Critical Play: Worldbuilding – Noe Chicas

I decided to continue playing Undertale on steam, created by Toby Fox. From the moment I stepped back into the game, I started noticing how its narrative, formal elements, and genre all work together to create something unique and emotionally resonant. Just as importantly, the player’s play style has a major impact on the story itself. Sparing enemies is not just a narrative option, it actively changes how characters respond, how the story unfolds, and how the game feels. Undertale is rated for teens, and I think that makes sense. Right away, the game shows moments that are surprisingly dark or intense. Flowey, for example, has some truly disturbing transformations that caught me off guard.

 

I left off in Snowdin and proceeded to spend time exploring the area, and what struck me most was how much the environment tells a story through the characters. I talked to every single character I saw. Even though most of them are just static sprites, their dialogue gives them so much personality. It felt like each one had their own life and perspective, which made the town feel alive. The music also plays a big role in building that atmosphere. In town, the music is cozy and light, but as I walk away from it, the sound slowly fades. In combat, the music swells and becomes intense. These contrasts help shape how we feel in different spaces, and that helps tell the story without needing words.

Screenshot of the inside of Grillby’s

 

At one point, the game completely surprised me by turning into a dating sim. After befriending Papyrus, he invites you on a date, complete with goofy transitions and playful, flirty dialogue. It was hilarious, but it also added emotional depth. That moment showed me how Undertale blends different genres in unexpected ways. It did not feel random either. The dating sim sequence helped me learn more about Papyrus, who, beneath all his silliness, is thoughtful and proud of who he is.

Screenshot of the Papyrus dating scene

Other genres also hold significance. Logic puzzles, for instance, engage players with thoughtful challenges while teaching them game mechanics. Combat systems typically revolve around overpowering foes, leveling up, and progressing, but the experience ultimately depends on play style. Initially, I embraced combat’s challenge, relishing skill checks and defeating enemies. However, after accidentally killing Toriel, I returned to my last save and vowed to avoid fighting altogether. Now, my combat game loop focuses on endurance: surviving long enough to flee rather than dealing quick damage to end fights. This shift created an emergent dynamic where mercy, not aggression, became key, causing the game’s narrative to change.

Screenshot of the Papyrus combat scene

Another thing I appreciated was the game’s environmental storytelling. A small detail like the two mailboxes outside Sans and Papyrus’s house, Papryu’s mailbox empty, and San’s overflowing. Even as I walked to the Grillby’s with Sans, everyone was welcoming to him. The buildings are also an invitation to the player to explore. These kinds of moments reward the player for paying attention and figuring out the embedded narrative. They make you look closer and feel more connected to the characters around you.

Screenshot of outside Papyrus and Sans’s house

 

In Undertale, the body is not portrayed as a fixed biological form. Instead, it is something flexible, shaped by emotions, relationships, and moral choices. The main mechanic, the red heart, represents more than just physical health. It reflects identity, determination, and the way you choose to interact with the world. While there are some biologically based traits in the game, such as dogs using their sense of smell most traits are shaped by culture and society. Monsters behave based on their roles, personalities, and social connections rather than only physical characteristics. For example, Toriel is defined by her role as a caretaker, not by her being a goat.

This reflects the ideas we discussed in section about socially constructed identities in games. Just like the Dungeons & Dragons mod we read about that let players choose classes based on culture and background instead of race, Undertale pushes back against the idea that identity and ability are tied to biology. The monsters’ behaviors are rooted in emotional and social contexts, showing that identity is flexible and constructed.

The game encourages players to view the body as something tied to emotions and the choices we make. Traits like empathy and mercy are shown to be beneficial. They lead to healing, friendship, and peaceful resolutions. Choosing not to fight can change your relationships with characters and even shift the direction of the story. On the other hand, violence increases your power in battle but creates emotional distance and leads to darker outcomes.

If I were to change the game’s mechanics to show the body differently, I would add a system where emotions directly affect how you play. Frisk and the monsters could experience emotional states like anger, sadness, or joy, and these emotions would influence how they move, speak, or attack. For example, anger might increase damage but make your movements more reckless, while sadness could slow you down but boost your defense.

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