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Undertale is what happens when a designer goes out of the norm and manages to disinfect himself from all the vices that the videogame industry has been taking for so long. Yes, there are elements of RPG, pure arcade, mini-games, history with moral decisions , but nothing is solved as we are accustomed. Maybe that's his magic.
But let's recompose ourselves a bit. Undertale is the story of the fall through the rabbit hole. To the underworld where the monsters inhabit , exiled by the man in an ancestral war. We, in the skin of a child to be baptized, will have to find a way to escape from this place. Classic, right? You will not need much time to realize that nothing is as it seems, and that the inclusion of cliches and recognizable elements are only there to be destroyed.
This is demonstrated, for example, the combat system, which in addition to the classic options to fight or use an object is added that of interacting with enemies, so that we can forgive them and not end them. However, if we do not we will not get EXP, and we already know how important this is in a role-playing game, right?
They will, however, attack, but not in a bout of statistics, but in one where we will see our heart (our life) and almost as if a shoot'em up of the branch of the bullet hell is about we will have to dodge its attacks And sometimes even his tears. Because, as we have said before, nothing is what it seems in Undertale's world.
What gets the title impeccably is to fight against the habits of an RPG as if that were its main objective. The constant routine of fighting and looking at a few numbers is replaced by this almost mini - game mechanic , always different, always funny that you will not see practically repeated throughout the adventure, let alone a few final bosses that are the icing on the originality and pure fun.
This premise is repeated in the exploration , always with different puzzles , without daring more than in its final part, probably the least inspired of all, to bore you with a mechanic that you have already surpassed. Therefore, Undertale looks for nothing the constant surprise of the player who must be being in a completely strange world, populated by even stranger monsters and a couple of skeletons as secondary, Sans and Papyrus, who could perfectly well get the prize for best Characters of the year.
It's a shame not to be able to talk and delve into the issues that Undertale wants to deal with or how it does it. Only to mention in passing the surprises he keeps and the ways he has to break the fourth wall to points that rival against the most consecrated examples that you remember in a show of visceral programming. In fact, sometimes he has so much tension to force the latest surprise, twist the gag to the unsuspected, that this could be more repetitive than the title.
But as we say, the surprises never end, and if you come from the generation of games like The Stanley Parable and the whole experimental branch, Undertale may be the best work of the year in that aspect, because also do not forget to have fun with mechanics and Not just with the narrative, to the point that any external information you read about him and not being in the game, is almost a spoiler in itself.
And that's why we can not say anything else, unless you jump into the rabbit hole or do not do it. Choose what you choose, do not prejudge it and try at least to play the demo that accompanies the game, because as you have read (or not) throughout this analysis, what matters least of all is its graphic aspect; Those images that make you frown and think about a little worked title. But it is that, until that, has its meaning.
Undertale can be considered a rarity, but one of those that occur when the way of making video games is so uniform and so constrained that only by taking the opposite way it is possible to surprise. But the work of Toby Fox is not just an anecdote. It is perfectly posed and hides something that connects directly and indirectly with anyone who has spent too much time with a knob in his hands.
Undertale is a game full of variables, secrets and things to discover. It is a title that constantly breaks the fourth wall, and that makes us love their characters. Next, we leave you a list of the best things you may have missed . Some are simple jokes, others are of great importance to the plot.
We strongly recommend that you pass the game before you see anything about it.
End pacifist possessed: If you complete a pacifist run after having made one genocide, in the final sequence you will see a rather malignant surprise.
Final final sequence: At the end of the pacifist route, if we answer that we have to go, we will see a photo next to our friends, while, if we say that we stay with her, we will see a kinematics where she gives us a cake.
Name of Fallen Human: If we name our character as some character in the game or some monster, we will be answered depending on the one we choose. Some names are not allowed.
Villa Temmie: Villa Temmie is located in the falls, more specifically in the lower right of the area where we must light the way with luminescent mushrooms. There apart from these strange beings, we will find the only store of the game where we can sell our objects. TeMoMies.
Room of the artifact: In the falls, if we cover the solitary statue with an umbrella, a melody will sound that we must replicate in the piano of the previous room. A secret door will open and we will find a secret artifact, when you take it, a dog will take it, leaving our inventory full of dog waste.
Dog Waste: They seem useless, but since they are infinite, we can sell them in the Temmie store and get money whenever we want. Also from time to time they will give us dog salads, an item that regains life at random.
Dating with friends: If in the fight with Papyrus, we flirt with him, and we do not kill him, we can go back to his house and have a fun appointment with the skeleton. It is also the same if we save Undyne, and if at the end of the game we return to the hotel we can stay with Alphys. It is very important that you do these things if you want to learn more about the plot .
Waster Gaster: Gaster is a character that is in the game files, has sprites animations and texts, but in the game is not present. It is known that he is not a character removed in the final version, since different monsters of the game make allusions to him. Very creepy .