In Chapter 4 of Deltarune, players step into the shoes of Kris, a pixelated protagonist navigating a whimsical yet puzzling environment. Upon encountering a hallway adorned with a locked door, a step stool, and a vibrant green book perched on a shelf, the challenge becomes apparent. The logical move would be to reposition the step stool, allowing Kris or a fellow party member to reach the book and activate the hidden switch behind it. However, the absence of a button prompt leaves players unable to interact with the stool, prompting a shift in strategy.
As the narrative unfolds, a delightful twist occurs when Ralsei, one of the game’s central characters, takes on the role of a makeshift step stool. This anthropomorphized goat character bends down, allowing Suzie, a punkish purple dinosaur with an aggressive demeanor, to leap onto Ralsei’s back and successfully hit the elusive switch. The scene culminates in a humorous tableau, with both Ralsei and Suzie sprawled on the ground, yet the door swings open, revealing the game’s knack for subverting expectations.
Innovative Gameplay Mechanics
Much like its predecessor, Undertale, Deltarune masterfully intertwines turn-based combat with bullet hell-inspired minigames. Players engage in actions that evoke emotional responses from enemies, all while navigating a barrage of attacks represented by a tiny pixelated heart. The game encourages creativity, often presenting pacifist solutions to conflicts. The available “ACT” options vary based on the enemy and context, leading to unique resolutions—one memorable encounter involved a curmudgeonly turtle shouting at foes like a group of unruly children.
The unpredictability of each battle adds a layer of excitement; characters express a range of emotions—talking, crying, laughing—depending on the player’s choices and the unfolding events. In one particularly inventive fight, an enemy manipulates the user interface, transforming the battle into a roulette-style game. In another instance, the intensity of a character’s fury leads to a dizzying sequence featuring five distinct minigames, seamlessly shifting from dodging attacks to a live rhythm game performance.
Humor and Subversion
The humor embedded in Deltarune often plays on the conventions of the RPG genre. An unexpected encounter with a water cooler, which players might anticipate as a source of healing or items, instead turns into a formidable foe. In Chapter 3, the trio of heroes finds themselves ensnared in a live television game show, hosted by a character with a CRT TV for a head, who mourns the loss of family movie nights. The ensuing game, reminiscent of the original The Legend of Zelda, showcases the game’s penchant for playful absurdity.
In a particularly whimsical moment, Suzie swaps her controller with Kris during a game-within-a-game scenario, resulting in a playful twist where players control Kris as a pixelated version of Suzie. This clever narrative device challenges the traditional RPG trope of a player-character relationship, reminding players that Kris is not merely a vessel for their actions.
At the outset of Deltarune, players are given the opportunity to design their hero and name them. However, this customization is swiftly met with a tongue-in-cheek admonition from an omniscient narrator, reinforcing the notion that players cannot simply project themselves onto Kris. This dynamic serves as a reminder of the game’s deeper narrative intentions.
While some elements may feel familiar to veterans of Undertale, Deltarune consistently surprises, ensuring that players remain engaged. The potential for battles to morph into entirely different games or for mundane objects to transform into formidable adversaries keeps the experience fresh. With additional chapters on the horizon, the first four installments already stand as a testament to Toby Fox’s unique style, offering a compelling journey for RPG enthusiasts.