Post
The RPG where you can kill everyone, spare everyone, or feel terrible about both.
Toby Fox's Undertale subverted every RPG convention with gleeful precision. The combat system let you spare every enemy through unique bullet-hell mini-games. Killing monsters had permanent consequences that the game remembered across playthroughs. Characters broke the fourth wall, addressed the player directly, and called out save-scumming. The writing was hilarious, the soundtrack was phenomenal, and the genocide route was genuinely harrowing. Undertale made you question the basic assumptions of every RPG you had ever played: why do we kill things for experience points? What if the monsters had feelings?
Example
Sans's boss fight on the genocide route is legendary for its difficulty. He judges you for killing everyone, dodges your attacks (breaking a fundamental RPG rule), and delivers one of gaming's most emotionally devastating monologues about consequences.
Why it matters
Undertale proved that a solo developer could redefine a genre. Its treatment of player choice, morality, and metanarrative influenced countless games that followed and built one of the most passionate fanbases in gaming history.
Related concepts