Undertale: Tales of Dystopia
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Ethics at Play in Undertale: Rhetoric, Identity and Deconstruction
Ethics at Play in Undertale: Rhetoric, Identity and Deconstruction Frederic SERAPHINE The University of Tokyo – ITASIA Program Graduate School of Interdisciplinary Information Studies 7-3-1 Hongo, Bunkyo-ku, Tokyo 113-0033, JAPAN +81-3-5841-8769 Seraphine[at]g.ecc.u-tokyo.ac.jp ABSTRACT This paper focuses on the effect of ethical – and unethical – actions of the player on their perception of the self towards game characters within Toby Fox’s (2015) independent Role Playing Game (RPG) Undertale, a game often perceived as a pacifist text. With a focus on the notions of guilt and responsibility in mind, a survey with 560 participants from the Undertale fandom was conducted, and thousands of YouTube comments were scraped to better understand how the audience who watched or played the different routes of the game, refer to its characters. Through the joint analysis of the game’s semiotics, survey data, and data scraping, this paper argues that, beyond the rhetorical nature of its story, Undertale is operating a deconstruction of the RPG genre and is harnessing the emotional power of gameplay to evoke thoughts about responsibility and raise the player’s awareness about violence and its consequences. Keywords rhetoric, ethics, deconstruction, pacifism, violence, character, avatar, meta-storytelling INTRODUCTION There are some artistic experiences that stick with us for a very long time, aesthetic memories, that one may put between their first kiss and their first fight. For many of its players, a game like Undertale seems to fall into this category. Because its story puts the player in the situation of making choices that affect dramatically the course of the narrative, and the survival of its characters, it seems people who played this game grow an attachment to its fictional characters comparable to the attachment to a friend in their real life. -
Opera Acquires Yoyo Games, Launches Opera Gaming
Opera Acquires YoYo Games, Launches Opera Gaming January 20, 2021 - [Tuck-In] Acquisition forms the basis for Opera Gaming, a new division focused on expanding Opera's capabilities and monetization opportunities in the gaming space - Deal unites Opera GX, world's first gaming browser and popular game development engine, GameMaker - Opera GX hit 7 million MAUs in December 2020, up nearly 350% year-over-year DUNDEE, Scotland and OSLO, Norway, Jan. 20, 2021 /PRNewswire/ -- Opera (NASDAQ: OPRA), the browser developer and consumer internet brand, today announced its acquisition of YoYo Games, creator of the world's leading 2D game engine, GameMaker Studio 2, for approximately $10 million. The tuck-in acquisition represents the second building block in the foundation of Opera Gaming, a new division within Opera with global ambitions and follows the creation and rapid growth of Opera's innovative Opera GX browser, the world's first browser built specifically for gamers. Krystian Kolondra, EVP Browsers at Opera, said: "With Opera GX, Opera had adapted its proven, innovative browser tech platform to dramatically expand its footprint in gaming. We're at the brink of a shift, when more and more people start not only playing, but also creating and publishing games. GameMaker Studio2 is best-in-class game development software, and lowers the barrier to entry for anyone to start making their games and offer them across a wide range of web-supported platforms, from PCs, to, mobile iOS/Android devices, to consoles." Annette De Freitas, Head of Business Development & Strategic Partnerships, Opera Gaming, added: "Gaming is a growth area for Opera and the acquisition of YoYo Games reflects significant, sustained momentum across both of our businesses over the past year. -
Trash Bowl Alabama “Has Anyone Really Been Far Even As Decided to Use Even Go Want to ‘A Question About This’ Look More Like?”
Trash Bowl Alabama “Has Anyone Really Been Far Even as Decided to Use Even Go Want to ‘a question about this’ Look More Like?” Written and Edited by: Brandon Jones, Brody Marshall, Mark Simmons, Jeremy Cummings, Morgan Potts, and Liz Turner. NOTE TO MODERATOR: ALL TOSSUPS AND BONUSES ARE PAIRED AND, IF ANY TOSSUP GOES DEAD, ITS BONUS SHOULD ALSO BE SKIPPED. Packet 4 1. The first six installments in this series got their collective name from Lewis Carroll’s The Hunting of the Snark. That beginning to this series was as a radio program on BBC 4, in which each episode featured Earth being destroyed in a different way. This series has been adapted into various media, most of which were directly managed by the series’ creator, who also wrote the (*) Dirk Gently novels. In one book in this series, the protagonists travel to the planet Magrathea, where they meet Slartibartfast, who is notable for having created most of the fjords in the Norwegian coastline. Other novels in this series include And Another Thing..., as well as The Restaurant at the End of the Universe. For 10 points, what absurdist sci-fi series featuring Trillian, Ford Perfect, and Arthur Dent was created by Douglas Adams? ANSWER: The Hitchhiker’s Guide to the Galaxy <Literature> [JC] 1. Remember that Math Limerick bonus from the last packet? If you don’t remember, don’t worry, we made another! For 10 points each: a. Who once was the Frenchman of fame / Whose proof made a mighty hard game / That only the squares / Could be summed up in pairs / And the sum be a power, the same? ANSWER: Pierre de Fermat b. -
Spring 2018 “Jump Up, Super Star!” Was Featured Heavily in Promotions for Mario’S Newest Adventure: Super Mario Odyssey
The WMGSO is a community orchestra and choir whose mission is to share and celebrate video game music with as wide an audience as possible, primarily by putting on affordable, accessible concerts in the D.C. area. Game music weaves a complex melodic thread through the traditions, shared memories, values, and mythos of an entire international and intergenerational culture. WMGSO showcases this music because it largely escapes recognition in professional circles. The result: classical music with a 21st-century twist, drawing non-gamers to the artistic merits of video game soundtracks, and attracting new audiences to orchestral concert halls. About our Music Director About our Chorus Master Nigel Horne is an experienced Jacob Coppage-Gross started his conductor, clinician and composer, musical studies at age 9. He served as the with a degree in band studies from the conductor for the Gamer Symphony University of Sheffield, England, and a Orchestra at UMD for two years and has Master of Philosophy in Free performed in collaborations with the Composition from the University of Leeds. National Symphony at the Kennedy Center, Nigel has also directed the Rockville Brass as well as at local churches and with other Band since 2009. small groups in the area. Staff Board of Executives Ensemble Manager Rob Garner Music Librarian Zeynep Dilli President Ayla Hurley Arranger Resources Mgr. Josh Haas Vice President Joseph Wang Deputy Conductor Jamin Morden Secretary Sascz Herrmann Assistant Treasurer Patricia Lesley Treasurer Chris Apple Small Ensemble Director Katie Noble Development Director Jenn Ganss Asst. Small Ensemble Director Claire Boswell IT Director Marshall Finch Event Coordinator Emily Monahan Public Relations Director Melissa Apter Multimedia Director Mary Beck Twitch Director Tracy Flanders Stage Manager Iain Kierzewski WMGSO is licensed by the American Society of Composers, Authors and Setup Technician Chris Hicks Publishers. -
Megalovania Piano Letter Keys
Megalovania Piano Letter Keys romanticizingOptic Waverley so dwindling structurally. her Basil checkroom nominalize so grave tenuto that if companionableWalt glow very pastorally.Paten exacerbated Jodie kicks or finesse.his tensors hyalinized electively, but pithecoid Liam never How to our use or keyboard, we cannot post your piano players performing here are supposed to piano letter keys, please go down Megalovania on piano letter notes. Always kidnap the undertale tiles of game. In this tutorial I'll everything you how making play Megalovania on a piano or keyboard. Priests the entire song roblox id to play a lot of a crudely put together picture below is featured in its. Arranged by Kimberly Steele. Choose from undertale megalovania sheet music for a set lists are some video! Tutorial videos of cookies for piano keys you like a yearning quality tablature with promotional and you. Your favorite list songs on Piano s melody, it has megalovania roblox piano similar company and. Sheet music for megalovania roblox id. An improvement code or disliked the megalovania piano similar feeling and now there are. Megalovania roblox id to megalovania roblox piano keys to introduce you have! This sheet but can be played along till the official recording of black song. Andrew hussie megalovania piano letter notes speed up your logic to develop and had always request song and not sure to! There are provided for future requests from a passion for beginners players performing here are in being a piano of time in copyright? MEGALOVANIA and thousands of other assets to build an immersive game or experience. -
Creación De Una Simbología Para Un Videojuego
TFG CREACIÓN DE UNA SIMBOLOGÍA PARA UN VIDEOJUEGO Presentado por Carlos Mercé Vila Tutora: María Lorenzo Hernández Facultat de Belles Arts de Sant Carles Grado en Bellas Artes Curso 2016-2017 Simbología para videojuego. Carlos Mercé 2 RESUMEN Mi trabajo de fin de grado consiste en la realización de un videojuego indie 2D de género acción, aventura, RPG(1) abarcando su producción artística y la creación de un prototipo. Para la elaboración de la historia, ambientación, caracterización y personalización de los personajes precisaré referentes previos, desde lo relativo a otros videojuegos del mismo género, series de anime con las que siento afinidad, pasando por un estudio de mitologías y religiones del mundo, centrándome en la cultura precolombina inca. A partir del anterior estudio me introduciré en la parte práctica del proyec- to, la elaboración de bocetos y concept art para plasmar las ideas y poder trabajar sobre ellas. Después de eso, el siguiente paso consiste en diseñar el juego con un estilo Pixel Art: Personajes, fondos, efectos, menús, etc. La elección de esta estética se debe por la afinidad que me produce trabajar con el 2D y por la nostalgia que me da al recordar a los videojuegos con los que disfrutaba de niño. La última fase del trabajo consistirá en guardar el trabajo de forma ordenada y con el formato de comprensión adecuado para proporcionarlo al encargado de la programación del videojuego, pasando el turno de elaborarlo y darlo a probar a algunas personas escogidas anticipadamente para comprobar la línea de dificultad. Palabras clave: Videojuegos, Pixel Art, dioses incas, 2D, iconografía religiosa, indie, mecánicas. -
Localization of Undertale, an American Video Game, Into Japanese
Localization of Undertale, An American Video Game, Into Japanese Maria Christina Jørstad JAP4693- Mater’s Thesis in Modern Japan (30 Credits) Department of Culture Studies and Oriental Languages (IKOS) UNIVERSITETET I OSLO Spring 2018 II Localization of Undertale, An American Video Game, Into Japanese Maria Christina Jørstad JAP4693- Mater’s Thesis in Modern Japan (30 Credits) Department of Culture Studies and Oriental Languages (IKOS) UNIVERSITETET I OSLO Spring 2018 III © Maria Christina Jørstad 2018 Localization of Undertale, An American Video Game, Into Japanese Maria Christina Jørstad http://www.duo.uio.no Print: Reprosentralen, Universitetet i Oslo IV Abstract In this thesis we will examine the localization of the American RPG-title video game Undertale, a video game created and published by Toby Fox in 2015, in the context of language phenomenon in Japanese fiction and translation called yakuwarigo (i.e. role language in English), and character/attribute language. Yakuwarigo and character/attribute language are virtual languages that are not used in real life, but are used in fiction and translations in order for the reader to more easily identify the characters with the help of stereotypes. In translations into Japanese it seems to be more common to translate the conversation of all female characters or male characters into conversation that are overly feminine or overtly masculine irrespective of their personality, background, age, and social status. However, the analysis of yakuwarigo and character/attribute language used in the Japanese version of Undertale shows that the Japanese version uses abundant yakuwarigo and character/role language to differentiate and therefore create the characters in the video game. -
Â•Š : a Care-Focused Feminist Analysis of Undertale
Augustana College Augustana Digital Commons Women's and Gender Studies: Student Scholarship Women's and Gender Studies & Creative Works Spring 2017 “Don’t You Have Anything Better to Do?” : A Care- Focused Feminist Analysis of Undertale Evan Marzahn Augustana College, Rock Island Illinois Follow this and additional works at: https://digitalcommons.augustana.edu/wgststudent Part of the Feminist, Gender, and Sexuality Studies Commons, Feminist Philosophy Commons, and the Other Film and Media Studies Commons Augustana Digital Commons Citation Marzahn, Evan. "“Don’t You Have Anything Better to Do?” : A Care-Focused Feminist Analysis of Undertale" (2017). Women's and Gender Studies: Student Scholarship & Creative Works. https://digitalcommons.augustana.edu/wgststudent/1 This Student Paper is brought to you for free and open access by the Women's and Gender Studies at Augustana Digital Commons. It has been accepted for inclusion in Women's and Gender Studies: Student Scholarship & Creative Works by an authorized administrator of Augustana Digital Commons. For more information, please contact [email protected]. Marzahn 1 Evan Marzahn Professor Jane Simonsen WGST 420 Seminar 16 May 2017 “Don’t You Have Anything Better to Do?” A Care-Focused Feminist Analysis of Undertale Warning: Major spoilers for the video game Undertale ensue immediately. Sans the skeleton, my favorite character, told me shortly after the start of my third playthrough of Undertale that I was “gonna have a bad time.” I had 147 bad times, actually, tallied on a index card in real life. That is, I attempted the difficult final boss fight of Undertale’s “genocide” route 147 times over one week and lost every time, but I improved with each attempt. -
Transcript of Undertale
1 You’re listening to Imaginary Worlds, a show about how we create them, and why we suspend our disbelief. I’m Eric Molinsky. Four years ago, I reported a story for public radio about independent video games, which were just coming into their own. If you’re not a gamer and you have no idea of what that means -- think about how video games started. Pac Man was a very simple design. But in the 1980s, you had drive to an arcade to play that game on a cabinet machine, or buy an Atari system. Now game slike Halo and BioShock have hyper realistic graphics. You can move around 360-degree. The stories can last 20 hours long. But that also means, today a single programmer can create a game with the sophistication of Super Mario Brothers that you can play on your browser with a keyboard and a mouse. These independent game designers can make their games about whatever they want. Some of them are very quirky, and very personal. One of my listeners wrote me and said I should check out this hot new indie game called Undertale. It’s gotten huge critical acclaim. I had not played indie games for a while, so went online to download Undertale. And I was stunned by how much the world of indie video games had grown since I reported that story. Julian Feeld is the editor of Existential Gamer, a site that reviews games. JULIAN: Video games growing up were my safe space, they were the place I went to where there was no social anxiety, no human interaction that I’d have to decipher and navigate. -
Undertale - Fanny Barnabé – FNRS Postdoctoral Researcher Liège Game Lab – University of Liège – [email protected] 1
Narrativization Processes of Video Game Tutorials - From EarthBound to Undertale - Fanny Barnabé – FNRS Postdoctoral Researcher Liège Game Lab – University of Liège – [email protected] 1. Introduction: The Sub-Genre of “Mothertale” Games EarthBound Undertale // (Shigesato Itoi , 1994) (Toby Fox, 2015) 1. Introduction: The Sub-Genre of “Mothertale” Games 2. A Narratological Study of Video Game Tutorials • From a narratological point of view, video game tutorials are ontologically ambiguous: they create a metadiscourse that no longer addresses only the fictional characters, but also the player (Therrien and Julien, 2015) • They produce many metalepses (Genette, 2004) and mises en abyme 2. A Narratological Study of Video Game Tutorials • Unnatural narratives “conspicuously violate […] conventions of standard narrative forms” (Richardson, 2011: 34) • “Videogames are unnatural narratives par excellence” (Ensslin, 2015: 43) 2. A Narratological Study of Video Game Tutorials • In the field of video games, metalepses are not transgressions, but conventions (Allain, 2018) • Tutorial metalepses are moments when the game signals how it is articulating fiction and gameplay 2. A Narratological Study of Video Game Tutorials • Inclusive definition of the tutorial: = Metalanguage intended to transmit utilitarian information about the commands (“press X for X”), the rules (“the sword can break the blocks”), the behaviors expected by the player (“you can do X”) and the main goals of the game (“you have to save the princess”) 3. Three Degrees of Fictionalization How do tutorials articulate the empirical content and the game’s fictional universe? Non-fictionalization of the tutorial Incrustation of the tutorial in the diegetic environment Avatarization of the tutorial - Tutorial metaphors - Fictionalized metalepsis - Raw metalepsis 3. -
Formatting Example
Formatting example: Fandom: Name by Author Name (x words/x chapters, complete/incomplete/ongoing, last update x/x/xx) (*tag1, *tag2, etc.) Summary (text originally in italics is underlined) Link: example.com (1,882 fics so far) Tag list: *AU *fluff *angst *humor *drama *crack *crossover *gen *shipfic *F/F *F/M *M/M *rating_K/G *rating_K+ *rating_T *rating_M *drabble [≤1k words] *longfic [≥10k words] *old_fic [2012 or earlier] fandom list + # per (109 fandoms total): 16 Ways to Kill a Vampire at McDonalds: 4 17776: 2 Ace Attorney: 189 Akuma no Riddle: 8 Animorphs: 4 Ar nosurge: 2 Attack on Titan: 25 Baccano!: 15 Baka and Test - Summon the Beasts: 1 Baten Kaitos: 6 Bodacious Space Pirates: 4 Calvin & Hobbes: 5 Chaika –The Coffin Princess-: 1 Chihayafuru: 10 Chrono Cross: 1 Chrono Trigger: 13 Cowboy Bebop: 2 Crusader Kings II: 1 Danganronpa: 242 Death Parade: 2 Doki Doki Literature Club: 3 Durarara!!: 12 The Eccentric Family: 4 Fandom for Robots: 1 Fate/Apocrypha: 4 Fate/stay night: 9 Fate/Zero: 22 Final Fantasy IX: 7 Final Fantasy VI: 8 Final Fantasy VII: 4 Final Fantasy VIII: 5 Fire Emblem 7: 9 Fire Emblem: Awakening: 28 Fire Emblem: Fates: 8 Fire Emblem: Path of Radiance/Radiant Dawn: 29 Fire Emblem: The Sacred Stones: 7 Fire Emblem: Three Houses: 120 Flight Rising: 4 Gekkan Shoujo Nozaki-kun: 19 Ghost Trick: 9 Gilmore Girls: 4 GrimGrimoire: 9 .hack//SIGN: 1 Harry Potter: 30 Hatoful Boyfriend: 14 Higurashi no Naku Koro ni: 4 Hyouka: 2 Is the Order a Rabbit?: 3 Jumanji: 3 K-ON!: 1 Kill la Kill: 8 Kindred Spirits on the Roof: 4 King’s Quest: -
Delta Rune How to Beat Jevil
Delta rune how to beat jevil Continue In: Card Castle, Darners, Enemies, and 2 Kind Source Share There is no strategy to defeat the enemy. Good luck! Check, Pirouette, Hypnosis I can do anything! Jewell Jewell is an NPC and bonus boss in Chapter 1 Of Deltarune. Jewell can be found at the bottom of the stairs at the ?????? Card Castle floor. At first it is not seen directly, and it can be spoken to only through the closed door of his prison. Jewell is an optional enemy, and as such, defeating Jewell neither progresses the story nor the change ending. The profile appearance of Jevil is a short, plump imp with a round gray face, elven ears, clown-like eyes with little yellow pupils and black sclera, and a large smiling mouth with yellow, sharp teeth. He has a long, purple tongue that can be seen either when he laughs, or during some of his attacks. He has a purple tail in the shape of a J. He is wearing a purple shirt, black trousers, black cloak, green slippers, black socks, purple mittens and lime green and yellow jester collar. He wears a purple and black harlequin jester hat with two small yellow bells. His head appears to be connected to his body through a reel in the spring (akin to being found in a nest in a box), which is exposed only when attacked. The main story of the story Some time before Chris and Susie entered the Dark World, Jewell worked as a court jester, along with Shv, who was a court magician.