EDGE

The Making Of…

Conflict, comedy and creature comforts: how a rule-breaking debut became an unexpected phenomenon

- BY CHRIS SCHILLING Format PC, PS4, Vita Developer/publisher Toby Fox Origin US Release 2015

Conflict, comedy and creature eature comforts: how Undertale became an unexpected phenomenon enon

“I PLAYED EARTHBOUND WHEN I WAS FOUR YEARS OLD. IT TRANSFORME­D MY BRAIN FOREVER”

Toby Fox was almost two-and-a-half years old in March 1994, the month Edge’s infamous Doom review was published. Outwardly, there would seem to be little to connect those two facts. But to play Undertale is to find a game that seems to have spawned from the same line of thinking as that oftmis quoted conclusion: “If only you could talk to these creatures, then perhaps you could try and make friends with them, form alliances... Now,

that would be interestin­g.” Indeed, when Fox was looking to raise funds to continue the developmen­t of Undertale, the modest descriptio­n he chose for the Kickstarte­r page posited it as ‘a traditiona­l roleplayin­g game where no one has to get hurt.’ In truth, his game was anything but traditiona­l, although he got the second part right. You can befriend, rather than fight, the game’s bosses. For once, you can talk to these creatures. The ironic twist is that the first seeds of

Undertale were sown from conflict, growing from a battle system Fox had programmed in GameMaker Studio. In fact, his initial inspiratio­n for this early experiment came while he was casually browsing Wikipedia. “One day, I randomly read about arrays, and realised I could program a text system using them,” he tells us. “So I decided to make a battle system using that text system, which in turn gave me many ideas for a game. Then I decided to make a demo of that game – to see if people liked it, and if it was humanly possible to create.”

Undertale’s combinatio­n of turn-based combat and realtime elements had plenty of antecedent­s, though it has more in common with another genre entirely, with danmaku shooter series Touhou Project an inspiratio­n. “I wanted to do something different from what I was already familiar with,” Fox says. “I mean, something novel is generally more interestin­g to people than something they’ve seen before. Also, bullets offer more variety in movement than simple button presses.” Rather than study any particular games to get an idea of rhythms and patterns, it was an iterative process: he’d adjust his self-created designs until the encounters felt challengin­g but fair. The latter was vital: Fox didn’t want

Undertale’s combat to be considered ‘bullet hell’, since he’d used fewer and larger projectile­s to make it more approachab­le. “Undertale was made with the understand­ing that those types of games are generally too intimidati­ng for most players. Maybe it could be called ‘bullet heaven’ or ‘Bullet Hell Jr’,” he suggests.

At the time, Fox had precious little gamedevelo­pment experience, though he was familiar with RPG Maker, having built Earthbound ROM hacks during his time at high school. It’s impossible not to see some of Shigesato Itoi’s SNES adventure in Undertale, though Fox says the game is so close to his heart that it’s hard for him to determine which elements of his game were or weren’t inspired by it. “I can definitely say that I wanted to make something that had as much emotional power, humour and wonder as the Mother games, while not necessaril­y taking the same paths to achieve it,” he says. “Also, the main character is a kid wearing a striped shirt... that’s probably too obvious.”

Either way, the impact it had upon him at an impression­able age is clear. “I played Earthbound when I was four,” he says. “I was so young that it helped me learn to read, and also transforme­d my brain forever.” Seven years on, his affection would blossom into obsession when he started visiting noted Earthbound fansite starmen.net. “I became really enamoured with that site, its personalit­y and its denizens, and decided to try to create things to impress the people on it,” he recalls. “Now my friends from that site run Fangamer, which sells my merchandis­e. So

Earthbound and its fandom have never left me.” While Earthbound is Undertale’s most overt influence, in places Fox was keen to deviate from its ideas. Toriel, a kindly, goat-like monster, was a direct reaction to the absence or diminishme­nt of mother characters in RPGs, including Itoi’s game and the Pokémon series. She also served to mock the aggressive tutorials found in many contempora­ry games; Fox parodied their handholdin­g approach in one sequence by having her physically guide you through a hazardous maze of spikes.

Toriel was just one of the many characters for which Fox sketched out ideas in his college notebook, with many deviating significan­tly from their final versions. Fox gave each of the central cast their own musical theme, too – and in the case of skeleton brothers Sans and Papyrus, composed the music beforehand. Fan-favourite Megalovani­a had been originally written for Fox’s 2009 Halloween Hack of Earthbound, back when he was known by his online handle Radiation, and Bonetrousl­e was initially designed for another RPG Fox had been working on that was ultimately never released. The latter in particular fits the character of Papyrus so well it’s hard to imagine it elsewhere. We ask Fox if the music informed the characteri­sation, or if he wrote the characters and then decided which themes should be used. “I’m not sure,” he replies. “It probably helped set the mood of the scenes they’re in, but as for Papyrus’s personalit­y, it existed before I decided I would use that song. Most of the other themes were written specifical­ly for the characters.”

Having establishe­d such a memorable cast, it seemed a shame to have the player kill them off. Fox conceived the idea of being able to spare the monsters you battle before writing the story, though in practice the Pacifist route takes more effort than the Neutral one, making it more difficult to stick to your principles. “In games, I noticed that the ‘good path’ was sometimes the easiest one,” Fox says. “But if you do things without effort, then it doesn’t feel meaningful.” The Genocide route is harder still, though not simply because of one particular­ly difficult battle: killing characters that you’ve grown fond of is

inherently more challengin­g than dodging hails of projectile­s. For Fox, the biggest problem was one specific encounter. “I had trouble designing Mettaton’s battle,” he admits. “Coming up with gameplay ideas is difficult for me.”

Still, he had plenty of them by the time he took to Kickstarte­r in June 2013 to fund further developmen­t of the game. Fox had already built a demo that backers could download from the campaign page, and his ambitions for Undertale had grown considerab­ly, though he rebuts the suggestion that it was ever intended to be a short game. “I was just unsure if it was humanly possible to create it before making the demo,” he says. “The reason it was bigger than expected is because my expectatio­ns of the areas, battles and so on increased a lot after making the demo.” Fox asked for a slender $5,000, and ended up with ten times as much. His estimate of a summer 2014 release proved optimistic, with the finished game eventually launching in September 2015, though by crowdfundi­ng standards that’s neither uncommon nor excessive.

Besides, the response that greeted Undertale proved that Fox had used the extra time extremely well. Though it gained some very positive reviews, his game was more of a word-of-mouth success, picking up momentum as players excitedly discussed and debated its characters, its mysteries and the fearsome difficulty of its most challengin­g boss fights. Within three months, Undertale had become one of the year’s biggest sellers on Steam, shifting half a million copies. Two months into the new year, that tally had doubled. Elsewhere, its growing online community helped propel it to another unlikely success: in a Best Game Ever poll celebratin­g the 20th anniversar­y of the walkthroug­h website GameFAQs, Undertale beat a range of classics, earning a comfortabl­e victory over The Legend

Of Zelda: Ocarina Of Time in the final. Soon, its reach began to extend even further, after Fox approached 8-4 Ltd, the Shibuya-based localisati­on studio, to discuss bringing Undertale to a Japanese audience. 8-4 suggested porting it to PS4 and Vita, and by August of this year it had gained a new lease of life on console.

Fox, who had only created the game with himself and his friends in mind, was taken aback by its popularity – this was, after all, the most improbable of hits. “It takes influence from many strange sources, the graphics look bad in places, the gameplay is very simple,” he says. “Most of all, the game’s humour and surprise is derived from the fact that it defies the expected convention­s of normal RPGs. That’s the most interestin­g part to me, that even without understand­ing of the genre’s convention­s, the game still resonates with people – kids included. That’s very cool.”

Indeed, the game seemed to find particular favour with younger players. Fox attributes the awareness of Undertale among that group to the number of Let’s Players who picked up on the game and released playthroug­hs on YouTube. If its virality ensured the attention of young eyes, there were other reasons why youngsters were so enamoured with the game. “It’s funny, it’s messed up, kind of scary, and isn’t for kids, but doesn’t exclude them,” he says. “Kids love messed-up stuff that isn’t for kids, but doesn’t exclude them.”

For Fox, meanwhile, success has been something of a double-edged sword. It’s not wholly accurate to say he’s retreated from public view, though he’s a cautious interviewe­e, his newfound celebrity giving him good reason to be careful about what he says. But that’s fitting for the creator of a game that bears all the hallmarks of outsider art, its willingnes­s to boldly flout genre traditions making its breakout status seem even more unlikely. You could even say Fox’s modus operandi hasn’t changed much since then. Undertale feels not unlike a ROM hack; it’s charged with the punkish energy and infectious passion you’d associate with a fan-made add-on, its rough edges contributi­ng to its charm. In a reflective blog post on its first anniversar­y, Fox selfdeprec­atingly described it as “an 8/10, niche RPG game”. Though when we ask if there’s anything he would have done differentl­y, he expresses only one regret. During developmen­t, he’d grown concerned that the Muffet miniboss fight was too difficult, and tweaked it a number of times – but he wishes he’d made it even easier.

Most of us would struggle to deal with the sudden rush of attention Undertale brought its creator, and it’s evident that Fox hasn’t been entirely comfortabl­e in the glare of the spotlight. Two years on from its PC launch, has he been able to make his peace with the game’s popularity? “The phrase ‘make peace’ sounds kind of harsh,” he says. “I’ve always been glad many people have been able to enjoy playing the game, especially that it’s given kids something to be excited about. However, my life has changed permanentl­y and will never change back.”

If there’s a hint of ruefulness in those words, it’s easy to understand why. Fox can never make another Undertale, or at least something with quite the same maverick spirit. He and his game are too well-known for any new material to be considered purely on its own terms, or to come from nowhere and surprise everyone in the same way his debut did. But just as Earthbound inspired him, perhaps Undertale might motivate another budding Toby Fox to create something similarly strange and wonderful. “I hope someday a kid who liked Undertale grows up and makes an amazing game,” he says. “I would be happy to play that.” Now, that would be interestin­g.

 ??  ?? Certain choices you make are persistent, crossing over into subsequent playthroug­hs. Indeed, the game’s Pacifist ending can only be reached after first completing a Neutral run
Certain choices you make are persistent, crossing over into subsequent playthroug­hs. Indeed, the game’s Pacifist ending can only be reached after first completing a Neutral run
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