Whereas most games similar in gameplay to Undertale would have you fight through random encounters with the basic options to attack, use an item or flee, Undertale differentiates itself with two extra options: the ability to ACT and the ability to MERCY. The player chooses to fight the foe if they want to, but may also use ACT to try and find a way to reason with the opponent based on what information they can gather about what the opponent …show more content…
The term most aptly used to describe this effect is meta, or “...something that consciously references... its own features (Define Meta).” This may seem to be a simple element looking at the game from afar. Indeed, many other pieces of media nowadays feature meta elements to make their stories interesting or humerous. What Undertale does goes much deeper than that. It knows that the vast majority of its audience is consisting of video gamers, and it reflects this by constantly upsetting the assumptions and understandings of basic game mechanics that gamers normally have coming into video games (Neeves). The average gamer expects that, when playing an RPG, they will have to kill monsters and get xp just to progress, level up and play the game. At a glance, Undertale conforms to this. Every time you kill a foe, you are gifted “EXP” for your trouble, and enough of that will increase your “LV,” or, as a certain antagonist calls it, “LOVE” It puts the first time player off guard, and lures them into standard gaming habits only to analyse and make the player think on what it is they are actually doing later. When you reach a point near the end of the game, it is revealed that these metrics that are camouflaged as standard mechanics are actually representative of the player 's capacity to