Reviews from

in the past


O jogo que mudou meu gosto em jogos em geral

A muito tempo atrás, 2 raças governaram a terra, sendo monstros e humanos. Um dia uma guerra se iniciou entre as raças. Depois de uma longa batalha, os humanos foram vitoriosos e selaram os monstros no subsolo em uma barreira. Muito tempo depois, uma criança chamada ______ subiu a montanha, lendas dizem que aqueles que sobem a montanha nunca mais são vistos, e depois disso a criança cai em um buraco e o jogo começa.

Fui inventar de revisitar esse jogo depois de bastante tempo que joguei (a ultima vez que eu joguei foi em 2018) e tive essa mesma vontade por conta de um youtuber chamado Kleberiano que recentemente está fazendo lives tentando zerar o joguinho, e quando fui revisitar eu descobri que o meus gostos do meu eu do passado ainda continuam intactos, a gameplay base do jogo é como qualquer um RPG comum, mas, a diferença é que tem como poupar inimigos ao invéz de apenas matar todo e qualquer bixo que chegar para ganhar EXP e LV (no futuro isso vai ser bem importante no jogo) e como não quero dar spoilers (mesmo que o jogo seja de 8 anos atrás) vou finalizar dando minha nota como um 10/10, jogo lindo

esse jogo é tudo pra mim, sério. foi graças a undertale que conheci pessoas incríveis no pior momento da minha vida 🫂 sempre vou ser apaixonada por cada detalhezinho, cada ost cada momento tudinho amo dimais esse jogo

“Despite everything, it’s still you.”

I thought was going to be good, great even… but it wasn’t…

It was one of the greatest experiences I’ve ever had, and i’m convinced it has changed who I am as a person.

The story is fascinating, and makes me feel every emotion known to man, the humor is great, and I laughed quite a bit, the characters are memorable, and wonderfully quirky, AND THE MUSIC IS GENUINELY ONE OF THE GREATEST SOUNDTRACKS FOR ANY VIDEO GAME EVER.

I played through the pacifist route, which was a little difficult at times, but rewarded me with one of the best endings of any video game ever, it really was the beautiful cherry on top of a perfect sundae.

The ONLY problem this game has is its length, I beat it in roughly 5-6 hours, although I can definitely excuse it’s length, as it was made by one person, and also, Deltarune exists, so I’ll be getting more of this fascinating world Toby Fox has created, with (hopefully) more to come.

I'm joining the war on narrative games, and I'm on the side of narrative. Before I ever really got serious about video games, I was serious about books and film, and like those mediums it's story that piques my interest.

Undeniably, Undertale is one of the most interesting narratively-driven games of the last decade. It's probably the most I've ever played a game I did not like, having done several playthroughs, neutral or pacifist or genocide, waiting for it all to "click". But it just won't. Why not?

I'll say that I thoroughly enjoy the gameplay and think it works perfectly as an example of narrative gameplay integration, and is used consistently and intelligently throughout. But paradoxically, in a game that encourages you to avoid combat, it's these moments where the characters get the most personality; their attack patterns and even their projectiles say more about them in a language unique to this game than their dialogue ever could.

It's appropriate that this game is so strongly associated with an auteur, because even moreso than the amount of times you'll see his name pop in the credits as composer or designer or writer or caterer, it becomes very obvious very fast that this game is only really meant to appeal to one kind of person. (Well, two kinds of people. Furries also exist.)

As someone else said in their review of this game, you should indeed not let one annoying fandom ruin your perception of a game, and I wish it was as simple as ignoring Tumblr's collective opinion. The problem is that this game was only ever meant to be FOR Tumblr, or more specifically the kind of person that Tumblr has cultivated; someone who thinks a character's likeability comes from them being 'adorkable' and not any kind of dramatic pathos or arc or actual character, someone who calls dogs 'doggos' and 'puppers', someone who spends six dollars on laptop stickers that say inane phrases like "why be moody when you can shake that booty".

A difference in humor is one thing -- though I'd argue it's still justifiably off-putting, considering how much of this game is reliant on its humor, to the point of stopping gameplay dead in its tracks to dedicate time to the kind of weak character skits you see in rejected SNL auditions -- but within this setting, it is crucial that you enjoy such humor and characterization if you hope to get any kind of mileage out of the game's narrative.
Which is a shame, because the game does have some true highs; the combat system allows for an exploration of morality with some genuine weight to your actions, there's clearly been a lot of thought put into the mechanics of this world and how consequences develop throughout the story. But it's ultimately at the service of very little; you will only root for Sans if you enjoy puns, you will only care about Napstablook if you unironically have Daria as your Twitter icon, you will only care for Alphys if you are the kind of unbearable nerd who sees themselves as an anime protagonist and not, you know, a fucking annoying prick.

Differences in humor tend to be the main reason people conflict about melo-dramedy stories like BoJack Horseman or Fleabag. Because humor and drama are interwoven in these stories and end up being celebrate to making each other work, which becomes hard to breach for an audience if they just don't enjoy your chosen method of comedy (pop culture references in BoJack or fourth wall breaking in Fleabag, for example). It works for these shows because, like the humor, the drama is very personal as well. Undertale on the other hand combines very personal humor with large sweeping statements about morality, postmodernism, ludonarrative dissonance, very large lofty themes that have to co-exist with pretty braindead humor like "what if the rock wouldn't stay put, LOL".

At its most egregious it suggests a kind of ego on behalf of the creators, that there never was a true conversation about these decisions concerning the narrative, or even that there was no one around to challenge these ideas. A lot of this feels adolescent and juvenile, especially compared to its successor Deltarune, which has demonstrated far stronger capabilities of self-awareness and actual character development.

In the end, Undertale falls in line with a game like Borderlands; decent to play, but god I wish it was written by anyone else.


Undertale is one of those games that is difficult to review because there isn't much that hasn't been already said about it. It's one of those games that seems to unite a lot of the different elements of gaming culture all into one. It has a lot of cozy cute stuff. It has a lot of strong emotional story beats. It has a lot of good jokes. It has a lot of challenge. It has a lot of niche content that implies that the creator was considering all these tiny edge cases that 99% of players wouldn't ever look for. Most of the people who I've encountered that didn't like it are people who were turned off by the more insane elements of the fan base before being able to play the game (which I would argue is more the fault of fan culture than the game.)

Spawned one of the worst fanbases of all time and I completely understand why

booooriiiiing

this isnt some like eewww criiinge review i was actually bored out of my mind playing this game

This review contains spoilers

I didn't take the genocide route because my heart couldn't handle killing Papyrus.
Gameplay-wise, I found it boring but did persevere for the characters interactions and story bits, as they were the best parts.

This review contains spoilers

It’s hard to say things about Undertale without being accused of being a contrarian or being a child. There are weak points to Undertale. Its adherence to edge in a No Mercy run can make its triumphs grand, but can make smaller moments feel amateurish and just a little embarrassing in the “teen browsing Newgrounds circa 2010 for a way to shock you” way Toby’s Halloween Hack built half its identity around. The True Pacifist ending is more narratively complete than it is compelling, compared to a neutral or No Mercy run’s insistence on the player’s self-reflection. The game never again feels as completely united in its focus as it does in the ruins. Flowey only mostly works.


But then: the beauty. I could talk about the intricacies of its plot and characters, the masterwork that is the game’s soundtrack, the vast mileage it gets from its simple gameplay and sprite art. I could rant to you about how the game has touched me personally, how it changed how I felt about myself, about art, about others, about the potential of the medium. Rather than any of that, I will leave you with this thought: all of these points I’ve just listed have become so rote as to become cliche. Like so few works of art get to do, its goodness has become as tired and expected as fact. Triumphs of a given medium are rarely as rapturously celebrated as they are on release. Their ultimate victory is that they weave into the fabric of the mundane, become one with everyday life.

And so Undertale is a good game. You knew this already.

Yeah I just now played this game in 2024. Anyway, I loved it-- the music and storytelling were particularly special. I honestly really didn't think it would live up to the hype but it totally did :]

É um game pequeno, que leva em torno de 3 horas para você fazer todas as rotas, e bem apesar da péssima Fandom ainda é um game incrível, ele tem alguns problemas como ser feio, ter uma Ost repetitiva no ponto de vista da composição e ser curto demais mas depois ele está tudo bem. A ost é incrível na produção, o combate é bem variado, é um jogo original muito engraçado, triste e até mesmo grotesco em algumas partes os Personagens são carismáticos e vivos e da vontade de conhecer mais, é um jogo bem inteligente que sabe ver as escolhas do player e se adaptar a elas, e no meio de tanto tiro morte e sangue as vezes é bom um jogo sobre perdoar os outros sobre ter empatia sobre amar, e com certeza é um jogo que ajudou a muitos em tempos de crise além de junto com New Vegas uma das minhas 2 únicas lágrimas em um game, ele tem defeitos mas tem mais qualidades que defeitos e é inerentemente um clássico e merecedor de todo o pau que pagam a ele, e se não servir como diversão ao menos entenderá de todas as referências espalhadas na Internet.

(2015) it's just some simplistic retro-looking game that got big on youtube, surely it won't permanently alter my life and rearrange my brain or anything

despite everything... it's still you.

Cringe culture is such a bitch because it keeps people from experiencing genuinely great art. Admittedly I don’t think 14 year old was emotionally mature enough to do a pacifist route, and so I’m glad in some ways I didn’t play this until 2019. Anyway, this is like my 3rd replay? I played originally on Switch and wanted to clear my Steam file. We talk a lot about a “cringe culture,” and I can’t really further add to condemnation of such or praise the game in any way which hasn’t been accomplished, but rather I’m just astounded to see an indie game truly get such a large following and spot in our culture, even if the part most everyone knows is the No Mercy. And beyond that, an indie game that really stays that way and doesn’t go the route of say, Minecraft.

Look, I get it. You seen the intense fans everywhere and they're about as toxic as they get. Game however, is genuinely nice. For its time, it was pretty unique and brought back classic tropes kinda forgotten in the modern era and the way the game interacts with your choices was refreshing.

There's 20 odd endings depending on what you do, and I just chose to be a pacifist twice and then I dropped it. I felt no need or want to be mean to these mostly likeable fellows.

I mean, you don't really need me to say anything, do you?

I was lucky enough to play UNDERTALE pretty early on. I hadn't heard about it during the Kickstarter phase or anything, but I remember it very suddenly exploding in popularity, and suddenly seeing sans everywhere. A buddy of mine gifted me the game and urged me to play through it, so I did, with the only real bit of knowledge towards it that you weren't supposed to fight people, and that this hoodie skeleton would be a fight at one point.

I think I had the same general experience a lot of people had out the gate: misunderstood what precisely I was supposed to do and hurt someone I didn't have to hurt, reloaded a save to do better, and got called out on it. The game had me from there.

I don't think there's a lot of new ground for me to cover, but one thing I want to say is that Toby Fox knew precisely what he had. I dunno if it's an artifact of his time with Homestuck and knowing what would trend, or just being a product of the internet, or what, but the sheer amount of shots he successfully called, with the exception of the scope of his fandom and just how impossibly high his career would launch, staggers the mind. You look at things like him leaving a polite request in the directory asking people not to upload stuff right away to Spriters Resource, or that specific scenario requiring so much careful engineering and understanding of player behavior to pull off. This is of course to say nothing of all the minute modular playthrough details that the game has to account for, and the sheer amount of commitment UNDERTALE has to its own themes, even to what would be a detriment in any other game in the case of its myriad endings.

I do bemoan how difficult it is to have a genuine experience of the game these days. Because UNDERTALE so thoroughly changed the world, I can understand how hard it must be to experience the game without doing so as some sort of commentary on some sort of level. I think a lot about Super Eyepatch Wolf's thesis statement in his study of UNDERTALE as a phenomenon, about the accidentally metatextual narrative of the line, "Despite everything, it's still you." I absolutely think that's the case. No matter what everyone makes of UNDERTALE, it is still the same incredible game it was on launch.

And, like... I also think a lot about that inscription in the song book, with Toby Fox commenting that he would play "Hopes and Dreams" every day on the piano, wondering if his game would become something, if anyone would ever get to hear it. I think every creative feels that.

One of the best games I've ever played. Considering I'm not a fan of the RPG format- it's amazing how much this game made me enjoy its mechanics. No encounter feels overdone or annoying to complete- even when I encountered the same monster twice. And the flavor text accompanied as you're "fighting" made the act of fighting to be actually fun. I've never played a bullet hell before- and now that I have- I almost wish most RPGs took that format of gameplay.

Moving away from mechanics and focusing on story- the story is really the heart of the game. It's unique- in both world building and actual story beats. Plot twists feel actually thought out. Though the "meta" trope is a bit overdone in our year 2023- it didn't feel overdone at the time of playing this back when it first released. I reckon it probably wouldn't feel overdone even by today's standards. Perhaps only because it's just plain done really well.

The characters are endearing. Yes- even the annoying ones. And the humor doesn't overstay it's welcome. When this game is serious- it's serious. The story is also easy to understand- despite it's outlandish concept. When it comes to the story- the best way to play this game is the most obvious. Don't kill anyone. If you accomplish that- you'll get the true ending- which is the most satisfying ending.

I can't recommend this enough.

undertale takes a genre that is not for everyone and made it accessible for each and every player that plays it. the way this game plays with your mind through its many many secrets and its multiple path is like no other and if feels like i am constantly learning new things about this game. the bullet hell style battles are also a joy to play and finding out the strategies to spare every enemy is really fun to do. one of my favorite games of all time and it constantly comes to my mind due to all the good memories i have had playing it

For years I didn't touch the game as I felt like it was just overhyped tumblr stuff but after finishing it I can see why it got all that praise. Doing a pacifist run was fulfilling in a way I don't experience in many games. The story isn't groundbreaking but the way it's told and the characters are charming. The bullet hell system during fights was fun and I looked forward to what the next boss did differently. You can feel the love poured into this game and I love it.

Just a really good game. The things like characters seeing if you’ve killed enemies to decide your ending, the game knowing if you’re doing a ng+, flowey crashing your game during his fight was so new and cool to me in middle school, I didn’t know games could do that back then and it was just so sick, made the game feel alive. clearing the save data in my files so I can do back and get true ending or genocide routes made me feel smart lmao. Great ost too, used to listen to it so much when I listen to tracks on their own I anticipate what would’ve come up when played in full. The story section before asgore’s fight with the music always makes me teary eyed, even after playing it over and over.

timeless... I DON'T CARE IF I GET CALLED GAY FOR LIKING IT.

UNDERTALE is a truly magical game. I was one of the lucky few who managed to play this game the week it came out, able to have a truly blind experience. It's kind of unfortunate how that's basically impossible now, but that in no way should detract from the game itself.

Replaying it almost a decade later, new Steam account, new computer, new life, and it's still hit me just as hard as that initial playthrough. The ways in which this game has touched me personally are innumerable, and without going into too many specifics, a lot of who I am now is because of it. No matter what happens, I will always have a special place in my heart for UNDERTALE.

The title reminds me of a joke someone told me in middle school, they said to me look under there and I respond with under where and now I have bad memories


This review contains spoilers

essa é a quarta vez que eu jogo undertale, mas dessa vez eu decidi dar uma mudada, e fazer a famigerada ''rota genocida'' (que eu nunca tinha feito antes) e honestamente, eu não achei ela tão insana.

o que essa rota REALMENTE faz de bom, é você ficar triste com o que você está fazendo, e as lutas exclusivas
você percebe que o mundo ao seu redor muda com as suas ações nas outras rotas, mas principalmente nessa que muda drasticamente

um bom exemplo, é que você pode roubar a maioria das lojas do jogo, já que os NPCs que cuidam da loja foram pra fora da área, para se esconder da ameaça que VOCÊ é, não só para o reino dos monstros, mas para toda a humanidade.
a falta de música em certas áreas, ou apenas uma versão dela distorcida, a falta dos eventos principais do jogo, como o nosso personagem parece só não liga pra nada no meio das cutscenes, tudo isso é um grande exemplo das mudanças que acontecem nessa rota.

e sobre as lutas exclusivas (undyne, sans e...mettaton neo?), elas são extremamente boas, principalmente por conta da construção antes delas, como a do sans, que teve que ver os seus amigos morrerem, e principalmente o seu irmão, e sabendo que você poderia fazer o bem, mas se recusou a fazer isso, e também sabendo que ele nunca ganharia de uma batalha contra o monstro que nós se tornamos.

mas tirando esses dois pontos, essa rota não se compara com a neutra e pacifista
a falta de eventos, o jogo te fazendo grindar X número de inimigos, o tempo de jogo que ele tira, faz eu não gostar tanto dessa rota; por isso eu sempre falo que o ser humano que começou pela rota genocida (meio complicado mas deve ter um) não gostou tanto do jogo, mas definitivamente é uma adição GIGANTESCA para um jogo incrível como Undertale!

undyne the undying > snas undertlae
e eu derrotei o snas na oitava tentativa






This review contains spoilers

This is usually the exact kind of game that hooks me. It’s weird, inventive, and pushes video game boundaries. But… for some reason it didn’t hook me. I liked it, but I didn’t love it, and I wish I did.

The gameplay was overall pretty good. The regular monster combats got boring quickly, but the boss fights were mostly unique from one another and kept it fresh. There were a few puzzles, but not enough, and they weren’t really spectacular. Most of the gameplay was just fighting the monsters.

The story was charming and the highlight of the game for me. It was funny and had a lot heart. It didn’t really grab me right away, though. I wish I felt more of a moral dilemma within the game. I was perfectly happy just blasting away all the monsters. There were some memorable characters like Papyrus and Mettaton that I will remember fondly.

Also, even though I only played this game once, I appreciate the magnificence of the replay value this game boasts, and all of the meta mechanics it has. Although I have played others games that have done these things better in recent years (though to be fair, in hindsight some of these other games I’ve played were obviously influenced by Undertale). I wish I played this game back in 2015 because I would’ve appreciate it more.

71/100

Undertale is a prime example of how fame can harm a game. I was fortunate enough to play this game in late 2015, just a few months after its release. When I reflect on it now, I find it hard to imagine anyone playing the game blind, or wanting to interact with it given the notoriety of its fanbase. It's a shame, because I can't really say there's an experience in gaming quite like what Undertale can offer you. It lives around you, with you, and in response to you. Everything you do is recorded in a system I find ingenious. When it pays off, the game can be as eerie as any horror title, or as emotional as a drama. It's personal, addresses you as the player instead of you as your character. Its themes are relevant and important to society. It's almost too difficult for me to describe the feelings this game can evoke if its player is in the right state: unfamiliar and unspoiled. While these criteria become less common with each passing day, it's impossible to deny that this game is uniquely special, and in my eyes cannot be replicated. I wish I could say more, but I think I'll leave it here.