Deltarune Rejects the Naïveté of Undertale
This article contains spoilers for basically all of Deltarune, and most of Undertale. Read at your own risk!
On Halloween last week I had the distinct pleasure of telling a friend who loved Undertale that its quasi-sequel had came out that day for free. Developer Toby Fox broke the silence on his newest project in a distinctly Toby Fox style, dropping what looked like an entire game for free.
This new game, Deltarune (an anagram for Undertale, in case you missed that), is set in a universe that includes many of the characters from Undertale, but re-shuffled into slightly different positions. It’s a seemingly modern setting, with cars and police and churches, and a magic closet in the local school leading to a fantasy land where Light and Dark are continually at war. Most interestingly, the game also is already setting itself up as a thematic counterpart to Undertale, acting in conversation with the previous game’s ruminations on violence and pacifism.
Deltarune isn’t exactly a sequel, as it turns out. It’s a demo, a fairly meaty one at about a three-hour playtime, and while it’s marked as “Chapter 1,” a lengthy clarification from Toby Fox explains that the final project will be released as a single purchase, not split by chapter.
Deltarune opens with a character creation sequence. It then tells the player that whatever choices they made don’t matter, and that they are playing as Kris, a young child in the clothing of Chara (the final villain of Undertale). It is quickly established that this character is, in this world, somewhat analogous to Chara in Undertale. They are the adopted child of Toriel, and their older brother is Asriel, making Kris have the same familial relations as Chara did.
This is the first time that the game is establishing its differences between itself and its predecessor. Undertale was a game that was heavily concerned with the actions that the player took, and how those actions reflected out into the gameworld. If the player was violent, the game would take a darker tone, as the player would be viewed as a force of destruction. Here in Deltarune, multiple characters and early-game interactions underscore the message that in this world, your choices don’t matter.
Kris is a distinct character, not an avatar of the player’s actions in the way that Frisk was in Undertale. Multiple hints to this are already hidden within Deltarune, from the game’s menu screen (which notes that Kris has a human soul), to the first SAVE terminal (which notes a pre-existing save game under the name ‘Kris,’ before it is overwritten by the player’s name), to the game’s ending (showing Kris waking up in the night, plunging their hand into their chest and ripping out the small red marker that is used to indicate the player in combat sequences).
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