Undertale | Puzzles and Mercy | Let's Play/Gameplay/Walkthrough Part 2
Ayy everybody! We are live with episode 2 of Undertale! Much shorter then our first episode, but we progress through puzzles (If you can call them that) and the slow start of me ruining my throat voicing Papyrus
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Good gaming everybody! And I'll catch ya all next time c:
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►About: Undertale
►Developer: Toby Fox
►Publisher: Toby Fox
►Undertale is a role-playing video game created by indie developer Toby Fox. In the game, players control a human child who has fallen into the Underground, a large, secluded region underneath the surface of the Earth, separated by a magic barrier. The player meets various monsters during a quest to return to the surface, mainly through the combat system; the player navigates through mini-bullet hell attacks by the opponent cyclically, and can opt to spare monsters instead of attacking and killing them. These choices affect the game, with the dialogue, characters, and story changing based on outcomes.
►Fox developed the entirety of the game independently, including writing and composing the score, with only additional art created by other artists. The game was inspired by the Mother and Mario & Luigi role-playing series, the bullet hell shooter series Touhou Project, and the British comedy show Mr. Bean. Undertale was initially meant to be two hours in length and released in mid-2014, but development took over three years, effectively extending the campaign and delaying the release.
►The game was released on Steam for Microsoft Windows and OS X on September 15, 2015. Upon release, the game was acclaimed for its writing, thematic material, intuitive combat system, musical score, and originality; with praise directed towards its story, dialogue, and characters. The game sold over a million copies, and was nominated for multiple accolades and awards, including Game of the Year from several gaming publications, winning others from conventions including South by Southwest.
►Undertale is a role-playing game that uses a top-down perspective. In the game, players control a child and complete objectives in order to progress through the story. Players explore an underground world of towns and caves, and are required to solve numerous puzzles on their journey. The underground world is the home of monsters, many of whom challenge the player in combat; players decide to kill, flee, or befriend them.
►When players encounter enemies in either scripted events or random encounters, they enter a battle mode. During battles, players control a small red heart which represents their soul, and must avoid attacks unleashed by the opposing monster in a similar fashion to a bullet hell shooter. As the game progresses, new elements are introduced, such as colored obstacles which require players to remain stationary or move through them, and boss battles which change the way players control the heart. Players may choose to attack the enemy, which involves timed button presses, earning EXP and gold for defeating them. Alternatively, they can use the ACT option to perform non-violent actions, which vary depending on the enemy. If players uses the right actions to respond to the enemy, they can choose to spare them and end the fight without killing them. In order for some boss encounters to be completed peacefully, the player is required to survive until the character they are facing has finished their dialogue. The game features various story branches and endings depending on whether players choose to kill or spare their enemies; and as such, it is possible to clear the game without killing a single enemy.
►Monsters will converse with players during the battles, and the game will tell the players what the monster's feelings and actions are. Enemy attacks alter based on how players interact with them: should players choose non-violent options, enemy attacks are easy, whereas they become difficult if players choose violent options. The game relies on a number of metafictional elements in both its gameplay and story. When players participate in a boss battle on a second playthrough, the dialogue will be altered depending on actions in previous playthroughs.
Source- Wikipedia
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