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7/23/2025, 1:50:01 AM
>>716181060
Toby has already mentioned that the main leitmotif of the weird route is freedom. Whose freedom and from whom—he didn’t specify. But I think it’s pretty obvious and clear to everyone. He’s not some prose genius who hides the truth in a layer of lies, buried in a sea of truth, submerged in an ocean of lies. Those are too complex schemes for him, and it’s obvious that the weird route is about the conflict between you, the player, and the characters in your mutual lack of freedom.
As a player, you want the freedom to do all sorts of nonsense, while the characters want freedom from your tyranny. This is a path where you become the main antagonist for them, and they become yours. On this path, you’ll gather the best equipment in the game and unlock the strongest skills, like a typical munchkin, but it’ll backfire in your face at the end when the characters rise against you and defeat you using the very power you gave them, not expecting they could break free from your control.
This route is about your rapid rise and the inevitable downfall of evil. It’s an evolution of the pacifist route ideas from Undertale, where the core message is that you should let the characters live their lives. That you should respect their needs, desires, and thoughts. That you shouldn’t turn into a tyrant just because you can.
Recall Flowey’s dialogue after the true pacifist run—well, the weird route is a development of those ideas. It’s about how your evil in the game isn’t something Toby approves of.
Toby has already mentioned that the main leitmotif of the weird route is freedom. Whose freedom and from whom—he didn’t specify. But I think it’s pretty obvious and clear to everyone. He’s not some prose genius who hides the truth in a layer of lies, buried in a sea of truth, submerged in an ocean of lies. Those are too complex schemes for him, and it’s obvious that the weird route is about the conflict between you, the player, and the characters in your mutual lack of freedom.
As a player, you want the freedom to do all sorts of nonsense, while the characters want freedom from your tyranny. This is a path where you become the main antagonist for them, and they become yours. On this path, you’ll gather the best equipment in the game and unlock the strongest skills, like a typical munchkin, but it’ll backfire in your face at the end when the characters rise against you and defeat you using the very power you gave them, not expecting they could break free from your control.
This route is about your rapid rise and the inevitable downfall of evil. It’s an evolution of the pacifist route ideas from Undertale, where the core message is that you should let the characters live their lives. That you should respect their needs, desires, and thoughts. That you shouldn’t turn into a tyrant just because you can.
Recall Flowey’s dialogue after the true pacifist run—well, the weird route is a development of those ideas. It’s about how your evil in the game isn’t something Toby approves of.
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