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#ignore the inconsistent capitalisation i did this both on my phone and laptop hgkdk
sopuu · 1 year
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I would love to hear your thoughts on the symbolism and game design of omori
This is suchh an old ask im sorry it took me so long to get my thoughts tgt let alone write them down hh everything’s under the cut bc there’s a Lot and tysm for enabling me 🙏🏻
just a heads up I’m not gonna talk much about the characters themselves bc there’s already plenty of analysis out there for them- what I am gonna get to tho is the general game itself and a bit of the music. And bc OMORI is a game that covers heavy topics, please be aware of this before you continue reading!
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So ofc I gotta start with the first place omori wakes up in — white space, just a simple rectangle on the floor with the essentials within arm’s reach, no responsibilities and no one to bother you. I LOVE minimalistic stuff like this- something so simple can can make you feel like you’re in both the most peaceful and uncanny place in the world. Also the black bulb being a symbol of repression, opposite of a lit bulb being a symbol of a new idea (thank you fandom wiki for this point) is just 👌🏻. And the fact that omori’s friends are right next door (literally called neighbour’s room) if he ever gets lonely shows how they’ve always been there for him, and in turn how much he depends on them.
I think the game does a wonderful job of depicting what escapism is like- Daydreaming of a world full of your own ocs, adventuring through it with your best friends and being the hero of the story where everything goes right for you. But of course this fantasy can’t hold forever as the real world starts to catch up, with stuff like Something appearing in places reminding omori of what happened, red space entrances throughout the story (the ones before the main red space debut as omori sits on the throne), and ofc the moment basil drops the photograph at the start. Side note, I like how Something always disappearing so quickly shows how desperate omori is to repress it, like quickly shoving problems under a rug. Or maybe im reading too much into it and it’s just to add to the creepy factor lol. Also this is one of the games that does mixed media SO well- combining digital 2d art with real life materials like sketching and scanning the animations, clay models for Somethings, real life photos drawn over and filtered etc, it really suits the theme of having to balance the fictional world and the real world if that makes sense. Also the way some scenes deliberately leave in the crumpled paper texture!! Especially for messages about not friends giving up on each other-- its almost like those were thrown away in the trash and picked back up again. Quite the parallel to how sunny locked himself away for four years due to depression and guilt for what he’s done, thinking his friends would never forgive him, then eventually finally coming out of his house and giving himself a chance with reconnecting with them.
Ok here’s where the heavier themes come in so please please stop reading if you’re not comfortable with them! [tw: suicide (or at least implications of it)]
game design time! i absolutely love it when games use the game mechanics themselves to be a part of storytelling- and this game does it with the stab function. I actually got to know this game through watching playthroughs, and at the first forced transition usually people do whatever they can think of to avoid having to press the button, before very reluctantly realising that they don’t have a choice. As the game goes on, players start getting more and more familiar with it, using it to get back to the real world or bc of forced resets and so on. Before long this basically becomes routine and players get so used to it that they don’t even hesitate to press it anymore. After all, nothing bad actually happens, right..? This mechanic gets used so much more in black space, but this time it’s very prominently presented as an escape route, something to get out of stressful situations, something that helps. you might even be relieved to see that option be available to you. And I think that’s terrifying— considering that this is a representation of how.. unpleasant thoughts can go from being unfathomable to something that feels like a natural/normal occurrence. i don’t think I’ve seen any other game that captures this kind of thought process(? there’s probably a better term for this) to the level that OMORI does and im so so glad that the devs are bringing these mental health topics to light.
I’d also love to talk about black space but I think this post does it better than I ever could haha, also black space 2 I love you sm im a sucker for out-of-bounds-but-not-really type of areas (yknow like Undertale’s fun value rooms and test rooms), it’s like hitting the jackpot for easter eggs and subtle lore aughh <3
And I can’t talk about OMORI without talking about the music!! I think we can all agree that Duet KILLS. the high notes as the happiest scenes show on screen………the way the piano is the one that starts the song off and it ends with only the violin……… my emotions man. what if I started crying!!!!! (i did)
Clean Slate is one of my top songs- there’s so much emotion in this and it’s the epitome of acceptance and letting go of guilt while also giving the feeling that you’re in a hospital (ig that’s kinda the point but for such a short song to pinpoint a feeling AND setting so accurately is so grragjgh….)
Other big favs are It Means Everything, Chaos Assembly, Tee-Hee Time, Puddles, Snow Forest and Dear Little Brother :) and actually a lot of others as well but id be listing half the soundtrack and more if I go on
In conclusion OMORI is such a well designed game, I love it and its messages sm it means a lot to me personally, and writing this made me feel like im back in English class again
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