Redryhno said:
I really can't say that with any hint of having a straight face actually. Unless by more involved you're talking solely about the bullet hell aspect, and even then, sorry, but no. Most rpgs involve just as much puzzle solving as most of the ACT menu that Undertale is being praised for. Is the thing you're up against weak to an ability you've got? Does it have a countdown attack? Weakpoints? windows of opportunity? Do you have to wait a turn because you don't have the resources to use your abilities? Is it worth using your strongest attack here? It looks like a tanky enemy, but that doesn't mean much because you just ran across a bunny with a million HP back up the road a bit. Is it worth it to just run away because you don't get anything of value from fighting this thing? Does it have a self-destruct death so it's worth it to take the next hit because you'll take less damage?
Hell, if you're going to say the combat menu is "involved" in Undertale solely because of the bullet hell, you really haven't played alot of RPGs.
Edit: also didn't feel targeted, was just saying.
So did you ever ask yourself questions like "if I die a lot to this boss, will it eventually start to feel bad about it and mention that in dialogue you only get by screwing up over and over?" in any other rpg you can think of?
Questions like "if I just block a lot, will that have an actual effect? Like, make the enemy mad or stop attacking me or anything at all"?
Has there ever been any sort of characterization of HOW the enemy fights going on beyond the "battle you are supposed to lose to show off how badass the big bad is and to highlight how badass you must become to overcome that"?
Toriel will start to miss on purpose if you're on low hp. Because she doesn't actually want to kill you.
Papyrus is more concerned with making his attacks look cool rather than effective. Because he's the most kind character in the game, he likes to entertain you with his puzzles rather than actually stop you and in fact you can't even get a game over out of his fight which he offers to skip if you keep losing to him.
Undyne is out to kill you yet gives you a spear to block her attacks with which she instructs you how to use if you get it wrong at first. Because she is the heroine who wants a fair fight and acts much like an anime character because she thinks that's human history. But make no mistake, she's far from being all talk, this is the strongest monster in the game. It just takes more for her to actually show her talons. That's because deep down she doubts the reason behind why she fights yet tries to stay determined.
Mettaton looks scary and takes off lots of hp with his attacks but you can't actually lose against him at first. Because he's all about the show, more interested in entertaining than in combat.
Asgore destroys your "mercy" option at the start of the battle and it's an actual battle this time. Because he literally doesn't want mercy, he thinks he doesn't deserve it and he wishes you never came to him but the weight of his duty still keeps him moving on if you insist.
Most random encounters aren't even strictly "battles" but abstractions about conversations and acting.
Snowdrake is a comedian who left home and tries to make a living. You'll actually meet his parents later.
Ice cap wants to show off its hat. After ignoring it and "winning" you can take it further and steal the hat, turning it into "ice" and then proceed to tell it that it looks fine without its hat.
Shyren can be "spared" after humming 1 time but if you keep doing it multiple times even though you "won the battle", you'll start escalating things until you're in a concert and the fame gets to you. After doing that, singing to knight knight, an encounter in a later area, will put her to sleep in 1 round instead of 2 because you now know shyrens song.
I could go on and on, there is so much more.
The just game oozes characterization in the ways you interact with characters during "combat" at every turn.
Name one other rpg that does that.
Yes sure, they're more involved in terms of figuring out weakpoints, strategies or whatever but did you ever do things like considering the intention behind why goblin A actually fights you?
Moreover, the much dreaded ludo-narrative dissonance you have probably seen countless times. For example in ff7 when aerith dies and that's somehow a big deal even though you regularly revive dudes in combat or when red XIII father is revealed to be petrified and that's a big deal even though you can just walk that status effect off in combat and probably have a stack of 99 plotholes to fix it in your inventory.
Undertale does the opposite of that.
Combat harmonizes with the story rather than being something you just do to move the plot forward.
That's where it shines. The bullet hell isn't just a mechanical challenge, the enemies express themselves through what they throw at you and how they do it. It's storytelling.
That's the kind of "involved" this is about.