What Undertale Says About Choice
<p>Eight years ago today, Toby Fox released<em> Undertale</em>.</p>
<p>In 2015, two hours into watching a “Let’s Play” series on <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’d grown up watching my brother play games in a similar fashion, so I was more than familiar with being a bystander. What about <em>Undertale</em> changed that?</p>
<p>It was all about choice–the one thing you can’t emulate by watching someone else.</p>
<p>On its surface, <em>Undertale</em> doesn’t look like much. Pixel-graphics and 8-bit music. Arrow keys for movement. It’s reminiscent of <em>Earthbound</em>–which makes sense, as it was inspired by the 1994 SNES title. There were no huge studios backing <em>Undertale</em>, and the target audience was niche at its most ambitious. The game’s positive reception overwhelmed all expectations.</p>
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