By Angie Valdes
In a world where video games traditionally exist as isolated, fictional environments, Undertale stands apart for its ability to break down the barrier between the player and the game. While most role-playing games (RPGs) immerse players in fictional worlds where they control a character, Undertale flips the script by making the player an active part of the narrative itself. The game repeatedly breaks the fourth wall, acknowledging the player’s presence, tracking the player’s decisions across multiple run throughs, and engaging them in ways that directly impact the storyline. This article will be exploring how Undertale’s clever use of the fourth-wall creates a unique relationship between player & game, making players feel responsible for their actions in the game in ways that transcends traditional gaming experiences.
Breaking the fourth wall is a technique often used in games, shows, movies, etc, and etc to acknowledge the audience’s existence by having characters directly address them. In games, this occurs when a character or the game itself speaks to the player, creating a direct connection that blurs the line between fiction and reality. Unlike other video games that keep players firmly within their fictional worlds, Undertale constantly disrupts this boundary, forcing the player to think about their actions within the game. Throughout Undertale, characters frequently acknowledge the player’s actions and choices outside of the protagonist’s control.
The game remembers what the player has done, even across multiple playthroughs or resets, holding the player accountable for decisions they may have thought they could “erase” or “go back”. This use of the fourth wall makes Undertale more than just a typical RPG. It becomes an interactive commentary on the nature of choice, responsibility, and consequence, creating a profound and immersive gaming experience for the players.
One of the most striking examples of fourth-wall breaking in Undertale comes from Flowey, a character who immediately establishes himself as more than just an in-game antagonist. Flowey not only interacts with the protagonist but speaks directly to the player, referring to the ability to save and reset the game as tools that the player can exploit. However, Flowey himself subverts these mechanics, showing an unsettling awareness of the player’s actions, even after resets. This all means that Flowey is a character who “knows” what the player has done and uses that knowledge to manipulate them emotionally.
In my own playthrough, after completing a Neutral run, I decided to reset the game to attempt a different outcome. But instead of starting fresh, I was greeted by Flowey, who remarked on my previous decisions. This direct acknowledgement of my past actions made it clear that the game was watching me, not just Frisk (The protagonist). Flowey’s unsettling presence made me feel less in control, as if my own attempts to manipulate the game were futile in the face of his knowledge. This interaction deepend my engagement with Undertale, transforming the experience from a standard RPG into something far more personal and emotionally charged.
Flowey’s manipulation of the player highlights one of Undertale’s key narrative techniques. The game does not allow the player to simply undo or forget their decisions. This mechanic builds tension and unease, as players realize that their actions have lasting consequences, no matter how many times they try to reset or restart. Flowey’s role as a “meta” character, a character who is aware of its presence. Flowey forces players to confront their choices, creating a deeper sense of responsibility and engagement than typical RPGs allow.
Sans, one of Undertale’s most beloved characters—and my favorite from all the characters in Undertale—also engages with the player in a way that breaks the fourth wall, particularly in the Genocide route. Throughout the game, Sans is portrayed as laid-back and comedic, with his equal as funny bother Papyrus, but this facade drops when the player embarks on the darker Genocide path, in which they systematically kill every monster in the underground. During this route, Sans becomes a moral compass, confronting the player not just about their actions in the game but about the reality of their decisions.
When I first encountered Sans in the Genocide route—in one of my many play throughs—, his dialogue shifted from humorous to profoundly critical. He directly addressed my actions, not as Frisk’s, but as my own, making me feel directly responsible for the destruction I had caused. His infamous line, “You’re the type of person who won’t ever be happy.”—Felt REALLY personal— but these moments in the game are what caused me to be more engaged with the game, as well as creeped out on how Undertale manages to break the fourth wall. This moment truly transcends the typical RPG experience, where actions often feel disconnected from real-world consequences. San’s ability to confront me on such a personal level made me reflect on my choices more deeply than in any other game I have ever played.
In Undertale, Sans is more than just a boss character. He is a reflection of the player’s morality. His critique of the player’s choices challenges players to think critically about their role in the game. The awareness of knowing that the player’s decisions is either a danger or is a help to his current world causes him to engage with the character and put a stop or give a helping hand. This level of engagement makes the player feel personally responsible for the story’s outcome, blurring the line between the fictional world of Undertale and the real world in which the player exists.
One of the most innovative ways Undertale breaks the fourth wall is through its use of save files and resets. In most games, saving and resetting are tools that allow players to experiment with different paths, erasing mistakes or replaying sections to achieve different outcomes. Undertale mix’s up this choice of saving and resetting by making the player’s choices permanent—even if they reset the game. The game remembers what the player has done, and certain events and dialogue reflect those past actions, no matter how many times the player tries to “start fresh.”
This meta-narrative approach is a powerful tool in Undertale’s storytelling. By forcing the player to live with the consequences of their actions, even after resets, the game challenges the traditional use of save files and encourages players to think more carefully about their choices. This mechanic deepens the emotional and ethical stakes of the game, making Undertale a truly unique experience in which player accountability is important to the narrative.
In my playthrough, I attempted to reset the game after a Neutral ending, hoping to begin again with a clean slate. To make amends of killing certain characters and make different decisions. However, characters like Flowey and Sans remembered what I had done, and their dialogue changed to reflect my previous actions. This use of meta-narrative mechanics forced me to confront the affects of my decisions. Unlike other RPGs, where players can simply undo their choices without consequence, Undertale made me feel as though my past actions were inescapable, creating a sense of accountability that persisted across many playthroughs.
The breaking of the fourth wall in Undertale isn’t merely a gimmick. It creates a strong emotional connection between the player and the game. By addressing the player directly and holding them accountable for their actions. The game continually draws the player deeper into its world, not by offering traditional forms of immersion but by making the player personally responsible for the game’s events. Throughout my experience, I found myself far more emotionally invested in the outcome of Undertale than I had been in most other games. Undertale forced me to confront my own sense of morality, making every decision feel important, even beyond the fictional confines of the game.
Ultimately, Undertale stands as a unique example of how breaking the fourth wall can create a deeply immersive and emotionally engaging gaming experience. By directly acknowledging the player’s presence and decisions, the game fosters a relationship between the player and the world inside Undertale that feels more personal and impactful than in most other games.