![]() When the two of you finally fight for real it’s clear that Papyrus is just putting on a show. He starts off genuinely wanting to capture you, but by the end of your time together you’ve both bonded. When Papyrus meets you he’s thrilled to be with someone who can, and will, solve his puzzles. Sure, he may live with his brother Sans, but Sans prefers puns over other kinds of puzzles. However, Papyrus isn’t really incompetent, he’s just lonely. He’s not very good at it though, he doesn’t even recognize you as a human at first, and instead of fighting you directly he prefers to set puzzle-traps. He has vowed to protect the entrance to the monster world from humans, so when you appear he naturally wants to fight you. Your first major opponent is a skeleton guard named Papyrus. This pattern plays out over and over again as you encounter new characters. ![]() A happy monster doesn’t want to hurt you. It’s a simple morality that pairs well with the combat, which is a variation of old JRPG turn-based combat systems just without all the options for attacking.Ĭombat in Undertale is really more of a puzzle: Your opponent is upset for some reason, and while you could just kill them if you wanted to that would make you bad, so to be good and still win you must choose actions like “Flirt”, “Pet”, “Hug”, or “Unhug”, in order to make them feel better. ![]() ![]() If an enemy wants to kill you, you just have to not kill them and eventually your pacifism will make them not want to kill you. Every action in the game is filtered through that prism, so every conflict thus stems from a desire to kill and every resolution thus stems from a refusal to kill. That’s the morality of Undertale in a nutshell: Killing is bad, not killing is good. ![]()
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