While I'm on the subject, I should probably bring up Undertale Fan Games! Namely Undertale Yellow and TS!Underswap. Spoilers aplenty!
is clearly a passion project with some super nice animation and incredibly accurate expansion of Undertale's world. Even so... I occasionally found the writing to be slightly annoying, especially in the Wild East mission segment. The game clearly thinks characters are more likeable when they are when their pacifist encounters feel entirely pointless, as a majority of boss fights are resolved through INACTION, meaning they literally just realize they shouldn't be fighting you after you do nothing for 13 turns. You are not convincing them that they are in the wrong. They know they are in the wrong and just take some time to accept it. I do not like that. Most of your actions also do nothing, making having them in the first place pointless. It doesn't help that Flowey's dialogue in multiple areas is just him complaining about how slow or crowded it is. Ironically, the characters who are written to be annoying are more likeable because others react to them the same way that you do. El Baildor was exiled for trying to get everyone to dance constantly, Ceroba is weirded out by Mo Money, and Axis is just reaching unheard levels of ticked (level 7 at LEAST). And then for characters like Marlet, she really only gets in your way but the game never seems to realize this. She actually seems more interesting in the neutral and genocide routes, where her hindering you is more intentional. And yet, somehow despite all of that, they NAILED that Pacifist Ending. Even though you go into the game knowing Clover dies, it was very good about not indicating where/when/how that would happen. I thought maybe Clover was going to be on the doorstep to the true lab when Flowey decides that's far enough and just ended them. Instead, the Pacifist Ending was such an unexpectedly heartwrenching moment and I still feel sad just relistening to that section in the OST. Part of the reason that the ending worked so well for me is that Clover was allowed to have somewhat of a character through little moments like holding hands, hugging, doing finger guns with Starlo, and even having their own dialogue boxes. These details are really tiny, but they worked so well to make you care about the character and understand their motivations, giving you enough for their sacrifice to feel genuine and showing that even though they didn't talk, they did listen. Clover even stays standing long enough for Ceroba to leave just to ease her pain of watching another child die, and I was fully in tears by that point. The genocide route has similar stuff, where Clover will pull out their gun or shoot without waiting to be in battle. Of course, there's also the shocking "I was forced to neutralize that human" segment. Because of stuff like this, I feel Clover is a more interesting character than Kris Deltarune (for now). Now, Kris does acts on their own (my favorite example being when they pull out their shield to protect Susie from the Chaos King's attack) and has people refer to how they used to act, but as of right now all we really know about their motivations is that they miss Asriel, feel like they don't fit in with all the monsters, and they don't want to be controlled. All of these are kind of things you'd expect from someone in their shoes, not specifically their character. We also know that they didn't talk too much and were a prankster, mainly from Noelle, but their motivations for both of those traits are unclear, as not talking could have been from shyness around monsters or just been that they didn't have much to say. That said, Undertale Yellow is a complete story while Deltarune only has a fraction of its content out, so maybe we'll get more as we go on. That tangent was a little off track, so to wrap it up I'd say that I really liked all the Undertale Yellow content from Steamworks onwards. The backstory, atmosphere, minigames and battles got so good and creative and made up for the game's sluggish pacing earlier. Both Axis and Guardener put very fun spins on the standard battle formula, with Axis requiring you to intentionally get hit to avoid damage and Guardener forcing you to select parts of the menu repeatedly before you could use them, incentivizing you to prioritize based on your situation (freeing items if you're low on health, selecting fight if you're on that route). Both of these were very fun twists that entirely recontextualized everything, and are some of my favorite Undertale-style battles because of it. This game also let you immediately replay boss fights without sitting through their cutscenes, which was such a welcome addition.
I went into this pretty much blind out of curiosity, fully expecting the swapped roles to be pointless like so many other versions of Underswap... and they weren't? Remember when I was talking about Undertale I mentioned how interesting it would be if you could convince Asgore to pick a different path? THIS IS THAT DIFFERENT PATH. After setting up measures to attack humanity, he realizes he doesn't want to be part of more violence AND IS EXILED BECAUSE OF THAT. And sans takes Papyrus's role to make his brother happy that their town has a real super hero while Papryus finds a new hobby by applying his trap-making skills to creating gadgetry, which is such a fun idea. This game's writing is also so spot-on you literally could have told me this was Toby's next game and I would have believed you. All of the role swaps let you see the characters in a different light while staying almost entirely faithful to their character, like Burgerpant trying to pursue his dream of acting or Mettacrit (Mettaton) trying to be a performer without a physical body and being stuck in smaller gigs as his diaries in Undertale mentioned. It makes me wonder if ghosts don't show up on camera, so he can only do live events. All of the new fights are super fun and wacky, but my personal favorite is the Crossbones battle where he starts using soul modes as a metaphor for saving/loading and Chara's whole situation. At one point he even just stops telegraphing some attacks just to mess with you, which is the most sans thing ever and I love it so much. Even the jump is recontextualized into leaping across tall buildings like a superhero. He also has such a great dynamic with Count Koffin K, Harry and Larry. Speaking of which- having stereotypical monsters in a stereotypical evil castle like some cheesy old horror movies is such a perfect fit for Undertale's world and I can't believe I haven't seen something like it before. One of the penalties for getting hit in an overworld dodging segment is just a Count Koffin K jumpscare and that's like??? Amazing??? Like don't get me wrong I loved all the 1950s stuff in the first area but I can not imagine how they're gonna top the goofy cartoonish antics of the Starlight Isles. And on top of all the fun wacky bits, Team Switched perfectly emulates Toby's mastery over switching moods, with some really sweet moments with the veteran parade and sans and Papyrus spending quality time together. Even Count Koffin K is completely silent as Chara regains a memory before he sincerely asks if they're alright. The story also has put itself in a very interesting position of not just having 7 soulless Temmies, but ALSO HAVING FLOWEY AND ALSO (spoilers) HAVING FLOWEY NOT BE ASRIEL??? This fangame also better explores how humans work by mentioning that cremation is the only way to be sure the human body doesn't continue living after losing the soul. This was such an unexpected addition that perfectly mirrors Undertale's focus more on how monsters work and I'm really interested to see if they continue to expand on it, because the Temmies are bodies without souls and there's one for every human who has fallen (assuming Frisk was in play at one point) so I'm inclined to believe they're basically zombie kids? Briefly touching on the overall gameplay, everything is super polished with a journal to keep track of everything, very abridged repeat cutscenes, a choice between puzzles to avoid making the first area feel stale on different runs, and most delightfully everything was designed for backtracking with lots of speed boosts and fast travel points. Overall, this is by far my favorite Undertale fangame and I'm really excited for it to be continued. I would highly recommend you check it out and do all the side quests.