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”What did he do, honey? Lecture you on his theorem of inequality in children’s fighter games?”

Berdley has a Backloggd account.

There would be no better way to shoot yourself in the foot than making a sequel to a game so highly deified and demonized as Undertale, but Toby Fox somehow took the challenge head on and created, so far, a sequel worthy of its predecessor. Playing Chapter 1 for the first time back then, I wasn't expecting to be dazzled by its self assurance and showmanship, and I certainly wasn't ready for how masterfuly it weaponized its nostalgia in the same manner as only Mother 3 could. Beyond just being a spiritual sequel, it was certain that Deltarune would be a continuation of Undertale's message and concepts, and the note it ended on was prime bait I was fully willing to gobble up for the next chapter.

Now living in a 6 year old post Undertale world (!), the surprising brilliance of Chapter 2's subversion is how little of it there actually is. Contrasting with Undertale's looming shadow in Chapter 1, Chapter 2 does everything in its power to make you forget what sequel you are actually playing, taking instead a celebration tone that fully takes advantage of its enormous anticipation and that constantly throws at the screen sheer effort and confidence in its presentation. Establishing a "Monster of the Week" plot, Chapter 2 is a joyful non sequitur passage that expels the darkness bubbling beneath it all to put the spotlight on the main cast, and in the course of 4 hours, Toby Fox demonstrates a full understanding and grasp of Undertale's language that he flawlessly exploits at every turn to create some of the most well crafted comedic setups and pay-offs that could only be possible in videogames.

It's a finely and carefully laid out rug to pull from under us, because at its heart, it is still a story about the escapism and its double edged nature we constantly seek from outside our daily lives. The optional content is a stark reminder that we haven't escaped Undertale yet, and the nature of the Dark Fountains explored here more overtly comment on the artificiality of this universe and its roots. Yet, Chapter 2 just decides to revel in that escapism for a little while, wearing its videogame influences on its sleeve as it gives us the calm rollercoaster of a ride before the storm. Deltarune is without an ending already a much tighter, stronger and more cohesive experience than Undertale ever was, and I'm enjoying immensely the way Toby Fox and his team are setting up the pieces on the board to throw them to the floor further along the way.

From the moment those first notes play in Cyber City and all the way up to that ridiculous genre bending final boss, I was having the most fun with a videogame I have had in a very long time, and I am left once again eagerly and desperately waiting for more. Whether the completed Deltarune experience we perceive in our minds turns out to be a reality or not, I am content with it just being this full of life and joy.

This review contains spoilers

It's been so long since Chapter 1 that I forgot that Toby Fox is like, the funniest person making games right now. Like this might be the most consistently hilarious game I've played ever, maybe even more than previous Toby Fox games. In general this was absolutely worth the wait, so much good stuff all around, doesn't at all feel like just a retread of chapter 1. Also, some incredibly emotional punches dotted across this game, and yet it never clashes with the humor, as there's always appropriate space given for both. Shit is ready to start fucking HURTING though, the way several of this game's threads are going, and I'm ready for it, I'm ready to be hurt by this series. I guess my biggest concern is that with everything this and the previous chapter have set up, as well as the time between each chapter, there's a possibility the final chapter won't be able to wrap it all up in a satisfying way, but I think if anyone could pull it off it would be the small team behind this series.

...shit I missed the hidden boss again didn't I FUCK

I remember learning about the Anti-Christ in school one day. According to ancient Mongolian legend, to signal the end of days, they would release a game episodically, with an unknown amount of chapters, and an unknown amount of time between each release. It seemed pretty weird to me, but I accepted it because it did sound like some terribly diabolical behavior. I'm glad no one does that though.

yep time to wait 3 more years so i can soy over 5 more hours of gameplay and flavour text

EDIT: NVM WHAT THE FUCK


This review contains spoilers

The final boss is a Gundam punch-out fight with a computer milf. This game is awesome

This review contains spoilers

toby fox ha perdido la capacidad de sorprender. lo que en undertale era un acto deliberado por juguetear con los tropos de earthbound, de juegos afines que claramente habían sido su inspiración y que hoy por hoy son referentes indiscutibles de los títulos independientes y la cultura fandom, todo ese amor desprendido en un título que, si bien a mi parecer fallaba en mucho de lo que se proponía, era imposible negar que resultaba ingenioso ya no en su propuesta, sino en todo lo que lo conformaba: teorías escondidas bajo las finas capas de otras teorías, en una forma muy ingeniosa de reconfigurar el datamining no como manera de estropear sorpresas, sino de invitar al público a volverse creativo.

hoy por hoy, en deltarune, toby fox se ve en la obligación de mentirnos en textos fuera del juego para intentar tomarnos por sorpresa. la cohesión se destruye y, respecto al capítulo anterior, cada cual parece construirse en base a lo que le venga en gana, no desarmando con misterios nuevos, sino con faltar a su propio compromiso retórico para con el fandom. deltarune chapter 2 se ha vuelto en el juego donde ya no puedo volver a tomarle la palabra, no como alguien a quien admirar por su inventiva, sino porque cuando quiere puede cambiarme las reglas, decirme que lo que aquí he vivido perfectamente ya no aplica más.

la mayor diferencia entre undertale y deltarune es el enfoque narrativo. en undertale era mucho más propenso a experimentar, a la par que comedido, construyendo cada zona como una narrativa episódica, con un personaje dedicado y un arco musical propio, evolucionando a través de notas y motivos durante dicho recorrido. eran personajes reducidos a dos o tres características base, no tenían mucho más, y por lo mismo estaban sujetos a ser un masivo hit or miss dependiendo de tus afinidades, sino es que se volvían caducos rápidamente. no eran personajes hechos para contar una historia mayor, sino para acompañarte y ser divertidos, con uno que otro giro esperándote a la vuelta de la esquina como quisieras reenfocar el guión por una ruta genocida.

en deltarune esos mismos personajes configuran un mundo, quieren ser tu situación de familiaridad. son los nuevos, en susie, ralsei y noelle principalmente, donde se ve que sus ambiciones ahora son otras: quieren contar una historia.

esta es su principal distinción. deltarune busca ser mucho más jrpg que undertale, quien rechazaba activamente varias de sus convenciones al servicio del minuto a minuto y lo que se viese en necesidad en contar. sus mecánicas envejecían y se revelaban como gimmicks poco discretas, pero había un nexo. deltarune quiere comprometerse con esto, quiere ofrecer variedad, quiere que la party se sienta distintiva, quiere que las mecánicas de combate marquen opciones, que puedas fusionar objetos, que se muestre como un sistema más robusto. pero nada resulta.

el combate es solo apariencia. es incluso más limitado que el de undertale, pues si bien intenta otorgar variedad a través de tu equipo y sus diferentes atributos, en acto es pura cosmética para sostener un sistema por turnos mal llevado donde entre tres anulan cualquier riesgo alrededor de perder vida. es solo cuando el juego se vuelve como undertale (ej: combate final de Snowgrave) que cuestiones como el riesgo aparecen, pues el propio sistema es incapaz de proveerlas por sí solo. es, además, un espacio donde la propia insistencia de toby por oponerse a un progreso interno (véase el sistema de EXP) le niega a los enfrentamientos cualquier madurez metódica, siendo un ejercicio de reiteración aún mayor.

los enemigos también han perdido mucho interés. la inspiración es obras como persona 2, donde en teoría cada personaje tiene un set de interacciones propias para con los adversarios, pero de nada sirve si estos cumplen un rol mucho más suplementario. deltarune es más temático, y eso significa que los enemigos pierden valor individual, se vuelven en una masa al servicio del jefe de turno. aparecen los monstruos recoloreados, y con ello desaparece su identidad visual. que ahora no haya batallas aleatorias, sino que estas aparezcan en el mapa, parece una decisión buena, pero nuevamente resta a su presencia. ya no son enemigos que deciden atacarte y plantean un escenario, ahora son obstáculos a evadir

el danmaku es lo que recibió mejoras más significativas, al integrar un sistema ala graze se incentiva un juego más arriesgado, pero es precisamente en la estructura de equipo que dicho riesgo pierde relevancia. sencillamente tienes demasiada vida como para que cometer un error sea un problema. los superjefes siguen siendo el único lugar donde las mecánicas se explotan más o menos bien, pero el salto de dificultad es tan absurdo respecto al juego base que la curva de aprendizaje es más bien inexistente. en general, por mero ritmo musical y evolución misma de sus habilidades a través del combate, narran menos y bastante más torpemente que los ya de por sí discretos jefes de undertale.

el diseño de niveles sigue la misma filosofía que antes, solo que ahora está todavía más lleno de interrupciones. hay un exceso de salas que no llevan a nada más que una excusa para situar un npc, y una sensación general de enorme inseguridad en que las propias mecánicas generales puedan sostener una experiencia completa, así que toca colmarla de adornos, distracciones, pequeñas bromas que no dejan de ser puzzles y minijuegos muy pobremente ejecutados. lo que en undertale podía ser un espacio para subvertir ahora no puede evitar caer en la redundancia. el chiste deja de ser esperar qué es lo que harán con esto, sino la ironía de que haya ocurrido en primer lugar.

en esto se han vuelto los niveles: una colección absurda de pasillos que sirven como espacio para contar una historia, plagada de registros y técnicas narrativas insuficientes. hay por allí un intento ala final fantasy vii de crear conversaciones vivas donde los personajes se interrumpen, pero las propias cajas de texto impiden que dicho cometido acabe teniendo el efecto deseado. la cooperación es inexistente cuando todo está scripteado, lo que en un título tan ansioso por establecer a sus personajes como entidades propias acaba dañando muchísimo a la imagen completa.

al final, lo único que podría salvar a un proyecto así, y lo que es la razón por la que la mayoría de la gente realmente se queda con un juego de toby fox, es por el carisma de sus personajes y la historia que te están contando. mi problema con ello es que no veo una madurez conceptual en los primeros, no respecto a undertale al menos, como para que las ambiciones de lo segundo hayan crecido tanto.

soy fan de los juegos con guiones eternos, de conversaciones interminables, de estar más de una hora leyendo si es necesario. el problema es que aquí el texto no me levanta un interés mayor que reacciones esenciales, como lo puede ser una risa tonta o la ternura que es capaz de desprenderme Susie en un momento dado, así que cuando inevitablemente entramos en los caudales dramáticos no tengo nada que haya construido realmente con estos personajes. son ejercicios constantes de chistes que eventualmente buscan reconfigurarse en un problema mundano, pero la exposición los termina volviendo agotadores y poco interesantes.

y luego están las decisiones narrativas cuestionables. noelle es un personaje sin dirección, completamente abarrotado en una supuesta cobardía, pero el juego no sabe distinguir entre el miedo por diferentes causas, y toda su presencia se remite a un choque constante contra ratones, como si estos pudiesen demostrar algo sobre un miedo más abstracto y genuino, como lo es a lo desconocido. toby fox sigue sugiriendo (en plan especulación y lore) más que lo que intenta contarnos, y el resultado es que sus personajes no me llegan, si acaso pueden caerme bien. pero esas ya no son las pretensiones que carga. esto no es undertale.

y sin embargo, creo que la peor ofensa a su personaje está en el equivalente a una ruta genocida con la que contamos ahora. ya no es solo que se rompa el pacto ficcional que podemos rastrear en sus mecánicas, donde de golpe el título necesita rebuscarse para encontrar una forma de justificar que sí es posible acabar con los enemigos y por lo tanto juzga en un baremo completamente artificial qué cuenta realmente como perdonar o asesinar, sino que, nuevamente, busca construir un arco de decadencia a través del shock, a través del desuso de sus personajes. es una misericordia que no llega, que está a merced de 'ser como undertale', cuando el mismo ya ni sabía bien cómo justificar su propia confrontación ideológica al convertir el mal actuar en una búsqueda deliberada que ya viene mediada por decisiones jugables. nadie juega instintivamente a ser genocida bajo los términos de undertale, es lo que la obra de 2015 no parecía comprender. en 2021, dicho escenario se repite, pero perdiendo toda claridad por el camino.

la snowgrave es igual que la genocida pero con aún menos sustancia, porque al menos la segunda se podía entender como una extensión de las preocupaciones estéticas del juego: dar espacio a este universo en el que, a ojos de Sans, todo salía mal. acá es el morbo de ver una sección del juego yéndose por los ramas, sin garantía de que haya trascendencia real.

creo que, en retrospectiva, prefiero el primer capítulo de deltarune. es una obra fallida, pero también una carta de amor al fan dedicado. toda su banda sonora fluye con una naturalidad impecable, don't forget y las notas de gaster pueblan la totalidad de un título que casi parece construido como una orquesta, en donde cada tema le prepara los motivos al siguiente, algo muy raro de ver fuera de juegos rítmicos. aquí, todos han sido aplastados por una incidencia mucho más vacía, donde las reiteraciones se remiten exclusivamente a la estética general del episodio, lo que viene a ser queen y su eterna epifanía

muchas de las quejas con el capítulo 2, especialmente mecánicas, aplican igual o peor en su primera parte, pero de vuelta, dicho juego buscaba invitarte a un mundo nuevo, a reflexionar sobre undertale y las nuevas interpretaciones que podían acaecer de manera innata en un universo que buscaba jugar con tus expectativas, una revaloración en sí de toby fox sobre su trabajo. su continuación ha venido a confirmar que nada de eso importa ya, que hoy por hoy, para sorprender, hay que hacer trampa.

I would do horrible things for every single one of these wonderful dorks. Overflows with that very special kind of love even more-so than either of the games that came before it.

Let’s create the scene: you’ve come in after a shit day, you really need something to cheer you up. You just sit around looking at your phone to see the latest game news. You then choose to see whether or not there’s any new switch games that have released (simply out of boredom) and then you see chapter 2 of deltarune has been ported over to switch at last. You quickly boot up the game and hop into the chapter and wow. Everything about this chapter was improved from the first chapter and I love it.

The story is improved heavily with new characters and expansions from characters who didn’t do much in the previous chapter (Noelle, berdly, etc). The story takes them to the cyber world where they have to close another fountain created by the ‘queen’. The writing for the chapter is just as good as the previous chapter and the characters feel like a major improvement.

As for gameplay, it’s also improved. Now, not killing enemies actually does something! You can now ‘recruit’ them and they’ll come over to your town near ralsei’s castle. There is also the secret possible ending which I won’t spoil but is very eerie and interesting.

Overall, this chapter was an excellent improvement on the foundations the first chapter lay and I can’t wait for the next few chapters to come out.

Don’t rush it Toby. You deserve to take a break when you want to and not to over work yourself. You’ll probably never read this but we’ll enjoy the game you finish at the end of the day.

Major improvement, wonderful soundtrack, berdly has zero rizz, the ferris wheel :>

This is 1/7th of a full RPG and yet, somehow, shines through as one of the greatest achievements of 2021. Written masterfully to the letter, and taking me by surprise with so many engaging gameplay twists and witty character moments a second that, in spite of its relative ease, triumphs as a no-holds-barred classic in the making.

Also, there's a MILF in it so instant 10/10

there are gay furries on my twitter timeline

NOW’S YOUR CHANCE TO BE A [[BIG SHOT!]]

i've barely emoted in the last 3 years and this game left me screaming and crying, thank you based toby and temmie

Edit: youre a fucking psychopath toby

This review contains spoilers

I am going to try to collect my thought in some form of essay, but for the time being, I think Deltarune suffers because it tries to operate on three very different layers at the same time: one comes from the mechanics, another from the narrative and the last one from the metanarrative of it all.

The first layer tries to deepen the critique that Undertale already exposed by suggesting a combat system in which you wouldn't need to use the Fight command anywhere by making the Action as diverse and varied as possible. This means that, for all purposes, Actions now are akin to the decisions you make in a visual novel or a graphic adventure, which is fine, but makes framing these encounters as "fights" weirder and weirder. If we take into account that some of the Actions are understood by the narrative as acts of violence as well, then what purpose does setting this distinction make anymore? And considering that now there's a collectable element to sparing enemies, that makes the whole affair just another mechanical chore that hast lost all the bite it purported to have.

The second layer is probably the strongest, because it tries to convey an emotional truth through dialogue and characters that feel as charming and relatable as they were in Undertale. I said this before, but if I keep playing these titles is for the characters. But that poses an important problem, which is that basically I'm not allowed to know about some of these characters' more interesting traits if it's not by straining them out of the "good" path, which is still as rigid as before. Instead of creating a tantalizing moment in which I'm wondering whether to explore some part of Noelle's past or the other, I have to choose between a pre set "pacifist" route that morally obligues me to not knowing these characters unless I deliberately bring harm unto them.

Which brings us to the third and last layer, the metanarrative. Just like with Undertale, Deltarune tries to make a point about choosing to be a bad person in video games and suffering the consequences, and unlike the first chapter, it reaffirms the consequences of my actions and encourages me to suck them up. But I mus ask, what is the point of it now? Do I really need to be taught that there are better ways to play? In that case, why develop a whole system around a specific ability (the Ice Magic of Noelle) and its outcome? Just for the sake of it? Isn't that diametrically opposed to what the game purports to be about?

I think Deltarune is confused about which route to take, and in trying to do everything at the same time, suffers for it. I know why I'm playing it, but I'm bothered that it thinks that I'm doing it for the wrong reasons.

This review contains spoilers

I think this installment invites us to reconsider how we examine this series.

The fact is, Annoying Mouse Room 3 is not the most remarkable room put together by the mice, and perhaps it's focus on dazzling us with new things and all-too-clever subversions of the classic Annoying Mouse Room formula is somewhat misguided, but it is consistently entertaining in an almost effortless way, demonstrating that these mice have an almost singular grasp of the medium of rooms. Each block rotation is a delightful experience, and the mice themselves have never looked better.

The vocal parts of the fandom who uncritically champion the original Annoying Mouse Room, still looking for the complete thematic experience that wowed them so completely in that room will undoubtedly be disappointed, but after Annoying Mouse Room 2 disappointed me (look, don't @ me, the politics of that one are dire and basically inexcusable even if the elaborations of the core rotation loop are good. Don't know what the mice were thinking there), I found this a spectacular return to form.

My only major criticism is that while Annoying Mouse Room 3 delights in the moment to moment experience, it fails to really electrify intellectually, and if you asked me what it was saying, I'd probably just shrug. There's certainly elements that are potentially fascinating but I don't think there's enough to here to make a conclusive reading, so anything I might bring up is sheer speculation for Annoying Mouse Room 4. But I imagine the themes of the series will become far clearer with future intallments of Annoying Mouse Room, and honestly, the day we turn our noses up at a room that consistently delights and entertains as well as Annoying Mouse Room 3 is the day we officially lose our SOUL.

the rate at which toby fox designs tumblr sexymen is horrifying

This review contains spoilers

I told myself I wouldn't write a review so this isn't one. I just found that I have way too much to talk about that I don't see many other people here talk about and I think it's just... sooo huge to think about and speculate.

I feel vindicated first of all because it cut to the chase heavily on that feeling of loneliness, isolation in a place you feel drifting on and not stuck to the ground or really, anything tangible. The dark world this time even offers a method of escapism, what with Kris's room showing a hollow reflection of that same gaudiness Asriel's side of their room had. Big Shot is the most explicitly hurtful hit to Kris but there's tons of hits to make the return to the town all the more damaging and harmful just watching more twisted ideas of characters you recognize fall into the same deterministic traps you expected in undertale while also watching what accounts for your 'family' look more fucked up and torn apart. And then the secret boss itself is a disgusting machination of Mettaton and it drives me insane how much he himself embodies the most brutal reflections of what Kris wants.

In some ways Deltarune already eclipses in its current strength alone Undertale with the introspection and hard hits of life, still hinging on the payoff ofc. But especially with the infamous 'genocide' route's ramifications, that push that while you may not have control over your life and feel a stuck cold path ahead of you, YOU CAN CONTROL THE LIVES OF OTHERS. This corrupted lashing out is given an even further metatextual lens and it just gets to such FUCKED up territory that the scariest part for me isn't whether it'll land the metatext but really... who else is going to be hurt next. These characters already feel so real to me that the idea of anyone more than the ones we have actively makes me shudder.

God i fucking love these games toby ruins me every time. I admit i was extremely anxious the night before release simply by what could be but my probably too much faith is so not misplaced. Thank you for the ride I look forward to the next one ;-;

Noelle: I'm gay
Susie: Ok
Clash Royale King: JIJIJIJA
Noelle: Holy shit it's the king from Clash Royale
Clash Royale King: JIJIJIJA

deltarune is going down an episodic, shounen manga-esque path with ambitions of telling a story about epic ennui, wanderlust, and teen malaise. i’m totally at peace. really refreshing to play this and made me laugh harder than any other toby fox project. susie 4 lyfe

in the Grand Scope of video games, Undertale and Deltarune are not super innovative in their gameplay or anything by any stretch, more of just a remixing and repurposing of existing things in a very good and novel way. however, they are the ultimate Hangout Games, where you just want to pop into a world for a little bit and hear the funny little jokes that your friends tell as you walk around hanging out, doing nothing.

i would just play 100 of these. they are the "Falafel Wrap + Fries" of video games: extremely consistent, always delicious, filling, warms your heart, reminds you of better times

I haven't played it but one of my friends literally will not stop posting Spamton memes in all the discord servers we're in together. He posted a Spamton Super Mario 64 mod the other day. I am seriously about to lose it.

Not putting a score on this until all chapters are out but yeah, I loved it! Big step up from chapter 1 presentation wise and you can tell Toby having a team has allowed for much more ambition. Music slaps. Funny and touching writing. What more is there to say!

...well one thing! This game got me thinking about why I find Undertale/Deltarune so uniquely funny. Of course there is the writing/dialogue, which personally I think mostly hits but could also probably be described as "tumblr" if you were being a really uncharitable, cynical douche. I do get it though, when it does miss, it misses in a way where I just kind of go "wow this sure would have killed as a shitpost in 2013 but not sure if it lands here." Thankfully at least to me that doesn't happen often and I think the writing is genuinely both funny and charming.

But I don't think that's what makes these games uniquely funny. That would be that Undertale and Deltarune both are games that manage to weave comedy directly into their game design. If you've seen the "Every Frame a Painting" video essay on Edgar Wright and visual comedy I think a great comparison can be made to what Toby does with these games. Don't just settle for dialogue, if the medium is the message, use the medium to its fullest! How can you get a joke out of an attack pattern? How can you get a joke out of a piece of equipment? How can you get a joke out of experimenting with mechanics? It's something that I actually don't see many "comedy games" attempt much at all beyond maybe a throwaway "You got a Thing!!" jingle + pose because haha funny Zelda reference (not that I have anything against that). Just something I had on the brain after finishing this chapter! Can't wait to see where the game goes next.

If Susie and Noelle don't get together by the end of this I'm gonna go into a berserker rage.

Edit: Checked out the alternate route, what the fuck what the fuck what the fuck

pacing was kind of a mess but it also reminded me im still capable of holding love in my heart so all in all good game. just like chapter 1 my favorite parts were the parts where ur just in a small town having a nice time. lots of good quiet sadness baked into a space that feels truly lived in.

This review contains spoilers

They say titty in this one


I liked this a lot more than chapter 1, the gameplay elements and battles feel a lot better overall, but Berdly is so annoying it's painful

ur mom calls me a [[BIG SHOT]]

wavedashing confirmed as cheating, melee community in shambles rn

today we will be beating the shit out of burghley