What Undertale Says About Choice

<p>Eight years ago today, Toby Fox released<em>&nbsp;Undertale</em>.</p> <p>In 2015, two hours into watching a &ldquo;Let&rsquo;s Play&rdquo; series on&nbsp;<em>Undertale</em>, I exited YouTube mid-video, opened Steam, and bought the first game I had purchased in years.</p> <p>I had grown up playing video games, but somewhere along the way, when I entered school and my free time slipped away from me, I stopped. The time and effort it took to play games was more than I was willing to put in, so I switched over to consuming the content others churned out. I&rsquo;d grown up watching my brother play games in a similar fashion, so I was more than familiar with being a bystander. What about&nbsp;<em>Undertale</em>&nbsp;changed that?</p> <p>It was all about choice&ndash;the one thing you can&rsquo;t emulate by watching someone else.</p> <p>On its surface,&nbsp;<em>Undertale</em>&nbsp;doesn&rsquo;t look like much. Pixel-graphics and 8-bit music. Arrow keys for movement. It&rsquo;s reminiscent of&nbsp;<em>Earthbound</em>&ndash;which makes sense, as it was inspired by the 1994 SNES title. There were no huge studios backing&nbsp;<em>Undertale</em>, and the target audience was niche at its most ambitious. The game&rsquo;s positive reception overwhelmed all expectations.</p> <p><a href="https://medium.com/@sjvwriting/what-undertale-says-about-choice-a94a792bd76b"><strong>Click Here</strong></a></p>
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