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Undertale - это ролевая 2D -игра, созданная инди-разработчиком Тоби Фоксом . Игрок управляет ребенком, который упал в Подземелье: большой уединенный регион под поверхностью Земли, отделенный магическим барьером. Во время путешествия на поверхность игрок встречает различных монстров. Некоторые монстры могут вовлечь игрока в драку. Боевая система предполагает, что игрок перемещается через мини- пулевые адские атаки противника. Они могут усмирить или подчинить монстров, чтобы пощадить их, а не убивать. Эти выборы влияют на игру, при этом диалог, персонажи и история меняются в зависимости от результатов.

Помимо некоторых иллюстраций, Фокс самостоятельно разработал всю игру, включая сценарий и музыку. Игра черпала вдохновение из нескольких источников, включая ролевую серию « Брандиш , Марио и Луиджи» и « Мать», серию шутера « Bullet hell» Touhou Project , ролевую игру Moon: Remix RPG Adventure и британское комедийное шоу « Мистер Бин» . Изначально Undertale должен был длиться два часа и должен был быть выпущен в середине 2014 года. Однако разработка была отложена на следующие три года.

Игра была выпущена для Microsoft Windows и OS X в сентябре 2015 года. Она также была портирована на Linux в июле 2016 года, PlayStation 4 и PlayStation Vita в августе 2017 года, Nintendo Switch в сентябре 2018 года и Xbox One в марте 2021 года. известна своим тематическим материалом, интуитивно понятной боевой системой, музыкальным сопровождением, оригинальностью, сюжетом, диалогами и персонажами. Игра была продана тиражом более миллиона копий и была номинирована на множество наград и наград. Несколько игровых изданий и конвенции перечислены Undertale в игре года . Первая глава связанной игры,Deltarune был выпущен в октябре 2018 года.

Геймплей

Undertale использует пулю ад / пошаговую боевую систему , в которой игрок управляет сердце, избегая монстр между ними боевыми действиями , действуя, исцеление, или милосердие.

Undertale - это ролевая игра, в которой используется вид сверху вниз . [3] В игре игрок управляет ребенком и выполняет задачи, чтобы продвигаться по сюжету. [4] Игроки исследуют подземный мир, наполненный городами и пещерами, и им необходимо решать множество головоломок на своем пути. [4] [5] Подземный мир - это дом монстров, многие из которых бросают вызов игроку в бою; [5] игроки решают, убить их, бежать или подружиться с ними. [4] [6] Выбор, сделанный игроком, радикально влияет на сюжет и общий ход игры, а мораль игрока является краеугольным камнем развития игры.

Когда игроки сталкиваются с врагами в сценариях или случайных встречах , они переходят в боевой режим. Во время битв игроки контролируют маленькое сердце, которое представляет их душу, и должны избегать атак, развязанных противостоящим монстром, похожим на огнестрельного стрелка. [4] [5] По мере прохождения игры вводятся новые элементы, такие как цветные препятствия и битвы с боссами, которые меняют способ управления сердцем игрока. [7] Игроки могут выбрать атаку врага, что включает нажатие кнопок с заданным временем. Убийство врагов заставит игрока зарабатывать ОПЫТ (в свою очередь, увеличивая его ЛЮБОВЬ) и золото. [8]Они могут использовать опцию ACT, чтобы проверить атрибуты атаки и защиты врага, а также выполнять различные другие действия, которые зависят от врага. [4] Если игрок использует правильные действия, чтобы ответить врагу, или атакует его, пока у него не останется мало HP (но все еще жив), он может пощадить его и закончить бой, не убивая его. [9] Для мирного завершения некоторых встреч с боссами игрок должен выжить, пока персонаж, с которым он сталкивается, не закончит свой диалог. В игре есть несколько сюжетных ветвей и концовок в зависимости от того, хотят ли игроки убить или пощадить своих врагов; Таким образом, можно пройти игру, не убивая ни одного врага. [10]

Монстры будут разговаривать с игроком во время битвы, и игра расскажет игрокам, каковы чувства и действия монстра. [11] Атаки врага меняются в зависимости от того, как игроки взаимодействуют с ними: если игроки выбирают ненасильственные варианты, вражеские атаки будут легкими, тогда как они станут трудными, если игроки выберут насильственные варианты. [5] [11] Игра опирается на ряд мета-вымышленных элементов как в игровом процессе, так и в сюжете. [12] Когда игроки участвуют в битве с боссом во втором прохождении , диалог будет изменен в зависимости от действий в предыдущих прохождениях. [13]

Сюжет

Действие Undertale происходит в Подземелье, в мире, куда монстры были изгнаны после того, как разразилась война с людьми. Подземелье отделено от поверхности магическим барьером с особой щелью на горе Эботт. [14] Человеческий ребенок падает в Подземелье и встречает Флауи , разумный цветок, который учит игрока механике игры и побуждает его повышать свой «LV» или «ЛЮБОВЬ», получая «EXP» за убийство монстров. [d] Когда Флауи пытается убить человека и пожать его душу, Ториэль спасает человека., материнский козелоподобный монстр, который учит человека решать головоломки и выживать в конфликтах в Подземелье, не убивая их. Она намеревается усыновить людей, желая защитить их от Асгора Дримурра, короля Подземелья.

В конце концов человек покидает Ториэль, чтобы искать замок Асгора, который содержит барьер для поверхностного мира. Они сталкиваются с несколькими монстрами, такими как скелеты Санс и Папирус, два брата, которые действуют как часовые.для леса Сноудин; Андайн, глава королевской гвардии; Альфис, королевский ученый; и Меттатон, роботизированный телеведущий, созданный Альфис. С большинством из них ведется борьба, и человек выбирает, убить их или пощадить и даже подружиться с монстром. Во время своих путешествий человек узнает причину войны между людьми и монстрами. Азриэль, сын Асгора и Ториэль, подружился с первым ребенком, который упал в Подземелье и был усыновлен Асгором и Ториэль. Однажды ребенок умер, съев ядовитые цветы. Когда Азриэль вернул тело людям, они напали и смертельно ранили его, в результате чего Асгор объявил войну. Теперь Асгор пытается преодолеть барьер, что требует от него собрать семь человеческих душ, из которых у него есть шесть.

Окончание игры зависит от того, как игрок справляется со столкновениями с монстрами. [10] [e] Если на первом прохождении игрок не убил (или убил некоторых, но не всех монстров), человек прибывает в замок Асгора и узнает, что душа монстра также необходима, чтобы пересечь барьер, заставляя его сражаться с Асгором. . Санс останавливает человека перед их конфронтацией, показывая, что человеческое «ЛЮБОВЬ» является аббревиатурой.для «уровня насилия» и «EXP» для «очков казни». Санс судит о человеке на основе их накопленных «ЛЮБВИ» и «ОПЫТА». Человек сражается с Асгором, но его прерывает Флауи, убивая Асгора и похищая человеческие души. С помощью восставших душ человек побеждает Флауи, падает без сознания и пробуждается на человеческой стороне барьера; они получают телефонный звонок от Санса, в котором подробно описывается состояние Подземелья после ухода человека. Этот финал известен как «нейтральный» финал, и в нем много разных эпилогов по телефону, в зависимости от того, какие монстры были убиты, а какие остались.

Если игрок не убивает монстров и завершил предыдущее «нейтральное» прохождение игры, [17]Флауи оказывается реинкарнацией Азриэля, созданной в результате экспериментов Альфис. Перед битвой с Асгором вмешивается Ториэль, и к ней присоединяются другие монстры, с которыми подружился человек. Флауи устраивает засаду на группу, забирая все человеческие души и души всех монстров, чтобы принять форму более старого Азриэля, чтобы сразиться с человеком. Человек общается со своими друзьями во время битвы, в конце концов одерживая победу. Азриэль возвращается к своей детской форме, разрушает барьер и выражает раскаяние другим перед тем, как уйти. Человек падает без сознания и просыпается, видя, как его друзья окружают его, зная его имя: Фриск. Монстры реинтегрируются с людьми на поверхности, в то время как Фриск имеет возможность принять Ториэль в качестве своей приемной матери. Этот маршрут известен как «Пацифистский».

A third ending ensues if the player kills all monsters known as the "Genocide" ending.[13][17] When Frisk reaches Asgore's castle, Sans attempts and fails to stop Frisk. Flowey kills Asgore in an attempt to gain mercy but is then killed by Frisk. Chara, the fallen child whose body Asriel tried to return, appears and destroys the universe. To enable further replays of the game, Frisk must give their soul to Chara to restore the universe, which will permanently alter all subsequent pacifist runs.

Development

Undertale was developed by Toby Fox across 32 months.[18] Development was financed through a crowdfunding campaign on the website Kickstarter. The campaign was launched on June 25, 2013 with a goal of US$5,000; it ended on July 25, 2013, with US$51,124 raised by 2,398 people.[19] Undertale's creation ensued after Fox created a battle system using the game creation system GameMaker: Studio.[20] He wanted to develop a role-playing game that was different from the traditional design, which he often found "boring to play".[21] He set out to develop a game with "interesting characters", and that "utilizes the medium as a storytelling device ... instead of having the story and gameplay abstractions be completely separate".[21]

Fox worked on the entire game independently, besides some of the art; he decided to work independently to avoid relying on others.[18] Fox had little experience with game development; he and his three brothers often used RPG Maker 2000 to make role-playing games, though few were ever completed. Fox also worked on several EarthBound ROM hacks while in high school.[21] Temmie Chang worked as the main artistic assistant for the game, providing most of the sprites and concept art.[22][23] Fox has said that the game's art style would likely remain the same if he had access to a larger team of artists. He found that "there's a psychological thread that says audiences become more attached to characters drawn simply rather than in detail", particularly benefiting from the use of visual gags within the art.[24]

Game design

The defensive segment within the battle system was inspired by the Mario & Luigi series, as well as bullet hell shooters such as the Touhou Project series.[25] When working on the battle system, Fox set out to create a mechanic that he would personally enjoy.[26] He wanted Undertale to have a battle system equally engaging as Super Mario RPG (1996) and Mario & Luigi: Superstar Saga (2003). Fox did not want grinding to be necessary at any point in the game, instead leaving it optional to players. He also did not wish to introduce fetch quests, as they involve backtracking, which he dislikes.[18] In terms of the game's difficulty, Fox ensured that it was easy and enjoyable. He asked some friends who are inexperienced with bullet hell shooters to test the game, and found that they were able to complete it. He felt that the game's difficulty is optimal, particularly considering the complications involved in adding another difficulty setting.[27]

The game's dialogue system was inspired by Shin Megami Tensei (1992),[25] particularly the gameplay mechanic whereby players can talk to monsters to avoid conflict. Fox intended to expand upon this mechanic, as failing to negotiate resulted in a requirement to fight. "I want to create a system that satisfied my urge for talking to monsters," he said.[5] When he began developing this mechanic, the concept of completing the game without killing any enemies "just evolved naturally".[28] However, he never considered removing the option to fight throughout development.[28] When questioned on the difficulty of playing the game without killing, Fox responded that it is "the crux of one of the major themes of this game", asking players to think about it themselves.[28] Despite not having played it, Fox was inspired by the concepts of Moon: Remix RPG Adventure (1997), which involved the player repairing the damage of the "Hero" and increasing their "Love Level" by helping people instead of hurting them.[29]

Writing

According to Fox, the "idea of being trapped in an underground world" was inspired by the video game Brandish.[23] Fox was partly influenced by the silliness of internet culture, as well as comedy shows like Mr. Bean.[18] He was also inspired by the unsettling atmosphere of EarthBound.[18] Fox's desire to "subvert concepts that go unquestioned in many games" further influenced Undertale's development.[28] Fox found that the writing became easier after establishing a character's voice and mood. He also felt that creating the world was a natural process, as it expressed the stories of those within it.[24] Fox felt the importance to make the game's monsters "feel like an individual".[25] He cited the Final Fantasy series as the opposite; "all monsters in RPGs like Final Fantasy are the same ... there's no meaning to that".[25]

The character of Toriel, who is one of the first to appear in the game, was created as a parody of tutorial characters. Fox strongly disliked the use of the companion character Fi in The Legend of Zelda: Skyward Sword, in which the answers to puzzles were often revealed early. Fox also felt that role-playing video games generally lack mother characters; in the Pokémon series, as well as Mother and EarthBound, Fox felt that the mothers are used as "symbols rather than characters".[21] In response, Fox intended for Toriel's character to be "a mom that hopefully acts like a mom", and "genuinely cares" about players' actions.[21]

Papyrus and Sans are named after the typeface fonts, Papyrus and Comic Sans, and their in-game dialogue is displayed accordingly in their respective eponymous fonts.[30] Both characters are listed in the game's credits as being inspired by J.N. Wiedle, author of Helvetica, a webcomic series about a skeleton named after the font of the same name. Papyrus in particular was conceived as a sketch in Fox's notebook; he was originally a mean spirited character named "Times New Roman" and wears a fedora.[31]

Music

The game's soundtrack was entirely composed by Fox with FL Studio.[34] A self-taught musician, he composed most of the tracks with little iteration; the game's main theme, "Undertale", was the only song to undergo multiple iterations in development. The soundtrack was inspired by music from Super NES role-playing games,[18] such as EarthBound,[35] as well as the webcomic Homestuck, for which Fox provided some of the music.[18] Fox also stated that he tries to be inspired by all music he listens to,[26] particularly those in video games.[35] According to Fox, over 90% of the songs were composed specifically for the game.[20] "Megalovania", the song used during the boss battle with Sans, had previously been used within Homestuck and in one of Fox's EarthBound ROM hacks.[33][36] For each section of the game, Fox composed the music prior to programming, as it helped "decide how the scene should go".[20] He initially tried using a music tracker to compose the soundtrack, but found it difficult to use. He ultimately decided to play segments of the music separately, and connect them on a track.[35] To celebrate the first anniversary of the game, Fox released five unused musical works on his blog in 2016.[37] Four of the game's songs were released as official downloadable content for the Steam version of Taito's Groove Coaster.[36]

Undertale's soundtrack has been well received by critics as part of the success of the game, in particular for its use of various leitmotifs for the various characters used throughout various tracks.[38][39] In particular, "Hopes and Dreams", the boss theme when fighting Asriel in the run-through where the player avoids killing any monster, brings back most of the main character themes, and is "a perfect way to cap off your journey", according to USgamer's Nadia Oxford.[33] Oxford notes this track in particular demonstrates Fox's ability at "turning old songs into completely new experiences", used throughout the game's soundtrack.[33] Tyler Hicks of GameSpot compared the music to "bit-based melodies".[40]

The Undertale soundtrack had frequently been covered by various styles and groups. As part of the fifth anniversary of the game, Fox streamed footage with permission of a 2019 concert of the Undertale songs performed by Music Engine, a orchestra group in Japan, with support of Fangamer and 8-4.[41]

Release

The game was released on September 15, 2015, for Microsoft Windows and OS X,[42] and on July 17, 2016, for Linux.[43] Fox expressed interest in releasing Undertale on other platforms, but was initially unable to port it to Nintendo platforms without reprogramming the game due to the engine's lack of support for these platforms.[18] A patch was released in January 2016, fixing bugs and altering the appearance of blue attacks to help colorblind players see them better.[44]

Sony Interactive Entertainment announced during E3 2017 that Undertale would get a release for the PlayStation 4 and PlayStation Vita, a Japanese localization, and a retail version published by Fangamer. These versions were released on August 15, 2017.[45][46][47]

A Nintendo Switch version was revealed during a March 2018 Nintendo Direct, though no release date was given at the time;[48][49] Undertale's release on Switch highlighted a deal made between Nintendo and YoYo Games to allow users of GameMaker Studio 2 to directly export their games to the Switch.[50] The Switch version was released on September 15, 2018, in Japan,[51] and on September 18, 2018, worldwide.[52] All the console ports were developed and published by Japanese localizer 8-4 in all regions.[1][2]

The Xbox One version was released on March 16, 2021. As with the PlayStation 4 and Switch versions, the Xbox One version features unique content specific to that platform.[53]

Other Undertale media and merchandise have been released, including toy figurines and plush toys based on characters from the game.[54] The game's official soundtrack was released by video game music label Materia Collective in 2015, simultaneously with the game's release.[55] Additionally, two official Undertale cover albums have been released: the 2015 metal/electronic album Determination by RichaadEB and Ace Waters,[56][57] and the 2016 jazz album Live at Grillby's by Carlos Eiene, better known as insaneintherainmusic.[58] Another album of jazz duets based on Undertale's songs, Prescription for Sleep, was performed and released in 2016 by saxophonist Norihiko Hibino and pianist Ayaki Sato.[59] A 2xLP vinyl edition of the Undertale soundtrack, produced by iam8bit, was also released in the same year.[60] Two official UNDERTALE Piano Collections sheet music books and digital albums, arranged by David Peacock and performed by Augustine Mayuga Gonzales, were released in 2017 and 2018[61][62] by Materia Collective. A Mii Fighter costume based on Sans was made available for download in the crossover title Super Smash Bros. Ultimate in September 2019, marking the character's official debut as a 3D model. This costume also adds a new arrangement of "Megalovania" by Fox as a music track.[63] Super Smash Bros. director Masahiro Sakurai noted that Sans was a popular request to appear in the game.[64] Music from Undertale was also added to Taiko no Tatsujin: Drum 'n' Fun! as downloadable content.[65]

Deltarune

After previously teasing something Undertale-related a day earlier, Fox released the first chapter of Deltarune on October 31, 2018, for Windows and macOS for free.[66] Deltarune is "not the world of Undertale", according to Fox, though characters and settings may bring some of Undertale's world to mind,[67] and is "intended for people who have completed Undertale";[68] the name Deltarune is an anagram of Undertale.[69] Fox stated that this release is the first part of a new project, and considered the release a "survey program" to determine how to take the project further.[69] Fox clarified that Deltarune will be a larger project than Undertale; Fox stated it took him a few years to create the first chapter of Deltarune, much longer than it took him to complete the Undertale demo. Because of the larger scope, he anticipates getting a team to help develop Deltarune, and has no anticipated timetable when it will be completed. Once the game is ready, Fox will release the game as one whole package.[67] Fox plans for Deltarune to have only one ending, regardless of what choices the player makes in the game.[67]

Reception

Undertale received critical acclaim, and was quickly considered a cult video game by numerous publications.[78][79] Review aggregator Metacritic calculated an average score of 92 out of 100, based on 43 reviews.[70] Metacritic ranks the game the third-highest rated Windows game released in 2015,[70] and among the top 50 of all time.[80] Praise was particularly directed at the game's writing, unique characters, and combat system. GameSpot's Tyler Hicks declared it "one of the most progressive and innovative RPGs to come in a long time",[40] and IGN's Kallie Plagge called it "a masterfully crafted experience".[16] By the end of 2015, in a preliminary report by Steam Spy, Undertale was one of the best-selling games on Steam, with 530,343 copies sold.[81] By early February 2016, the game surpassed one million sales,[82] and by July 2018, the game had an estimated total of three and a half million players on Steam.[83] Japanese digital PlayStation 4 and PlayStation Vita sales surpassed 100,000 copies sold by February 2018.[84]

Daniel Tack of Game Informer called the game's combat system "incredibly nuanced", commenting on the uniqueness of each enemy encounter.[75] Giant Bomb's Austin Walker praised the complexity of the combat, commenting that it is "unconventional, clever, and occasionally really difficult".[74] Ben "Yahtzee" Croshaw of The Escapist commended the game's ability to blend turn-based and live combat elements.[85] IGN's Plagge praised the ability to avoid combat, opting for friendly conversations instead.[16] Jesse Singal of The Boston Globe found the game's ability to make the player empathize with the monsters during combat if they opted for non-violent actions was "indicative of the broader, fundamental sweetness at the core" of Undertale.[86]

Reviewers praised the game's writing and narrative, with IGN's Plagge calling it "excellent".[16] The Escapist's Croshaw considered Undertale the best-written game of 2015, writing that "is on the one hand hilarious... and is also, by the end, rather heartfelt".[85] Destructoid's Ben Davis praised the game's characters and use of comedy, and compared its tone, characters, and storytelling to Cave Story (2004).[4] PC Gamer's Richard Cobbett provided similar comments, writing that "even its weaker moments... just about work".[76]

The game's visuals received mixed reactions. Giant Bomb's Walker called it "simple, but communicative".[74] IGN's Plagge wrote that the game "isn't always pretty" and "often ugly", but felt that the music and animations compensate.[16] The Escapist's Croshaw remarked that "it wobbles between basic and functional to just plain bad".[85] Other reviewers liked the graphics: Daniel Tack of Game Informer felt that the visuals appropriately match the characters and settings,[75] while Richard Cobbett of PC Gamer commended the ability of the visuals to convey emotion.[76]

Cultural impact

Fandom

Cosplayers portraying (fltr) Sans, Undyne, Papyrus, Toriel, Grillby, and Napstablook. Picture was taken at Tsunacon in Rotterdam, the Netherlands.

About a year after release, Fox commented that he was surprised by how popular the game had become and though appreciative of the attention, he found it stressful. Fox said: "It wouldn't surprise me if I never made a game as successful again. That's fine with me though."[87] The character Sans has been well-received by players, being the subject of many fan works.[88][89][90] Professional wrestler Kenny Omega has expressed his love of Undertale, dressing as Sans for the October 30, 2019, episode of All Elite Wrestling: Dynamite.[91] Sans's addition as a Mii fighter costume in Super Smash Bros. Ultimate garnered positive feedback from fans,[92] although The Commonwealth Times considered his addition to be a "potential problem" due to the decreasing nostalgia factor for each new character and ever-increasing size of the roster.[93] Conversely, Undertale's fanbase also became notorious for its toxicity. Markiplier quit making videos about the game after his second, as he faced harassment for playing the game "wrong".[94]

Accolades

The game appeared on several year-end lists of the best games of 2015, receiving Game of the Month and Funniest Game on PC from Rock, Paper, Shotgun,[95][96] Best Game Ever from GameFAQs,[97] and Game of the Year for PC from The Jimquisition,[98] Zero Punctuation,[99] and IGN.[100] It also received Best PC Game from Destructoid,[101] the Matthew Crump Cultural Innovation Award[102] and Most Fulfilling Crowdfunded Game from the SXSW Gaming Awards;[102] and Game, Original Role Playing from the National Academy of Video Game Trade Reviewers awards.[103]

Undertale garnered awards and nominations in a variety of categories with praise for its story, narrative and for its role-playing. At IGN's Best of 2015, the game received Best Story.[104] Undertale was nominated for the Innovation Award, Best Debut, and Best Narrative at the Game Developers Choice Awards.[105] In 2016, at the Independent Games Festival the game won the Audience Award, and garnered three nominations for Excellence in Audio, Excellence in Narrative, and the Seumas McNally Grand Prize.[106][107] The SXSW Gaming Awards named it the Most Fulfilling Crowdfunded Game, and awarded it the Matthew Crump Cultural Innovation Award.[102] The same year at the Steam Awards the game received a nomination for the "I'm not crying, there's just something in my eye" award.[108] Polygon named the game among the decade's best.[109]

See also

  • List of GameMaker games
  • Homestuck

Notes

  1. ^ 8-4 developed the console versions.[1][2]
  2. ^ Self-published on Steam and GOG.
  3. ^ 8-4 published the console versions.
  4. ^ In role-playing games, "LV" and "EXP" are abbreviations for "[experience] level" and "experience points", respectively, and are desirable to increase.[15]
  5. ^ The endings are referred to as, respectively: the "neutral run"; the "pacifist run"; and the "no mercy run" (fan dubbed the genocide run).[13][16][17]

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External links

  • Official website