With Chapters 3 & 4, Deltarune’s Lovable Little Guys Remain Its Greatest Strength
Undertale’s central schtick is the kind of trick that can only surprise you once. For those who went into the game without prior knowledge, a crucial element is how it tempts you into playing it like a typical RPG. There’s an intentional friction between the trained desire to gain XP and become more powerful, like you do in most games in this style, contrasted against the increasing realization that battling these sentient monsters doesn’t quite feel morally right.
In my case, after avoiding fighting for a while, I eventually gave in to temptation. I just couldn’t shake the inertia of the genre’s history, and started bashing heads to gain EXP (which are eventually revealed to stand for Execution Points) so I could increase my LV (Level of Violence). After receiving the standard, somewhat incomplete ending, I repented, immediately marathoning through a Pacifist run on the last day of a college vacation, leaving me bleary-eyed but content with my acts of virtual do-gooderism when I showed up to class the next day.
The point is, many of Undertale’s central thematic subversions gain that extra bit of impact thanks to the element of surprise, and while the game has many other boons, like its sharp writing and all-timer soundtrack, its twists are definitely part of its staying power.
So, where does that leave Deltarune, a spiritual successor to Toby Fox’s hit that can’t rely on this rug pull? While the choice to spare or save monsters is still present and affects the world, Fox has repeatedly stated that Deltarune only has one ending, meaning it’s not quite as centered on the conflict of resorting to violence versus engaging in pacifism (although again, that’s still very much there).
Instead, it’s more focused on the meta concept of what “player control” means for those who inhabit this game world, as embodied by the main character Kris, who is seemingly being manipulated by the player against their will. This tale is also deeply rooted in our relationship with fictional spaces, with its dichotomy between the Light World (the “real” world) and the Dark World (a shadow of the real world), and the degree to which stories are perceived as either “real” or immutable, like a prophecy.
And while all these ideas are interesting and set the game apart from its predecessor, it’s still unclear how these concepts will come together because we’re only halfway through this long-running creative project that began back in 2018. In the absence of definitive answers, one of the main elements that has consistently sucked me back into these spaced-out episodic releases is its wonderful band of doofy weirdo characters, something especially true with last month’s Chapters 3 and 4.
The latest episodes waste no time in reuniting Kris, Susie, and Ralsei, immediately reminding us of their well-earned bond as they strike their signature pose and Susie starts talking about how rad last night’s pizza and movies were. Their coming together like this at the start of each chapter always feels like a perfect way to pull us back into the story, because just like them seeing each other after being away, most players are likely returning to this group after an extended absence thanks to the series’ episodic releases.
And as we get into the meat of the story, one of the most satisfying elements across these two installments is how much they pay off Susie and Ralsei’s character arcs. From the jump, it’s immediately obvious that something is off about Ralsei, the fluffy prince from the Dark World who is normally always looking out for his companions. He seems distracted and agitated as Susie repeatedly invites him to come hang out with the Light World, and before long, we find out why: he clarifies that while those from the Light World can come to the Dark World, the same isn’t true the other way around.
Eventually, he also comes clean about his other feelings of inferiority due to being from the Dark World, and how he views himself as existing to help his friends save the Light World before his own home fades into nothing: you see, the Dark World is a reflection of “reality” where our protagonists are from, and from Ralsei’s perspective, his home is nothing but a temporary fantasy. Of course, Susie pushes back on this, saying that no matter what, their relationship is real.
And as for Susie, she continues to drift into the spotlight, so much so that Chapter 4 implies she might be the true protagonist of this story. She’s come the farthest so far out of the cast, going from a bully who sided with the bad guys in Chapter 1, to a person who has finally found a larger purpose and somewhere to belong. She shares her backstory this time around, explaining how she had been an outsider for as long as she could remember, before stumbling into this adventure. It’s been a slow build to get here, and Susie is still often crude, rude, and very much Susie, but her journey is still completely earned.
The banter between these doofuses elevates story beats you’ve probably seen elsewhere into something special, as Fox and company consistently tap into a particular brand of silly, irreverent humor. While it’s tempting to dive into plot theories or discuss the game’s bigger motifs and thematic swings, one of its biggest boons is how it uses humor to make both enemies and allies incredibly endearing. And those frequent laughs are particularly needed when we hit some of the darker turns.
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