ALL runs:
i've been particularly impressed with how undertale presents avoiding violence as an ideal, but also goes out of its way to make that a difficult decision to stick to. killing everything is a very different story, but killing monsters now and then to get a few extra levels worth of HP or to get past a boss you're stuck on gives you nothing but benefits in the short term. you're taking on way more of a burden by avoiding conflict and it isn't just a toothless story element with no imapct on the actual game; staying at level 1 gives you much less room for error as you play.
the temptation to resort to violence is constant, and choosing to abstain gives you very little in the way of tangible rewards. yes going on a date with papyrus is hilarious but it doesn't make the battles any easier.
there's a push and pull to this that reminds me a lot of dragon quarter, and this dynamic of the game trying to goad the player into doing the "wrong" thing because it's easier isn't often explored. a lot of the time taking the Obviously Good Choice gets you some kind of prize or compensation, but here if you want to follow an ideal you have to work for it because you're mostly just making the game harder. i appreciate the nuance of this a whole lot more than "complete the light or dark story paths to unlock unique combat upgrades!" or whatever
on that note, it's especially interesting to me that the game forces you to attack asgore. mechanically. this is just pressing a button and is not that interesting. but the narrative that builds up as you spend the whole game looking for any possible non-violent solution gives the unavoidable decision to finally attack someone surprising weight and significance.
the temptation to resort to violence is constant, and choosing to abstain gives you very little in the way of tangible rewards. yes going on a date with papyrus is hilarious but it doesn't make the battles any easier.
there's a push and pull to this that reminds me a lot of dragon quarter, and this dynamic of the game trying to goad the player into doing the "wrong" thing because it's easier isn't often explored. a lot of the time taking the Obviously Good Choice gets you some kind of prize or compensation, but here if you want to follow an ideal you have to work for it because you're mostly just making the game harder. i appreciate the nuance of this a whole lot more than "complete the light or dark story paths to unlock unique combat upgrades!" or whatever
on that note, it's especially interesting to me that the game forces you to attack asgore. mechanically. this is just pressing a button and is not that interesting. but the narrative that builds up as you spend the whole game looking for any possible non-violent solution gives the unavoidable decision to finally attack someone surprising weight and significance.