They’ve got the sauce!

It’s not enough of the sauce, and it takes a little while before they actually start doling the sauce out, but by God, they’ve got the sauce! Undertale Yellow actually gets it, and what a triumph that is. It manages to avoid a lot of the pitfalls which plague fangames and have resulted in them getting such a broadly negative perception as being lesser forms of media, and it does so with an impressive amount of finesse. There are more than a couple of misfires here, and it can’t manage to be something that meets nor succeeds the original Undertale, but they’ve got the sauce. It’s a very big swing to take, and just about as big a hit.

What I appreciate most about Undertale Yellow is the sheer amount of restraint that the developers showcase. You only see Toriel for a grand total of about two minutes before she’s out of the game for good, and Mettaton, Alphys, and Asgore are mentioned a few times; apart from that, the only returning character who actually sticks around for most of the runtime is Flowey, and he acts differently enough that a large part of the narrative is trying to figure out what angle he’s playing at. There’s no Sans. He doesn’t even get namedropped! What? Can you imagine releasing an Undertale fangame and not bringing up Sans? When I got to the Snowdin Town bridge and released that Sans wasn’t going to show his face, I got pumped. It’s brave. A group far less confident in themselves would have just made this a second lap through the extant Underground, going on a little adventure to essentially experience Undertale all over again in a world where you could just play Undertale again if that was what you wanted to do.

The first impressions when the game starts branching off of Undertale aren’t especially strong. The first original NPC that you meet in the Ruins — Darv or Darm or Darl, whatever his name is — very much looks like someone’s Adventure Time self-insert that they drew to be Marceline the Vampire Queen’s boyfriend. Picture me retching as I type this. His character isn’t particularly good, mostly just muttering about some betrayal from long past and talking about how he wants to be left alone, and the game seems to agree with me in this respect; he drops off the face of the earth for the remainder of the runtime, only showing up again at the very end to make sure that the player hasn’t forgotten about him. The other new characters are significantly better: Martlet is a strong and obvious standout among the rest of the cast, North Star and his posse aren’t as consistent in their designs nor personalities but are still good, and Ceroba seems a lot like someone’s fursona but not in an especially bad way. I ended up liking more of the principle cast than I didn’t, so they’re definitely doing something right on the design and writing front.

The average enemy encounter is fine; there’s nothing especially interesting about most of them, though some do offer a couple of interesting gimmicks. Making the “floor slippery” so that the soul glides around or the music enemies blasting you with waveforms that you need to dodge are cute. Most of the boss fights don’t offer anything especially interesting, though. While Pacifist Ceroba does manage to get a few interesting gimmicks going in the form of giving the player the Big Shot, the overwhelming majority of the boss fights are just clicking Spare over and over and over again; your ACT commands often do nothing besides give the same line of flavor text every time you select them, which is a fairly boring way to handle these big encounters. I found the Guardener to be the best fight simply because it required you to hack away at vines blocking your options which then led into an ACT chain, giving you some freedom in the form of selecting which of your options you want to be available to you first. El Bailador is fine, turning the game into a rhythm section for a few minutes, but it doesn’t do much for me. So many of these fights are just about dodging bullets and slamming Mercy over and over again, and that’s never really been the draw of Undertale.

Similarly ranging from alright to forgettable are the music tracks. There’s nothing truly offensive here, and there are a couple that I like, but it's important for us to remember that Toby Fox was a composer long before he was a game designer. I can still hum the melodies to just about every track from Undertale, but I don’t think I could do the same for a single song from Undertale Yellow — at least, not from the ones that don’t lift one of Toby’s leitmotifs. While I do admire the developers’ willingness to get out from under the Undertale narrative trappings of returning characters walking in like sitcom guest stars for the audience to whoop and applaud to, I can’t extend the same praise to their composing. Ceroba’s fight plays a remix of Hopes and Dreams that the game absolutely hasn’t earned, and it took me right out of a battle that I was digging up until then. There are quite a few instances of obvious musical recycling in places where they don’t belong, and the songs that are wholly original don’t interest me much. They're far from anything terrible, but they feel a bit lazy in a game where there isn’t much else that does.

Undertale Yellow is ultimately a good fangame, and that is perhaps deserving of more celebration than anything else. It is very clearly made by a team of passionate and creative people, and I don’t think that their time spent on this would have been better spent on an original IP, instead. With that said, I would prefer for the next thing that this team releases to be something entirely of their own design; with all of the eyes that they’ve got on them now, I’m sure they’ve cultivated an audience that would be glad to see more.

And the sprites look too good. It’s all wrong. Part of the appeal of Undertale is that it looks like hot shit.

Reviewed on Apr 04, 2024


1 Comment


19 days ago

That last part is exactly on point, one of the things i like so much about Undertale is how the sprites are so simplistic and on some points ugly, yet they work so well, and on this Fangames they have battles like the Ceroba one, and that makes it look so out of place, it has to much color and it feels so fluid, and even tho thats something good and probs to them for knowing how to animate but it takes away from that simplicity that made Undertale what it was when it came out!