I’ve heard that the difference is that Neutral route is when Clover pursues Justice as they know it at the time, basing it on the current situation. Pacifist is when Clover gets to know the monsters and decides to pursue Justice on _Their_ behalf. Genocide is when Clover takes Justice to it’s limit, meaning it’s no longer Justice, but Vengeance.
What is Justice but Vengace with flair of rightousnes. What is Vengence but Anger with flair of deserving target. What is Anger but desire to hurt someone to feel better myself.
Props to whoever wrote Flowey in this game, they nailed his character so well that if you told me Toby himself wrote the neutral ending, I'd believe it
I agree, but the neutral ending flowey designs are something. I feel like Photoshop Flowey deserved his design because of his power, but in UTY Flowey does not have that sort of power, and the designs would have been different had Toby designed it. I can agree on Flowey's Petals showing different aspects of Justice, but it felt like UTY N ending Flowey just said "yeah I'm insane now, here's what the second least powereful enemy in the game looks like" (the least powerful being sans)
@@seanmc4700 I mean.. the fight is happening in Flowey's mind, essentially playing with his prey, before he "absorbs your SOUL for good." I also think the newfound power is well earned. He's been your one "saving" grace the entire game, he has access to save files from the moment you start the game. With the lore dump he provides, it feels like the fight is trying to tell you in big, bold letters "THIS FLOWER'S MIND IS BROKEN BEYOND REPAIR.. but a different outcome may at least help." In the end, it's supposed to be unsatisfying. Even Flowey agrees the outcome sucks. Personally, a theory I enjoy is that the Specimen designs (in-between weird art-style Flowey) are to be seen as other objects that were injected with Determination, along with the flower, what with the "Specimen" in the names, the True Lab appearing, and such. I will agree that the fight feels underwhelming compared to the other two finales after the initial shock factor is gone, but the fight ends because Flowey gets bored. It's not the right ending for both of you, so he cuts it short.
Why TF does youtube not show your response WTF?? my second comment is in response to you but I cannnot for the life of me see the response that I am agreeing with???? WTF???
What I find awesome is the fact that Clover actually has his own emotions and actions that are not influenced by the player. Giving things to people or literally shaking from fear after seeing the souls of dead children and wielding a gun for self defense - it all adds to the personality of the characters.
Yeah this is very good, but I also like how the player manipulates Kris in deltarune, it's really interesting how Kris is just the puppet and the soul the "strings" like spamton was
Also it is interesting that Flawed Pacifist (choosing to kill Ceroba) is the one kill in the game that gives 0 EXP. It shows that while you choose to kill, there was no malicious intent and didn't want to distance yourself through it.
@@TankishRBLXTo be fair, he does leave out the fact that the fusion had to first be done with a Boss Monster, and those as we know are extremely few and rare. Ceroba didn’t really have many options on who to do the fusion with. Perhaps Ceroba was also a bit in denial about the risks of the procedure, having too much faith in Chujin’s plan and designs as well as feeling that completing the procedure was effectively the only thing between them and saving all of Monsterkind (and thus honoring Chujin’s legacy in the process and getting a happy ending). Still, I do agree with what other people have suggested in having Kanako do the procedure on herself.
There is also the fact that Kanako found out about it and said she wanted to be a subject for it. Kanako did have some fault for it but, Ceroba is at fault more since Kanako is much younger and didn't fully understand the risks. Ceroba should have really thought long and hard on that choice and I would have rejected it telling her that Chujin died due to this and didn't want to loose what she had left and make a mistake that would hurt her in the end.
The reason that the fangames tend to be more difficult than the property it is based on is to do with their audiences. By nature, fangames like UTY are played by people who are already familiar with Undertale, and want to experience something new. As a result, it is assumed that they are more knowledgeable of the game's mechanics compared to a newcomer, who is very unlikely to play UTY first. That being said, I do agree that some attack patterns could've used playtesting. EDIT: No, I'm not justifying the unfair aspects of the fights. As I said, there should've been more playtesting done on those battles - especially by beginners. I was just pointing at the usual trend of why fangame creators feel the need to elevate difficulty in the first place.
@@jonnysilia5740Then you’re really going to struggle if you ever play Genocide UT. I was really expecting Pacifist Ceroba to be harder then Sans but she was easier then Undyne the Undying imo. Once I learned you could heal via acting every hit was much less punishing and with the dodge mechanic it was just a breeze, anything that I couldn’t dodge normally I could just clip through anyways.
We can understand the reason and still have a right to gripe about it. I like challenging video games, don't get me wrong. I love to spend my time working my way up to a boss fight. But the last thing I want is for it to be "Elden Ring" levels of difficult. The difficulty levels of the Undyne and Sans fights made sense, because their strength is entirely symbolic of WHO they are. Undyne for her "undying" loyalty, and Sans for his oddly vast wisdom. Flowey's fight wasn't "difficult", per se. He was chaotic and angry and vicious... which was made clear by how messy and unplanned his attacks were. At a certain point it became clear that this wasn't a fight to lose, because of all the help you received from others. He was uncoordinated and feeble. It only LOOKS difficult because of the overwhelming graphics. THAT is how you make fights challenging without making them impossible for other players to get through--they are CALCULATED. When it comes to fan games, I honestly believe they're just making fights impossible for the sake of it. They're trying to chase the hardest challenges for their own enjoyment... leaving other passionate gamers out of the equation. Yes, some of us gamers are not God-level mechanical geniuses. Some of us have early arthritis, making all of these ridiculous QTEs more frustrating than they are challenging. Challenges are made to be worked through and eventually completed. Keeping players locked out of your game because you want to skill-cap it is just... sad, almost. Fan games could at least have the heart to include an easy option for passionate fans who aren't professional Fortnite players...
there is now an easy mode as of the most recent patch probably also something something skill issue ??? idk but moral of the story i liked the challenge masochism ftw
My gripe with Ceroba was basically stated here on how there was a clear message from her LATE husband about not using is on their daughter but does it anyway. Would've been different if say the daughter found out and Ceroba constantly told her no when she was asked. Course the one moment of distraction gave the daugher the chance to use it on herself, which would keep the guilt aspect of Ceroba over not protecting their daughter
I think this would be more realistic honestly but I like that she does it herself to give some people more of a reason to kill her and get the other ending without feeling as bad :D
It's... _kind of_ implied the reason of the desperation/delusion in that moment is because they literally do not know of any other boss monster candidate to preform the fusion extraction on, especially when their little experiments are supposed to be top-secret within their family due to a bit of a, uh, smuggled human soul, so it's not like they can ask around. The only boss monsters we know of in canon are strictly the Dreemurr family, no one else we're aware about beside OC Chujin's family. Plus there's a Talk dialogue with Ceroba that mentions some sort of rift between Chujin and his families. Obviously what Ceroba did was, dumb, given it was one of Chujin's final wishes, even if she believed she was certain her method helped to purify the corruption, but at least the game supports that what she did was absolutely misguided. I don't know if the alternate take you suggest would've worked as well, because the writers really seemed to want to drive in Ceroba's desperation for a cause, but it's definitely still tragic I suppose. I guess I should also note that the serum technically never existed, it was never complete. The procedure Ceroba does on Kanako she describes as a "fusion extraction," in hopes of actually _completing_ the serum. Using a "hopefully purified" extract of the human soul to interact with and extract the combined essence of Kanako's soul, rather than just fusing with the soul outright, it wasn't meant to "power up" Kanako or anything. But y'know, shit didn't work. Chujin's serum still remains theoretical even by the end of the game.
@@StripedVideos So, if the serum never existed and was theoretical, what did *SPOILER* take in the killemall route that did, in fact, power them the hecken heck up?
@@gregvs.theworld451 im pretty sure its implied to be determination since she's seen going into the true lab, and the fact she literally melts after being defeated, its probably just a huge coincidence that wasn't fully thought out that it came from a syringe when a syringe with magical superpowering properties was also relevant in the pacifist route.
@@gregvs.theworld451 What the comment above said, pure DT stolen from Alphys lab. Seemingly in a stretch of time after Alphys was able to extract the DT from the souls, but before the experiments on the fallen down fully went underway. The presence of 2 completely different syringes in the plot is a little... confusing, but there's no feasible reason why Alphys would be given that failed extract especially given the experiment's secretly, and Martlet as you probably know has zero knowledge on Chujin's experiments on that matter, she's as surprised as anyone else. Some people suggest Martlet perhaps modified what she stole to make it stronger, or at least knew what she was doing, because Martlet seemingly trained under Chujin, and a few texts suggest Martlet can be smarter than she seems, but it's unclear. The overworld sprites for the syringes are different in color/shape anyways (compare Kanako flashback w/ Neutral rooftop cutscene). Alsoooooo the very end of the track Retribution has a motif from Battle Against a True Hero. If the nail of what's happening with Zenith hasn't been driven in enough. And consider, if it _were_ Chujin's serum that somehow got completed and it turned her into a boss monster, why didn't she leave a lingering soul upon death? Fact that she melted shouldn't discount that, I don't believe.
6:38 To be fair, Deltarune does this too. Noelle isn’t very monsterous, nor is berdly, or Catti, or like any of the new characters. However, Deltarune characters still don’t feel like furry OCs, while the characters in Yellow do. My best guess as to why this is, is the art style, Toby’s art style kinda reminds me of like, cartoons like regular show or whatever, while the character designs in Undertale yellow just use a furry kinda artstyle.
That’s true, but the line between monsters and humans is also a lot blurrier in a couple of ways. Not only are monsters still above ground in Deltarune (albeit somewhat segregated from humans), they aren’t able to harness magic outside of the Dark World. And there are still a few non-humanoid monsters like Jockington.
To it's credit it a lot of the new characters are not overtly pleasing to the eye, Berdly with his odd shapes and expressions, and Suzzy with her less humanistic design and generally *ugly* expressions and teeth definitely draw the line between them and human/humanioid.
Honestly I gotta agree about Ceroba. Soon as you get to her the story basically becomes 100% about her. Not to mention the animated bit you did about her being told NOT to test it on their daughter is 100% how I saw it in my head after the game. If any part of the game felt like bad writing...it was that. Honestly I feel like a better way to of done that would of been for her to deny her Daughter being the test subject (CAUSE SHE WAS TOLD TO) only for her daughter to either steal it and use it on herself or sneak in later to do the same thing. Least then it would of felt like her daughter died in a desperate attempt to help her fallen father and not her mom's stupid choice to ignore her fallen husbands wishes. Ceroba could then STILL feel guilty about her daughters death due to her serum being wrong and not protecting it well enough.
Yeah, I feel like everyone noticed that nonsense. I think they just wanted a reason for Ceroba to feel guilty for her daughter's death, and this was the most obvious way.
@@kenbaird7454 honestly not even needed for her to feel guilty, which is why i think the writing dropped off a cliff at the end of my pacifist run. could have just made her felt guilty about letting her kid inject herself
I didn't think it was bad writing per se (though I am just easy to impress in general), but it definitely wasn't on part with the rest of the game's writing.
You know, after only seeing unrelenting praise or harsh criticism of Undertale Yellow, I needed a review like this. One that sings its praises while also making fair points about its flaws. This is the kind of review that makes me genuinely appreciate the game and its developers. Thanks.
Good video ≠ different This is still pretty harsh criticism. Granted it’s the who,e concept of the “side of salt” thing but this is the really only vid I’ve seen critiquing it this hard
I LOVE how all 3 routes feel equally polished bc like... Every other fangame in existence is like GENOCIDE IS THE ONLY THING THAT EXISTS so it's a breath of fresh air that the NEUTRAL ROUTE is as good as it is
He seems pretty chil in general. When alpharad asked him if he can get a locense for [date start!] Toby aparantly said they dont really do that, but everything he used is publicly avaidable and he can just recreate it and say he made it.
@@EyeWasBored I really hope this new crop of devs makes some headway into AAA. This kind of support is really cool and means cool products for the consumers. It'd be great to have more people in this industry with that kind of mindset, plus in-industry it would probably lead to more officially licensed fan work like Sonic Mania (Goodness knows I would love it if GameFreak allowed a fan team or two a crack at a 2D Pokemon fangame to sell on the Eshop if they won't put in the time to carefully craft new entries in lieu of cranking out cheaply made content each year to follow with the anime and promotional releases, or go back to a 2D style in lieu of the "future" of 3D despite gen 5 still being the best looking Pokémon game in the franchises history don't @ at me. Obviously fan's don't always have the great ideas they think they do, but maybe if a fan team could show of a proof of concept on an idea to be approved so they could prove their ability to write and program, I say leave em' to it.)
Good review. Agree with most of your critiques. I think the designs of the main cast are great, but they all had similar body types and i couldn't help but feel a sense of "same-y" ness. I love em, but it felt like that. As examples from undertale, Sans is short and stout, Papyrus tall and lanky with his body armor giving a large upper body, Alphys "hunchback" dino, and Muffet looks thinner than Papyrus. Undyne and Toriel are among the more human proportions, but their body sizes are still different. I agree that Ceroba plot felt the most pushed. Probably because it went "in depth" with her story compared to Dalv(Can we call his a plotline?) Martlet, and Starlo. Didn't hate it though. Disagree on Martlet's personality being a simple combo of Sans and Papyrus though. Her role is definitely in place of Sans and Papyrus, as the goofy sidekick by your side who has funny dialogue. Otherwise i'd say she's got a mind of her own. I never got the impression of her being lazy compared to Sans, or as puzzle loving as Papyrus. She seemed more like... an eager and clumsy (bird-brained) newbie. Falling asleep on slow days, checking up on her puzzles to make sure they work properly, and arresting who she thought was human. Selling it the most is her constant reference to the royal guard handbook, as she still hasn't memorized all the rules and protocols and frantically pulls it out the moment she gets into trouble, or forgets a line. Her character narrative is ditching the notebook in favor of what she believes is just and right.
I really agree with you. Especially with martlet. Like she has depth to her. She can get pissed (in genocide) and she can be kind (which is who she is normally). She just chooses to be kind
I really want to like Martlet's character as a concept, but I just feel like it wasn't explored much at all. Maybe I just wasn't paying enough attention to her, but it's kind of hard to keep track of her when she does such a horrible job of keeping track of _you_ . She ditches you seconds after joining your party, gets thrown in the bird house immediately after rejoining, and then ditches you again immediately after getting out so you can spend the rest of the game with Ceroba who you spend more time talking to and solving puzzles with. Martlet, the goofy sidekick who has to learns to be less of s stickler, sounds like a great character, but I didn't see that character in UTY. I just saw the inklings of a character that the writers didn't know how to fit neatly into the story and just kept coming up with excuses to _not_ have her in the story or just sticking her into a corner somewhere. It's honestly bewildering how one of the supposed main character could be treated this way; I feel so bad for her. At least with Dalv they were upfront about not wanting to do anything else with him after the ruins so there wasn't much to expect, but with Martlet she's just put on hold indefinitely. Maybe she would have benefitted from being introduced earlier on in Snowden like how Sans and Papyrus are the first monsters you meet in UT's Snowden and you get to talk with them the entire time you're in there. Martlet is only seen briefly in cutscenes before flying off. You don't really get to _meet_ her until the very end of Snowden by which point she's out of time and needs to make way for other characters.
I personally loved the game but the fact that 90% of the time act options on boss fights were useless was a pretty major drawback. TBH I think that the characters were super memorable and the story was pretty solid considering all that went into it. Easily the best fangame I've ever played and leagues above most of the other edge-lord sans bossfight fangames out there. Solid 8/10
@@mineralwassserI'd give undertale an 8/10, storytelling wise I'd give em both 10s though prob shoulda said that in the original post but who has the energy
Oh yeah, true. Time limit-style bosses are kind of boring... In Undertale there are a few similar fights on a pacifist run (Papyrus and Muffet come to mind), but all the others bosses and minibosses usual had a little more action. Toriel had to be forcibly spared until she gave up, Undyne had to be fled from instead of fought/pacified, Mettaton had ratings that would end the battle earlier if you managed to increase them quickly, etc.
Very good analysis! I understand your gripes with the designs and especially Ceroba, though I still enjoyed the characters, particularly Martlet. My one "complaint" is that I'm sad you didn't talk about the neutral ending because it is utter insanity.
You know there’s something wrong with your bullet patterns when the FIRST PATCH for your game includes: - Fixed unfair bullet patterns with genocide midpoint boss - Fixed unfair bullet patterns with genocide final boss - Gave you more healing items before the genocide final boss
i dont think they changed the bullet patterns did they? i know they added an easy mode idk what it does and you get infinite heal and autoshoot but like, its actually not that hard if you just get good tbh, its a learning curve but so is literally every other undertale genocide boss, if you die you learn the pattern because its the same every time and its just automatic
@@tweets009i agree, it reminded me of how long it took me to beat sans, and the satisfaction I got when I finally did it. The only gripe I have with the genocide final boss in yellow is that it feels a bit rng like with some of the attacks
God, thank you for criticizing the plot. The thing is, the game was overall so well made and charming it feels like everyone ignores how completely badly written the entire last 10-20% of the Pacifist route is. Like, up to that point the game has seamlessly integrated its setting and characters into the tone and feel of the original game, and then it just completely collapses in on itself in the end, and it’s really such a shame, because the rest of the story, which overall was incredibly enjoyable, is dragged down by it. What’s such a shame is how it felt like it was going somewhere! I was incredibly invested in everything and all the characters, right up until the reveal of the tapes, and then the somewhere it was going is just. So disappointing. In some ways it was inevitable, what with Clover’s canon fate being what it is, but it felt like, just like with Martlet’s inevitable Undyne The Undying/Sans Ultimate Genocide route boss thing, they really stumbled over themselves in their desire to slavishly parallel canon’s plot beats. It feels like they wanted to copy the original Pacifist ending, with the Amalgamates and all, and it just isn’t a good fit for the story whatsoever. Part of it, admittedly, is petty and just that I disagree with their take on Boss Monsters not being specifically Asgore and Toriel’s species, but the thing is, it’s not just that. Chujin in general just feels like a massive tumor on the plot once he stops being a robotics engineer and SUDDENLY for some reason is a generic mad scientist who SUDDENLY has the knowledge and ability to be experimenting on Not!Determination and SUDDENLY is a Boss Monster and SUDDENLY we’re supposed to care about him and it just all becomes a muddled mess, built around living up to twists that it can’t successfully emulate because they were a one time success that was built on contexts that Yellow just can’t replicate properly. Ceroba is just not compelling as a character! The thing is, actually, I’m lying, she’s compelling and fun and great and interesting as a character… right up until they actually reveal what her deal is, and suddenly it’s just, like. Well, suddenly I don’t like her all that much. Her husband specifically asked her not to involve their daughter, and then her daughter asks really nicely once and she does? Her daughter is like six or something! Why on Earth did Ceroba listen to her? I saw people say that, well, lots of Undertale characters have done bad things, but the thing is that those bad things are either not taken very seriously by the narrative, like how everyone tries to kill Frisk before they make friends and are forgiven, or make logical sense for them to do, like Asgore’s whole deal. Ceroba and Kanako’s story is in a unique cross section of ‘taken seriously by the narrative’ and ‘makes no logical sense to do’, where it completely destroyed my investment in her as a character, where suddenly she’s a woman who killed her daughter through her own stupidity, against her husband’s last and only wishes, while claiming she’s fulfilling them. And in another world, that would actually be really compelling, but the game doesn’t seem to recognize that’s what she did, and wants me to, like, sympathize with her actions in any way whatsoever?... so I’m just left feeling numb to her entire deal, and given she’s the final boss with multiple cutscenes where I’m supposed to be invested in her plight, that’s not a good thing! And I feel insane because I generally don’t see anyone talking about this? Universal praise makes sense, overall I thought everything besides that last little bit was genius, but it is just. So obviously stupid that I can’t believe people don’t mention it. I guess people want to focus on the positives, but, like. Still. A little criticism doesn’t hurt anyone.
I gotta agree, the lore dumping/ expositining was way to much at the end and it made it really complicated. Although i cant deny i like Ceroba, her character comes a bit flat due to the poor execution of her goals and story.
It's kinda funny how the neutral route is the one where Ceroba is the least present and also (to me at least) the best route (that final boss especially)
I personally like aborted pacifist and geno the most since you actually get to confront asgore in those endings. Y'know, like the goal was from the start
I only like Neutral's ending. I'd say my favorite endings from least to most are Pacifist, Neutral, Genocide. That is to say, I like the *bosses* more. Pacifist is the best if we're talking the actual *ending* then genocide for being cool, and Neutral for being nothing
Lol i did the pacifist final boss and It was pretty ez but i am stuck at the genocide one until now (the phase 2 in pre patch don't even have the "endure" act to recover hp)
If they absolutely must they should see if they can do what TheFatRat does where he has content ID, but if credited properly you can just dispute it saying you have a license
@@Conjent the thing is that system was already in place, and the distributors decided it doesn't apply to some hyperspecific situations (more specifically Undertale yellow).
4:24 i knew average games made for fun are play tested, but i never TRULY thought about what the REALLY meant until i had an epiphany while designing my levels/world for Mario Maker 2. the more i played it and thought "this is good, but it feels too easy" so i adjusted things, and critiqued, and adjusted, and then something just clicked mid way through it all: "Holy shit, these are gonna be a pain in the ass to play through. ive been making these levels for ME to play and not ANYBODY." so i went back over EVERY level i had already finished(none were uploaded yet) and corrected the "romhack difficulty" they were teetering on. its so easy to get swept up in "once you know exactly what to do in every situation, its much easier" and then just not ever stop to think about how bad it would come off to everybody who DOESNT know.
You should really do the neutral ending because it definitely has the coolest boss fight, and the highest production value out of anything in the game. Floweys dialogue there is also really great, whoever wrote him has a really good understanding of the character.
@@ElmithianIt’s not, technically. Neutral keeps the game’s status quo the same, Pacifist leads into normal Undertale, and Genocide is a what if. I get that you likely mean it thematically, and not how it works off of canon, though.
@@Alex-ko897 full pacifist maybe suppoced to be true, but it feels less true than even genocide. If ignore Undertale I can clearly say that Genocide is actual true end, where Justice saved humanity.
Chujin: Yeah, we basically invented monster steroids that turns Monsters into 2004 Berry Bonds. Do not put that in our daugther. Kanako: I wanna be like Bonds. (Injection)
yeah i definitely agree that the bullet patterns being ridiculous at some points, and they seem to rely too heavily on orange/blue attacks at certain points combined with other nonsense….and that i found orange attacks to be somewhat glitchy at times, IM LOOKING AT YOU AXIS by the way, i highly, HIGHLY recommend doing the neutral route…rather then just throwing you into the metaphorical trashcan at the end, ill be happy to tell you that there is a massive payoff exclusive too the route that i think you’ll love.
I agree with some of the Ceroba critique. There is a heavy bias of favoritism towards her. To the point that what should have been an epic boss fight with Starlo was replaced with Ceroba bein mad... Like...why did she need a Genocide fight? She already had a grand finale with pacifist. This would be like fighting Asriel instead of Undyne the undying. Starlo would have had a lot to gain character wise from a geno battle. A guy who has only been pretending ti be tough and strong up until this point up against the avatar of justice? There's so much drama to that! But instead we have him dying like a fool (especially if he hits you during the dual) and then a fight with Ceroba that's really just her being "grr, I hope you're happy". Or hey, what if their roles were swapped? Ceroba gets one shotted by Clover causing Starlo to have a real motivation to be true to the facade he's built.
the whole idea is that starlo tries to play it fairly and dies for it and then you are left with ceroba anger tho i guess a role reversal would be interesting
I agree with most of the points, especially the fact that it just throws you into the geno Ceroba fight, but I also think that’s kinda the point with that one especially
@@ScottFalco you were absolutely right on everything, even more about ceroba. And don't worry, as long as you dont talk shit about starlo we won't kill you
Scott brings up a lot of good notes about game design that games need to slowly teach you about a mechanic and how to interact with them... the caveat is that these are FAN games, and similarly that if you're looking into this stuff, the devs are expecting a certain level of game mastery from you to engage with this content (simular to high level DDR/BeatSaber/Pump master charts and custom songs)
it makes sense to expect the player to understand orange and blue attacks, but ceroba's stun-lock is thrown at you instantly without explanation and drains your max hp for not expecting it. It doesn't exist in base undertale so you shouldn't be expected to know it right away
@@MasquedMocha The other bad thing about the stun diamonds is, you have to be moving out of the way *before the attack even appears on the screen* if you want to dodge it in time. Ideally, a skilled player should be able to dodge any attack upon reacting to the start of the attack; they shouldn't have to guess when the attack is going to happen and move preemptively.
9:18 I think the main reason he doesnt attack Clover but Frisk is because Clover doesnt have enough determination to beat Flowey so he can just mess up with the timeline but when Frisk arrived they had a more determined soul meaning they were the one in control and Flowey wasnt and since he wanted to have control back he takes the chance of Frisk being new to the underground and tries to kill them
I think the reason fan games often spike difficulty compared to the standard game is cause they know that people who are playing the fan game will already know something about the base game. It’s the same reason why sequel games tend to have harder bosses, at least from what I’ve seen. There are exceptions, but on a whole the act of someone already having been through the challenge of the sans fight at the very end or even just knowing it creates the expectation of something similar but also different. Do I think yellow did it perfectly, no but they’re building off what is known so idk if there’s any need to teach the player about much like the sans or undyne fight did.
Even then, technically Genocide Ceroba’s battle’s newest gimmick are the Max HP lowering stuff in general and the stunlock/Max HP lowering beam combo. Then, in the second phase, the next gimmick is that the walls drain Max HP. It is definitely harder, but it technically is an introduction to one new mechanic even if you need to play Touhou. Still could be unfair.
Yeah those difficulty increases are fair Especially when its an undertale FANGAME that no one on earth is going to play without being familiar with the original Unlike something like dark souls where a lot of people can and do just hop onto the latest or best regarded game first. What ISN'T fair is not giving a proper build up to new mechanics, because no matter how much you play undertale you won't be familiar with those because well... They are new. It doesn't have to be as explicit of a build up as the original but it has to be there
@@An_Entire_Lime Is there a build up to Sans's karma? No. The Genocide/Vengeance route are not designed to be fair or fun. This is b/c they do not serve as gameplay as much as commentary, commentary on the morbid curiosity of the player. To kill every otherwise loveable character for no other reason than curiosity. Even as the characters and game throw unfair mechanics towards you, you keep going. Expanding on the idea above, those who rage quit, are those who could not bring themselves to go through with this, they saw the ends as not worth the means. This means that those characters "won" they "beat" the player. Not just once, and have then reset, but forever. Infact won could argue that the winners are those who learned their lesson from Undertale, and didn't complete the genocide route. As they learned the lesson that Undertale tried to teach. In summary making the genocide fights *fair* while "good" game design, would take away from one of Undertale's key themes and lesson the emotional impact behind the genocide routes.
Yeah if you ever played a Undertale fangame before, the fights aren't the worst. The main annoying thing is how you need an impossibly fast reaction speed to Ceroba's stun lock
3:47 Personally, I think this intro is ok because yes, you're basically taking forced damage at the very beginning, but it veyr quickly tells you how this fight works and the 2 main threats in the fight: the white squares stun you and the red beams take away max hp. You also don't have time to accidentally screw yourself over by running into the red beams because you're stunned, and the fight goes on from there, introducing the flowers pretty well considering you should know by now to run to the middle of the box after every attack because uhhhh reasons Edit: The blue and orange circles also have been introduced before, they just take a different shape and move quite slow here so it's pretty easy to dodge and figure out
Honestly the game’s more detailed overworld sprites for new characters gave me a bigger appreciation for how sprites are handled in Deltarune. Pretty much every new character introduced in the light world looks like they could be from Undertale, while the more detailed characters are exclusive to the dark world. It makes the contrast of sprite quality feel intentional rather than just a product of a bigger team and Temmie improving since Undertale. That being said, the sprite work for yellow is still undeniably beautiful, and the battle sprites specifically do a good job at feeling like they’re from Undertale while being much more detailed.
6:40 Ah yes! I'm glad I'm not the only one who noticed the difference between character monsters in this game and the ones in the original Undertale. The regular monsters that attack you look still like the monsters from the original with the same silly vibes, but this just makes the gulf between them more noticeable.
Starlo more than dalv tho. Dalv just really looks like a adventure time character. The only problem I have with his design is his round head. If it was more triangular, I'm sure he would've just been great@@powerfullpummel6417
I don’t understand why everyone is so eager to hate UY. This is some kind of duckling syndrome, apparently. This is the first fan game that can be called a full-fledged real game, if it were not based on someone else's work, it could be easily sold. But no, we have to hate everything.
I really don't hate the game by itself. It's really cool that fans were able to make a fan game as big as the base game. I just really disliked, and that's totally my point of view, some character designs as they don't really resemble the monsterlike appearance that everyone in Undertale had.@@russiannatcon
I agree pretty much completely! It deserves the love and attention its been getting and oozes with charm but the story and fight patterns needed more passes
@@MasquedMocha When you first meet Flowey he creates a save file under the name Clover, so it's implied that he already knows it (given the neutral route it does make sense how he'd know it)
Clover is his real name. Gun-hat is a nickname. Get why ScottFalco would call Clover Gun-hat tho. Dude literally did a genocide run for his first playthrough!😂
I loved Undertale Yellow to bits, but even I'll admit that the optional dialogue options were exceptionally long. Pacing dialogue out or even using the staple "..." between paragraphs does wonders when a character talks to you about chapters of their life. It eases us into the mood of the conversation--lets the atmosphere set in. It needed more breaks. Battle dialogue was good about that. Speaking of battles--while I agree that some of the fights are a lot more frantic right out the gate than others--I can't help but feel that, if Undertale Yellow were played shortly after Undertale, the pace wouldn't be too, too overwhelming. The problem is, it's been ~9 years since most of us casually, yet thoroughly, played Undertale--and, needless to say, we're a bit rustier than the game expected us to be, I felt. The battles are *fast*. The Retry option is a blessing--though I find it weird that Retries don't count towards your total death count by the end--apparently only Continues do. Don't know what that's about, but I KNOW I hit Retry more than ONE DEATH'S worth! Trust me! I do find it charming that the game secretly teaches you how to fight a specific boss through an optional arcade game using fairly similar mechanics--I'm sure that my stubbornness to beat it helped me persevere in the end. They were excellent fights! Personal gripe though--god I wish I clicked better with the dance-off boss battle. My fingers could not agree with the configuration nor rhythm--I was very frustrated with how that one functioned. Not a fan of HoldLeft+Z, HoldRight+Z, and Z--I would've much preferred just... holding left, right, or up at the right times. Letting go to do middle is weird to me! Felt needlessly complicated, but I might be just bad--they killed me way more than the final boss did, much to my shame and frustration lmao. "I cannot move-it, move-it!" Q`AQ I swear the game is wonderful though! It's a fantastic fan-game! The sprite animations were definitely my favorite parts!! +`A+ I'll also throw Ceroba's writing a bone here--she lost her husband to his workaholic desperation to keep monsterkind safe--she lost her daughter out of desperation for wanting to make her husband's sacrifices not for nothing, desperation for wanting to make her daughter strong enough to survive humanity's pseudo-annual cruelty, desperation for wanting a better future for herself, her daughter, everyone--to be able to leave their gods-damned underground prison of a life because they already know they can't count on their KING to do anything! None of it justifies their mistakes, but their mistakes were made out of desperation from every direction. To say "their daughter was all they had" would be correct whichever way you interpret it. She placed faith in her husband's life's work--faith in her own tireless research--and in the end--she paid the price for it.
I also kinda got the vibe of the story being focused on a certain character. Though, for me, it wasn’t Ceroba, it was Martlet. It just felt like she had more of a presence in all three routes, rather than a lot in Pacifist and a little in Genocide. It felt like your overall enjoyment would be heavily determined if you like her or not. And I mean, I did like her, but I didn’t really like how much it relied on her.
But she’s not. Neither is ceroba Ceroba is only important in the steamworks and as the final boss. You could practically ignore her too. Players just complain to complain because ceroba is next to you for 1 area Martlets dialogue can be skipped in general. And you could rush through the first part of the wild east. Which then she’s locked in a cell and doesn’t come back in the game until new home and the hotel. Which in genocide she acts like the final boss when she’s practically ignored past snowdin. In neutral it’s the same as pacifist but she dies at the end. She’s there a lot, but is never specifically focused on. Nice try though
@@gamercentral2417 Yeah, she's with you for one area, honestly thats the exact problem I have with her. All her lore is given to you in the span of a single area, and then she's the final boss, if she showed up in MORE places and you could divide the lore between those It'd feel way less oversaturated. As of now she just sort of shows up, is a cool background character, you enter the steamworks, her entire backstory is explained, and then there's a final boss based on that backstory. It's extra weird because Flowey and Berdly 2 showed up several times in different points (Flowey IS how you save after all) and THEN their role in the story ends with the boss. Also... Just ignore her...? My brother in Christ, she's the final boss, if you ignore her then you don't have any context for the final boss, which is way worse than her being annoying I don't even dislike Ceroba, I'm indiferent to her as a character, it's just the way her story is paced that's mind numbingly wonky.
This is the best Side of Salt I’ve ever seen. Truly a clear step in quality and I’m glad Scott is able to finally cook with an actual team to really make this video exude charm
I will say I’m a huge fan of the endure option in the final fight of genocide. Makes it feel less like the sans fight where both of you are avoiding each others attacks and more like you’re both beating the fuck out of eachother and could collapse any moment!
"A lot of the characters have this horrible habit of not shutting up before or during the fights" Scott I thought we learned not to criticize the game that prides itself on dialogue for having a lot of dialogue
4:07 I feel like this point is kinda undone by Sans and his first attack, which throws karma, no Invincibility frames, and a new soul mode all at you immediately. Granted Ceroba is the midway boss and not the final boss, but still
Counter-point, almost all his attacks and soul mode are taken from Papyrus, just amped up and first one is follows another idea: to make Sans stronger and scarier than he is.
@@Artemas_16counter-counter point, in genocide you actually dont fight papyrus, so sans would be the only intro to blue soul mode just being fair and playing devils advocate
Your argument gets undone by the fact Sans is the final boss of the genocide route and the karma mechanic is something the player will get used to after a few tries which is how the fight is meant to play out Sans annoying you till you either gives up or you kill him Ceroba fight is hard for the sake of "le characters gets mads and uses op powers and throws a bunch of bullshit at you with no time to breath"
I starting to think that genocide is definitely implied to be completed after Pacifist, considering the other players opinion. I feel like Undertale Yellow does have learning attacks that will help later with more complicated attack sequence, but not on genocide route I guess
@@deriveepoch2725 Pacifist Cebora is final boss and you have whopping 3 superpowers in that fight. And Genocide essentially makes you fight final boss in the middle of route, but amps it up high and doesn't give powers. So even if you played Pacifist before, its not gonna help you.
There are parts of the Ceroba fight where you HAVE to catch timed projectiles but blue lines literally punish you for doing that objective. It's so RNG based most of the boss battles you just have to get lucky.
That game is basically a race between you and the devs, With you rushing to make the most busted deck and them making the most OP enemies. The mod battles though are a nightmare with vanilla builds.
@@steamtasticvagabond474 ... dear god you triggered my A Super Mario World Central Production flashbacks. I beat the game as much as my emulator would let me (it literally softlocks you on anything better than ZSNES on multiple occasions) and I did not have fun.
8:39 while of course everyone in fangames/creations are 'fanfics' or 'ocs', theres a way to design the characters without it so painfully feeling like something out of a fanfic or some cringe oc.
4:00 that first attack introduces every single mechanic in the fight and is also pretty easy to dodge, the whole attack besides maybe the diamond attack for the player's first attempt is just easily dodgeable attacks that are neither unpredictable, absurdly fast nor cover the whole screen, I'd say it's a good introduction to the fight AND it also highlights the sheer amount of Rage that Ceroba is going through after you kill Starlo by having her attack before your turn, adding even more emotion than there already is to the whole fight whilst still keeping the introduction to her attacks
One thing that i felt while playing is that you get stuck in the Wild East area for wayyyy too long, while in the original Undertale you are always on the move one area to the next
i think its bc clover, unlike frisk, is a character with a distinct design, like you can tell hes a cowboy inspired character so the dunes/wild east was the best place to explore that
You know, I'm already seeing a lot of challenge simps defending the difficulty level of fan games. Let me tell you why it sucks ass. When Undertale came out, I was already losing movement and strength in my hands and fingers. A few years later, I had to give up being a musician because I could not move my stiff fingers that fast anymore. Fast forward to now: My wrists and fingers hurt constantly. I can't do much about it except talk to more and more doctors, trying to figure out what the hell is going on. I am not even 25 yet. Many gamers are not mechanical geniuses. Some gamers, like me, are disabled. I cannot tell you how soul-crushing it is to have to give up your childhood dreams because your body is steadily decaying before you've even reached your prime. Some of us don't want to give up video games. God knows I couldn't live without Skyrim. The problem with fan games upping the difficulty is that it shuns other passionate gamers who just aren't that great at video games. At the very least, they could include a normal difficulty mode. I love Undertale to death (even after the internet kinda ruined it for me), but just because I love Undertale doesn't mean I love having my hands cramp. I love Undertale for its story and its unique characters and for the passion that was put into this game... not for the f*cking difficulty level of the Sans fight.
the thing is, should a fangames developer give up his vision of a game just to make it easier? yellow is harder in difficulty because its assumed you as player have already beaten the original. i feel for your condition, i really do, but sometimes things are just not for you anymore, and its up to you do decide whether to accept that, and choose a different game to enjoy, or expect every game to bend over backwards for every player of every skill.
Unpopular opinion: extremely difficult (but fair) boss fights are a good thing. I mean like, boss fights where it will literally take you 3 hours of constant attempts to beat it. I find myself unsatisfied when I beat a game without breaking a sweat. I want to actually beat a game and feel like I achieved something in the process.
I really could not agree more with the whole "throw as much bullshit all at once at a player and pollute their entire screen with danger is not fun or good game design" like some game devs really need to hear that there is a difference between difficulty, and just pure bullshit
I feel like the difficulty of Undertale Yellow comes from it thinking that you already DO know how Undertale's harder fights work, therefor it can be less lenient on the bosses With that being said, some fights do seem a bit less playtested than others, mainly the final pacifist boss
But even if you know how the fighting and attacks work in the base game, in yellow it just feels unfair at times. How am I supposed to dodge an attack that hasn't been introduced and taught before and only half a second of reaction time? Like you said, it wasn't playtested, or if it was, it was by the wrong people.
@@botsylvain5157or you are just dumb and did genocide first, cerobas first phase in pacifist warned you up to all of the genocides attacks. And if you think “oh but it doesn’t warm you up in pacifist” your wrong. Because the phase after that directly restores all your items, used or not. For martlet you get warmed up pretty good actually. Especially final boss martlet. It gets you warmed up the most especially with snowdin forest genocide martlet.
I think the main problem for me was the difficulty curve. Honestly, every single pacifist fight I played (including the bosses) was of _reasonable_ increasing difficulty until Ceroba showed up, at which point I died like 6 times. I didn't care that much about it afterward because I loved everything else, but damn I was mad as hell during it lmao
@@Charnutboy same for me. But once you get used to cerobas attacks it’s pretty easy. The only phase that gave me a genuine issue and complaint is the final phase which has rng attacks. Making some attack combos almost impossible
3:35 i kinda disagree with this one. undyne in neutral/pacifist route just shows how the mechanic works and goes pretty straightforward along with the opposite arrows too, and makes it harder in genocide. however, along with ceroba, she shows the majority of her powers in pacifist route and just makes it harder in genocide route. i could be saying something wrong, but that's what i think. both of them doesn't have the same difficulty, but goddamn the ceroba fights are much harder than undyne even on genocide.
One thing that I find especially intriguing about Clover, sorry “GunHat” is that unlike Frisk or Kris who are shown to be on some level subservient to the player, Clover has no such issue. There’s little angst with forced determination and “I’m not fully in control, so my actions mean less”. There’s no conscience narrator over the shoulder bs either. Compared to the original Undertale’s over-the-top moral/meta preaching, this game feels much more grounded and less nihilistic. The end result is a protagonist who is very much in control of their own decisions, and at certain points orders the PLAYER around. Having the character we play as actually have some agency over their actions, even their less than moral ones, is a breath of fresh air imo.
yeah it nice to have a undertale/deltarune fan game where the character(clover/gunhat) goes "I have a sense that I might not be fully contro myl actions.......oh well they seems to pointing to right direction". which makes the times where clover take matter until his own hands more shocking in the genocide route
the whole not easing you into fights thing is like that because 1. genocide is supposed to be done after pacifist unless you’re a sadist and 2. it’s supposed to be for people who already played undertale
2:54 (SPOILER) This is actually true since the game decides to pull a "I know that sounds bad" with Axis and Clover just fuckin gains 7 levels and fucking blasts them out of existance.
My only gripe with your mention of the Geno vers of the Ceroba boss fight not introducing you into the mechanics is that In Pacifist (the presumed route that most people will play first) Ceroba's fight starts out slowly introducing the mechanics you get thrown at you during her Geno fight. It is believed that most people play either the Neutral or Pacifist Route(s) first- esp since Geno requires specific actions and choices, which potentially explains the issue you had.
but the thing is you HAVE to take into account the people that will start off with a genocide route. Thus you have to introduce the different and most of all new attacks, even if the genocide route is supposed to be harder. That's just game design. taking into account everything. Teaching new machanics instead of throwing everything at once with only a split second of reaction time.
@@botsylvain5157ok. But that’s where you are wrong 1. If someone does genocide first and is surprised they know no attacks, that’s the point. Sans is basically that entire point. If you don’t know how any of the souls work your dead. 2. If you murder anyone why would the monsters go easy in you, especially when ceroba attacks first 3. Most player will play pacifist or neutral first. If you play genocide you should fully expect difficulty.
difficulty sure, but not stupidly hard. In undertale, the only new attacs in the sans fight are introduced in a way you can react to them even if you don't know what they'll do. when you're blue, you're given about a second to jump when the bones will appear and the unsafe area is shown. Gaster blasters are as wide as the lasers so it's just natural to go where they don't reach, and finally sans throwing your heart into the walls is weird at first but still managable as it'S paired with the bones apperaring which you've seen at the beggings. The difference with Cerobas fight is you're thrown dirctly into a half second reaction time medusa thing that stuns, then a laser that removes some of your max health (also with half a second reaction time) And lastly there's the thing with the borders hitting you. It looked like a stylistic choise , at least for me. But I guess the only problem I have with the fight is the fact that it introduces 4 new attacks without giving you the time to react. For me, the game should be beatable without dying once, just like any other game. I have nothing against difficulty, just not the insane difficulty of your average sans bossfight fan game. @@gamercentral2417
10:03 That footage triggered PTSD from trying to get into Dr. Andonuts' machine (Earthbound on NSO). I spent _minutes_ walking into it, away from it, into it, before it randomly worked.
Same, for some reason, it was easier going inside the machine thingy at the return to Winters with all party members (to get to Summers) then playing as only Jeff and going inside the machine thingy to get to Threed.
I can't say I fully agree with all of your points (Ceroba may or may not be my favorite character and I really don't see as many issues with her place in the story) BUT props to you for being respectful about it! Undertale Yellow was an amazing experience to me and I can't wait to see in what ways things go with UT fanprojects from now on. also play Neutral it's actually really worth it for this one lol
Ceroba was a really interesting character but fights were just ridiculous especially for pacifist, why tf did she need 4 phases it’s pacifist jeez why is she fighting like we actually did something worth punishing
it's never really stated she was in the right during that fight tbf (she's not, she wants Clover's soul to complete hers and Chujin's goals, that's why she wants them dead) and I think it makes for a super climactic fight plus imo her Pacifist fight is tough but fair, especially after it was toned down. way fairer than the Genocide final boss anywya
@@julie-18phase 1 is pretty easy, just memorize the easily learnable attacks. You can even use all 8 of your items Phase 2 restores those items upon death even after usage. Phase 3 you can just use endure, it’s not really luck based but some attack pairings can be really painful Phase 4 is where you save your items for because it is WAY too rng based. 1 attack is too easy, 2 attacks I can handle. 3 attacks epsecually with bad rng is VERY BAD.
@@gamercentral2417Absolutely about phase 4, it was basically a series of the easiest dodges ever, followed up by the most insane unfair attack combo you have ever seen. When you can only take 3-5 hits, combos should NEVER be a thing
It’s impressive that this game managed to be complete after 7 years of development. I read this one fanfic that detailed a setup to a fight against a still alive Clover in Undertale’s genocide route. Knowing how Genocide ended in Yellow, I could definitely imagine the genocide route becoming impossible. Like Clover just injects themself with some determination that Martlet gave them and taking the player’s ability to save as their LV increases out of anger towards the loss of innocent monsters and you’re forced to fight another human. 0:43 Regarding that, I’d recommend Undertoad: Mission Luigi which has a whole segment where get to Luigi before fighting him and it’s not because you go through the Snowdin equivalent in fact you start in Sherberough, the equivalent of Snowdin Town and you have to climb up an obstacle course before getting to Luigi. Sure it’s an AU but Undertoad is one of the best Undertale AU’s since it explores how the Mario cast would handle being in a similar situation to the monsters of Undertale.
Can definitely see the issues you have with some of the bosses and their “average undertale fangame” attacks, but I think it works as an evolution of what undertale had going with its battle system. And as an aspiring game designer I totally get wanting to make fights more complex because the battle system of Toby fox games allows for *so* much creativity. And sidenote, I’m guessing some of the problems with cerobas America fuck yeah route fight stem from doing that route first, but then again since it’s a fangame some people were bound to do it first anyway. Good video in general though
The issue isn't the complexity of the fights though. The issue is how you introduce mechanics in the fight. Start off slow and easy and then ramp up. Starting off every fight like Sans' initial attack is just bad game design.
What Silver said. The issue was never complexity, it was the education. Teach the attacks instead of forcing learning through only trial and error. *Then* drop them into the deep end.
@@Silverizael yeah I get the education part, I think the devs just assume you’re going in after fighting SPOILERS: Ceroba in pacifist But even then I think geno Ceroba starting out like that is at least fitting because she rightfully wants to rip your spine out
The hitboxes and interaction boxes in this game are also consistently finnicky, most of the attack hurtboxes end up being the same size as the sprite or even bigger including the transparent part of the sprite hurting you. A certain final boss is especially egregious for it where it's hard to gauge where you'll even be hurt without repeated tries. For hitboxes, it's often you show up next to the NPC and tap on them but you were too far vertically and nothing happens so you have to move directly to the side or in front of them, where for some reason the interaction boxes never match the sprite which is an opposite issue. In game design, it's a good idea and feels good for the player to make the attacks that hurt the player *much* smaller than shown, or alternatively make the player hurtbox way tinier. Touhou actually understands this and Undertale takes cue from that as well, heck even the 'grazing' mechanic makes its way over to Deltarune and it makes combat feel very rewarding and actively encourages you to take risk for a reward with clear telegraphing when something is close to hurting you. Undertale Yellow does not have as much good telegraphing and the lack of playtesting shows as UTY is also getting patched, with additional accessibility options (some of which I'd argue should've been enabled by default, like "auto rhythm" - but I appreciate it being optional for customizing the challenge!) Having said all that - I'm so glad Undertale Yellow exists, it's amazing that it's released, and at the end of the day it's more Undertale. And I'm extremely happy all of this criticism is also being actively discussed and not swept under the rug so other fangames, and even original projects can take note, as well as let us re-examine Undertale for its flaws and strengths.
@@Silverizaelsans initial attack isn’t bad game design. Same for cerobas Both are meant to catch you off guard and use their strongest attack first. Then it gets much easier
Fun fact: Ceroba’s attacks were so weird and unclear with the hitboxes (pillars) that the first patch had a fox for her in it, although I don’t know how much that helped since I haven’t personally fought her after the patch or seen anyone fight her after the patch
while I agree with most of the complaints, I do have to point out that comparing Ceroba's first attack to Undyne's isn't really a fair comparison when Sans' first attack is right there and does pretty much the same thing
but even if you compared her fight with sans's one, Sans'S fight would still be better because there are not that many new attacks you have to earn compared to Cerobas fight. And yead, Half way boss and not final boss
@@graveslayer9666 yes, and have you seen the final boss? a midboss being similar in difficulty to sans checks out when the final boss is that overtuned
@@botsylvain5157not that many new attacks? All of cerobas attacks are just harder pacifist. All sans attacks are completely different from papyrus. Which even then in cerobas first attack getting hit means nothing
Cons I died like twenty times in the ruins I struggled so much with Axis I don't even want to attempt Ceroba in PACIFIST Good god the paragraphs Pros Very undertale-y "HI SWEET CORN I LOVE YOU" me about 10 minutes into the game I actually didn't mind Axis that much cause GODDAMN THAT TRACK SLAPS
What's funny is that he sadly didn't get to talk about the neutral route (or hasn't play it yet) when it is the route where there is 0 Ceroba involved.
I've only played the Pacifist Run so far, and the only complaint I had was that I didn't get the armor before moving onto the final city area, realized that Ceroba's tougher than I thought, then tried to go back to get the armor. Except I didn't have enough money. And there were no monster encounters to get money. And I couldn't sell anything. So I was essentially stuck with the lower-powered armor during the fight and it made things REALLY difficult. I think that if you're gonna have it possible to go back to a shop to get supplies, you should have a way to get money to GET said supplies. That's my main gripe, at least
@@DiNA-D2 I was in a similar position after spending nearly everything on Axis, but it's solvable. There is an exploit in the Wild East with buying Root Beer from the bar and selling it to Blackjack, it's the only item that sells for more than it costs... by 3G. This isn't a lot but it starts to accumulate over time: once you're able to buy 2 Root Beers, you'll be earning 6G from Blackjack, with 3 you'll be earning 9G, and with a full inventory of them you'll get 24G per sale. It will take you around 15-20 minutes to get enough money to buy all the armor/healing items you need (you also find 2 items for free before Ceroba, plus it's better to keep one or two Root Beers since your HP is low anyway). It's a little tedious but you're preparing for the final boss so it's good to be thorough. And you'd want to fly back to the Wild East anyway to get an HP boost from the doc.
The same thing happened to me too, except I also didn’t have much items. Not being able to sell anything at the hotel was actually infuriating, so instead I had to rummage every single trash can in the area.
Nice to finally find a review of the game that isn’t just sugarcoated praise or harsh criticism. A fine chemical balance of the Good and What Could Be Better. Will definitely give the game a whirl! Thanks mate!
you disregarded neutral route too quickly. it is has this "going against flowey's plan" thing, i think its cool, and defenitly deserves to be mentioned.
To be fair, I think harder fights were very intentional in Yellow. I was disappointed that a lot of your acting options were just another way to pass turns in boss fights, but I think that may be for the best given how repetitive it would feel in such difficult fights. Generally, you're given time to play with new mechanics except in the Genocide run, and there it's generally considered that either you've already seen most of these tricks from the other routes or you've agreed to whatever harm will befall you. Compared to other fan-games, the fights are relatively reasonable, and it would make sense for it to be harder than Undertale since in Undertale you're like a minor time god and you're a lot more drawn in in this game, and this is meant for people who have played Undertale. I do agree that the designs are a little too approachable compared to Undertale, and Ceroba does sort of take over the game out of nowhere and does feel very OC-ish. I still enjoyed her a lot, I'm kind of a sucker for tragic stories so it's not like I didn't enjoy her parts. I really enjoyed this game, I liked it less than Undertale Classic, but it's still one of my favorite games from this year. Solid review.
But you can't go with the logic of : most people will start with genocide so fuck it. Because the moment you give people the possibility to start with genocide, you have to take into account that some will do so. If you don't than it's just plain bias, and we know a lot of people in the community have this particular one.
7:10 i think they trying in combiing deltarune desinn and andertale design UTY more detalised in art style than undertale, also Deltarune more detalised than Undertale. And maybe that is the reason, why charater more like in deltaruneю I mean - deltarune monsters too more humanic, than in undertale, didnt it?
When it comes to the Genocide fights, I think they forgot that Sans isn’t the only Genocide boss. Sans doesn’t introduce you to his attacks right off the bat. You’re meant to die maybe once or twice to that first attack. Even then, his other attacks start simpler with his mechanics and patterns, then they speed said patterns up and adds complexity. Undyne the undying isn’t like that. However, the UT:Y Genocide bosses are like that. And that’s a problem, especially when the game is for people who played Undertale who would now potentially be inclined to go straight to Genocide before doing the route where you can actually learn Ceroba’s mechanics at a reasonable rate. (The final gets an exception, because you did actually technically fight them before.)
3:44 Ok, I agree with the sentiment about game design, but in fairness, that particular attack not only looked easier than Undyne’s, but nothing there looks like it needs to be introduced in the first place. It’s easy to sight read if your paying attention, and mechanics like the blue /orange waves you should already know if you’ve played Undertale (which why wouldn’t you have if your playing a fan game). If your intention is to make a difficult alt route like this that’s for experienced players, you don’t need to introduce and re-introduce things if they’re simple enough to understand via basic video-game knowledge.
I’ve heard that the difference is that Neutral route is when Clover pursues Justice as they know it at the time, basing it on the current situation. Pacifist is when Clover gets to know the monsters and decides to pursue Justice on _Their_ behalf. Genocide is when Clover takes Justice to it’s limit, meaning it’s no longer Justice, but Vengeance.
Genocide is clover becomes batman with a gun
@@random_dumassLOL
What is Justice but Vengace with flair of rightousnes.
What is Vengence but Anger with flair of deserving target.
What is Anger but desire to hurt someone to feel better myself.
@@Karak-_-
"If I beheaded my nightmare, I might feel good for a moment."
Games with a properly executed theme of revenge go so hard.
No no genocide is MERICA (FUCK YEAH)
I'm convinced that if it is a robot and if it is a girl Scott will like it.
shut up, you are right but shut up
@@ScottFalcoif the fox was a robot would it be a 10/10
@@ScottFalco caught in 4K my guy
I mean robot girls are pretty based.
i have never met vendy in my pacifist or genocide routes, who are they
Props to whoever wrote Flowey in this game, they nailed his character so well that if you told me Toby himself wrote the neutral ending, I'd believe it
I agree, but the neutral ending flowey designs are something. I feel like Photoshop Flowey deserved his design because of his power, but in UTY Flowey does not have that sort of power, and the designs would have been different had Toby designed it. I can agree on Flowey's Petals showing different aspects of Justice, but it felt like UTY N ending Flowey just said "yeah I'm insane now, here's what the second least powereful enemy in the game looks like" (the least powerful being sans)
@@seanmc4700 I mean.. the fight is happening in Flowey's mind, essentially playing with his prey, before he "absorbs your SOUL for good." I also think the newfound power is well earned. He's been your one "saving" grace the entire game, he has access to save files from the moment you start the game. With the lore dump he provides, it feels like the fight is trying to tell you in big, bold letters "THIS FLOWER'S MIND IS BROKEN BEYOND REPAIR.. but a different outcome may at least help." In the end, it's supposed to be unsatisfying. Even Flowey agrees the outcome sucks. Personally, a theory I enjoy is that the Specimen designs (in-between weird art-style Flowey) are to be seen as other objects that were injected with Determination, along with the flower, what with the "Specimen" in the names, the True Lab appearing, and such. I will agree that the fight feels underwhelming compared to the other two finales after the initial shock factor is gone, but the fight ends because Flowey gets bored. It's not the right ending for both of you, so he cuts it short.
@@ashleyisanidiot Good interpretation. Though I feel still that the ending is weak, with that grasp, it isn't.
Why TF does youtube not show your response WTF?? my second comment is in response to you but I cannnot for the life of me see the response that I am agreeing with???? WTF???
@@seanmc4700 maybe he deleted it
What I find awesome is the fact that Clover actually has his own emotions and actions that are not influenced by the player. Giving things to people or literally shaking from fear after seeing the souls of dead children and wielding a gun for self defense - it all adds to the personality of the characters.
Plus that True Pacifist ending. Sure the player chooses to be Pacifist, but Clover decided for us all on what Clover was gonna do next.
Yeah this is very good, but I also like how the player manipulates Kris in deltarune, it's really interesting how Kris is just the puppet and the soul the "strings" like spamton was
Also it is interesting that Flawed Pacifist (choosing to kill Ceroba) is the one kill in the game that gives 0 EXP. It shows that while you choose to kill, there was no malicious intent and didn't want to distance yourself through it.
Ok, that animated Chujin scene that pointed out just how ridiculous Ceroba's actions were had me laughing pretty hard.
human... I remember your youtube comments
I wheezed right after she whipped out that syringe.
@@Boomblox5896 fr lol
@@TankishRBLXTo be fair, he does leave out the fact that the fusion had to first be done with a Boss Monster, and those as we know are extremely few and rare. Ceroba didn’t really have many options on who to do the fusion with. Perhaps Ceroba was also a bit in denial about the risks of the procedure, having too much faith in Chujin’s plan and designs as well as feeling that completing the procedure was effectively the only thing between them and saving all of Monsterkind (and thus honoring Chujin’s legacy in the process and getting a happy ending). Still, I do agree with what other people have suggested in having Kanako do the procedure on herself.
There is also the fact that Kanako found out about it and said she wanted to be a subject for it. Kanako did have some fault for it but, Ceroba is at fault more since Kanako is much younger and didn't fully understand the risks. Ceroba should have really thought long and hard on that choice and I would have rejected it telling her that Chujin died due to this and didn't want to loose what she had left and make a mistake that would hurt her in the end.
The reason that the fangames tend to be more difficult than the property it is based on is to do with their audiences. By nature, fangames like UTY are played by people who are already familiar with Undertale, and want to experience something new. As a result, it is assumed that they are more knowledgeable of the game's mechanics compared to a newcomer, who is very unlikely to play UTY first.
That being said, I do agree that some attack patterns could've used playtesting.
EDIT: No, I'm not justifying the unfair aspects of the fights. As I said, there should've been more playtesting done on those battles - especially by beginners. I was just pointing at the usual trend of why fangame creators feel the need to elevate difficulty in the first place.
Can confirm, never played the original but pacifist Cenobu was a touhou shit show.
@@jonnysilia5740Then you’re really going to struggle if you ever play Genocide UT.
I was really expecting Pacifist Ceroba to be harder then Sans but she was easier then Undyne the Undying imo.
Once I learned you could heal via acting every hit was much less punishing and with the dodge mechanic it was just a breeze, anything that I couldn’t dodge normally I could just clip through anyways.
yeah ceroba/all of pacifist was kinda bitchmade
genocide kicked my ass though :3@@hanging4176
We can understand the reason and still have a right to gripe about it.
I like challenging video games, don't get me wrong. I love to spend my time working my way up to a boss fight. But the last thing I want is for it to be "Elden Ring" levels of difficult. The difficulty levels of the Undyne and Sans fights made sense, because their strength is entirely symbolic of WHO they are. Undyne for her "undying" loyalty, and Sans for his oddly vast wisdom. Flowey's fight wasn't "difficult", per se. He was chaotic and angry and vicious... which was made clear by how messy and unplanned his attacks were. At a certain point it became clear that this wasn't a fight to lose, because of all the help you received from others. He was uncoordinated and feeble. It only LOOKS difficult because of the overwhelming graphics. THAT is how you make fights challenging without making them impossible for other players to get through--they are CALCULATED.
When it comes to fan games, I honestly believe they're just making fights impossible for the sake of it. They're trying to chase the hardest challenges for their own enjoyment... leaving other passionate gamers out of the equation. Yes, some of us gamers are not God-level mechanical geniuses. Some of us have early arthritis, making all of these ridiculous QTEs more frustrating than they are challenging.
Challenges are made to be worked through and eventually completed. Keeping players locked out of your game because you want to skill-cap it is just... sad, almost. Fan games could at least have the heart to include an easy option for passionate fans who aren't professional Fortnite players...
there is now an easy mode as of the most recent patch probably
also something something skill issue ???
idk but moral of the story i liked the challenge masochism ftw
My gripe with Ceroba was basically stated here on how there was a clear message from her LATE husband about not using is on their daughter but does it anyway. Would've been different if say the daughter found out and Ceroba constantly told her no when she was asked. Course the one moment of distraction gave the daugher the chance to use it on herself, which would keep the guilt aspect of Ceroba over not protecting their daughter
I think this would be more realistic honestly but I like that she does it herself to give some people more of a reason to kill her and get the other ending without feeling as bad :D
It's... _kind of_ implied the reason of the desperation/delusion in that moment is because they literally do not know of any other boss monster candidate to preform the fusion extraction on, especially when their little experiments are supposed to be top-secret within their family due to a bit of a, uh, smuggled human soul, so it's not like they can ask around. The only boss monsters we know of in canon are strictly the Dreemurr family, no one else we're aware about beside OC Chujin's family. Plus there's a Talk dialogue with Ceroba that mentions some sort of rift between Chujin and his families. Obviously what Ceroba did was, dumb, given it was one of Chujin's final wishes, even if she believed she was certain her method helped to purify the corruption, but at least the game supports that what she did was absolutely misguided. I don't know if the alternate take you suggest would've worked as well, because the writers really seemed to want to drive in Ceroba's desperation for a cause, but it's definitely still tragic I suppose.
I guess I should also note that the serum technically never existed, it was never complete. The procedure Ceroba does on Kanako she describes as a "fusion extraction," in hopes of actually _completing_ the serum. Using a "hopefully purified" extract of the human soul to interact with and extract the combined essence of Kanako's soul, rather than just fusing with the soul outright, it wasn't meant to "power up" Kanako or anything. But y'know, shit didn't work. Chujin's serum still remains theoretical even by the end of the game.
@@StripedVideos So, if the serum never existed and was theoretical, what did *SPOILER* take in the killemall route that did, in fact, power them the hecken heck up?
@@gregvs.theworld451 im pretty sure its implied to be determination since she's seen going into the true lab, and the fact she literally melts after being defeated, its probably just a huge coincidence that wasn't fully thought out that it came from a syringe when a syringe with magical superpowering properties was also relevant in the pacifist route.
@@gregvs.theworld451 What the comment above said, pure DT stolen from Alphys lab. Seemingly in a stretch of time after Alphys was able to extract the DT from the souls, but before the experiments on the fallen down fully went underway. The presence of 2 completely different syringes in the plot is a little... confusing, but there's no feasible reason why Alphys would be given that failed extract especially given the experiment's secretly, and Martlet as you probably know has zero knowledge on Chujin's experiments on that matter, she's as surprised as anyone else. Some people suggest Martlet perhaps modified what she stole to make it stronger, or at least knew what she was doing, because Martlet seemingly trained under Chujin, and a few texts suggest Martlet can be smarter than she seems, but it's unclear. The overworld sprites for the syringes are different in color/shape anyways (compare Kanako flashback w/ Neutral rooftop cutscene).
Alsoooooo the very end of the track Retribution has a motif from Battle Against a True Hero. If the nail of what's happening with Zenith hasn't been driven in enough. And consider, if it _were_ Chujin's serum that somehow got completed and it turned her into a boss monster, why didn't she leave a lingering soul upon death? Fact that she melted shouldn't discount that, I don't believe.
6:38 To be fair, Deltarune does this too. Noelle isn’t very monsterous, nor is berdly, or Catti, or like any of the new characters.
However, Deltarune characters still don’t feel like furry OCs, while the characters in Yellow do. My best guess as to why this is, is the art style, Toby’s art style kinda reminds me of like, cartoons like regular show or whatever, while the character designs in Undertale yellow just use a furry kinda artstyle.
Deltarune isn't in Undertale universe, right?
@@puipuypuypui8591
Its not, but it uses the same "monster" species so comparing it to Yellow on that regard is fair
That’s true, but the line between monsters and humans is also a lot blurrier in a couple of ways. Not only are monsters still above ground in Deltarune (albeit somewhat segregated from humans), they aren’t able to harness magic outside of the Dark World. And there are still a few non-humanoid monsters like Jockington.
To it's credit it a lot of the new characters are not overtly pleasing to the eye, Berdly with his odd shapes and expressions, and Suzzy with her less humanistic design and generally *ugly* expressions and teeth definitely draw the line between them and human/humanioid.
@@dannylopez5976 I for one think Susie looks cool as hell. like a fucking huge knife with a unique pattern of serrations
Honestly I gotta agree about Ceroba. Soon as you get to her the story basically becomes 100% about her. Not to mention the animated bit you did about her being told NOT to test it on their daughter is 100% how I saw it in my head after the game. If any part of the game felt like bad writing...it was that. Honestly I feel like a better way to of done that would of been for her to deny her Daughter being the test subject (CAUSE SHE WAS TOLD TO) only for her daughter to either steal it and use it on herself or sneak in later to do the same thing. Least then it would of felt like her daughter died in a desperate attempt to help her fallen father and not her mom's stupid choice to ignore her fallen husbands wishes. Ceroba could then STILL feel guilty about her daughters death due to her serum being wrong and not protecting it well enough.
Yeah, I feel like everyone noticed that nonsense. I think they just wanted a reason for Ceroba to feel guilty for her daughter's death, and this was the most obvious way.
@@kenbaird7454 honestly not even needed for her to feel guilty, which is why i think the writing dropped off a cliff at the end of my pacifist run. could have just made her felt guilty about letting her kid inject herself
I didn't think it was bad writing per se (though I am just easy to impress in general), but it definitely wasn't on part with the rest of the game's writing.
@@PryzmMusicbasically
You know, after only seeing unrelenting praise or harsh criticism of Undertale Yellow, I needed a review like this. One that sings its praises while also making fair points about its flaws. This is the kind of review that makes me genuinely appreciate the game and its developers. Thanks.
Yeah this was perfect
Where have you been looking lol.
@@implosive4778 RUclips comments mostly, probably not the best place to look
Good video ≠ different
This is still pretty harsh criticism. Granted it’s the who,e concept of the “side of salt” thing but this is the really only vid I’ve seen critiquing it this hard
Whose been saying harsh things about it? Not trying to start anything here, I am just genuinely curious.
I LOVE how all 3 routes feel equally polished bc like... Every other fangame in existence is like GENOCIDE IS THE ONLY THING THAT EXISTS so it's a breath of fresh air that the NEUTRAL ROUTE is as good as it is
I'm glad that neutral isn't just boneless pacifist like it is in base undertale
you can tell they wanted the neutral route to be interesting as well since it debatably the coolest boss fight
@@MasquedMocha the neutral ending ends with flowey telling you to play again and pick a different route but the fight is cool
I’m sad that the neutral route’s final boss wasn’t at least alluded to in the video
its so fucking good like it has the best boss by far. Unironically one of my favorite boss fights maybe ever.
Honestly that’s pretty cool that Toby is supportive of the development of this game.😺
He seems pretty chil in general. When alpharad asked him if he can get a locense for [date start!] Toby aparantly said they dont really do that, but everything he used is publicly avaidable and he can just recreate it and say he made it.
I mean it makes sense considering his first game related project was an earthbound fangame
Yeah, he's really chill about all of the fan content. Heck, the creator of the first fangame, Undertale Red, is working on Deltarune if memory serves.
@@EyeWasBored I really hope this new crop of devs makes some headway into AAA. This kind of support is really cool and means cool products for the consumers. It'd be great to have more people in this industry with that kind of mindset, plus in-industry it would probably lead to more officially licensed fan work like Sonic Mania (Goodness knows I would love it if GameFreak allowed a fan team or two a crack at a 2D Pokemon fangame to sell on the Eshop if they won't put in the time to carefully craft new entries in lieu of cranking out cheaply made content each year to follow with the anime and promotional releases, or go back to a 2D style in lieu of the "future" of 3D despite gen 5 still being the best looking Pokémon game in the franchises history don't @ at me. Obviously fan's don't always have the great ideas they think they do, but maybe if a fan team could show of a proof of concept on an idea to be approved so they could prove their ability to write and program, I say leave em' to it.)
@@greenhydra10it’s probably not first but yes
What I love particularly is that they made the neutral ending its own actual plot, and it ended up being my favorite one
well, not really.
until steamworks pacifist and neutral are pretty similar.
but yeah loved ug apartments in neutral
I think Touhou fox was just following Sanses future advice of "using your strongest attack first"
Good review. Agree with most of your critiques.
I think the designs of the main cast are great, but they all had similar body types and i couldn't help but feel a sense of "same-y" ness. I love em, but it felt like that. As examples from undertale, Sans is short and stout, Papyrus tall and lanky with his body armor giving a large upper body, Alphys "hunchback" dino, and Muffet looks thinner than Papyrus. Undyne and Toriel are among the more human proportions, but their body sizes are still different.
I agree that Ceroba plot felt the most pushed. Probably because it went "in depth" with her story compared to Dalv(Can we call his a plotline?) Martlet, and Starlo. Didn't hate it though.
Disagree on Martlet's personality being a simple combo of Sans and Papyrus though. Her role is definitely in place of Sans and Papyrus, as the goofy sidekick by your side who has funny dialogue. Otherwise i'd say she's got a mind of her own. I never got the impression of her being lazy compared to Sans, or as puzzle loving as Papyrus. She seemed more like... an eager and clumsy (bird-brained) newbie. Falling asleep on slow days, checking up on her puzzles to make sure they work properly, and arresting who she thought was human. Selling it the most is her constant reference to the royal guard handbook, as she still hasn't memorized all the rules and protocols and frantically pulls it out the moment she gets into trouble, or forgets a line. Her character narrative is ditching the notebook in favor of what she believes is just and right.
I really agree with you. Especially with martlet. Like she has depth to her. She can get pissed (in genocide) and she can be kind (which is who she is normally). She just chooses to be kind
I really want to like Martlet's character as a concept, but I just feel like it wasn't explored much at all. Maybe I just wasn't paying enough attention to her, but it's kind of hard to keep track of her when she does such a horrible job of keeping track of _you_ .
She ditches you seconds after joining your party, gets thrown in the bird house immediately after rejoining, and then ditches you again immediately after getting out so you can spend the rest of the game with Ceroba who you spend more time talking to and solving puzzles with.
Martlet, the goofy sidekick who has to learns to be less of s stickler, sounds like a great character, but I didn't see that character in UTY. I just saw the inklings of a character that the writers didn't know how to fit neatly into the story and just kept coming up with excuses to _not_ have her in the story or just sticking her into a corner somewhere. It's honestly bewildering how one of the supposed main character could be treated this way; I feel so bad for her. At least with Dalv they were upfront about not wanting to do anything else with him after the ruins so there wasn't much to expect, but with Martlet she's just put on hold indefinitely.
Maybe she would have benefitted from being introduced earlier on in Snowden like how Sans and Papyrus are the first monsters you meet in UT's Snowden and you get to talk with them the entire time you're in there. Martlet is only seen briefly in cutscenes before flying off. You don't really get to _meet_ her until the very end of Snowden by which point she's out of time and needs to make way for other characters.
@@kobunnight I believe they should have just added a hangout for some of the characters
I personally loved the game but the fact that 90% of the time act options on boss fights were useless was a pretty major drawback. TBH I think that the characters were super memorable and the story was pretty solid considering all that went into it. Easily the best fangame I've ever played and leagues above most of the other edge-lord sans bossfight fangames out there. Solid 8/10
Isn't that the case in regular undertale, too?
@@mineralwassserI'd give undertale an 8/10, storytelling wise I'd give em both 10s though prob shoulda said that in the original post but who has the energy
Undertale does the same thing and its obnoxious there too. Literally half of the boss fights are just "Wait"
@@SSL_2004 Act options being useless is different from not easily ending the fight on their own.
Oh yeah, true. Time limit-style bosses are kind of boring... In Undertale there are a few similar fights on a pacifist run (Papyrus and Muffet come to mind), but all the others bosses and minibosses usual had a little more action. Toriel had to be forcibly spared until she gave up, Undyne had to be fled from instead of fought/pacified, Mettaton had ratings that would end the battle earlier if you managed to increase them quickly, etc.
Very good analysis! I understand your gripes with the designs and especially Ceroba, though I still enjoyed the characters, particularly Martlet. My one "complaint" is that I'm sad you didn't talk about the neutral ending because it is utter insanity.
Well, he was clearly trying to avoid major spoilers outside of his rant about Ceroba, so that's understandable
@dr.loboto1171 Ohhh right, fair.
I remember just missing neutral because i thought i would do it with pacifist like in undertale
Him saying that this is before Flowey is sick of everything makes me think that he didn't play the neutral ending
@@vsptylore3639 it is kinda true, it's just not true that Flowey's being genuine while showing kindness
You know there’s something wrong with your bullet patterns when the FIRST PATCH for your game includes:
- Fixed unfair bullet patterns with genocide midpoint boss
- Fixed unfair bullet patterns with genocide final boss
- Gave you more healing items before the genocide final boss
Exactly. It's fun. It's good. But, after hour 4?? yeah... It kinda leaves a salty taste in your mouth -_-
Is this the 1.1 patch? Cause it doesn’t say those patches anywhere.
i dont think they changed the bullet patterns did they? i know they added an easy mode idk what it does and you get infinite heal and autoshoot but like, its actually not that hard if you just get good tbh, its a learning curve but so is literally every other undertale genocide boss, if you die you learn the pattern because its the same every time and its just automatic
@@tweets009i agree, it reminded me of how long it took me to beat sans, and the satisfaction I got when I finally did it. The only gripe I have with the genocide final boss in yellow is that it feels a bit rng like with some of the attacks
@@yeahyeahyeahyhea5991no. That’s pacifist.
Genocide has set attacks which you can get every time
God, thank you for criticizing the plot. The thing is, the game was overall so well made and charming it feels like everyone ignores how completely badly written the entire last 10-20% of the Pacifist route is. Like, up to that point the game has seamlessly integrated its setting and characters into the tone and feel of the original game, and then it just completely collapses in on itself in the end, and it’s really such a shame, because the rest of the story, which overall was incredibly enjoyable, is dragged down by it.
What’s such a shame is how it felt like it was going somewhere! I was incredibly invested in everything and all the characters, right up until the reveal of the tapes, and then the somewhere it was going is just. So disappointing.
In some ways it was inevitable, what with Clover’s canon fate being what it is, but it felt like, just like with Martlet’s inevitable Undyne The Undying/Sans Ultimate Genocide route boss thing, they really stumbled over themselves in their desire to slavishly parallel canon’s plot beats.
It feels like they wanted to copy the original Pacifist ending, with the Amalgamates and all, and it just isn’t a good fit for the story whatsoever. Part of it, admittedly, is petty and just that I disagree with their take on Boss Monsters not being specifically Asgore and Toriel’s species, but the thing is, it’s not just that.
Chujin in general just feels like a massive tumor on the plot once he stops being a robotics engineer and SUDDENLY for some reason is a generic mad scientist who SUDDENLY has the knowledge and ability to be experimenting on Not!Determination and SUDDENLY is a Boss Monster and SUDDENLY we’re supposed to care about him and it just all becomes a muddled mess, built around living up to twists that it can’t successfully emulate because they were a one time success that was built on contexts that Yellow just can’t replicate properly.
Ceroba is just not compelling as a character! The thing is, actually, I’m lying, she’s compelling and fun and great and interesting as a character… right up until they actually reveal what her deal is, and suddenly it’s just, like. Well, suddenly I don’t like her all that much.
Her husband specifically asked her not to involve their daughter, and then her daughter asks really nicely once and she does? Her daughter is like six or something! Why on Earth did Ceroba listen to her?
I saw people say that, well, lots of Undertale characters have done bad things, but the thing is that those bad things are either not taken very seriously by the narrative, like how everyone tries to kill Frisk before they make friends and are forgiven, or make logical sense for them to do, like Asgore’s whole deal.
Ceroba and Kanako’s story is in a unique cross section of ‘taken seriously by the narrative’ and ‘makes no logical sense to do’, where it completely destroyed my investment in her as a character, where suddenly she’s a woman who killed her daughter through her own stupidity, against her husband’s last and only wishes, while claiming she’s fulfilling them.
And in another world, that would actually be really compelling, but the game doesn’t seem to recognize that’s what she did, and wants me to, like, sympathize with her actions in any way whatsoever?... so I’m just left feeling numb to her entire deal, and given she’s the final boss with multiple cutscenes where I’m supposed to be invested in her plight, that’s not a good thing!
And I feel insane because I generally don’t see anyone talking about this? Universal praise makes sense, overall I thought everything besides that last little bit was genius, but it is just. So obviously stupid that I can’t believe people don’t mention it. I guess people want to focus on the positives, but, like. Still. A little criticism doesn’t hurt anyone.
I gotta agree, the lore dumping/ expositining was way to much at the end and it made it really complicated.
Although i cant deny i like Ceroba, her character comes a bit flat due to the poor execution of her goals and story.
It's kinda funny how the neutral route is the one where Ceroba is the least present and also (to me at least) the best route (that final boss especially)
I personally like aborted pacifist and geno the most since you actually get to confront asgore in those endings. Y'know, like the goal was from the start
I liked genocide run more because Clover finally receives justice even if it became warped.@@MasquedMocha
I only like Neutral's ending.
I'd say my favorite endings from least to most are Pacifist, Neutral, Genocide.
That is to say, I like the *bosses* more.
Pacifist is the best if we're talking the actual *ending* then genocide for being cool, and Neutral for being nothing
@@themustardman219Why is pacifist in last place? IMO it had the best story overall
@@imacoolguy2114 I meant I liked the pacifist final boss the least, and the story the best
Pacifist final boss pre patch was insane. Blackholes, attack that stuns you, orange and blue attacks, plus random attack patterns.
I just dashed and prayed. And it worked, so I guess that was the strategy. Touhou-ass final boss.
Pacifist final boss wasn’t too bad, now GENOCIDE on the other hand…
Lol i did the pacifist final boss and It was pretty ez but i am stuck at the genocide one until now (the phase 2 in pre patch don't even have the "endure" act to recover hp)
Wait, that boss got changed? I remember all that.
@@CiromBreezesame, i heard the pacifist fight was awful but i found it relatively easy and I still remember those attacks.
Sucks that the music is being hit with copyright bs, let’s hope that gets resolved
If they absolutely must they should see if they can do what TheFatRat does where he has content ID, but if credited properly you can just dispute it saying you have a license
The ost is licensed so that ceo guy is really just bullshitting and going on a power trip
@@G3arsandc0gshe literally changed the rules on the music's copyright on a dime because he was angry. this guy needs to leave
@@Conjent the thing is that system was already in place, and the distributors decided it doesn't apply to some hyperspecific situations (more specifically Undertale yellow).
@@MasquedMocha I'm sure Toby will have a talk with him at some point
Honestly Neutral & Pacifist being wholly separate was a MASSIVE surprise for me going in blind, something I've never seen in a fangame at all tbh!
4:24 i knew average games made for fun are play tested, but i never TRULY thought about what the REALLY meant
until i had an epiphany while designing my levels/world for Mario Maker 2.
the more i played it and thought "this is good, but it feels too easy" so i adjusted things, and critiqued, and adjusted,
and then something just clicked mid way through it all: "Holy shit, these are gonna be a pain in the ass to play through.
ive been making these levels for ME to play and not ANYBODY."
so i went back over EVERY level i had already finished(none were uploaded yet) and corrected the "romhack difficulty"
they were teetering on. its so easy to get swept up in "once you know exactly what to do in every situation, its much easier"
and then just not ever stop to think about how bad it would come off to everybody who DOESNT know.
This. This. Just this.
You should really do the neutral ending because it definitely has the coolest boss fight, and the highest production value out of anything in the game. Floweys dialogue there is also really great, whoever wrote him has a really good understanding of the character.
Yeah, the Neutral Route does kind of feel like the "true route" for Yellow. Which, ye know, makes sense all things considered.
@@ElmithianIt’s not, technically. Neutral keeps the game’s status quo the same, Pacifist leads into normal Undertale, and Genocide is a what if.
I get that you likely mean it thematically, and not how it works off of canon, though.
@@Elmithian maybe, but pacifist its really the true one
@@Alex-ko897 full pacifist maybe suppoced to be true, but it feels less true than even genocide.
If ignore Undertale I can clearly say that Genocide is actual true end, where Justice saved humanity.
@@fl414r i guess yeah, i take full pacifist as the canon becouse we end with the hat and empty gun in the sewers (where catty and bratty find them)
Chujin: Yeah, we basically invented monster steroids that turns Monsters into 2004 Berry Bonds. Do not put that in our daugther.
Kanako: I wanna be like Bonds.
(Injection)
yeah i definitely agree that the bullet patterns being ridiculous at some points, and they seem to rely too heavily on orange/blue attacks at certain points combined with other nonsense….and that i found orange attacks to be somewhat glitchy at times, IM LOOKING AT YOU AXIS
by the way, i highly, HIGHLY recommend doing the neutral route…rather then just throwing you into the metaphorical trashcan at the end, ill be happy to tell you that there is a massive payoff exclusive too the route that i think you’ll love.
I agree with some of the Ceroba critique. There is a heavy bias of favoritism towards her. To the point that what should have been an epic boss fight with Starlo was replaced with Ceroba bein mad...
Like...why did she need a Genocide fight? She already had a grand finale with pacifist. This would be like fighting Asriel instead of Undyne the undying.
Starlo would have had a lot to gain character wise from a geno battle. A guy who has only been pretending ti be tough and strong up until this point up against the avatar of justice? There's so much drama to that!
But instead we have him dying like a fool (especially if he hits you during the dual) and then a fight with Ceroba that's really just her being "grr, I hope you're happy".
Or hey, what if their roles were swapped? Ceroba gets one shotted by Clover causing Starlo to have a real motivation to be true to the facade he's built.
But ir starlo hold the genocide "mid way" fight ceroba would just stay quiet? You killed her best friend, there are lore implications.
@@emanuel_616 I mean, maybe it could have been a dual fight with both of them together. That would be cool
nice spoil dude !
the whole idea is that starlo tries to play it fairly and dies for it and then you are left with ceroba anger tho i guess a role reversal would be interesting
9:29 ah yes, both routes. all 2 routes. only two of them, no in-between, no in-between, no in-between, no in-between, no in-between, no in-between.
Just say it once it’s not even that funny
@@MusuemBucket I find your lack of humour.... Disturbing.
@@grandevirtude9830 k
Nice video scott i hope the community is nice to your opinions and more importantly YOU because you had some very good points.
i was a little worried cuz i didnt wanna come across as like, ragging on fanchars or fanfics
I agree with most of the points, especially the fact that it just throws you into the geno Ceroba fight, but I also think that’s kinda the point with that one especially
@@ScottFalco you were absolutely right on everything, even more about ceroba. And don't worry, as long as you dont talk shit about starlo we won't kill you
video went over all the gripes i had so i'd say its pretty fair
@@sansplayer6254 I agree. Starlo is perfect in every way and I woulf scream if he was attacked
8:26 "...Sure, sweetie!"
Screen: *WHAT DID I JUST SAY?!*
I legit imagine tf2 soldier’s voice lines “OK!” And then followed up with a scream just for funnies
Scott brings up a lot of good notes about game design that games need to slowly teach you about a mechanic and how to interact with them... the caveat is that these are FAN games, and similarly that if you're looking into this stuff, the devs are expecting a certain level of game mastery from you to engage with this content (simular to high level DDR/BeatSaber/Pump master charts and custom songs)
it makes sense to expect the player to understand orange and blue attacks, but ceroba's stun-lock is thrown at you instantly without explanation and drains your max hp for not expecting it. It doesn't exist in base undertale so you shouldn't be expected to know it right away
@@MasquedMocha Decibat teaches blue and orange
@@void1895 They said the player would already know that, partner! Read it again 👍
@@MasquedMocha The other bad thing about the stun diamonds is, you have to be moving out of the way *before the attack even appears on the screen* if you want to dodge it in time. Ideally, a skilled player should be able to dodge any attack upon reacting to the start of the attack; they shouldn't have to guess when the attack is going to happen and move preemptively.
@@Sunny-uz8cw they didn't misread it though, they just pointed something out. I actually forgot decibat taught orange and blue attacks
9:18 I think the main reason he doesnt attack Clover but Frisk is because Clover doesnt have enough determination to beat Flowey so he can just mess up with the timeline but when Frisk arrived they had a more determined soul meaning they were the one in control and Flowey wasnt and since he wanted to have control back he takes the chance of Frisk being new to the underground and tries to kill them
1:04 knowing that Toby Fox made this official, it fills you with a sense of JUSTICE and DETERMINATION
I think the reason fan games often spike difficulty compared to the standard game is cause they know that people who are playing the fan game will already know something about the base game. It’s the same reason why sequel games tend to have harder bosses, at least from what I’ve seen. There are exceptions, but on a whole the act of someone already having been through the challenge of the sans fight at the very end or even just knowing it creates the expectation of something similar but also different. Do I think yellow did it perfectly, no but they’re building off what is known so idk if there’s any need to teach the player about much like the sans or undyne fight did.
Even then, technically Genocide Ceroba’s battle’s newest gimmick are the Max HP lowering stuff in general and the stunlock/Max HP lowering beam combo. Then, in the second phase, the next gimmick is that the walls drain Max HP. It is definitely harder, but it technically is an introduction to one new mechanic even if you need to play Touhou. Still could be unfair.
Yeah those difficulty increases are fair
Especially when its an undertale FANGAME that no one on earth is going to play without being familiar with the original
Unlike something like dark souls where a lot of people can and do just hop onto the latest or best regarded game first.
What ISN'T fair is not giving a proper build up to new mechanics, because no matter how much you play undertale you won't be familiar with those because well... They are new.
It doesn't have to be as explicit of a build up as the original but it has to be there
@@An_Entire_Lime Is there a build up to Sans's karma? No. The Genocide/Vengeance route are not designed to be fair or fun. This is b/c they do not serve as gameplay as much as commentary, commentary on the morbid curiosity of the player. To kill every otherwise loveable character for no other reason than curiosity. Even as the characters and game throw unfair mechanics towards you, you keep going.
Expanding on the idea above, those who rage quit, are those who could not bring themselves to go through with this, they saw the ends as not worth the means. This means that those characters "won" they "beat" the player. Not just once, and have then reset, but forever.
Infact won could argue that the winners are those who learned their lesson from Undertale, and didn't complete the genocide route. As they learned the lesson that Undertale tried to teach.
In summary making the genocide fights *fair* while "good" game design, would take away from one of Undertale's key themes and lesson the emotional impact behind the genocide routes.
Yeah if you ever played a Undertale fangame before, the fights aren't the worst. The main annoying thing is how you need an impossibly fast reaction speed to Ceroba's stun lock
@An_Entire_Lime well, sans did exactly that, those gravity attacks, the gaster blasters, weird bone attacks and etc were all new.
3:47
Personally, I think this intro is ok because yes, you're basically taking forced damage at the very beginning, but it veyr quickly tells you how this fight works and the 2 main threats in the fight: the white squares stun you and the red beams take away max hp. You also don't have time to accidentally screw yourself over by running into the red beams because you're stunned, and the fight goes on from there, introducing the flowers pretty well considering you should know by now to run to the middle of the box after every attack because uhhhh reasons
Edit: The blue and orange circles also have been introduced before, they just take a different shape and move quite slow here so it's pretty easy to dodge and figure out
7:04 you heard the man people the bald are not human
@@tristanbaker8994 he mentioned monsterish traits and said baldness
Honestly the game’s more detailed overworld sprites for new characters gave me a bigger appreciation for how sprites are handled in Deltarune. Pretty much every new character introduced in the light world looks like they could be from Undertale, while the more detailed characters are exclusive to the dark world. It makes the contrast of sprite quality feel intentional rather than just a product of a bigger team and Temmie improving since Undertale. That being said, the sprite work for yellow is still undeniably beautiful, and the battle sprites specifically do a good job at feeling like they’re from Undertale while being much more detailed.
6:40 Ah yes! I'm glad I'm not the only one who noticed the difference between character monsters in this game and the ones in the original Undertale. The regular monsters that attack you look still like the monsters from the original with the same silly vibes, but this just makes the gulf between them more noticeable.
I think starlo and dalv capture the monster aspect a bit atleast
Starlo more than dalv tho. Dalv just really looks like a adventure time character. The only problem I have with his design is his round head. If it was more triangular, I'm sure he would've just been great@@powerfullpummel6417
I don’t understand why everyone is so eager to hate UY. This is some kind of duckling syndrome, apparently. This is the first fan game that can be called a full-fledged real game, if it were not based on someone else's work, it could be easily sold. But no, we have to hate everything.
I really don't hate the game by itself. It's really cool that fans were able to make a fan game as big as the base game. I just really disliked, and that's totally my point of view, some character designs as they don't really resemble the monsterlike appearance that everyone in Undertale had.@@russiannatcon
@@russiannatconWho said I hated it? It was a good game.
8:13 The serum was incomplete, she should use it in a Boss Monster, not anyone else
I agree pretty much completely! It deserves the love and attention its been getting and oozes with charm but the story and fight patterns needed more passes
10:31 scott that’s a vending machine
Ah yes, the real name of clover.
Gun-hat
idk why flowey starts calling him clover later smh
@@MasquedMocha I was really hoping Gun-Hat was gonna be their name for the rest of the game, sadly Gun-Hat cannot run from the truth
@@MasquedMocha When you first meet Flowey he creates a save file under the name Clover, so it's implied that he already knows it (given the neutral route it does make sense how he'd know it)
if uty had naming, the true name wouldnt be chara, itd be gun hat
Clover is his real name. Gun-hat is a nickname. Get why ScottFalco would call Clover Gun-hat tho. Dude literally did a genocide run for his first playthrough!😂
I loved Undertale Yellow to bits, but even I'll admit that the optional dialogue options were exceptionally long. Pacing dialogue out or even using the staple "..." between paragraphs does wonders when a character talks to you about chapters of their life. It eases us into the mood of the conversation--lets the atmosphere set in. It needed more breaks. Battle dialogue was good about that.
Speaking of battles--while I agree that some of the fights are a lot more frantic right out the gate than others--I can't help but feel that, if Undertale Yellow were played shortly after Undertale, the pace wouldn't be too, too overwhelming. The problem is, it's been ~9 years since most of us casually, yet thoroughly, played Undertale--and, needless to say, we're a bit rustier than the game expected us to be, I felt. The battles are *fast*.
The Retry option is a blessing--though I find it weird that Retries don't count towards your total death count by the end--apparently only Continues do. Don't know what that's about, but I KNOW I hit Retry more than ONE DEATH'S worth! Trust me!
I do find it charming that the game secretly teaches you how to fight a specific boss through an optional arcade game using fairly similar mechanics--I'm sure that my stubbornness to beat it helped me persevere in the end. They were excellent fights!
Personal gripe though--god I wish I clicked better with the dance-off boss battle. My fingers could not agree with the configuration nor rhythm--I was very frustrated with how that one functioned. Not a fan of HoldLeft+Z, HoldRight+Z, and Z--I would've much preferred just... holding left, right, or up at the right times. Letting go to do middle is weird to me! Felt needlessly complicated, but I might be just bad--they killed me way more than the final boss did, much to my shame and frustration lmao. "I cannot move-it, move-it!" Q`AQ
I swear the game is wonderful though! It's a fantastic fan-game! The sprite animations were definitely my favorite parts!! +`A+
I'll also throw Ceroba's writing a bone here--she lost her husband to his workaholic desperation to keep monsterkind safe--she lost her daughter out of desperation for wanting to make her husband's sacrifices not for nothing, desperation for wanting to make her daughter strong enough to survive humanity's pseudo-annual cruelty, desperation for wanting a better future for herself, her daughter, everyone--to be able to leave their gods-damned underground prison of a life because they already know they can't count on their KING to do anything! None of it justifies their mistakes, but their mistakes were made out of desperation from every direction. To say "their daughter was all they had" would be correct whichever way you interpret it. She placed faith in her husband's life's work--faith in her own tireless research--and in the end--she paid the price for it.
I also kinda got the vibe of the story being focused on a certain character. Though, for me, it wasn’t Ceroba, it was Martlet. It just felt like she had more of a presence in all three routes, rather than a lot in Pacifist and a little in Genocide. It felt like your overall enjoyment would be heavily determined if you like her or not. And I mean, I did like her, but I didn’t really like how much it relied on her.
But she’s not. Neither is ceroba
Ceroba is only important in the steamworks and as the final boss. You could practically ignore her too. Players just complain to complain because ceroba is next to you for 1 area
Martlets dialogue can be skipped in general. And you could rush through the first part of the wild east. Which then she’s locked in a cell and doesn’t come back in the game until new home and the hotel. Which in genocide she acts like the final boss when she’s practically ignored past snowdin.
In neutral it’s the same as pacifist but she dies at the end.
She’s there a lot, but is never specifically focused on. Nice try though
@@gamercentral2417
Yeah, she's with you for one area, honestly thats the exact problem I have with her.
All her lore is given to you in the span of a single area, and then she's the final boss, if she showed up in MORE places and you could divide the lore between those It'd feel way less oversaturated.
As of now she just sort of shows up, is a cool background character, you enter the steamworks, her entire backstory is explained, and then there's a final boss based on that backstory.
It's extra weird because Flowey and Berdly 2 showed up several times in different points (Flowey IS how you save after all) and THEN their role in the story ends with the boss.
Also... Just ignore her...? My brother in Christ, she's the final boss, if you ignore her then you don't have any context for the final boss, which is way worse than her being annoying
I don't even dislike Ceroba, I'm indiferent to her as a character, it's just the way her story is paced that's mind numbingly wonky.
The fact he didn’t bring up axis once (the best character) feels insulting
They need to experience axis, i dont wanna deprive them of that (and technically, i did reference him)
Or the neutral final boss
I Like how you gave Sudden Changes as an example of a.. "mess of attacks". Because that's basically what it is.
This is the best Side of Salt I’ve ever seen. Truly a clear step in quality and I’m glad Scott is able to finally cook with an actual team to really make this video exude charm
I will say I’m a huge fan of the endure option in the final fight of genocide. Makes it feel less like the sans fight where both of you are avoiding each others attacks and more like you’re both beating the fuck out of eachother and could collapse any moment!
"A lot of the characters have this horrible habit of not shutting up before or during the fights"
Scott I thought we learned not to criticize the game that prides itself on dialogue for having a lot of dialogue
Its like people who skip it and then hate on the story because they dont understand it.
Really infuriating.
To be fair this is literally just trashing on a high effort fangame
@@gamercentral2417 not really, it's just a bit of criticism mixed with personal opinions
@@afonsitito4099 yeah but a lot of the criticism is shooting down the fangame for not being undertale
Undertale did literally the exact same thing. 💀
4:07 I feel like this point is kinda undone by Sans and his first attack, which throws karma, no Invincibility frames, and a new soul mode all at you immediately. Granted Ceroba is the midway boss and not the final boss, but still
Counter-point, almost all his attacks and soul mode are taken from Papyrus, just amped up and first one is follows another idea: to make Sans stronger and scarier than he is.
@@Artemas_16counter-counter point, in genocide you actually dont fight papyrus, so sans would be the only intro to blue soul mode
just being fair and playing devils advocate
Your argument gets undone by the fact Sans is the final boss of the genocide route and the karma mechanic is something the player will get used to after a few tries which is how the fight is meant to play out Sans annoying you till you either gives up or you kill him
Ceroba fight is hard for the sake of "le characters gets mads and uses op powers and throws a bunch of bullshit at you with no time to breath"
I starting to think that genocide is definitely implied to be completed after Pacifist, considering the other players opinion. I feel like Undertale Yellow does have learning attacks that will help later with more complicated attack sequence, but not on genocide route I guess
@@deriveepoch2725 Pacifist Cebora is final boss and you have whopping 3 superpowers in that fight. And Genocide essentially makes you fight final boss in the middle of route, but amps it up high and doesn't give powers. So even if you played Pacifist before, its not gonna help you.
9:29
BOTH routes??
You should play a neutral one, it's pretty good.
I WAHNA BE A SOUP-ER HE-WOH...
-"innocent child moments before disaster"
8:06 The way you voiced the husband, had some serious Stamper vibes.
RIP Stamper's YT channel.
his name is chujin and I love his design (I'm a furry btw)
There are parts of the Ceroba fight where you HAVE to catch timed projectiles but blue lines literally punish you for doing that objective. It's so RNG based most of the boss battles you just have to get lucky.
3:05 “Fangames have that mindset of hard BS = good”
Plays Library of Ruina music
Roland.
That game is basically a race between you and the devs, With you rushing to make the most busted deck and them making the most OP enemies.
The mod battles though are a nightmare with vanilla builds.
@@steamtasticvagabond474 ... dear god you triggered my A Super Mario World Central Production flashbacks. I beat the game as much as my emulator would let me (it literally softlocks you on anything better than ZSNES on multiple occasions) and I did not have fun.
Ayo don’t do my boy green sans dirty. He’s the first fan game to actually be good.
So basically, tl;dr: it's a really good fan game, but it also very much just a fan game. Yeah thats a fair assessment i'd say
8:39
while of course everyone in fangames/creations are 'fanfics' or 'ocs', theres a way to design the characters without it so painfully feeling like something out of a fanfic or some cringe oc.
4:00 that first attack introduces every single mechanic in the fight and is also pretty easy to dodge, the whole attack besides maybe the diamond attack for the player's first attempt is just easily dodgeable attacks that are neither unpredictable, absurdly fast nor cover the whole screen, I'd say it's a good introduction to the fight AND it also highlights the sheer amount of Rage that Ceroba is going through after you kill Starlo by having her attack before your turn, adding even more emotion than there already is to the whole fight whilst still keeping the introduction to her attacks
I was so hoping you'd do one on Yellow. People outside of the usual fandom must know about this!
6:56 Muffet thinks she's on the team LMFAOOOOOOOO
Don’t abuse the cute spider
Fr bro didn't mention asgore or alphys lol
watch out for merg
@@jupiter1289 do not the spider
One thing that i felt while playing is that you get stuck in the Wild East area for wayyyy too long, while in the original Undertale you are always on the move one area to the next
Tbf, Im kinda happy we got to explore the Wild East so much because, except the factory, we already saw all the other areas in UT.
Honestly was gonna say the same but anotherchaos also makes a great point.
i think its bc clover, unlike frisk, is a character with a distinct design, like you can tell hes a cowboy inspired character so the dunes/wild east was the best place to explore that
You know, I'm already seeing a lot of challenge simps defending the difficulty level of fan games.
Let me tell you why it sucks ass.
When Undertale came out, I was already losing movement and strength in my hands and fingers.
A few years later, I had to give up being a musician because I could not move my stiff fingers that fast anymore.
Fast forward to now: My wrists and fingers hurt constantly. I can't do much about it except talk to more and more doctors, trying to figure out what the hell is going on.
I am not even 25 yet.
Many gamers are not mechanical geniuses. Some gamers, like me, are disabled. I cannot tell you how soul-crushing it is to have to give up your childhood dreams because your body is steadily decaying before you've even reached your prime. Some of us don't want to give up video games. God knows I couldn't live without Skyrim.
The problem with fan games upping the difficulty is that it shuns other passionate gamers who just aren't that great at video games. At the very least, they could include a normal difficulty mode. I love Undertale to death (even after the internet kinda ruined it for me), but just because I love Undertale doesn't mean I love having my hands cramp. I love Undertale for its story and its unique characters and for the passion that was put into this game... not for the f*cking difficulty level of the Sans fight.
the thing is, should a fangames developer give up his vision of a game just to make it easier?
yellow is harder in difficulty because its assumed you as player have already beaten the original. i feel for your condition, i really do, but sometimes things are just not for you anymore, and its up to you do decide whether to accept that, and choose a different game to enjoy, or expect every game to bend over backwards for every player of every skill.
Unpopular opinion: extremely difficult (but fair) boss fights are a good thing. I mean like, boss fights where it will literally take you 3 hours of constant attempts to beat it. I find myself unsatisfied when I beat a game without breaking a sweat. I want to actually beat a game and feel like I achieved something in the process.
I really could not agree more with the whole "throw as much bullshit all at once at a player and pollute their entire screen with danger is not fun or good game design" like some game devs really need to hear that there is a difference between difficulty, and just pure bullshit
I feel like the difficulty of Undertale Yellow comes from it thinking that you already DO know how Undertale's harder fights work, therefor it can be less lenient on the bosses
With that being said, some fights do seem a bit less playtested than others, mainly the final pacifist boss
But even if you know how the fighting and attacks work in the base game, in yellow it just feels unfair at times. How am I supposed to dodge an attack that hasn't been introduced and taught before and only half a second of reaction time? Like you said, it wasn't playtested, or if it was, it was by the wrong people.
@@botsylvain5157or you are just dumb and did genocide first, cerobas first phase in pacifist warned you up to all of the genocides attacks. And if you think “oh but it doesn’t warm you up in pacifist” your wrong. Because the phase after that directly restores all your items, used or not.
For martlet you get warmed up pretty good actually. Especially final boss martlet. It gets you warmed up the most especially with snowdin forest genocide martlet.
I think the main problem for me was the difficulty curve. Honestly, every single pacifist fight I played (including the bosses) was of _reasonable_ increasing difficulty until Ceroba showed up, at which point I died like 6 times. I didn't care that much about it afterward because I loved everything else, but damn I was mad as hell during it lmao
@@Charnutboy same for me. But once you get used to cerobas attacks it’s pretty easy. The only phase that gave me a genuine issue and complaint is the final phase which has rng attacks. Making some attack combos almost impossible
@@botsylvain5157thats literally what sans and omega flowey do bro
3:35
i kinda disagree with this one.
undyne in neutral/pacifist route just shows how the mechanic works and goes pretty straightforward along with the opposite arrows too, and makes it harder in genocide. however, along with ceroba, she shows the majority of her powers in pacifist route and just makes it harder in genocide route.
i could be saying something wrong, but that's what i think.
both of them doesn't have the same difficulty, but goddamn the ceroba fights are much harder than undyne even on genocide.
One thing that I find especially intriguing about Clover, sorry “GunHat” is that unlike Frisk or Kris who are shown to be on some level subservient to the player, Clover has no such issue. There’s little angst with forced determination and “I’m not fully in control, so my actions mean less”. There’s no conscience narrator over the shoulder bs either. Compared to the original Undertale’s over-the-top moral/meta preaching, this game feels much more grounded and less nihilistic. The end result is a protagonist who is very much in control of their own decisions, and at certain points orders the PLAYER around. Having the character we play as actually have some agency over their actions, even their less than moral ones, is a breath of fresh air imo.
yeah it nice to have a undertale/deltarune fan game where the character(clover/gunhat) goes "I have a sense that I might not be fully contro myl actions.......oh well they seems to pointing to right direction". which makes the times where clover take matter until his own hands more shocking in the genocide route
the whole not easing you into fights thing is like that because
1. genocide is supposed to be done after pacifist unless you’re a sadist
and 2. it’s supposed to be for people who already played undertale
plus the sans fight starts out with a much more difficult attack than Ceroba's
The animated segment made me smile
We got Library of Ruina OST and sound effects.
Shoutouts to the editor for having excellent taste and doing a great job.
Roland.
@@Conjent Roland.
Roland
Roland
@@Conjent Roland
2:54 (SPOILER)
This is actually true since the game decides to pull a "I know that sounds bad" with Axis and Clover just fuckin gains 7 levels and fucking blasts them out of existance.
pssst, may wanna add some lines after the spoiler prompt to properly hide it, like this
Dw, i played the game so you didnt effect me at all
@@sunnyd6519 There we go thanks
My only gripe with your mention of the Geno vers of the Ceroba boss fight not introducing you into the mechanics is that In Pacifist (the presumed route that most people will play first) Ceroba's fight starts out slowly introducing the mechanics you get thrown at you during her Geno fight. It is believed that most people play either the Neutral or Pacifist Route(s) first- esp since Geno requires specific actions and choices, which potentially explains the issue you had.
People who do Neutral > Genocide > Pacifist are shit out of luck though, eh?
but the thing is you HAVE to take into account the people that will start off with a genocide route. Thus you have to introduce the different and most of all new attacks, even if the genocide route is supposed to be harder. That's just game design. taking into account everything. Teaching new machanics instead of throwing everything at once with only a split second of reaction time.
@@olserknamidk why you would do genocide before pacifist.
@@botsylvain5157ok. But that’s where you are wrong
1. If someone does genocide first and is surprised they know no attacks, that’s the point. Sans is basically that entire point. If you don’t know how any of the souls work your dead.
2. If you murder anyone why would the monsters go easy in you, especially when ceroba attacks first
3. Most player will play pacifist or neutral first. If you play genocide you should fully expect difficulty.
difficulty sure, but not stupidly hard. In undertale, the only new attacs in the sans fight are introduced in a way you can react to them even if you don't know what they'll do. when you're blue, you're given about a second to jump when the bones will appear and the unsafe area is shown. Gaster blasters are as wide as the lasers so it's just natural to go where they don't reach, and finally sans throwing your heart into the walls is weird at first but still managable as it'S paired with the bones apperaring which you've seen at the beggings.
The difference with Cerobas fight is you're thrown dirctly into a half second reaction time medusa thing that stuns, then a laser that removes some of your max health (also with half a second reaction time)
And lastly there's the thing with the borders hitting you. It looked like a stylistic choise , at least for me.
But I guess the only problem I have with the fight is the fact that it introduces 4 new attacks without giving you the time to react. For me, the game should be beatable without dying once, just like any other game. I have nothing against difficulty, just not the insane difficulty of your average sans bossfight fan game. @@gamercentral2417
10:03 That footage triggered PTSD from trying to get into Dr. Andonuts' machine (Earthbound on NSO). I spent _minutes_ walking into it, away from it, into it, before it randomly worked.
Same, for some reason, it was easier going inside the machine thingy at the return to Winters with all party members (to get to Summers) then playing as only Jeff and going inside the machine thingy to get to Threed.
@@cloverchlover143I don't remember it screwing up the first time, but when I had the full party... ugh. Ugh!
@@bluelfsuma Oh, I guess it depends. I used an emulator to play the game.
I can't say I fully agree with all of your points (Ceroba may or may not be my favorite character and I really don't see as many issues with her place in the story) BUT props to you for being respectful about it! Undertale Yellow was an amazing experience to me and I can't wait to see in what ways things go with UT fanprojects from now on.
also play Neutral it's actually really worth it for this one lol
Ceroba was a really interesting character but fights were just ridiculous especially for pacifist, why tf did she need 4 phases it’s pacifist jeez why is she fighting like we actually did something worth punishing
it's never really stated she was in the right during that fight tbf (she's not, she wants Clover's soul to complete hers and Chujin's goals, that's why she wants them dead) and I think it makes for a super climactic fight
plus imo her Pacifist fight is tough but fair, especially after it was toned down. way fairer than the Genocide final boss anywya
@@julie-18phase 1 is pretty easy, just memorize the easily learnable attacks. You can even use all 8 of your items
Phase 2 restores those items upon death even after usage.
Phase 3 you can just use endure, it’s not really luck based but some attack pairings can be really painful
Phase 4 is where you save your items for because it is WAY too rng based. 1 attack is too easy, 2 attacks I can handle. 3 attacks epsecually with bad rng is VERY BAD.
@@gamercentral2417Absolutely about phase 4, it was basically a series of the easiest dodges ever, followed up by the most insane unfair attack combo you have ever seen. When you can only take 3-5 hits, combos should NEVER be a thing
@@kenbaird7454 combos can be pulled off. Just should never be RNG.
It’s impressive that this game managed to be complete after 7 years of development.
I read this one fanfic that detailed a setup to a fight against a still alive Clover in Undertale’s genocide route.
Knowing how Genocide ended in Yellow, I could definitely imagine the genocide route becoming impossible. Like Clover just injects themself with some determination that Martlet gave them and taking the player’s ability to save as their LV increases out of anger towards the loss of innocent monsters and you’re forced to fight another human.
0:43 Regarding that, I’d recommend Undertoad: Mission Luigi which has a whole segment where get to Luigi before fighting him and it’s not because you go through the Snowdin equivalent in fact you start in Sherberough, the equivalent of Snowdin Town and you have to climb up an obstacle course before getting to Luigi. Sure it’s an AU but Undertoad is one of the best Undertale AU’s since it explores how the Mario cast would handle being in a similar situation to the monsters of Undertale.
Can definitely see the issues you have with some of the bosses and their “average undertale fangame” attacks, but I think it works as an evolution of what undertale had going with its battle system.
And as an aspiring game designer I totally get wanting to make fights more complex because the battle system of Toby fox games allows for *so* much creativity.
And sidenote, I’m guessing some of the problems with cerobas America fuck yeah route fight stem from doing that route first, but then again since it’s a fangame some people were bound to do it first anyway.
Good video in general though
The issue isn't the complexity of the fights though. The issue is how you introduce mechanics in the fight. Start off slow and easy and then ramp up. Starting off every fight like Sans' initial attack is just bad game design.
What Silver said. The issue was never complexity, it was the education. Teach the attacks instead of forcing learning through only trial and error. *Then* drop them into the deep end.
@@Silverizael yeah I get the education part, I think the devs just assume you’re going in after fighting SPOILERS:
Ceroba in pacifist
But even then I think geno Ceroba starting out like that is at least fitting because she rightfully wants to rip your spine out
The hitboxes and interaction boxes in this game are also consistently finnicky, most of the attack hurtboxes end up being the same size as the sprite or even bigger including the transparent part of the sprite hurting you. A certain final boss is especially egregious for it where it's hard to gauge where you'll even be hurt without repeated tries.
For hitboxes, it's often you show up next to the NPC and tap on them but you were too far vertically and nothing happens so you have to move directly to the side or in front of them, where for some reason the interaction boxes never match the sprite which is an opposite issue.
In game design, it's a good idea and feels good for the player to make the attacks that hurt the player *much* smaller than shown, or alternatively make the player hurtbox way tinier. Touhou actually understands this and Undertale takes cue from that as well, heck even the 'grazing' mechanic makes its way over to Deltarune and it makes combat feel very rewarding and actively encourages you to take risk for a reward with clear telegraphing when something is close to hurting you.
Undertale Yellow does not have as much good telegraphing and the lack of playtesting shows as UTY is also getting patched, with additional accessibility options (some of which I'd argue should've been enabled by default, like "auto rhythm" - but I appreciate it being optional for customizing the challenge!)
Having said all that - I'm so glad Undertale Yellow exists, it's amazing that it's released, and at the end of the day it's more Undertale. And I'm extremely happy all of this criticism is also being actively discussed and not swept under the rug so other fangames, and even original projects can take note, as well as let us re-examine Undertale for its flaws and strengths.
@@Silverizaelsans initial attack isn’t bad game design. Same for cerobas
Both are meant to catch you off guard and use their strongest attack first. Then it gets much easier
For his neutral special, he wields a gun.
At 6:52 I think you where looking for the word humanoid?
You're gonna make me go for a run, battle against a true hero is absolutely my work out jam
Fun fact: Ceroba’s attacks were so weird and unclear with the hitboxes (pillars) that the first patch had a fox for her in it, although I don’t know how much that helped since I haven’t personally fought her after the patch or seen anyone fight her after the patch
while I agree with most of the complaints, I do have to point out that comparing Ceroba's first attack to Undyne's isn't really a fair comparison when Sans' first attack is right there and does pretty much the same thing
The diffrence is Ceroba is a HALF-WAY boss, while Sans is a final boss
but even if you compared her fight with sans's one, Sans'S fight would still be better because there are not that many new attacks you have to earn compared to Cerobas fight. And yead, Half way boss and not final boss
@@graveslayer9666 yes, and have you seen the final boss? a midboss being similar in difficulty to sans checks out when the final boss is that overtuned
@@botsylvain5157not that many new attacks? All of cerobas attacks are just harder pacifist. All sans attacks are completely different from papyrus. Which even then in cerobas first attack getting hit means nothing
Cons
I died like twenty times in the ruins
I struggled so much with Axis I don't even want to attempt Ceroba in PACIFIST
Good god the paragraphs
Pros
Very undertale-y
"HI SWEET CORN I LOVE YOU" me about 10 minutes into the game
I actually didn't mind Axis that much cause GODDAMN THAT TRACK SLAPS
What's funny is that he sadly didn't get to talk about the neutral route (or hasn't play it yet) when it is the route where there is 0 Ceroba involved.
This is the most level headed and fair review of Undertale Yellow I have seen. I feel heard. Thanks lol
This review is mostly negative. To me, it will simply discourage anyone from playing UY who hasn't played it yet.
This definitely does the game justice. You go over pretty much everything I feel you had to.
Very fun game, I would play for a 6th time.
I've only played the Pacifist Run so far, and the only complaint I had was that I didn't get the armor before moving onto the final city area, realized that Ceroba's tougher than I thought, then tried to go back to get the armor. Except I didn't have enough money. And there were no monster encounters to get money. And I couldn't sell anything. So I was essentially stuck with the lower-powered armor during the fight and it made things REALLY difficult. I think that if you're gonna have it possible to go back to a shop to get supplies, you should have a way to get money to GET said supplies. That's my main gripe, at least
What armor?
@@Aldenfenris It's not TECHNICALLY armor. I just meant the last defensive item that you can buy at the hotel before the last part of the game
@@DiNA-D2 I was in a similar position after spending nearly everything on Axis, but it's solvable. There is an exploit in the Wild East with buying Root Beer from the bar and selling it to Blackjack, it's the only item that sells for more than it costs... by 3G. This isn't a lot but it starts to accumulate over time: once you're able to buy 2 Root Beers, you'll be earning 6G from Blackjack, with 3 you'll be earning 9G, and with a full inventory of them you'll get 24G per sale. It will take you around 15-20 minutes to get enough money to buy all the armor/healing items you need (you also find 2 items for free before Ceroba, plus it's better to keep one or two Root Beers since your HP is low anyway). It's a little tedious but you're preparing for the final boss so it's good to be thorough. And you'd want to fly back to the Wild East anyway to get an HP boost from the doc.
The same thing happened to me too, except I also didn’t have much items. Not being able to sell anything at the hotel was actually infuriating, so instead I had to rummage every single trash can in the area.
I mean, it may be tedious, but couldn't you return to the Wild East and play the card minigame there to get money?
Nice to finally find a review of the game that isn’t just sugarcoated praise or harsh criticism. A fine chemical balance of the Good and What Could Be Better. Will definitely give the game a whirl! Thanks mate!
This review is mostly negative. To me, it will simply discourage anyone from playing UY who hasn't played it yet.
you disregarded neutral route too quickly. it is has this "going against flowey's plan" thing, i think its cool, and defenitly deserves to be mentioned.
2:37 Does anyone get reminded of the OFF batter when scott said this?
I’m glad he reviewed this Game, pretty awesome stuff only feels like Scott looks at it
To be fair, I think harder fights were very intentional in Yellow. I was disappointed that a lot of your acting options were just another way to pass turns in boss fights, but I think that may be for the best given how repetitive it would feel in such difficult fights. Generally, you're given time to play with new mechanics except in the Genocide run, and there it's generally considered that either you've already seen most of these tricks from the other routes or you've agreed to whatever harm will befall you. Compared to other fan-games, the fights are relatively reasonable, and it would make sense for it to be harder than Undertale since in Undertale you're like a minor time god and you're a lot more drawn in in this game, and this is meant for people who have played Undertale. I do agree that the designs are a little too approachable compared to Undertale, and Ceroba does sort of take over the game out of nowhere and does feel very OC-ish. I still enjoyed her a lot, I'm kind of a sucker for tragic stories so it's not like I didn't enjoy her parts. I really enjoyed this game, I liked it less than Undertale Classic, but it's still one of my favorite games from this year. Solid review.
But you can't go with the logic of : most people will start with genocide so fuck it. Because the moment you give people the possibility to start with genocide, you have to take into account that some will do so. If you don't than it's just plain bias, and we know a lot of people in the community have this particular one.
0:36 NOT STORYSHIFT...AHHHHH 😭
Storyshift chara fight is crazy😭
It's deadass weird
Why tf do I gotta rizz chara for the "good ending" yeah fuck that..
THIS IS MAKING ME REACH UNHEARD LEVELS OF (ticked) OFF.
I think that’s the mod
7:10 i think they trying in combiing deltarune desinn and andertale design
UTY more detalised in art style than undertale, also Deltarune more detalised than Undertale. And maybe that is the reason, why charater more like in deltaruneю
I mean - deltarune monsters too more humanic, than in undertale, didnt it?
When it comes to the Genocide fights, I think they forgot that Sans isn’t the only Genocide boss. Sans doesn’t introduce you to his attacks right off the bat. You’re meant to die maybe once or twice to that first attack. Even then, his other attacks start simpler with his mechanics and patterns, then they speed said patterns up and adds complexity. Undyne the undying isn’t like that. However, the UT:Y Genocide bosses are like that. And that’s a problem, especially when the game is for people who played Undertale who would now potentially be inclined to go straight to Genocide before doing the route where you can actually learn Ceroba’s mechanics at a reasonable rate. (The final gets an exception, because you did actually technically fight them before.)
9:53 And here we see Flowey taking a bite out of Clover's massive noggin.
Nom
“The sheer power if rage overtook a trash can lid” so true
I can really relate to the complete chaos that is:
Attack Spam=good game
It's a horrid mindset, it's why I like stretches duattale:I miss you.
3:44 Ok, I agree with the sentiment about game design, but in fairness, that particular attack not only looked easier than Undyne’s, but nothing there looks like it needs to be introduced in the first place. It’s easy to sight read if your paying attention, and mechanics like the blue /orange waves you should already know if you’ve played Undertale (which why wouldn’t you have if your playing a fan game). If your intention is to make a difficult alt route like this that’s for experienced players, you don’t need to introduce and re-introduce things if they’re simple enough to understand via basic video-game knowledge.