Heads up: If you somehow have not had "Undertale" spoiled for you already, and you're still avoiding spoilers, click off this article now. I'll be discussing the "True Pacifist" and "Genocide" endings in detail with mentions of some of the "Neutral Endings." You have been warned.
So, somehow over the past three to four months, an Indie RPG game named "Undertale" blew up over the Internet. Was it the punny skeletons that won everyone's hearts? The slight lesbian love story that eventually develops between two of the main characters? The idea that a cute little flower is actually a sociopath? Is it the catchy tunes that I may or may not have had on repeat for two weeks now?
Or maybe it's the fact this is one of the only RPGs to make you take responsibility for your actions? The goal of most RPGs is to fight foes and gain EXP so you can LV up. So of course, in those games, EXP stands for experience and LV stands for level. But in "Undertale," EXP stands for execution points and LOVE (the full version of LV) stands for level of violence. You're not aware of this until right before the final boss though, so you may go through the game killing everyone, not realizing you actually don't want to do that.
Throughout the game, multiple characters will stress the problems that come from you killing the monsters, whether it's one of the little creatures you encounter or one of the main bosses. However, to each their own, so within the game there are three main endings you get depending on how you played. The "True Pacifist" ending is one where you killed no character and either spared or fled from battle. This ending also has a few other things you need to do before you can win, including hanging out with the characters Papayrus, Undyne and Alphys. The kicker to this ending is if you go back to play the game, Flowey will try to convince you to leave them be, and let them be happy.
The opposite ending to this is the "Genocide" route, where you kill every character you see until there is no one left in the Underground. In this one, you eventually have to erase the world to the evil human named Chara, which actually leads to the game to "corrupt" itself and be unplayable until you sell your soul to her. Even if you sell your soul and replay the game for a "Pacifist" route, it still won't be a true one because you made your choice doing a "Genocide" route in the first place, and it will mess with your ending.
If you're somewhere in the middle, you'll end up with one of many neutral endings that change every so slightly based on who you did and didn't kill.
So why is this such a big deal? It's because this game makes your choices affect you. For example, on my first play through, I killed Toriel. When I went back to face her on my second play, through, it was saying comments like, "You want to tell her you feel like you've seen her die before, but that would be weird," or, "You look like you've seen a ghost." It remembers I killed her, even though I reset my game. Right now, my game is on a finished "Pacifist" route, but if I went to go reset it and play it again as a "Pacifist" route a second time, it would remember that and make a comment asking why I didn't just leave it alone if I was going to get the happy ending again anyway. Even when you're fighting bosses, they can sometimes remember how many times you died. Like for Photoshop Flowey at the end of the "Neutral" route, he'll comment something different for every time you die.
The game has a mind of its own, and that might be its greatest feature. It wants you to feel guilty for killing the monsters and being a murderer. Just like the idea that if you step on an ant, you're taking a father away from its family, killing one of the smaller monsters in this game is doing the same thing. You want to treat them with respect, and that is the most impressive thing of any game in all of time.