Reviews | Milo
This will be the first in a number of reviews I will write based on the
lessons I have learned about writing, storytelling and how to construct an
engaging narrative from various different sources. I wanted to avoid writing a
typical review of the things I enjoy for the following reasons: (1) I’m not
planning on sticking to one type of medium e.g. I’ll be looking to review
games, novels and more (2) There are plenty of other bloggers, websites and magazines
that handle more “traditional reviews” and so I figured this was a far more
interesting, and relevant, angle to take for The Patient Approach.
In this review I’ll be sharing my thoughts on ‘Undertale’, another
critically acclaimed video game also released last year. Please share your
thoughts on this fantastic video game, and let me know which lessons Toby Fox’s
game taught you.
If you follow PC gaming or indie
gaming you will have heard of Undertale, it is a game that was rightfully
praised last year for its innovative gameplay, humour and engaging characters.
However if you only have a passing interest in video games, or are completely
distanced from the medium, you will need this warning. Undertale is a game that
is very difficult to discuss without spoiling it in significant ways, so please
keep that in mind before reading on.
Already played the game? Just
played it now before returning? Don’t care about spoilers? Fantastic let’s
continue with this review! Let’s begin by briefly summarising what type of game
Undertale is before we move on to the more interesting part of this review.
Undertale is a story about a character who falls into the underground world of
monsters, a world that has been cordoned off from the human world after they
lost a war many years ago and remains locked by a barrier. The objective of the
game then is to escape the dungeon, however, the manner in which you do this is
up to you. You can use the traditional video game method of bludgeoning
everything in your path, or you can try to reason with the monsters you
encounter. Whichever option you pick has a drastic impact on your gaming
experience, from the music in certain areas to the bosses you encounter and the
manner in which NPC’s react to you. Of course, as is customary, it will also impact
your ending too. It is in the manner in which the game reacts to you that I
find most interesting for a writer learning to improve his or her craft.
This might seem unintuitive at
first, because it seems to be a feature that is exclusive to gaming. After all
how can you transfer a multitude of outcomes and reactionary responses to a
novel? It’s not that I’d recommend utilising Toby Fox’s reactionary world, but rather,
his character’s distinct and idiosyncratic reactions. The monsters in Undertale
speak to your character, and at times to you the gamer, with such an earnest
realness that you can’t avoid thinking of them as real people. If you choose to
follow a path of peace then you gain the opportunity to befriend these
monsters, and I’d be lying if I said that I didn’t start to care from them.
Indeed I am not the only one, and I have seen other people commenting on how
after the game’s biggest revelation (that EXP in Undertale stands for Execution
Points), the idea of taking a route of violence, even as an experiment in
morbid curiosity, was too difficult to stomach. The character’s in Undertale
are so powerful and engaging because of the way that they talk to you, they don’t talk to the “player”,
they don’t talk to your character nor your avatar. They talk to you. It is
because they talk to you that they are able to react to your actions, it’s not
simply a palate swap of one line of dialogue for another, but an entirely
different experience that is presented to you depending on your actions
throughout the game. Furthermore all of the characters have insecurities,
quirks and idiosyncrasies that all real people have. They also have a deeply
ingrained sense of apprehension that soon turns to genuine compassion and love
as they get to know you.
So the million-dollar question
is: how to you transpose this to the written word? The simplest translation is
to have characters who similarly talk to the reader and share their thoughts
and opinions with the reader. This of course is nothing new and something that
other novels have utilised across the years. It’s certainly worth trying it out
to see if it’ll work for the world you are developing, however, a problem with
it is that it brings the reader to the fore of the discussion. You see with
video games the gamer is the elephant in the room, a thing that all the game’s
AI must account for but, for the most part, cannot address. Novels are a polar
opposite to this, as their domain is more alike a perpetual play whose actors
perform without pause or reprieve regardless of whether anybody is reading it
or not. The reader is, for the most part, an entirely passive recipient of their
experiences whereas with gaming they are the orchestrator. If this is to be the
case then, I’d suggest that Undertale teaches us a subtler way of talking to a reader, as opposed to the reader. I believe that if you want
to create characters who befriend and engage with the reader who have to create
characters who are ultimately looking for that friendship on a personal level,
you have to create space within the soul of the character that the reader can
fill. On the flip side you can create scenarios that allow for a number of
characters to act as surrogates for the reader, so that the reader might find a
way into the story on a more intimate level. Lastly another way we can generate
this effect is by using an awareness of the genre of your novel and subverting
it in ways that draw the reader in. This allows you to create characters who a
free thinking and very human in how they respond to a situation. For instance, you
want to write a thriller about a former professional criminal who has been
“pulled back for one last job”? Maybe you change the script slightly and he is instead
a willing participant in the heist, maybe he can’t wait for another job because
he has struggled to return to civilian life? Or maybe our protagonist is the
one charged with getting this grizzled veteran on board, and during in the
planning process she could think aloud in ways that gets the reader involved.
Ultimately I don’t know if these
suggestions are particularly helpful or exciting, but they’re just starting
points for how we can apply Undertale’s reactionary characters and unique
dialogue to a novel setting.
Pictures can be found at http://undertale.com/about.htm
Pictures can be found at http://undertale.com/about.htm
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