Killing the Narrative: No Mercy Revisited | Undertale Analysis

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
Undertale's No Mercy run is by far  the most hyped aspect of the game   due to its memorable battle with Sans  and creepypasta-esque ending. There   have been many fan animations and  fangames that iterate on its ideas. Sans has become the face of the fandom.  Edgy Sans battles are by far the most   prominent product in the fangame scene.  Indeed, Sans and Megalovania have become   so synonymous with Undertale that they were the  representation of the game in Smash Ultimate. It's understandable why this and the eerie  imagery of Chara have cemented themselves   in the fandom. The Sans battle is intensely  challenging, especially for first time players,   and after spending the other routes as a  mysterious but overall comedic characte,   save for his rare serious moments, the chance  to actually fight him is a draw. It's gotten   to a point where people know about the Sans fight  before even playing the game, thereby removing the   surprise factor as well as overshadowing  everything else the route has to offer. And I think that this is emblematic of the  very themes the No Mercy run tries to both   communicate and deconstruct.  I think that, as time goes on,   the smaller details in the route are lost in  the shuffle, so in this video I'd like to look   back and reflect on what Undertale's  No Mercy Run was really trying to say. The first thing to understand about this route  is that it's not one you simply walk into. The   game doesn't tell you what you need to do,  and if you simply proceed through killing   everything in your path, you're more likely to  stumble onto a neutral route with a high LV. No, the only way to begin this  route is to actively pursue it. The Ruins doesn't even give you a kill counter.  You just have to grind, and grind, and grind,   getting stuck in a fairly tedious loop of mashing  the attack button with no indication of when or   if anything meaningful will change. If you remove  the years of fandom osmosis and spoilers from the   equation, the trigger to this route effectively  relies on the assumption that something WILL   change from grinding, when in most RPGs, that  is not the case, other than increased stats. Sure, if you've done previous runs with kills,   you'll know that Undertale handles its casualties  very differently from other games of its genre. To that end, it's likely this route is designed  for experienced Undertale players first. The kind   of people who after getting one or more endings  may stop and ask, "But what would happen if I   did keep killing? Is there an upper limit? How  high can I get my LV at the start of the game?" Though there's also the camp of seasoned RPG  players who assume grinding is necessary and   do so to get ahead of the curve. Undertale's  metanarrative does still work on that front,   as the game thrives on deconstructing  RPG staples from the use of violence to   the ability to enter people's homes or pawn  things off on shopkeepers. But some people   will look at this game, assume that you need  to get strong, and thus you need to fight and   level grind for future challenges, thus they  focus on the mechanics over the narrative,   and in turn feed into the very aspects  of gaming this route aims to dissect. In either case, nothing meaningful happens  until you hit the required killing threshold,   at which point you'll finally get your  first taste of what this route has to offer. An empty battle screen, the tiny "but  nobody came text" and the ominous music   of the same name all set the tone.  The music persists outside of battle,   droning and droning on and on. What's brilliant  about this is that But Nobody Came samples a   fraction of Flowey's theme, slowed down  so significantly that it's unrecognizable. This is a fantastic way to allude to  the fact that by doing this route,   you are effectively following in Flowey's  footsteps, though we'll touch on that more later. Napstablook doesn't even dignify you with a  battle if you've exhausted the counter. At first,   Toriel's house seems unchanged, until you  interact with the drawer and get the red text,   "Where are the knives?" When you interact  with the mirror, you get the text, "It's me,   [Name]." If you had inputted your own name  rather than the canonical name for Chara,   this is likely especially unsettling, and  doubly so if you've played the other routes,   where the text instead says "It's you!" A single blow is all it takes to strike Toriel  down, and she feels it. Her broken laughter as   she realizes she was protecting everyone else  from you really sells just how much of a villain   you have already become. After all, there was  no greater force pushing you down this path.   No evil possessing you to take it, no matter  how many fanworks like to take that approach. It's just you. Whether from  curiosity, boredom, or hype,   you chose the most difficult path from a  gameplay perspective because you wanted   to see it through. While not a point of no  return, it is a teaser of what's to come. And unlike in other routes, Flowey recognizes  you as his long lost friend and also sees   himself in you. He agrees to work with you,  which carries over into subsequent areas,   where he's disabled puzzles to encourage and  support the endless slaughter of monsters   going forward. The moment you step out of  the Ruins, the route is truly underway. Unlike the Ruins, which kept its normal  music until you exhausted the kill count,   Snowdin's music is already slower from the  start, hinting that something is amiss. The   interactions with Sans and Papyrus take  on a different tone as well. Rather than   repeating the same familiar shenanigans,  Sans immediately picks up that Frisk isn't   emoting much at all. He tries to play it off,  urging them to go behind the lamp, but they   don't. The game is already going off script,  almost as if it isn't supposed to be this way. The way Sans' theme fades out really adds to  the tension and hammers in how wrong this is.  In a way, this can reflect how you, the player,   have potentially already seen it all  and just want to get to the point. The most unsettling part of the start  of Snowdin is how Sans basically says to   keep pretending to be a human, suggesting  that by this point, you've already become   something far worse where the in-game narrative  is concerned, and this will be followed up later. Snowdin is also where the kill countdown begins,  as you've come far enough that it's clear that   this is your objective. From a game design  standpoint, this does two things. First,   it demonstrates a clear change in the game  and further lends itself to that uncanny,   off-script feeling, but two,  it gives you direction you were   previously lacking it. If this  is how you want to play, fine,   but the game will still throw deterrents your  way to test your dedication to following through. Snowdrake is just one of the hurdles and  he teaches the importance of killing unique   enemies if you wish to complete the route.  Failure to do so will warrant the text "that   comedian…" on save points if you failed  to take him out, as well as text declaring   the failure state if you failed to complete  the task before exhausting the kill counter. It is worth noting, however, that  Jerry is not a mandatory kill,   nor is it a unique enemy. At high  LV, you can spare it and move on,   which is a generous design decision,  given how difficult Jerry is to take out. As an aside, I really wanna appreciate how the  skeleton dialogue is still really funny despite   the eerie tone of the route overall. You get  gems like Papyrus talking about how he wants   to look his Sunday best or Tuesday good and  styling his "hair" as well as Papyrus actually   noticing the rock before the human, and Sans  once again pointing out the lack of response. Papyrus starts to lose his temper throughout  the puzzles, from getting annoyed when you walk   through the maze when it's a "loving tradition  to suffer through puzzles" to meta comments   about how he's supposed to explain the  puzzles, then threaten with dangerous japes,   and my favorite bit, where he says, "OKAY,  THIS IS NORMALLY THE PART. WHERE YOU EITHER   AGREE OR DISAGREE. AND DEPENDING ON YOUR  ANSWER. WE SAY SOMETHING GREAT IN RESPONSE." Just seeing Papyrus lose his patience is  equal parts comedic and sad if you've seen   him in the other routes, so passionate  and excited to share his puzzles with a   human. Through it all, Sans encourages  you to try the puzzles and have fun,   in stark contrast to the kill count  ticking down further and further. On a much more unsettling note, the Snowman  interaction is one of the most chilling in   the route. Where in more passive runs, you can  take the snowpiece as a gesture of kindness,   here you're given the option to take  and take until there's nothing left,   which is a lovely encapsulation  of the no mercy route as a whole. The Gauntlet of Deadly Terror brings more  of Papyrus' irritation. At this point,   he just knows you'll skip the puzzle, so he  doesn't even bother. Undyne would probably   appreciate it more, anyway, because while she  hates puzzles, she LOVES Japes. This gives us   a tiny nugget of extra characterization,  which while nothing groundbreaking,   highlights the wacky friendship that Papyrus  and Undyne share before his final moments. But perhaps the most memorable part of  this whole section is when Sans talks   about the upcoming Papyrus fight and  how if you keep going down this path,   you're going to have a bad time. An  infamous line that has great payoff later. If you've successfully completed the route, you're  treated to some genuinely unsettling atmosphere,   like something out of a creepypasta. The shop  is empty, and you get nothing but "But nobody   came" as greeting text. You can steal items and  money and read a note where the shopkeeper pleads   not to hurt her family. This really sets the tone  that you are a mass murderer in a lived in world,   and these 'random encounters' aren't just faceless  exp but people with hopes, dreams, and families. The entire town's utterly vacant, save for  Monster Kid, who somehow missed the memo. The   little girl in the inn is just a decoy. Monster  Kid just blames everything on adults acting weird… And then there's Papyrus. I feel like a lot of people focus on Papyrus'  belief here and not the dialogue surrounding   it. They totally ignore his glorious roast,  calling you a freaking weirdo, berating your   lack of interest in puzzles, and taking note of  the dust and the dangerous path you've taken… But despite all this, he offers  his unwavering belief. He extends   the hand of friendship, even  when he knows he could die. In fact, if you spare him here, he admits  that he was actually incredibly scared,   and if you inspect the box of bones during  his date after the fact, he'll mention how   lucky you are that he didn't use his Special  Attack, which would have surely blasted you. Many players do feel their conscience kick in  here and abort the run due to Papyrus' warmth   and kindness, but those who proceed will find  that he goes down instantly, and he's taken aback   by how swiftly he's defeated. Even so, with his  dying breaths, he continues to express his belief   that you can change. It's heartbreaking and made  worse by his check text calling him forgettable,   showing how little he matters if all you're  doing is killing to see what happens. What's also interesting is that Papyrus is  also a turning point in the neutral run,   since not only does his death remove Sans from  all of his funny scenes, remove his theme from   Grillby's and the snail farm, and give Undyne  a much more somber pre-battle speech, but it   also is the only time his neutral judgments  show more genuine anger at your decisions. It's also by befriending Papyrus that  you're able to befriend Undyne and,   in turn, befriend Alphys in pacifist  runs to unlock the game's best ending. This in turn further highlights  the significance of Papyrus across   all routes and makes his role in  the no mercy run more poignant. If the Ruins was a test of patience in seeing  if you can even incite a story change through   violence, Snowdin serves the purpose of testing  the player's emotional detachment by lampshading   it through the character interactions, culminating  in Papyrus' final appeal to your empathy. As Sans   states in his neutral judgments, to increase  EXP and LV is to distance oneself, and in doing   so, it becomes easier to hurt and kill, and  Papyrus is the encapsulation of this lesson. With his death, you're likely fully committed  to experiencing this route either as a means   to an end by getting new interactions or  simply to progress most efficiently by   focusing on the RPG mechanics. Thus far, the  bosses have been mere formalities at best,   with no genuine challenges to speak of aside from  appeals to your emotions and the tedious grind. You may think everything from  this point will be a breeze,   and most of Waterfall will cement this mindset,  but don't lower your guard, or you'll regret it. Waterfall starts off mostly unassuming,  as it's already a fairly somber part of   the game. Setting aside the slower music and  the strangely silent echo flowers, Monster Kid   remains ditzy and unaware, carrying on with their  usual schtick, but this is very much by design. You're tasked to kill 18 monsters.  Higher than Snowdin but lower than the   Ruins. Nothing you can't handle.  The enemies fall easily enough. Onionsan is gone, leaving just an empty path.  Shyren goes down without a fight. Otherwise,   nothing really changes until you encounter the  Mad Dummy, whose rage is strong enough that she   fuses with the dummy body and becomes the Glad  Dummy. This is presented as a moment of joy,   as she has fused with a corporeal  form after a strong burst of emotions. However, if you consider the materials released  after the original game, this becomes quite sad. In the Switch and Xbox versions of the game,  the Mad Dummy ghost has found a body she's even   happier with: Mad Mew Mew, a form that she  describes as being so fitting that as soon   as she saw it, she knew it was her. And if  you consider the newsletters as well as the   canonical post-pacifist alarm clock dialogue  that applies to all versions of the game,   then her ultimate fate is to become  Mad Mew Mew and live a happy life. So not only is this ghost fused  with a body that, while serviceable,   isn't the ideal form, but just as soon as you  help this ghost become corporeal, there's no   desire to battle. To continue the route, you  strike the Glad Dummy down anyway, as if it's   inconsequential. Just another obstacle slain in  one shot. At this point, it might even feel dull. And then you get to Gerson's shop. I did a  more in-depth video on the character and how   his interactions in this route especially are  so cool, but one thing I love about Gerson in   this route is that he talks shit and can back  it up because you really can't hurt him in the   shop interface, and threatening him won't  do any good. You're just wasting your time,   which is precisely his goal, to  buy monsters a chance to escape. Temmie village is completely vacant,  meanwhile, save for the shop. In a way,   the shopkeeper Tem not realizing what's  amiss arguably makes matters even worse. At the bridge, Monster Kid finally wises up,  freaking out as they realize what's really going   on, but despite everything, they want to emulate  their hero. Despite everything, they take a stand… Everything about this 'fight' is chilling, from  the song "In my way," which is a slowed down   version of Anticipation to the description  of them simply being "Looks like free EXP."   If you spare them here, you're back on  the neutral route and will get the sad   version of Undyne's speech if Papyrus  is dead. Everything resumes normally… If you try to kill them, Undyne takes the  killing blow, and you get what is one of the   coolest moments in the entire game, yet one that  is tragically overshadowed by a certain skeleton. Undyne's sheer determination to not only save  monsterkind but the entire world allows her to   transform into the powerful Undyne the  Undying, whereas in the neutral runs,   you get a much more somber version of  her final stand. This is the turning   point for this route as a story. The  last time you're really asked to engage   with Undertale's world, characters, and  emotions before the meta fully kicks in. Undyne, who in other routes is so focused on  justice without considering what comes next,   takes a stand because she realizes this  is something much bigger than the barrier,   the souls, and justice for her people. In this  moment, Undyne transforms into the hero, who in   any other game would be the protagonist taking a  heroic last stand to stop the ultimate evil from   destroying everything. Her battle theme, Battle  Against a True Hero further cements this fact. But you aren't playing as Undyne. You  aren't the hero. You're the villain,   continuing to kill long past the point where  there was any meaningful fun to be had, and so   the game throws its hardest challenge yet at you.  Whereas Sans is a fight that you can eventually   learn and memorize the patterns for, there's an  element of randomness to Undying that makes her   a whole different beast, even if a certain level  of predictability occurs as you keep trying. There are no heroic monologues. There's no chance  to abort the route during this fight. By landing   that attack on Monster Kid, you are locked in for  one hell of a fight, and in many respects, Undying   is another test of your patience and resolve by  asking if you are truly more determined than her.   Determined enough to keep trying, suffering defeat  after defeat just to see it through to the end. In Undertale, determination is the power  that controls the save file. It is a word   repeated again and again at save points in all  routes, but on this route, it goes from quirky   and charming statements on being filled with  determination to a cold, blunt, "Determination." And it's by being more determined than Undyne  that you're able to stop her, because for as   determined as she is, you, the player, are more  determined, assuming you don't give up here. What I find so interesting about Undyne's  defeat here is how despite everything,   she's still smiling. She has an unwavering  belief that you'll be brought to justice,   that Alphys has already watched the fight and  chosen to evacuate everyone, and that in the end,   Asgore will use the six human souls. An empty  promise, as we'll discuss later, but at this   precise moment, Undertale's narrative dies. It  dies with Undyne, with that last shred of hope… Because Hotland is by far the  most empty experience yet. When I said the narrative dies with  Undyne, that doesn't mean there's no story,   but it does show a marked shift by severely  scaling back the presence of story and scenes   in favor of the bare battle mechanics  and the grind. When you reach the lab,   Mettaton reveals that Alphys has already  evacuated everyone, and while Mettaton talks   shit, he soon flees as the world needs  stars more than corpses… and that's it. From this point on, there are no mandatory  puzzles. You can continue straight through   to the CORE and fight Mettaton  if you want, though in doing so,   you'll get the Queen Alphys ending and  miss out on the last legs of this route… But considering you must kill forty monsters,  some might find it's more worthwhile to do so.   At this point, while the kills are simple, forty  is twice the number you had to grind in the Ruins,   and more than twice the number for  Snowdin and Waterfall. It is this   route's ultimate test of patience, save  for its two very difficult boss fights. And the grind is really all that's left.  Everything that made Hotland so memorable,   from its Mettaton TV shows to Alphys'  absurd phone calls and texts to the   little NPC interactions are all gone.  Even the encounters with Muffet and   the Royal Guards are so fleeting  and barebones they barely matter. The Guards do at least have a fun  bit of flavor text if you check them,   quoting the novel "Kitchen," and if  you choose to draw out Muffet's fight,   you learn a lot about the situation in  Hotland that you'd otherwise miss. I   go into this in more detail in my designated  Muffet video (linked above), but effectively,   Alphys left the path into Hotland open so  that Muffet and the spiders could escape,   but Muffet refused due to her pride, which  in turn allowed you to continue killing. But this is something you can only learn if you  break from the pattern of the route. When you   can instantly kill her and carry on your business,  why bother? It's rather ironic in a route designed   around the idea of going out of your way to  break the game for new content that one of the   only ways to get new dialogue from this character  is to break the conventions from that route and   actually let the fight play out in full, thereby  adding to the time you must take in Hotland. It speaks to the level of care Toby put into  this game. He didn't have to write an entirely   new script for Muffet here. He could have had her  simply not speak at all, but instead, he tucked   away interesting characterization for those who  think outside the box and ask, "What happens if   I DON'T kill her yet?" This in turn plays into the  Flowey-like philosophy this route is built around,   where it's less about killing and more about  exhausting outcomes and bleeding the game dry. Otherwise, the only meaningful interactions  before Mettaton you get are the two shops.   Bratty and Catty have a letter where they  reveal that they were evacuated with most   of the other Hotland monsters with some  last minute humor of them trying to use   up their gel pens and telling you not  to steal their junk, and Burgerpants… Is an absolute king. His dialogue is so sassy and exasperated. In  the middle of a massacre, he's still at work,   even as people are dying all around him, and  he's just as willing to talk shit about his   boss and how inconsistent Mettaton is with  his hours and scheduling and how he has an   entire CD dissing Burgerpants. The best part of  his interactions is that if you threaten him,   he drops the amazing line, "I can't go to hell,  I'm all out of vacation days." It's a fun treat   from a character standpoint amid an empty  environment with little story left to grasp. Chances are, you still have a lot of encounters  left by the time you reach the CORE, which means   you're left with more tedious grinding. At  least the music is good, even slowed down,   which makes it a little more bearable even  if the enemies aren't as quick to kill. What I find so interesting is Mettaton NEO.  His pre-battle speech hypes him up as another   difficult boss on the same tier as Undyne the  Undying, a secret alternate form that was designed   as a human annihilator. The music is even a remix  of the opening riff of Battle Against a True Hero,   which when combined with the cool alternate  design makes you think you're in for a treat… But if you fail to attack him and drag the  battle out, you get nothing. You're stuck   in a loop. The music doesn't escalate. It's  also just a loop. You went through all that   grinding. You put up with so much tedium, and  you don't even get a cool boss fight for it? Mettaton NEO goes down like a chump. If  you met the requirements for the route,   you don't even get a moving monologue. He just  talks about his fan club and then explodes. However, if you FAIL the run, he actually gives  a passionate speech about how, despite your best   efforts, you aren't completely evil. You won't  harm humanity. If you were trying to be pure evil,   you failed. He's grateful that Alphys and  humanity will survive in his dying moments… And it's just so interesting to me, this  disconnect between failing to meet the   required kill count and succeeding. By failing,  you get a more sentimental speech. By succeeding,   it rings hollow, but perhaps that's  the point. Because why bother with   emotional gravitas when you probably  just want to get to the point? Isn't   it nice that he barely talks? That's less  text to deal with. Get on with it, game! If the narrative was a rotting corpse before,  with Mettaton's death, it's fully cremated. By the time you reach New Home, there's  nothing left of the original story and   heart. Track 71 does not play, in favor  of a slowed down Small Shock. Instead   of monsters telling you their  tragic tale, Flowey appears. This is where the true message of  Undertale's No Mercy Run shines through. At first, you get some missing context to Flowey's  story that, while hinted at in the other routes,   really puts things into perspective. He  awakened as a flower, terrified and alone,   and though Asgore came to comfort him, he felt  no love for him. Though he tried to go to Toriel,   she also failed to rekindle any lost love.  Flowey felt empty. Apathetic. Utterly lost… To a point where he tried to follow in  Chara's footsteps and take his own life. His fear of what would happen  after death was the one thing   that kept him alive, and it was also how  he discovered his ability to save and load. And it is here where Flowey serves as  a fantastic analog to you, the player. Andrew Cunningham touched upon this in  his excellent video on Undertale's themes,   but I think what really makes this hit home  is how it transitions from hooking you with   missing pieces of Flowey's backstory to  using that backstory to create a mirror. When we engage with video games for the  first time, if it's a game we truly love,   we get lost in the story, immersed in the world,   and it becomes a genuinely emotional experience.  We love the characters, or perhaps hate them,   but the first time around, it's all new. It's  all fresh. It might even be unpredictable… But with each passing playthrough, you know  more and more. If a game has alternate routes,   that can captivate you for a time, giving  you new ways to engage with the gameplay,   the story, the characters, and the world.  Eventually, however, even that will grow   familiar. Not necessarily unfun, but familiar  enough that your engagement will typically change… Just like Flowey. He started off making friends  and doing everything right,   but eventually grew bored and decided to  explore other options. He tried all manner   of different outcomes and combinations, but  eventually he knew the game so well that it   lost the special meaning it might've  had in life and in his initial runs. If you grind out his neutral dialogue, you  can learn some supplementary information,   like how Papyrus used to be his  favorite and how he'd had a few   run-ins with Sans that didn't end well.  His monologue here adds more context to   what led him to those outcomes and  encounters, and that's just it. To truly grasp Flowey is to become Flowey.  To get everything you need to know about him,   you need to play through the game multiple  times, try his tutorial in different ways,   lose to Photoshop Flowey enough times to exhaust  his game over dialogue, try both killing and   sparing him in different runs, repeat the neutral  ending enough times to exhaust all his dialogue   there. Eventually, he will wise up and start  repeating, "Don't you have anything better to do?" The text in the house is so blunt. Nothing  useful. No chocolate. "I've read this already."   "The entries are always the same." You can  infer some characterization about Chara,   like how they made the drawing on the wall,  how the family photo leaves them speechless,   how they react to the Mr. Dad Guy Sweater and  their confirmation of the date they arrived. The worn dagger and heart-shaped locket  become the real knife and the locket,   with appropriately unsettling flavor text.  Physically, these items are the same objects,   but the way you view them has changed, just as  the way you engage with the game has changed. But it's Flowey beneath the spotlight. Flowey  who not only represents the way players may   revisit games time and time again to try  and recapture their initial joy, to find   something new, to get everything out of  an experience, but also comments on how   many people who don't have the drive to play  this route will instead watch playthroughs. And this is very true. Many people  are content to leave Undertale's   Pacifist ending and the good vibes,  but still want to see what else is   there. Even if you don't directly  engage with the darker outcomes,   or even if you simply back up and manipulate  saves, that nagging curiosity often drives many   fans to dig deeper. To ask questions. They need  the full picture. They need to know what happens… In the end, though, it's still hollow. Flowey  has grown tired of everything. Saving, killing,   in the end, there's nothing left for  him. Nothing left but some fragile hope   for connection, that there's someone  like him, someone he can't predict,   someone he can relate to and live out his  days on the surface with happily… In a way,   this reflects the way that many people in  fandoms seek community and common ground. Except that Flowey soon realizes that's not  what he's going to get, because just like him,   you need to see it all. Seeing it all means  destroying everything in your path. Bleeding   the story dry. When faced with his own reflection,  Flowey suddenly feels fear. Genuine fear. Even he   starts to plead to stop, to go back, to give  it all up, but you're so close to the end. So   close to a gratifying finale that will make this  slow, tedious slog of a grind finally worth it. You reach the Last Corridor.  If this is like any other run,   Sans will be there to cast judgment. What will  he say, now that you've cleared everything in   your path? What will you get? He promised you  a bad time if you continued down this path. His pre-battle dialogue is full of poignant  callbacks. Asking if people can change,   if even the worst person can be better…  It's the same sentiment Papyrus echoed   until he was mercilessly struck down.  Papyrus didn't even put up a fight. Then there comes the, "do you wanna have  a bad time?" A threat that if you proceed,   he will truly, finally take action. His pre-battle speech interestingly echoes Asgore  in the neutral run. Then he strikes suddenly and   relentlessly. Unless you know what's coming,  you're likely to be blindsided and lose on   that first attack. This is an effective way of  demonstrating what you've gotten yourself into. You wanted something new. Something epic. A  true challenge worthy of your time. What you   get is exactly that, as the Sans fight  for beginners is brutal and unyielding,   forcing you to learn the patterns and  memorize them to even stand a chance   to survive. Toby's signature song, MEGALOVANIA,  truly captures the feeling that this is the end. Sans even lampshades how his  battle deviates from the norm,   with him attacking first and refusing to  stand still and takes hits. His battle   monologue sheds light on his awareness of the  bigger picture. Timelines starting, stopping,   resetting… Though it began with Flowey in his  myriad runs, it's just as possible that you   contributed to this, if you're the sort  of player who explored other runs prior. If this is your first run, perhaps not, and  perhaps it really is Flowey where it all began,   but it still ultimately has led to this  moment, where "suddenly, everything ends." But this puts into perspective Sans' apathy  in other runs, why he doesn't step in when   his brother's in danger, why he doesn't  even try to do any good. While it's true   that he made a promise to Toriel, that can  only explain so much when he's by his own   admission, he's given up on 'going back' and  that he doesn't really care about the surface. It's only when the fate of the world really  and truly hangs in the balance that he   finally is willing to throw down, because there's  no one left to do it who truly understands. What a lot of the Sans fight hype loses is the  fact that it's part of a much bigger narrative,   both on an in-universe and meta level.  The Sans fight only works as well as it   does because it's earned, particularly  if you did do neutral and pacifist runs   before but decided to go back and see  what awaited at the end of a dark path. In neutral and pacifist, Sans never fights you.  He's an overall friendly face who cracks jokes   and sells hotdogs with occasional threatening  moments like the Mettaton Resort scene and   his various judgments. If you kill Papyrus, he  disappears for most of the game. His judgment   dialogue changes a lot on reloads depending  on your LV, and if you reload the game on a   pacifist run in the corridor enough times,  you get his passwords, his key, and learn   about the lab in his basement, which reveals  there's so much more to him than meets the eye. Then there's the fact that on most neutral runs,  he just asks you to look inside yourself and   ask if you did the right thing. Only if you  kill Papyrus does he grow truly judgmental,   either calling you a dirty brother killer  or demanding to know why you killed   him. Subsequent reloads can net more unique  reactions to your specific level of violence,   which also feeds into the Flowey-like mindset  of trying everything to see what changes and   in turn makes the battle against him the  culmination of the route's meta themes. Hell, if you did keep redoing the  neutral ending to get Flowey's   dialogue, his warnings about Sans being  dangerous finally see their payoff here. And yet so many people will come to Undertale  just for the cool Sans fight. Sans has been   reduced to just this fight, and the no mercy  run has been reduced to just this fight and   the fandom on the whole is so obsessed with it  that many, many fangames are just recreations   of it that are harder, or maybe some kind  of AU, or some other character in a similar   position without the story and buildup to make  those fights hit as hard in the first place. If you enjoy those kinds of fan projects,  there's no shame in that. Fan creativity   inspires people to learn how to make art, music,  code, and that's something to be cherished,   but I do think it speaks to a wider problem  in the Undertale fandom and fandoms as a whole   where one element gets so hyped that it becomes  divorced from its meaning and initial impact. What's meant to be a deconstruction of  completionism and the way we as humans   consume a narrative until there's nothing left  but bones has become this epic power fantasy   of beating The Hard Boss, so recreations  try to be as obscenely hard as possible   and there's a significant lack of fan battles  that explore neutral or pacifist-related angles. Not that they don't exist,  but they are a minority,   and full scale fangames are incredibly  difficult to develop, so it's not even   that I expect fans to meet the standards  set by TS Underswap and Undertale yellow. I just think there are interesting  things to say about the Sans fight   and where it stands as one  piece of a greater puzzle. With that all being said, the moment where  Sans delivers his mid-battle speech marks an   interesting point. He tries to encourage you  to turn over a new leaf, tries to encourage   you to make friends. There's this reflective idea  that perhaps you did act kindly in previous runs,   that maybe things were different and  maybe they could be different again. Exhausted players may decide to spare  him here because they've gotten their   fill, or they just want to see what happens… It's a moment of genuine surprise for Sans,  where he even points out how you've gone   against everything you've tried to achieve  on this run. He acknowledges the difficulty   in making the choice and says it won't go  to waste... but at this point in the game,   it's too late to turn back, at least by  conventional means. And Sans gets the   last laugh. He dunks on you, tells  you to quit and never come back. Because that's Sans' driving motivation  here. He isn't trying to win. He's trying   to be so irritating to fight that you lose  the will to continue and either stop playing   or start over and THEN give it a rest. And  it's so interesting to see how his dialogue   just keeps updating the more you lose, injecting  dark humor before another bleak dance with death. If you get dunked on and refight him, he  even concludes correctly that he got you,   but you still came back, showing that you were  never looking to be his friend in the first   place. He mentions the other Sanses, assuming  that in different timelines, that friendship   might've meant something. This also paints his  get dunked on speech as a sincere plea to just   give up and that he does see it as a way out  and a way for you to change by way of stopping. Unfortunately for Sans, each subsequent  loss prepares you for the next. The more   you fight Sans, the more you learn  and adapt. Sans is limited by the   fact that he's a video game character  who can only make good guesses about   your actions and intentions because he's  so good at reading people. You, however,   are a player on the other side of the  screen, able to come back swinging,   learning and gaining momentum until you've lasted  through even his longest and nastiest attacks… And all he can do is stand there and do  nothing. Yet again, this is a culmination   of the route's meta nature. Just as  Sans cheated by attacking first before,   he now uses the constraints of the battle system  to drag things out. He knows he can't win,   so he'll make you sit there. The  only problem is that he's tired. All it takes is for Sans to fall asleep,  and you can break the rules of the battle   system. You can cheat. You can move  the box over to the button, attack him,   and though he dodges the first strike, a  second one hits automatically. At this point,   you are unstoppable. You will  win. You will reach the end. But before that, there are some poignant  lines that speak to the nature of the run   and what it's trying to say. How there's  no real benefit from continuing at this   point. How you're doing this because you can,  and because you can, you think you have to. Earlier in the fight, he wondered if maybe  the 'anomaly' just needed good friends and bad   laughs and, above all else, happiness. However,  if you have gone through the other routes before,   then it's likely it's all been there,  done that. Even Sans realizes this. He says you're the kind of person  who will never be satisfied… But if there's an ending to experience,   a new boss or hidden lore, then is it  really so bad to reach out and take it? Some people get offended at how Undertale  criticizes the act of playing and completing   games, but I think the people who get offended  by this need to stop and consider the type of   game Undertale IS. It is a game that treats the  inhabitants of its world as more than obstacles   to defeat, but characters who live in that world  and explores the consequences of their deaths. In a game that asks you to consider options  besides murder, like empathy and understanding,   of course it's going to treat the act of killing  as something more severe. Because this is a game   that's supposed to make you think about tropes  and trends that are treated as second nature in   video games. It's a deconstruction. If it makes  you uncomfortable, then it's doing its job. Sometimes the best works of media make  us look at things we take for granted   and question why it's so normal. But that  doesn't mean Toby Fox hates video games   or that Toby Fox hates YOU. He grew  up with many RPGs that he holds dear   that don't give this same attention  to player action and consequences. Undertale simply wants to explore what  it would be like if those aspects of   games were actually acknowledged in-universe  and make players think about the tropes and   trends that we typically don't consider  by drawing explicit attention to them. So when Sans dies, and you proceed down the empty  hall, and when Asgore no longer recognizes you as   a human, this isn't to say that Toby thinks you  are a LITERAL demon. Rather, it is emblematic   of the kind of person you'd have to be to  carry out these kinds of deeds in-universe. This even pays direct homage  to the ending of the game OFF,   which is the likely source of inspiration  for this route and its meta message. Skip   to the timestamp above if you  want to avoid ending spoilers. But effectively, if you choose to  abandon the mission to "purify" the   world by killing and destroying everything,  then you and the Judge face off against the   player character as the Bad Batter, now  shown as a monstrous creature rather than   the human-like avatar he appeared as before.  Many times throughout this run in Undertale,   characters like Flowey, Sans, and Undyne have  questioned your lack of humanity and now,   at LV 20, you are so powerful you have  ascended beyond the form of mere human.   You are the player. You exist outside the  game and are not beholden to its rules. There is no enemy strong enough  to satisfy you any longer. Because Undertale's metanarrative is  twofold: There is the angle of "this   is happening in this world" and "this is  a game acknowledging you as an outsider,   a player, someone with agency that  no one in this game truly has." True, the game could have given you a  triumphant final stand with a six souled Asgore,   as was teased and foretold earlier in the  game… but I think there's something so   hollow about walking in, expecting something  big, but Asgore can't even recognize you as   a dangerous human at all and falls before he  can truly understand what's happening. It plays   into a similar dissatisfaction with Mettaton  NEO, who faces similar hype without payoff. You can argue it's unsatisfying from a game  design standpoint and even an in-universe   story standpoint, but from a metanarrative  standpoint, it makes perfect sense. You're   riding high after Sans, believing there's  still an even bigger challenge yet to come… But nope. Nothing. You kill Asgore. You slice  Flowey into nothing even as he begs for you to   let him live. Flowey, who up until this point was  so confident, so ready to treat you as his equal…   but in the end, he is still fictional, just  pixels on a screen. And now he's in your way. And then you see the image of the fallen human,  the human you name at the start of the game.   There's a lot to be said about Chara's morality  as an in-universe character and how literally the   version of them here should be taken. While  I do think the "with your guidance" part is   pivotal in that the actions taken on this route do  ultimately lead them to their final conclusions,   for the sake of this video, I think it's  more pertinent to look at the Chara who   appears here not as the literal fallen human  who died all that time ago, but a symbol. This is doubly important as you are asked to  "name the fallen human" at the start of the   game. Many classic RPGs ask you to name  the protagonists or even party members.   Even in games that gave them more defined  personalities, such as Final Fantasy VII,   you had the ability to insert any time you  desired. So, if we look at Chara here as an   encapsulation of RPGs at their most surface  level, then everything starts to click. The further you progress into this run, by  focusing on grinding and growing stronger,   the more the game's humor and heart  fades away. The puzzles are already   solved. Major characters die before  they can leave a strong impression,   with the sole exceptions of Undyne, Sans, and  Flowey, and rather than the fun puzzle aspects   of solving how to spare enemies, you just  mash z until they die and the numbers go up,   just as in most turn-based RPGs of old, you'd  simply mash the attacks to get stronger faster. And it's so easy to stop. The game gives you many  ways out, to go back to the fun and quirkiness   and breathe some life back into the game. To  get to this final screen, you must forgo all   of that. You must play the game "straight,"  when it's not meant to be a straight up RPG. And so Chara, in this context, is the feeling you  get from progressing through a game. Everything,   from HP, attack, LV, and even gold count, so  one could argue that even in more merciful runs,   that feeling of growth and progress, that  feeling of Chara is there. And indeed,   their memories as an in-universe character  appear in places like Toriel's house if you   sleep, the game over screens,  and the Waterfall flashback… But by now, even the narrative's ashes have blown  away. All that's left is a black screen and eerie   ambience. If this is your final run, then you  have most likely seen the broad strokes of   what Undertale has to offer. Isn't it time  you moved on to newer and better things? This is your last chance to close the game  without consequences. If you close the window now,   without choosing erase or do not, then you're  free to reset and play the game to get a happier   ending. It does require you to force quit,  but you still have the choice, and it's not   like you have anything to gain at this point,  save for dialogue and seeing what happens. But no matter what you choose otherwise, the  end result is the same. You never had any   control. You were driven by that urge,  the desire to see it all consumed you.   And so the game closes. Files are created  internally as a reminder of what you did,   and you must wait ten minutes with only  the sound of wind to decide whether to   sell your soul or remain in solitude.  It's the perfect time to reflect. But you were the one who destroyed the  world and pushed everything to its edge.   And unlike some other video games with bad  endings, this is a video game that holds you,   the player, accountable. And really, who cares  about things like story or empathy when you can   power through games and feel the rush of growing  stronger? As my friend xenamoi pointed out,   Flowey is an exploration of completionism  and what that would feel like within a   game's world if the power to replay was  an in-universe ability, while Chara at   the end of the route represents the side of  gaming where you focus solely on mechanics. You taught them that these are all that matters,   so go on and move on to new worlds,  new games, and continue to do the same. Even if you can delete the flags, it's  so fascinating how the game lulls you   into the assumption that everything is okay  until the VERY end of pacifist. In a way,   it might even drive some players  to keep playing just to see if   there are even subtle changes  to hint that something is amiss. Personally, I interpret both endings to soulless  less as "Chara is going to kill everyone on the   surface now lmao" and more "getting this happy  ending doesn't erase what you did before."   Even if everyone else forgets, the game still  remembers. Chara still remembers. Regardless,   it's a simple yet effective way to really hammer  in the deconstructive idea of accountability   from in-game actions as well as the drive  to see everything new that you can find. If you repeat the no mercy run, Chara even  suggests that your return to the game is   due to a "perverted sentimentality" and if you  must keep playing after destroying the world,   to try something else. After all, isn't  this what you came here for? To see if   anything changed. To fuel that endless cycle  of replays and ensure every stone is unturned… Until there's nothing but a hollow realization  that there's no grand reward waiting at the end. I think the No Mercy run is a contentious one  for many reasons. Some hate the grinding and find   it boring and bad game design. Some despise how  Mettaton and Asgore are hyped up as big battles,   only to be utter jokes in the end. And indeed,  if the route was meant to be a fun and enjoyable   gameplay experience, then I'd say it falls  short, but as a metanarrative about the ways   we connect with video games and the ways  we try to stay with works that mean a lot   to us and find every secret and new line of  text along the way, it works incredibly well. It's just that not everyone goes to games to  be held accountable, and not everyone wants   to slog through tedium just to get to the  two cool boss fights, even if ironically,   the Sans fight's narrative purpose as a final  deterrent instead drives people to seek it out. You can look at Undertale Yellow as an  interesting response to the original run,   as it includes more difficult boss fights, a more  "uplifting" ending for its human protagonist,   and is less of a metanarrative and more  of a narrative, but I don't think that's   necessarily a bad thing. Undertale's route  was special for all its quirks and flaws,   and to try and replicate it beat for beat  wouldn't work nearly as well the second time. I think that's also why Toby took  a different direction in Deltarune,   exploring a whole other side of the metanarrative  through the way we as players co-opted Kris' life   and the way we have to push them into hurting  and manipulating Noelle to get an alternate   route no one was convinced existed at first  due to the seeming linearity in the game. And while I do think the weird route works  as a better marriage of gameplay and meta,   I don't think its predecessor was wrong.  Everything from the frustration and tedium   to the disappointment was by design,  and at the end of it all, it got me,   someone who isn't even really a fan of the route  or how obsessed the fandom is with it, to make an   almost twenty page script, because it turns out  that even I had a lot more to say than I thought. If you liked this video and want to see more like  it, consider subscribing and ringing that little   bell because the algorithm hates creators.  I do cover topics outside of Undertale,   even if Youtube hates that fact, so if you  wanna check out some of my other media and   character analysis, I'll provide some  links in the end card and description. Because the algorithm is unpredictable  and my income always in flux, my Patreon   is a great way to show direct support and  gain cool perks in exchange, like being   able to see early WIPs of scripts, videos, my  written works, concept art, music, and more. With all that said, thank you so much for  sticking through to the end. Have a fantastic day!
Info
Channel: Dorked
Views: 69,027
Rating: undefined out of 5
Keywords: undertale, no mercy run, genocide run, undertale analysis, undertale video essay, undertale genocide, video essay, analysis, flowey, flowey the flower, sans, papyrus, undertale genocide video essay, undertale sans video essay, undyne, undyne the undying, mettaton, mettaton neo, undertale no mercy run, undertale no mercy, undertale genocide run, analysis video
Id: BmSO7NiA7hM
Channel Id: undefined
Length: 40min 19sec (2419 seconds)
Published: Sun Mar 24 2024
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.