternative, solution. Honestly the WP scene was probably the weakest example of it in the entire game, which is a shame because its also the most obvious. There are a lot more examples in the game, some being downright insidious.
So much this.
As I outlined in mine, the executions are a completely optional thing, that the game still shifts to drive home what the player is forcing Walker to do. One of the ending battles is similar as well, with the option to give up or go out in a blaze of PTSD glory. While the moment to moment gameplay in Ops is blatant shooting, the player has a surprising amount of agency.

Now, I'd argue that the WP scene is dedicated to showing the player that they did cause the horrible event. There's a choice in that scene - stop playing and Walker dies there, or fire and continue. I understand people might not like that an option in a game is to stop playing, but, IMO, it's pretty clear from the scene that exiting out is the alternative.
If you do keep playing, the game shows you the consequence. It doesn't try to guilt trip you. It shows the consequence of your choice. It is not a happy world where deaths get glossed over. Walker made a decision, and it turned out very differently than expected. The game was telling a story. The player chose to keep reading. No one complains that the Red Wedding was stupid. It was brought about due to certain characters making poor decisions, and any other consequence would have been dissension.
Also of note in Spec Ops - it's not the player's story. It's Walker's story, the player just decides how long it is. People bring up "I didn't want to fire the phosphorus." Of course you didn't. Walker, the character you control, made a choice as characters so inconveniently do. IT's just a little more drastic than attacking the nest in Aliens, going in the woods in a horror movie, or any other stupid events through narrative form media. For all the agency Spec Ops gives you under the hood, they know when to take it away for narrative development.
 

Secondhand Revenant

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Wackymon said:
As listed in the title, pretty much.

While I have not played spec ops, I'd enjoy hearing discussion, because the two games seem to hit on the same topic in differing manners. From my understanding, Spec Ops removes the act of Agency. Undertale seems to point out the fact that, you know, you're murdering shit, why the hell are you doing that. You don't have to do that.

So, I'd like to see which of the two you think handled the topic better, and I'd enjoy seeing some discussion.
I don't think they really make the same point. I haven't played spec ops but it seems more about being a monster without realizing it from what I've heard.

Undertale seems to kind of play with the absurdity of the mechanics of games. Saving and reloading and grinding for xp.



Here Comes Tomorrow said:
Honestly, I prefer Spec Ops.
I just prefer the presentation and the characters mental breakdown during the 3rd act was amazing. There were some great touches.

I don't understand how people can critisize Spec Op for taking away choice but not Undertale. I've not finished it yet, but the Genocide run changes a lot yes? To the point where nearly everyone has done it in order to experience the changes. The game is still effectivly taking away your choice by locking an entierly different story behind violence and then critisizing you for wanting to see everything the game has to offer.
It is quite different yeah.

But uh... how exactly is a character getting mad at you in the game taking away your choice? Like... dude... wagging a digital finger at you didn't take away your choice... I mean you just did it. You had the option and you took it.

the silence said:
Hmm, what's better? The game that just pushed you down a path you can't really escape, or the game that blatantly tells you "You're a shit player, don't kill pixels"?

Spec Ops, Hands down, no question.
A character in the game gets mad at you. What were they supposed to have him do, congratulate you? I'm surprised people take something the character says so seriously and personally. It has a lot of kind of 4th wall stuff but it still is grounded in a premise that the game world is real.
 

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Wackymon said:
As listed in the title, pretty much.

While I have not played spec ops, I'd enjoy hearing discussion, because the two games seem to hit on the same topic in differing manners. From my understanding, Spec Ops removes the act of Agency. Undertale seems to point out the fact that, you know, you're murdering shit, why the hell are you doing that. You don't have to do that.

So, I'd like to see which of the two you think handled the topic better, and I'd enjoy seeing some discussion.
I don't think they really make the same point. I haven't played spec ops but it seems more about being a monster without realizing it from what I've heard.

Undertale seems to kind of play with the absurdity of the mechanics of games. Saving and reloading and grinding for xp.



Here Comes Tomorrow said:
Honestly, I prefer Spec Ops.
I just prefer the presentation and the characters mental breakdown during the 3rd act was amazing. There were some great touches.

I don't understand how people can critisize Spec Op for taking away choice but not Undertale. I've not finished it yet, but the Genocide run changes a lot yes? To the point where nearly everyone has done it in order to experience the changes. The game is still effectivly taking away your choice by locking an entierly different story behind violence and then critisizing you for wanting to see everything the game has to offer.
It is quite different yeah.

But uh... how exactly is a character getting mad at you in the game taking away your choice? Like... dude... wagging a digital finger at you didn't take away your choice... I mean you just did it. You had the option and you took it.

the silence said:
Hmm, what's better? The game that just pushed you down a path you can't really escape, or the game that blatantly tells you "You're a shit player, don't kill pixels"?

Spec Ops, Hands down, no question.
A character in the game gets mad at you. What were they supposed to have him do, congratulate you? I'm surprised people take something the character says so seriously and personally. It has a lot of kind of 4th wall stuff but it still is grounded in a premise that the game world is real.
 

Nobuoa Schniell

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I like Undertale a lot, but its portrayal of violence is in a purely fantasy setting where the characters don't exactly act... human, I guess? It didn't really make me think about the consequences of violence so much as it just made me want to do a pacifist playthrough. So in that sense, it was more that I didn't want to kill the characters than any particular internal conflict about violence itself. And it doesn't really present a great argument towards a "nonviolent" game. Because there was absolutely combat in that game, the same type of combat that's been seen in other games. It was just dressed up as "you're not hurting this character". But when one of the combat mechanics was a literal shmup where you're actually firing shots at things coming at you, it's hard to really call that "nonviolent". It's just about how it's presented. Whereas Spec Ops presented a far more realistic situation that created some chilling imagery at just how poorly things go when one pulls the trigger. Granted, it's purely narrative in nature. I dunno, I guess Spec Ops was just more thought provoking in that regard.
 

EternallyBored

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Blood Brain Barrier said:
EternallyBored said:
Blood Brain Barrier said:
None of them do a particularly good job. Undertale makes you want to kill things just to get them out of the way, or by self defence. Two "friendly" dogs come up to you and attack you and there's nothing you can do besides to kill them, and if you mess around too much playing with them they end up killing me. How the hell does that make me violent?
Self defense is a hollow justification in a game that gives you functional immortality by making the save/load feature an ingame story element, you can't really claim self defense when the story itself tells you that it's impossible to die and you have explicit power over time and space.
In that case, Undertale is no different to any other game. All those Nintendo games where you have multiple lives? Murder, until you're on your last life. But even then you can just put another $1 in the machine or press "start" and play again, so it's still murder, isn't it. Any game where you can save at any point, you're committing genocide because you can just reload no matter how far back it takes you.

What? those aren't even close to the same thing, there is a massive difference between Doylist (out of character) and Watsonian (in character) explanations for events.

Master Chief respawns because the game would be frustrating and pointless if you had permanent death, but the game treats life and death as gameplay mechanics, Master chief respawns, but he doesn't know that, and the story treats that as a gameplay mechanic rather than a story mechanic. If the story acknowledged that the UNSC literally had an unkillable super soldier that could reverse time every time he died it would massively effect the story.

Even for Nintendo games like Mario, the lives system is treated as mostly a gameplay mechanic, the story doesn't acknowledge that mario dies and comes back, and the story is so sparse that there is little weight or separation given to the concept.

Undertale drives the concept even further home by making all the monsters very weak, they flat out tell you in the game that a single human with determination can easily destroy hundreds of monsters, and the fight command can easily destroy anything short of a couple of late game bosses, its meant to strip away self defense justifications, you are basically killing because you were too lazy or frustrated to find another way, and in 99% of battles that other way is pretty easy to find. Undertale attempts to call this behavior out by making the save system an acknowledged in universe ability rather than a gameplay mechanic.

Whether they did this effectively or not is certainly up for debate.

Just because you can doesn't mean everyone will know that. I tried all kinds of combination with the dogs and nothing worked. They attacked me no matter what I did. That is a hostile animal and I'm entitled to defend myself. If I walk past someone's house and try to pet their dog and it bites me in the leg, I'm not going to keep on trying to pet it and roll over for it. Maybe bringing it a bag of ostrich-flavored doggie treats and tickling its tummy right below the left nipple will make it calm down, but I'm not expected to know that am I?
Are you entitled to defend yourself from a barking dog on the other side of a fence that can't do anything to hurt you? Because that is essentially what that fight is, your character is moderately inconvenienced, but like I said, you can solve that fight in three moves, so you basically got mad and defended yourself from an animal that was annoying rather than dangerous, or killed them on purpose for EXP, but that's a whole nother matter.

I have to seriously call into question how hard you tried to solve this fight as a basic grasp of English is all you need to figure it out, reading the text makes it painfully obvious exactly what you have to do, and even if you lacked that, cycling through all the act commands blindly twice would be enough to win the fight nonviolently, so that would be 6 or so turns max you have to take to beat one dog, there were only 3 act commands to chose from.

We are talking about the two axe dogs right? Dogamy and Dogaressa? Seriously, how the hell was the solution to that fight not blatantly obvious? Try to pet them like other dogs, they tell you you smell weird, roll around on the ground and the text box tells you you now smell different, I'm pretty sure the text box even tells you to have them re-sniff you at that point, they sniff you again and think you are another dog, commence trying to pet again, dog freaks out, spare dog. A minimum of three turns for each dog. None of this was hidden or implied, the text boxes literally spell out what is happening.

I could at least understand if you were talking about a late game boss or something, if you suck at bullet hell games those fights can be downright annoying, but the fight you are describing is like right outside the tutorial level, I don't even think they count as minibosses.
 

Secondhand Revenant

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Blood Brain Barrier said:
EternallyBored said:
Blood Brain Barrier said:
None of them do a particularly good job. Undertale makes you want to kill things just to get them out of the way, or by self defence. Two "friendly" dogs come up to you and attack you and there's nothing you can do besides to kill them, and if you mess around too much playing with them they end up killing me. How the hell does that make me violent?
Self defense is a hollow justification in a game that gives you functional immortality by making the save/load feature an ingame story element, you can't really claim self defense when the story itself tells you that it's impossible to die and you have explicit power over time and space.
In that case, Undertale is no different to any other game. All those Nintendo games where you have multiple lives? Murder, until you're on your last life. But even then you can just put another $1 in the machine or press "start" and play again, so it's still murder, isn't it. Any game where you can save at any point, you're committing genocide because you can just reload no matter how far back it takes you.

Also, you can nonviolently solve that 2 dogs fight in like 3 moves, so it's barely faster to do it violently, that's hardly even a frustrating fight compared to some later game fights like the mettaton boss battle or trying to do the muffit fight without using the alternate method. Just roll around, smell, spare, pretty much every fight in the game can be done just by cycling through the act commands until their name turns yellow, only a couple fights require spamming the spare command or get tricky with doing things in a certain order or repeating the same act command multiple times.
Just because you can doesn't mean everyone will know that. I tried all kinds of combination with the dogs and nothing worked. They attacked me no matter what I did. That is a hostile animal and I'm entitled to defend myself. If I walk past someone's house and try to pet their dog and it bites me in the leg, I'm not going to keep on trying to pet it and roll over for it. Maybe bringing it a bag of ostrich-flavored doggie treats and tickling its tummy right below the left nipple will make it calm down, but I'm not expected to know that am I?
Did you ever finish the game? Because to get the Genocide route you need to kill everything, not just the pair of dogs.

Also they start by spouting out a thing about smell. It was kind of an obvious clue...
 

EternallyBored

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Secondhand Revenant said:
Blood Brain Barrier said:
EternallyBored said:
Blood Brain Barrier said:
None of them do a particularly good job. Undertale makes you want to kill things just to get them out of the way, or by self defence. Two "friendly" dogs come up to you and attack you and there's nothing you can do besides to kill them, and if you mess around too much playing with them they end up killing me. How the hell does that make me violent?
Self defense is a hollow justification in a game that gives you functional immortality by making the save/load feature an ingame story element, you can't really claim self defense when the story itself tells you that it's impossible to die and you have explicit power over time and space.
In that case, Undertale is no different to any other game. All those Nintendo games where you have multiple lives? Murder, until you're on your last life. But even then you can just put another $1 in the machine or press "start" and play again, so it's still murder, isn't it. Any game where you can save at any point, you're committing genocide because you can just reload no matter how far back it takes you.

Also, you can nonviolently solve that 2 dogs fight in like 3 moves, so it's barely faster to do it violently, that's hardly even a frustrating fight compared to some later game fights like the mettaton boss battle or trying to do the muffit fight without using the alternate method. Just roll around, smell, spare, pretty much every fight in the game can be done just by cycling through the act commands until their name turns yellow, only a couple fights require spamming the spare command or get tricky with doing things in a certain order or repeating the same act command multiple times.
Just because you can doesn't mean everyone will know that. I tried all kinds of combination with the dogs and nothing worked. They attacked me no matter what I did. That is a hostile animal and I'm entitled to defend myself. If I walk past someone's house and try to pet their dog and it bites me in the leg, I'm not going to keep on trying to pet it and roll over for it. Maybe bringing it a bag of ostrich-flavored doggie treats and tickling its tummy right below the left nipple will make it calm down, but I'm not expected to know that am I?
Did you ever finish the game? Because to get the Genocide route you need to kill everything, not just the pair of dogs.

Also they start by spouting out a thing about smell. It was kind of an obvious clue...
Clue nothing, the check command text flat out tells you that they operate on smell, and the literal text after using the roll around act command is to tell you to have them re-smell you, after that the only thing you have to figure out is to pet them after they smell you, which considering there's only 3 act commands for both dogs, its a 1 in 3 chance of hitting the right button even if you just guess, and considering all the other dogs were pacified by petting them, it's not exactly a massive leap of logic to think that the last command you need is to pet them.
 

Blood Brain Barrier

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EternallyBored said:
Blood Brain Barrier said:
Are you entitled to defend yourself from a barking dog on the other side of a fence that can't do anything to hurt you? Because that is essentially what that fight is, your character is moderately inconvenienced, but like I said, you can solve that fight in three moves, so you basically got mad and defended yourself from an animal that was annoying rather than dangerous, or killed them on purpose for EXP, but that's a whole nother matter.

I have to seriously call into question how hard you tried to solve this fight as a basic grasp of English is all you need to figure it out, reading the text makes it painfully obvious exactly what you have to do, and even if you lacked that, cycling through all the act commands blindly twice would be enough to win the fight nonviolently, so that would be 6 or so turns max you have to take to beat one dog, there were only 3 act commands to chose from.

We are talking about the two axe dogs right? Dogamy and Dogaressa? Seriously, how the hell was the solution to that fight not blatantly obvious? Try to pet them like other dogs, they tell you you smell weird, roll around on the ground and the text box tells you you now smell different, I'm pretty sure the text box even tells you to have them re-sniff you at that point, they sniff you again and think you are another dog, commence trying to pet again, dog freaks out, spare dog. A minimum of three turns for each dog. None of this was hidden or implied, the text boxes literally spell out what is happening.

I could at least understand if you were talking about a late game boss or something, if you suck at bullet hell games those fights can be downright annoying, but the fight you are describing is like right outside the tutorial level, I don't even think they count as minibosses.
The point is, when I go to pet them they SWING AXES AT ME. This reduced my hit points to the point where I was almost dead. I didn't want to go back to the last checkpoint so it was only then that I decided to attack them. I didn't attack them first, they attacked me.

This happened with almost every creature I came across. The game had a decent idea about RPG morals, but it is very poorly implemented. If the dogs immediately responded to petting then it would have been so much better. I don't see why every friendly action needs to be followed by the creature attacking. That is really poor design, especially when the text says something like "the creature is pleased" before it happens. It reminds me of 80s Nintendo games, which might be intentional or not, I don't know, but it's not good.