A Thematic Analysis of Freedom in Deltarune

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
What’s this, a new video of mine in less than  six months? This must be some kind of miracle!   Welcome viewers, I’m VivatVeritas and today, I  want to talk about freedom. Obviously I already   talked about the idea of control at length  in my first video, but freedom is something a   little more specific. Freedom encapsulates the  actions that all the characters take, all the   choices they make, and the way that these actions  and choices affect the world around them. So,   why am I talking about freedom? A big reason for  this is because a lot of people have been talking   about how the idea of choice impacts the game  (including myself), but mostly on the theorising   side. Instead, I want to take a bit of a closer  look at the intricacies of the choice theme,   of freedom and how these can work together even  though they seem pretty similar at first glance.   The idea of “freedom” is intrinsic and almost  auxiliary to the overarching theme of choice,   like the concept of merit was auxiliary  to the overarching theme of kindness in   Undertale. In order to be kind to people, you  need to decide whether or not they deserve it.   Likewise, in order to make your own choices you  have to have freedom. As we saw in Undertale,   though, maybe kindness can be extended to  people regardless of whether they deserve   it or not. Can you make choices if you don’t  have freedom? Do your choices matter whether or   not you have freedom? These are the questions I’m  looking to answer today. Join me, won’t you?   Much like my previous videos, it’s not a bad idea  to see how Undertale handles its themes compared   to Deltarune. These two pieces of media are  clearly in conversation with one another, and I   think there’s definitely some things we can glean  from Undertale to help us in our understanding of   Deltarune – the foremost being the way that  a given theme is proposed to the player.   In Undertale, this is clearly the “Kill or be  killed” idea that Flowey posits to you. It’s a   theory that Flowey has understood and internalized  thanks to reset after reset – that is to say,   it’s supported by saving and loading being  diegetic. I promise I’m not going to use that   word as often in this video, but it’s important  for now. Anyway, since saving and loading is   part of the world, Toby is able to use it to  comment on the themes, to wield it as a tool   in exploring the “kill or be killed” thesis.  If you can reset time and space, does any of   it really matter? Do these people even matter? If  they don’t matter, if they don’t have any meaning   or worth, then why should you be kind to them? Of course, the pacifist route is all about proving   that idea wrong, proving that these people and  their lives do matter even if they can be reset.   It’s not to kill or be killed – these people,  their bonds and their hopes and their dreams,   matter. In the No Mercy route, the theme is  reinforced. You can save and load and kill   and as long as you keep going, keep killing,  then you won’t be killed. If you’re willing   to destroy these people and their lives,  then you can win. You can get stronger.   None of it matters, all that matters is  getting stronger and having that power.   Compare this to Deltarune. The first question  would be, naturally, what is this spoken thesis?   Are there any initially antagonistic characters  that say an ominous line to you and then you   gradually learn more about them and it turns out  they’re mostly a kinda complicated kid? Hmm…   Oh, hi Susie! Your choices don’t matter, huh? So,  you’re telling me than nothing I do matters?   Huh. Well, we’ve answered one question at least. So,   what next? Undertale’s use of the “kill or be  killed” idea is similar to Deltarune’s use of the   “your choices don’t matter” idea and, as Undertale  uses that idea to explore the routes and operation   of the game, perhaps even what the game is  interested on commenting on in a diegetic manner.   Obviously, it’s very early on in Deltarune’s  journey so I don’t think we can really tell   fully. However, we do already have some  pieces of the puzzle and using those we   can get a bit of an idea as to the structure of  this theme. The big piece of this is, of course,   the route difference between the games. Undertale  has the pacifist and no mercy routes as well as   the infinite (uniquely interesting) neutral  endings to allow the player to come to their   own conclusion about the thesis of the game  and whether they wanted to put in the effort.   However, in Deltarune there’s a pretty big problem  with that. Although we have different routes,   we only have one ending, one destination.  We can already see that in Chapter 2;   regardless of the Weird or Normal path, you  still take Susie home and Kris still makes   the Dark Fountain. It doesn’t matter what you do  in the dark worlds, the ending is the same. So,   it is kind of seeing that your choices don’t  matter, but I think most people would agree   that these two routes are still different in  some way even if the endings are the same.   However, I personally feel like that is still  tackling the primary idea, the “your choices   don’t matter” idea. So, what else is the weird  route telling us? All we have to look at so far   is the Snowgrave route at this point, since that’s  the only bit of any kind of Weird Route that we’ve   seen so far. Hell, we don’t even know if the  Weird Route will continue in other chapters or   how it will manifest. For now, though, we can  compare Snowgrave to the normal route. There   doesn’t seem to be a massive difference between  the normal and pacifist route in Chapter 2. Noelle   is obviously the central figure, and the normal  route is about a cool happy fun time! Noelle   seems to be generally enjoying it once she gets  a bit more comfortable going on an adventure,   talking to Kris and Susie more, and she  does seem to take some comfort insofar   as liking things being solved easily. However, obviously the main differences   lie between the normal and the Snowgrave  route. Noelle is treated very differently,   both by the game and the player. The angel motifs  are ramped up to a hundred, from the Thorn Ring to   Spamton’s dialogue, and she goes around freezing  people under your control. Obviously the “under   your control” bit relatives more heavily the  “your choices don’t matter” theme which is   the bit that I focused on in my first video,  but I think there’s more to it than just that.   What she’s doing is going around not necessarily  killing people, but the main visual is freezing   people. She was made specifically for ice magic,  and I think that’s relevant because the fact of   the matter is that the enemies can’t run away from  this like they can with the others’ attacks. They   can’t dodge. They try to run away but they can’t  because then the Snowgrave route doesn’t happen.   You need to get stronger. You need to always  find them if you want to do the specific route.   You need Noelle to get stronger and you obviously  go through all of this and once you’re done with   Snowgrave, Noelle wants to understandably get out  of there as soon as possible. She wants to wake up   from this nightmare, but as we see, after we wake  up… she can’t escape it. It follows her. We follow   her. Just like the enemies that she froze, she  is also unable to escape, both the consequences   of her actions and the demon plaguing her. And thanks to that analysis, here comes the   answer to our question. What is the way Toby  manifests the message of freedom? What we’re   looking for here isn’t just freedom - this  freedom manifests, in all routes, as escapism.   The Dark Worlds are clearly meant to represent  some form of escapism. I had a whole section about   it in my previous video but suffice to say each  character has their own reasons for not wanting   to be in the “real” world and taking comfort in  imaginary lands. They all don’t feel like they fit   in anywhere, and they all have these flaws and  faults that they can fight head on in the Dark   World where everything is nice and simple. Something else that’s very interesting is   the non-Dark World sections, which I feel  like less people have been talking about,   and honestly is what inspired me to make this  video. There are two elements here I’d like   to examine. The first is a place known as the  Bunker. Most of the interest around the bunker   stems from its possible connection to Gaster as  well as just generally theorizing what could be   through those massive doors. However, I think its  existence itself is intriguing enough. After all,   isn’t a bunker a place where you go to  escape something bad, a disaster perhaps?   Considering the Bunker is likely going to  be relevant, and a bunker is somewhere you   escape to, I think it’s going to be a pretty  important location at the end of the day.   Another important thing is the layout of Hometown.  I’ve seen one or two people point this out,   but there are a couple of entrances and exits  from Hometown, or at least parts of Hometown   that we can’t access. One of these is the  road to Noelle’s place, the one blocked off   by giant gates. As that’s going to Noelle’s and  the mayor’s house, it’s unlikely that it’s also   a way out of Hometown, at least by car. The other  is a road that’s currently blocked off by police   tape. It’s not clear as to why or how, but it  could have something to do with Asgore’s firing,   but apparently there isn’t much crime here which  is… interesting. So, the only exit out of Hometown   (at least accessible to the public) is being  blocked off, so no one can leave. Of course,   the real reason it’s being blocked off is because  Toby doesn’t want us going out of the town because   this is a video game with limits, but there are  definitely other ways to do it other than having   a traditionally oppressive force actively impede  people from leaving. I’m not exactly saying that   Undyne is stopping anyone from leaving, more  so the fact that it is very effective visual   shorthand for us not being able to leave. It’s  also noteworthy that this is used by Earthbound,   a piece of media that Toby has been heavily  inspired by in the past. Kris, and by extension   all of the others, can’t leave Hometown. So, escapism is our latent theme. The enemies   can’t escape us, the characters escape into Dark  Worlds due to their inability to leave or progress   their character arcs in Hometown. Good work team!  Now Toby’s answered our question, it’s time to   answer his. Just as we had to consider the worth  and merit of those around us and our actions in   Undertale, we have to ponder a question that’s a  bit difficult to do sometimes. Is escapism good?   We’ve got a couple of positions already laid out  for us from the characters we see in Deltarune.   Asriel already has a history of creating stuff,  whether that’s drawing or video gaming, and   Kris seems to take after him especially in their  desire to learn magic, a thing that is not real   in Hometown, I guess. Asriel feels more important  because he is someone who has managed to actually   “escape” Hometown. He’s free in a way that no  one else in this town is yet he still comes back.   Maybe you can never truly be free, or maybe he’s  not as interested in freedom as Kris is. It’s not   like he has someone pulling at his strings…?  We can only guess until we meet him later.   Ralsei, on the other hand, seems to encourage  the plot of the Dark World very much,   but only in moderation. It feels like he  needs to have control over the situation,   he doesn’t want people opening too many Dark  Fountains, but it is important to remember that   he is the most passionate member when it comes  to fulfilling the prophecy. Ralsei’s kind of   weird because he’s not escaping in a traditional  sense. With the Dark World representing escapism,   he’s just… part of the fantasy, so his perspective  feels more representative of ensuring his own   existence and purpose. I’m sure there’s more  there but honestly Ralsei is such a complicated   character, and his motives are pretty hazy. Most of the other Lightners share a relatively   similar position, that of “escapism is great”  which is understandable considering everything   I’ve said about them in this video. This is a  net positive for them and honestly, who can blame   them? The thing about this perspective is that  just because the characters endorse escapism,   it doesn’t mean that Toby does as well. After  all, this wish to escape, to lose yourself in   a fantasy, is the very reason that the Snowgrave  route happens. As mentioned, the Snowgrave hinges   on the escapism that Noelle desires from  reality, as well as the trust she has with   Kris. She believes that all of this is a dream, so  there are no stakes. Her choices don’t matter.   So, how does that relate to us? I’m a believer in  the player as part of the Deltarune experience,   soon to be if not already diegetic in some  form. Hell, I did a whole video on it. And,   unfortunately, to answer this question we’re  going to have to talk about ourselves for a   bit. When Undertale launched in 2015,  the general age of the audience was,   if my channel analytics are anything  to go by, around 15 years of age.   This is obviously an incredibly influential and  impressionable time in a young person’s life   (finally my Psychology degree is helpful), and  this is partially to thank for the meteoric rise   of popularity that the game had. The themes that  Undertale contained alone, such as friendship,   hope, and dreams, really spoke to a lot of people  who were going through pretty scary and new things   in their lives. There’s a reason that the phrase I  used at the start of this section (DEISY) had the   impact it did. I, personally, was no different. I  was having a pretty rough year by my standards of   a 16 year old and although I didn’t really  fit into the edgy teenager stereotype,   I was definitely grappling with a lot of  miscellaneous angst. Undertale came in a   period of my life where I didn’t have much hope,  where I felt alone, and I didn’t know what I was   going to do with my life. The game really impacted  me in a lot of ways, and the fact that it’s been   by my side ever since really speaks to the impact  that it had on me and a lot of other people.   Something that is interesting about Undertale  is that, in the true pacifist route, it kind   of catches people on this sense of connection  by making sure that this character isn’t you.   You’ve projected yourself onto this character and  the game is aware of that and reminds you – hey.   This is a human in this world. I wonder if we’ll  see an extension of this theme any time soon…   Anyway, the sheer emotive connection that so  many people did and still do have with the   game is reflected by the very… unique way that the  fandom manifested especially at the start. There   were a lot of weird teens (affectionate) being  very passionate about a unique piece of media   which was a wonderful little cocktail of what we  in the industry call “cringe”. I kept most of my   cringe to myself, deep in my heart, because I was  deeply ashamed of my crimes. Everyone was talking   about Undertale, whether good or bad, and a lot  of people used it as a coping mechanism. AUs, OCs,   self-inserts, you name it and the Undertale  fandom made it. It was this very aspect that   was brought into the cringe spotlight,  though most of it was relatively harmless   (if a little… unpolished). If you ask anyone  vaguely associated with Undertale what their   favourite alternate Sans is, congratulations!  You’ve inflicted them with immense psychic   damage (mine was just normal Sans because I’m a  purist in case you were curious). The point is,   so many people attached themselves to this game  in a manner that was, frankly, pretty unhealthy   at times. It made a lot of wonderful, interesting  art, but it also consumed people, friendships,   and communities. Taking the good with the bad was  something a balanced Undertale fan had to accept   pretty early on. It’s not a surprise to consider,  then, that the follow-up to this cultural titan   for teens (a teen titan if you will) might  have a bit of something to say about escapism.   To be honest, part of the reason this theme  of escapism stands out so much to me is that   I’ve been very connected to pieces of media in the  past, and I can recognize maladaptive habits when   it comes to said consumption of media. It’s grand  to have fun little explorations, but sometimes the   media can consume you back. You can be so blinded  by your love for a piece of media that you ignore   warning signs, whether that’s from the piece  of media itself or the people around you that   are into it. You’re willing to take more, look  past flaws, and accept toxic ideas or behaviours   when you’re super attached to something. It’s  kind of like its own form a toxic relationship,   and I think it’s no accident that in Deltarune  itself this connection is specifically highlighted   using toxic relationships, whether that is between  Lancer and King or Noelle and us. Those are just   the ones that are in plain sight – it’s likely  that Susie has a bad relationship with her family,   I could hardly call Kris’ relationships  with their family as healthy and happy,   and whatever Ralsei has going on seems pretty  suspicious but he is a fluffy boy so who knows. I   personally am really fond of how the relationships  between the protagonists impacts the world and the   plot, much like in Undertale. The way that  Deltarune talks about escapism using just   the Snowgrave route itself and the way that the  relationship between us and Noelle represents the   relationship between us and the game is super  interesting, and I think tells us something   about the way that this theme of escapism,  much like the theme of merit in Undertale,   will affect Deltarune in the coming chapters. Notably, I believe that the oddities in the game,   the ways that escapism can go wrong, will be  reflected in further relationships being tested   by the fiction we find ourselves in. The next  Dark World seeming to be the Dreemur household   holds houses of potential for exploring these  relationships, especially an aspect that many   who got attached to Undertale would be interested  in – a strained relationship between parent and   child. It will be interesting to see how the  relationship of Kris and Toriel is explored   in the game, as well as the potential that Ralsei  has to impact said relationships due to his quite   obvious proximity to Asriel. Perhaps he will act  as a mirror to Kris’s relationship with Asriel,   or even Toriel’s relationship with him.  I’ve heard many people claim that Toriel   will be the Noelle of Chapter 3 insofar as  enabling the Weird Route in this chapter,   and I do think that’s quite possible due to how  much she seems to care about Kris even if it is a   little misguided at times. I certainly don’t think  she’ll be an antagonist, and frankly I’m very much   looking forward to the way that Toriel interacts  with the Dark World in general, but I digress. It   is inevitable that Toriel’s relationship with Kris  will be compared to hers with Frisk, Chara, and   Asriel and we may even be able to recontextualize  a lot of what we know about Chara and Asriel’s   relationship with their parents from Undertale. At the end of the day, both Undertale and   Deltarune are about relationships. Whether that’s  the relationship the characters have with each   other, the relationships we have with them, or  the relationship we have with the game itself,   the games are inherently tied to these  relationships and how they impact the   themes around them. Just as the themes of merit  and kindness required establishing and examining   relationships in Undertale, the themes of  escapism and freedom require establishing   and examining relationships in Deltarune.  After all, our choices may not matter, there   only may be one ending, but there’s something  more important than reaching the end.   Well, that’s another video done on both of our  ends. I hope you enjoyed it! If I had a nickel   for every time I started a video script and the  end result was “the real thematic analysis was   the friends we made along the way”, I’d have  two nickels, which isn’t much but it’s weird   it happened twice, right? Yet again this was a  video born from a very specific piece of evidence   that ballooned out of control and became something  much bigger than itself. I did also realize about   half-way through it was much better summarized  by Andrew Cunningham in his first video,   but restating exactly what he’s said in the  past is kind of my brand at this point. I   hope this video contributes something unique and  relevant to the discussion surrounding the past,   present, and future of Deltarune. Thanks  again for watching, and the continued   positive response my videos have gotten. It’s  a pleasure and an honour to be making them.   Until next time, I’ve been Vivat  Veritas, and I’ll see you again soon.
Info
Channel: Vivat Veritas
Views: 18,864
Rating: undefined out of 5
Keywords:
Id: 51vw7vNhNkc
Channel Id: undefined
Length: 18min 45sec (1125 seconds)
Published: Tue Feb 21 2023
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.