Analyses

Undertale: why killing everyone actually makes you feel bad

Undertale (Toby Fox, 2015) did something almost no game manages: it turned a menu choice into a moral problem that sticks. You can kill the monsters or spare every one of them. Mechanically, killing is simpler and yields more levels. And still, many people who attempted the genocide route report the same thing, with a touch of embarrassment: they could not finish it, or they finished and felt bad in a way wildly out of proportion for a pixel-art game.

The guilt does not come from violence, it comes from the bond

It is worth understanding why it works, because it is not the violence itself. Far more graphic games produce nothing like it. What Undertale does is spend time making you fond of the characters before offering you the option to destroy them. Toriel cooks for you. Papyrus wants to be your friend with a sincerity that almost hurts. Sans tells bad jokes. When the option to kill appears, it does not fall on enemies, it falls on people you already like.

That is the engineering of the discomfort: guilt is not born of the isolated act, it is born of the act directed at someone who is also an object of love. Without ambivalence there is no guilt, only calculation.

Klein and the moment destroying starts to hurt

Melanie Klein described exactly this point in a 1935 paper on manic-depressive states. She proposes that, at first, the child handles the world by separating good objects from bad ones, which allows the bad to be attacked at no cost. What changes everything is the move into what she called the depressive position: the recognition that the good object and the bad object are the same person.

From then on, attacking stops being cheap. If the figure who frustrates is the same one who cares, attacking her means damaging something one depends on and loves. It is from this recognition that guilt arises, in the precise sense of the word, and from guilt comes the impulse to repair, to mend what was spoiled. Klein considered the capacity to recognise one’s own destructive impulses and repair the damage an essential part of mental health, not a flaw to be eliminated.

The genocide route as a refusal of ambivalence

Read this way, Undertale’s genocide route is less a trail of violence and more an experiment in what happens when someone refuses to sustain ambivalence. Completing it requires emptying each area methodically, which the game makes tedious on purpose. It is bureaucratic work of annulment, not a power fantasy.

And the game answers by removing the world from view: rooms stand empty, the music disappears, characters stop showing up. The punishment is not difficulty, it is loneliness. What you lose by treating everyone as a disposable object is precisely the existence of someone on the other side.

The detail that turns the game into an argument

There is also the most discussed element, and the sharpest: the game remembers. If you complete the genocide route and then come back for the pacifist one, something stays spoiled, and the closing text makes clear that it was not undone. Many people found this unfair. It is, in fact, the central thesis.

Reparation, in Klein’s sense, is not erasure. It does not return the object to its former state nor cancel what was done. It is work carried out in the knowledge that the damage happened and that it counts. Undertale refuses the logic of the save file precisely where that logic would be most comforting, and in doing so says something that holds well beyond the game: the difference between someone who repairs and someone who merely wants the discomfort gone is that the first accepts carrying the memory of the damage.

References

Klein, M. A Contribution to the Psychogenesis of Manic-Depressive States (1935), International Journal of Psychoanalysis, vol. 16: the depressive position, in which the object comes to be recognised as whole, with good and bad aspects, giving rise to guilt over one’s own destructive impulses and to the movement of reparation.

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