Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
(Although maybe Frisk isn't really the human...? Just kinda speculating here)
A short list of things Frisk does on their own accord is:
- Go behind the lamp
- Hold Toriel's hand
- Turn to look at characters if they randomly appear, like Muffet and Alphys
- They always pick up the phone
Etc.
These are things that Frisk does without any input. About your claim that the story is hollow if the Player is an entity, it makes sense, but at the same time, it shows even more character from Frisk. The ability to resist a meta super human controlling your every move, would be really cool. Some things are from Frisk as well, the options like flirting and SAVING in the Asriel fight, are most likely from Frisk. One big clue is that, during the Alphys date, there are two options, one in total correct capitalization and spelling, and one that is messed up. The messed up one might be from Frisk (seeing as they are a child).
The SOUL is fighting against Chara's posession of Frisk.
Near the end of a pacifist run, Sans says you didn't gain LOVE, but you gained love. This implies that there is a seperate, untracked statistic (more or less) which accounts for the level of morality a heart / SOUL has. LOVE, on the other hand could be interpreted as a measurment of Chara's influence to warp reality and lower the love of you, the SOUL. Once your love (not LOVE) is sufficiently lowered, CHARA finally gains full rather than partial possesion of Frisk. And you, the SOUL never are able to regain full control as indicated by the persistant discoloration of frisk EVEN IF YOU COMPLETE A PACIFIST RUN AFTER GENOCIDE.
(Assuming you don't reinstall the game) Once you complete a Genocide run the player/SOUL never ever again has full control over Frisk as indicated during the papyrus puzzle run and other events throughout the game.
The corrupted "happy ending" is simply an illusion conjured up by Chara to fool you, the player. Once the credits roll you no longer have any control over Frisk. You can't move, you don't engage in anything. You lose all agency in the game.
Once you beat a genocide run and sell your SOUL (i.e. lose the last of your influence over Frisk as measured in love) there is no happy ending. Ever.
Everyone.
Dies.
Always.
The discolored frisk at the end of the game isn't Frisk, its Chara...
...And she'll kill them all. Because there's nothing you can do to stop her.
(Check the crossed out pictures in a corrupt ending)
Nothing's a fact, mate. It's all assumptions. Even if it looks obvious to you, you shouldn't be going around telling that the stuff you say is a fact without confirmation.
The only problem with that is anyone could say that.
Frisk is led into almost everything they do. You can make Frisk kill or you can make Frisk save everyone. What they would do is probably up to your interpretation because they are a pretty blank slate (we even get to decide if they have a place to go at the end). Of course, there are a couple of hints that Frisk is a rather nice child. So they would probably choose to help everyone if they could. At least that's what I think.
They...literally....explicitly say.... "It's me, Chara."
http://68.media.tumblr.com/01ebea20633c47eec82ee5febfc29beb/tumblr_inline_o0350hYD5W1qda68o_500.png
Forgot about that mirror. Well, it's kinda hard to remember it when the famous "It's me, Chara" is more popular on the end of the (boring) Genocide route.
EDIT: Also would be nice if you didn't make a broken quote.
Undertale? There's no point. We can discuss for hours, we will never reach anywhere because we don't have enough information and we won't ever have apparently. But oh well, we can make up a good theory and at least assume it's canon.
Nah, the story isn't hollow, its implications are absolutely horrifying. The implication of you, the player, having controlled Frisk means that you're not a moral force in the world. It means that you're this horrifying outsider that murder tortured a child *for your own enjoyment*. The fact that you managed to 'solve this problem' in the process is secondary to *what you are* in that world. Which is why genocide is even an option. Ask yourself this, "How many times did Frisk die on my pacifist run? How many times was he put in danger? Considering Asriel's dialogue (reminder in next paragraph), WHY would Frisk opt to go back?" Additionally, it recreates the spare/murder theme *outside* of the game (because by resetting after true pacifist is the murder option and never playing the game again is the 'spare' option). It is more powerful than assuming that the player is Frisk or Chara because it makes us not only responsible for our choices in game, but also for the choice to continue playing *past the ruins* or deciding to reset the game.
Asriel points out that Frisk had no real reason to try and go back home: That everyone that goes up that mountain is *escaping* something or out to commit suicide. Things are/were not good at home for Frisk. That trying to go 'home' after going up the mountain was pretty much a pointless task that makes no sense for Frisk's character. Meaning that the player is the one that made that decision *for* Frisk when staying with Toriel was the ideal option for him. That the player *put that child in danger in order to 'get their happy ending'*. It is the most powerful ending because it transforms the whole game: We're the bad guy, we're the horrifying monster. *We* are worse than Chara or Flowey or anything else that we meet in the game especially since *we* (and our pursuit of plot/entertainment) creates the conditions for Chara to turn evil. Sans calls us out pretty explicitly on this, in fact (though not necessarily the player directly).
And Flowey isn't confusing us for Chara, he is referencing to us by the name we chose at start. The on screen character is simultaneously: Chara, Frisk, AND the player. Chara just so 'happened' to have the same name as us in life, but we're in fact two different entities in the game.