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Chara has 3 main characteristics:
1. Red Eyes
2. The Knife
3. Enjoys Chocolate
And as far as I can tell, Kris seems to share all three of these characteristics. Does that mean Kris is Chara? Not necessarily. Could it mean Chara is occasionally possessing Kris? Could be. Instead of going in for the kill immediately, if Chara doesn't have 100% control of Kris, they could be going for the slow burn to have the "Titans" destroy everything instead of risking exposing themselves to the public.
Chara was a representation of a Player, obsessed with growing in power and becoming a Pro Gamer at the expense of Undertale's inhabitants.
Kris(?) is a representation of a Creator. They're evidently creating these "Dark Worlds", where people from the Light World get a taste of wish-fullfillment and power that they wish they had in the light world. This was a running theme in CH 2 when Susie fantasizes about going to school with Lancer and Noelle wishing she had healing magic "in real life." We as the player similarly "appreciate" Kris(?)'s efforts because it gives us more game to play and quirky characters to fawn over.
These fantasies of course, would come at the price of the Light World, as Ralsei explains after Berdly and Susie express contentment with remaining in and creating more of the fantastical Dark Worlds.
It's really reminding me of a similar story beat from The Binding of Isaac, wherein Isaac takes shelter in his "box", the fantastical world of his adventures through the basement, that ultimate leads to him suffocating in a literal box, so content to reject reality and take comfort in his fictional world.
On a meta-level, Kris(?) taking control away from us, the player/soul, is like the relationship between a game designer and player: When Kris(?) takes our control away, it's so that they can advance their plot/The Plot. The way they're actively clandestine about it is like how a game manipulates variables and conditions behind the scenes to create the illusion of a reactive world. Only in this case it's so that we can keep being "Kris" without all the other characters being all "wtf, mate."
And if anyone doubts this theory/idea, maybe just wait and see before judging: Theres always the fall-back argument that the game isn't finished yet and why would we be seeing signs of this very endgame-y character in what is basically the ruins and snowdin of deltarune?
Non-meanspirited feedback is encouraged :)
UNDERTALE: Chara is not just a murderous, bloodthirsty kid. They simply hate humanity, and they want monsters to thrive. They think humanity should be punished for what they did to monsterkind. So when they died, first they killed theirself, and asked Asriel to absorb their SOUL, in hopes that he would collect 6 more SOULs to break the barrier, and after that, it's uncertain what their intentions were. Either 1: Chara would let the humans and monsters live in peace, or 2: Chara would want to rage war on the humans for their crimes. This has been proven almost canon multiple times.
"But Chara is the cause of the Genocide run!"
I disagree. YOU are the cause of the Genocide run. (Note: In this case, You are Frisk. Some people say the Player is a separate entity, but I think that the Frisk was meant to represent the Player. It's not really useful info in this case lol but whatever)
Anyways, you purposefully did the Genocide run out of curiosity, not because Chara controlled you. Like, seriously, when you played the game, did you have someone in your room begging you to do it (Besides an annoying friend lol)? Or rather, controlling you to do it? No.
DELTARUNE: This is kind of self-explanatory in my opinion. In this game, it's almost been confirmed canon multiple times that the Player and Kris are separate entities.
Basically, if Kris is moving around by theirself without your command, that's KRIS. We don't know why they decided to eat the pie- Maybe just to tease you, or maybe because they can't do powerful actions without your help. Or maybe because they like pie. Knowing Toby Fox, probably the 3rd option.
Now there IS a theory where there is an inexplicable 3rd entity. I won't go into details about that, because I forgot most of it... (I forgor 💀💀) and there is a SLIGHT chance that is it Chara, but why would Toby Fox re-use a character? He said he wanted a new story, with new characters.
I don't feel like typing anymore lol.
The third entity I deduce is the second voice we see in the intro, the one that discards our vessel and forces us into Kris. Admittedly, this entity is very very similar to Chara/the Fallen Human from Undertale having matching speech/text patterns and likely acting as the game’s narrator. However, it is unlikely that this is the same character from Undertale. I simply think that when Toby made Genocide Chara in Undertale, he did not know that he would go back and make Deltarune at the time, and so used a pre-existing idea he had for a demon character that possessed your MC (this entity in his original game idea) as a reference.
My theory is that when you select text options for Kris, one is Kris speaking and the other is the demon. In Snowgrave you are simply going all in on the demon’s choices. The voice Noelle hears is the demon’s voice, not the player’s.
Chara is more a representation of the player's hunger for power, or rather their curiosity. As you might have noticed, you retain roughly the same hits till death regardless of whether you're doing pacifist or neutral. There isn't much incentive to kill more since it doesn't make much more of a difference, and you still gain gold if you spare them.
The genocide route is about the player's curiosity to see each possible "result". Most players wouldn't do genocide on their first run, but will likely do it eventually. Again, the player here wants to see the result of going for as many kills as possible, just to see if the game reacts to that or anything.
Here's where Chara comes in. Chara here has kinda of followed frisk around like a stand (this is seen in one of the unused rooms where a NPC mentions someone ghost-like following frisk), and understand the player's goal to see all "results". Chara knows sooner or later, the player will try the genocide route where Chara has enough power to control things.
Now, why would they 'destroy' the world here? It has to do with the scrapped Gaster ARG, which is likely the worst "result". If they destroy the game, the player cannot see out any more results. However, if they simply leave it at that, the player will eventually find a way around it, so instead they find a way to permanently prevent certain results (taking the players SOUL). I imagine that the reason the ending of the pacifist route changes is that they have something to do with the scrapped ARG.
Then there's deltarune. While Kris (at the start, at least) does resist the player's control, certain events (like going into the dark-worlds) are fated to happen and nothing can change that. However, some small things, which vary from the snowgrave route to picking up some eggs, aren't set in stone. This partly explains why Kris opens the dark fountain at the end of chapter 2, since they figure it'd be best if they went with their friends.
Finally we have the ending to deltarune. I speculate Toby has learned from the gaster ARG, and will do the reverse here. The true and final ending to deltarune requires you to fight all the secret bosses, one or two likely requiring multiple runs/save files. This final ending will bring the rumbling, destroying the world and it's *balances*. This results in UNDERTALE, which tries to 'repair' the damage, but can't recreate it completely (or even, much).
The player and kris split, forming Chara and Frisk. Frisk is the new vessel for the player, and doesn't show much control at all. Chara though, has seen at least a few routes of deltarune and recognizes the similar desire for frisk to see everything through. And uh, gaster? He was probably hinting at the fractured dark world, but who knows.
Surprised people are still replying to this, but hey, engaging with people is more or less why I wrote it in the first place, so working as intended I guess.
I'm not sure your argument carries much weight due to relying on unused rooms and a scrapped ARG. Especially since it contradicts what Chara actually says. He's the only version of the main character that actually talks to the player, and takes actions regardless of the player's input. No matter what we choose, he kills Flowey. No matter what we choose, he destroys the world. He explicitly asks the player to do that so that they can "move on to a new world".
He says that he learned from our actions in the Genocide run and was taught the "reason for their return", being power, and our actions are what enabled them to achieve that goal. It's heavily implied that he is a resurrection of the original human, whose stated goal was to murder all humans, so he clearly wasn't some innocent force that was just interested in what the player was doing.
I'm also not sure why you think Deltarune is a prequel rather than a disjointed sequel. It makes sense as following directly on from a Souless run, where Chara is inhabiting our character as he does in those runs. Especially given his stated goal of partnering with the player and move on to a new world. If it were a prequel, why would Chara give a long, expository dialogue to the player about who they are when they are the one person in that world who should know?
And I categorically disagree about how the game will conclude. The Pacifist ending of Undertale is widely regarded as not just the best ending in the game, but also one of the best endings in video game history (At least recent history). That feeling of fulfillment, of saving an entire world of character's we've come to love, of righting a tragic wrong, paying off an entire game's worth of struggle with a positive ending for everyone, that just can't be topped.
I just can't see Toby Fox looking at the overwhelming praise that received and deciding that the ending you have to fight for, the one that requires you to seek out and pacify very challenging fights, will be a depressing one where everything you fought for was destroyed. A world that by all rights is just as worthy of saving as the one in Undertale.
All we can do is speculate on the ending, but I highly doubt that the true, satisfying ending to Deltarune would have such a dark, depressing note.
Either way, undertale is a game about how players (typically) want to see every possible outcome of the game. It's what make the genocide route interesting. The Players never viewed the monsters as friends in the pacifist route, and see them as little more as NPCs that react to things. Genocide was just another outcome to see, like the pacifist route. You never 'save' the world in the pacifist route, since you're most likely going to do a genocide route later.
This is what flowey was going on about when he was able to use SAVEs (if that was canon?). Like the player, he was messing around to see every possible reaction of each person or the outcome of any action he did. He eventually got bored though, and let things play themselves out.
Chara also never really "inhabits" frisk, and I don't know who suggested this. Yes, sometimes they comment on the environment, like at the end of the genocide route, But they also could have been also always commenting on the game and simply turn the text red once they gain enough power to do so. Keep in mind when frisk does an insta-kill, that's their raw determination, not chara. The Real Knife and the Locket are also likely the same items as the Worn Dagger and Broken Locket(?), they are likely just powered-up along with the player.
It is also possible that there was a fractured dark world like how undertale (according to my theory) is the fractured light world. This is how it kinda ties into gaster, as this could be what was refered to in the darkness speech. I imagine that while attempting to travel to the dark world, something went wrong, fracturing him between both worlds. Anyways, this is what chara would be referring to as the "next world" since deltarune is stated to not be a sequel.
For the ending of deltarune, the idea is that your choices don't matter because all your choices all will lead to the same, true ending. I bet an intended "whole" play-through of deltarune would be doing each route (Deltian Psycho, Pacifist, Neutral) to access all the bosses. The game let's you skip some segments like with the bed at the start of each chapter, so this is likely intended.
This also explains why chara (former kris) wants to destroy the world(s) since they will have already seen how players view the game as a set of outcomes. Ultimately, they know the player will do a genocide route (if they left the game at pacifist, they likely wouldn't do the 4th), so they can seize power to prevent the player from bringing whatever calamity the fractured dark world holds.
But that's also why he offers the soul trade deal. By doing so, he gets to permanently bind themselves to the player, which is why from then on he shows up in true pacifist endings despite never being invoked by killing anyone. He does this because us killing people is the best way for him to gain power, and he's willing to bide his time and wait until we're both bored of the world and ready to move on to the new one. He will gain his power eventually.
I think you're over-analyzing the meta commentary on the genocide ending. You are right, it is more or less caused not by any legitimate malice by the player, but by an incessant curiosity. All of that death and destruction, all those lives ended, just because the player wanted to see what would happen. This judgement never bled over into the other endings really, apart from Flowey/Chara's occasional comments that confirm that you can't undo what you did so easily.
The player in the pacifist ending is shown as a strictly benevolent force, and no matter how many times you do that ending, all you get is slight judgement from Asriel that you're effectively undoing the good you did. It's clear that the player can either be an avatar for good or for evil, and the reason why can be flippant.
But I don't think too much of that same commentary is coming back in Deltarune. It was shocking to have the game effectively call it's players out for doing monstrous acts for no other reason that just wanting to see what would happen. Repeating that again in the followup game wouldn't have the same impact. Not to mention it rings hollow for players like myself who never actually did the genocide ending.
Ultimately, we don't have nearly enough evidence to confirm or deny any endings at the moment, so it's ultimately pointless to speculate about them. What I will say is that I highly doubt that Deltarune won't have a similarly positive ending akin to the pacifist ending from Undertale, because that was one of the best parts of that amazing game. It might be slightly darker in tone, Deltarune is clearly a darker place than Undertale was (Cancer subplots, etc). But I think a "everything you did was pointless" ending ala Spec Ops: The Line would be a mistake for a game series that's built on your actions actually having consequences.
And before you say it, I know that "Your choices don't matter" is the current meme in game, but despite that message, we still do. The player chooses to be pacifist or genocide. They choose to fight the secret bosses or not. They can choose to do the Snowgrave route, which can result in killing Berdly. Or they can not, and Berdly lives. Fundamentally, a "choices don't matter" is an unfulfilling experience, and so while it might be the fakeout neutral ending, I don't think it'll have much effect on the true pacifist or genocide endings.