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#omori bad ending title screen
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Omori Titles:
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the-mighty-mittens · 2 months
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Omori spoilers once again bc I'm playing a different ending//
I'm at the part where we visit Basil
I'm playing the neutral ending
Basil I'm so sorry (I'll play the good ending again after so hopefully I won't feel so bad after)
I'm currently stalling by finding the stray cat and going to the housewarming party and stuff XD
Sunny standing back as everyone talks to Mari HURTS
THERE'S A TREE STUMP BEHIND HER HEADSTONE
"do you want to have a picnic with Mari" DO YOU WANT ME TO CRY
I HAVE TO GO SEE BASIL NOW
GOSH DANGIT
IT'S FOR THE ACHIEVEMENT
IT'S JUST A VIDEO GAME
BUT AAAAAAAAAAAAA
Oh yeah.. you'll get to see Basil alright
GOSH DANGIT WHY AM I DOING THIS TO MYSELF WHY CANT I JUST WATCH SOMEONE ELSE PLAY IT
AUURRGHTHRGBDFSKJHLDKFGASBH
I'm not even exaggerating I'm not even at the "do you want to save basil" part and my hands are already shaking
Watching Basil having a ✨mental breakdown✨
Time for a lightbulb-breaking intermission
"Sunny takes 143 damage" I hate this game
Time for you to face the truth, Sunny
OH that's what that spotlight is it's pointing fingers
IT'S THE TUNE FROM GOOD MORNING OMG
Ok people talk about how it's not possible for two twelve year old boys to lift someone into a tree but Basil would have to be pretty strong, right? Bags of dirt and full watering cans aren't light (I'm several years older than he was and can barely lift a watering can), and weeds hold on for dear life, so he'd have to have a decent amount of strength. Idk about Sunny though, unless I'm missing something, but adrenaline is insane so I don't doubt he'd be able to lift more than his usual limit because of it. Also he dragged her all the way up the stairs and the photo album mentions she was lighter than he expected.
I know these are Basil's memories but I think it's kind of funny to imagine Basil just peeking around the corner and snapping a pic of Mari on the floor (is there something wrong with me? probably)
CRAP IM HERE BASIL I'M SO SORRY IN ADVANCE
IM SORRY IM SORRY IM SO SO SO SO SORRY BASIL
I SAVED SO I CAN PLAY THE GOOD ENDING AGAIN AFTER
BASIL MY BOY 😭😭😭😭😭
"why does this keep happening to us" THIS GAME AFDGNMSGBSHDFGKF
SUNNY JUST BLOCKED OUT BASIL'S DOOR OH MY GOD THIS POOR BOY
The shadow of Basil's something
Hey I completed a playthrough of Omori in less than 20 hours :D
Alright I'll boot up my first save again and play the bad ending, then the good one again and never touch this game again (/hj I'll probably play it again after some time but I NEED A BREAK)
Ooh this Something ascii art is cool
Augh watching Sunny give up is really sad
Ayo let me go inside
Sunny get off the roof Sunny NOOO
I have no choice dangit
CLOSE-
Sunny rotating to the beat is. an interesting detail.
The title screen is empty jeez
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choobuki · 3 years
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Omori au: takes place after the bad end (spoilers)
(Inspired by this ao3 fic... and i totally stole the plot hehe)
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A few years after sunny’s death.. kel, hero, aubrey, and basil decide to go back to the old treehouse, for old times sake, when they entered the treehouse... there was... a USB...? It was labeled as “OMORI.exe” and hero, being the smart boy he is, decided to see if he could open the file, after a few tries... it started to boot up, and what everyone saw on the screen before them was... unbelievable
They were on the title screen of omori (the game), the faint piano that plays in the background, the childish handwriting that shows the title, the black and white pallete of the screen... but most importantly...
In the center... there was a black-and-white version of their old friend.. sunny?
They pressed play, the game starts. They can now see what sunny was up to those four years of absence, they spend hours, days, weeks on end trying to figure out how and why the game that currently shows on screen knows what exactly happened to sunny.
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rexcaliburechoes · 3 years
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story-telling in omori’s soundtrack // literally, no one asked
a warning: some broad spoilers for at minimum, the bad ending AND the good ending of the game. i have not yet played the hikikomori route, so if i make a wrong assumption please tell me. i will not go too in depth about the subject matter that omori covers, but please be wary of potential triggering subjects discussed in this rant such as depression, suicide, and anxiety. rant under the cut (copy/pasted from a server i ranted to and reformatted to look nicer on tumblr).
the use of actual acoustic instruments is important in the game because we don't get much of them when we listen to the bgm; when we're talking to mari, we usually get a soft piano medley, since mari played the piano when she was alive and she’s “given the safety of picnic blankets” while we explore HEAD SPACE. we also don't get the violin very much until the very end where sunny finally decides to confront OMORI at the end of the game. every other piece has more of an electronic influence because that sort of symbolises being in HEAD SPACE, where you basically live in your dreams of the past. it makse sense that the instruments are “not real“, in a sense.
once you get into deep well, you hear more "real" instruments- when you fight the gator guys, you hear the piano more clearly, playing a jazzy tune in the background. you could argue that this is because that's where you're supposed to find the last keys to the hangman puzzle so you can enter BLACK SPACE and confront the truth.
this is also what makes the piano arrange of WHITE SPACE (the one where you’re about to enter BLACK SPACE in the good route, where all the repressed memories about your trauma lay, or so i think. i could be wrong) so powerful. up until this point we’ve only heard little slices of “real“ instruments under the more distorted electronic soundtrack in HEAD SPACE. however, since we know that the piano is heavily associated with mari, once we hit that full piano arrangement of the WHITE SPACE theme, we’re fully remembering mari. we’re trying to discover the truth- the truth we’ve repressed for four years.
the same can be said for the game’s first title screen. the piano is slightly distorted version underneath background noise, but once you reach the good ending you hear a full clear piano arrangement version of the title screen, since you remember your story as sunny. you remember mari. you’ve come to accept your story. you continue after you lose to omori because the only way for you to be able to deal with your SOMETHING is to face the truth, remember, and accept what you did
this is why it's absent in the title screen for the bad ending. you try to face the truth, but you lose against OMORI, against yourself and your SOMETHING (OMORI isn't a SOMETHING though, so i'm kind of stretching here).
also, the game over when you aren't fighting OMORI is not in piano- you are in HEAD SPACE and you're avoiding the truth. it makes sense that, when you get to OMORI's boss battle, you're trying to come to terms and cope with your past, and mari's trying to support you. her piano is there for you. you just have to persevere. you can’t succumb to yourself now. it’s even reflected in the titles:  “it's okay to try again...” versus “try again little brother”. 
and, when you get to the final cutscene of the good ending, you get the soft piano playing mari's waltz, her duet she wanted to play with sunny on that recital, the day before the accident. the tune, ethereal and angelic, has a note of finality to it. mari has moved on. sunny's told the truth and accepted that, if he's not forgiven by his friends, that's okay, because he doesn't have to bottle up his guilt and self hatred and pain anymore. he can heal.
at it's core, that's what omori is about. it tries to tell a story about healing and moving on. it's not exactly  a story about forgiveness, because we don't see the others really "forgive" outright. it takes time, but it's a hell of a lot easier when you have people who will stick by your side and heal with you.
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whoresin · 3 years
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~Omori rant~ (A.K.A I’m puking all over the screen!)
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How do I begin this...? First of all this is not a review of the game or anything of that sort. This will literally be me babbling about something that has eroded the inner walls of my mind in the span of two days after seeing the ending/s in a type of way that I didn’t think would happen, so sorry if this comes off as long winded.
LET’S GO!
I hate this game, and not in the way you think. It’s more of the ‘this puppy is so gosh darn cute let me see how far I can drop-kick it’ kind of hate and the more I think about this game, the more I want to see it fly off into the sun. It’s because I’ve never experienced a game that has resonated with me more than this game has when I think back on it.  When I was eleven, my father passed away from cancer. It was one of the worst things I’ve ever had to go through. I don’t remember a lot from between the incident to around the middle of high-school (say 14/15). My mum says I that I had become withdrawn and was essentially a mute. I still have trouble speaking to people and have A-tier anxiety but it’s getting better everyday.
When I saw this game I was immediately intrigued. I only saw the title image this black and white child and knew I had to see what it was about, but work and mental health were getting in the way, as well as I just didn’t feel like watching it at the time (this human’s got other, more important videos to watch), so I tucked it away and went about my life. It wasn’t until September of this year (2020 to be exact) that I decided to finally watch it, yes, watch it. I didn’t think it was a game I would be all that excited to play, and even if I did, my history with playing games for long stretches at a time is a bad one. So I thought “this game seems like it’ll be good, so I’ll watch someone who’ll take it moderately seriously” and I’m so glad I did.
I fell in love from the first track that played (and I mean the main menu song), and then it was hit after hit after hit of bops, it was great. I’m a scaredy-cat when it comes to horror, so when it went down, I covered the screen with my hand (yes, it’s true), but I just had to know what happened and when all the sadness went down, you know I was tearing, almost on the brink of sobbing (especially at that final duet, with all the memories. Every time I see that scene, I can’t not tear up). Everything about it was great, and after it was over and done with, I just rolled over in bed and thought about all the meanings and themes and everything.
And then as I kept about it, the more similarities I saw in Omori/Sunny that I saw in myself. How every time I felt things get hard in the real world, I would go into my ‘whitespace’ (A.K.A run into the shower, sit with my knees to my chest and just stop thinking -_-). How I became very withdrawn to the world after my father passed away. How close we were in ages when these things happened to us (I personally thought that this one was funny).
I have had the thoughts of being alone, that no one would understand what I’ve been through, and, of course, I know that I’m not alone. No one is. Someone will understand and be able to relate to what you’ve been through. But being able to relate to a character, to the point where it’s almost scary, it kind of leaves me at a loss for words. I don’t know what to do with this information and I guess I had to puke it out somewhere, even if it makes little to no sense. :)
I guess what I’m really trying to say is... Kel is best boy and I wish I had a friend like him and also was him 
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‘OMORI’ analysis:
OMORI’ is an Indie psychological horror RPG that was released December 2020, 6 years after its Kickstarter became fully funded in 2014. It was developed by OMOCAT, LLC and published by OMOCAT, LLC and Playism. It is a long game, the average play time of the main story is calculated to be 21 hours and 9 minutes by ‘HowLongToBeat’ (HowLongToBeat, 2021), a website which polls players with different play styles to calculate the average lengths of games. It personally took me 49 hours to complete. This is to say that, as a long and complex story based game, Omori’s plot will be difficult to summarise in a neat and short format but I will try.
The game has two main routes and multiple endings. I played the normal route and got the good ending so that will be the story I summarise, which also seems to be the one most players also got during their first playthrough. 
The game starts with a short cutscene and then text appears on screen stating: “welcome to White Space. You have been living here for as long as you can remember.” The game then properly starts, revealing the main character in a large white space with a room in the centre. The room contains a laptop, a sketchbook and tissues. Around the room are a cat, a black lightbulb and a white door. If the player goes to the door it says: “a white door casts a faint shadow. What would you like to do?” The only choice is to do nothing. The sketchbook is filled with sinister drawings in red, white and black. The cat says “meow (waiting for something to happen?)”. The laptop allows you to either stare at the screen, look at the journal or log off. The journal (titled ‘Omori’s journal’) is filled with entries for days that are all listed as: “day ???” rather than with a date and each entry either consists of: “today, I spent time in White Space. Everything was okay” or “today I visited my friends. Everything was okay.” The tissue box is stated as “for wiping your sorrows away”. There is a sound and shake and then a text box appears telling the player “something fell nearby”. The player can then find a “shiny knife” by wandering around white space. After discovering the knife, if the player approaches the door they are now given the option to open it.
Once the door is opened it takes the player to Neighbor’s Room, a bright colourful room in sharp contrast to White Space. Neighbor’s Room is a part of a large area called Headspace which is only accessible through the white door in White Space. Most of the game takes place in Headspace, although not all of it, so assume the areas I discuss are in Headspace unless I tell you they are otherwise (White Space is not a part of Headspace). In Neighbor’s Room three of Omori’s friends are playing cards. They are Aubrey, Kel and Kel’s brother Hero. They are happy to see Omori, and after some bickering between Kel and Aubrey, decide to visit their friends Mari and Basil who have invited them for a picnic at the Playground. Saying yes to the invitation causes the friends to join the party and follow Omori. They leave Neighbor’s Room through a tree stump. There are four areas branching from the tree stump. One is blocked off by spiderwebs which Omori refuses to pass because he is scared of spiders, one is blocked of by the sea which Omori refuses to go into because he is scared of drowning and one is blocked off by a ladder which Omori refuses to climb because he is scared of heights. The only other option is to go to the Playground where they meet Basil and Mari who are waiting on a picnic blanket with Mari’s basket and some food. Mari’s picnic blanket, her basket and the food pop up throughout the game with the basket as a save point, the food as a way to replenish health or juice (which is basically mana, it powers skills and can be drained during fights) and the picnic blanket often allowing Omori and friends to have a picnic and take a break from whichever adventure they are on. During their friendly reunion and discussion, Basil shows them his photo album which is filled with pictures documenting their friendship. They then decide to visit Basil’s house except for Mari who opts to stay behind.
Before going to Basil’s house Omori and friends play hide and seek with other characters in the Playground where Omori finds everyone except Basil. Basil has been kidnapped by a character named Boss who is a childish character upset at being banned from the playground by the others who had deemed him too violent. After a fun short battle with Boss they then make their way to Basil’s house. I mentioned the fight with Boss as although it has no relevance to the plot it seemed to set the tone of exploring ‘Headspace’ for me. Colourful fun battles with Omori’s friends against characters who ultimately weren’t bad people. It felt hopeful and exciting even though I knew it couldn’t be the full story because Omori is a psychological horror game. Although I knew something would probably go wrong at some point, it still lulled me into a false sense of security. When Omori and his friends arrive at Basil’s house, Kel and Aubrey have another fight before they go inside which leads to them knocking over Basil and the photos falling out of his photo album. They go inside for Omori to put the photos back in place. After that seems done a photo falls out of the album and Basil picks it up. Basil seems not to recognise the photo, looking scared. A twisting shadow appears beneath him and then he says “n-no.. that can’t be… Mari” his eyes turning red. Then there is a flash of a greyscale photo and Omori is back in White Space, except this time the white door is missing. There is some new dialogue with Mewo the cat and a new drawing in the journal of a strange shape with one eye. However, without the door, the player is stuck, until they open the pocket menu. The pocket menu is where the player can access the party’s inventory, their skills and charms and the options menu. Previously there was a space only listed as ??? but at that moment it is replaced by red text saying “Stab”. Clicking on Stab it gives you the option to stab a member of the party, which, in White Space only consists of Omori himself. The player has no other way of progressing the game and has to click that option, which makes Omori to stab himself. This sudden dark turn shocked me. Although I had expected the game to turn dark eventually I didn’t think it would happen so early on and it felt wrong to have him stab himself.
After Omori has stabbed himself there is another short cutscene and then the player is shown a boy sleeping in his room and asked to choose his name. His default name is Sunny, so that is how I will refer to him. He looks almost exactly like Omori except he is in colour. He is the real version of Omori who lives in the real world and it turns out that Headspace and White Space are all in his head, a world he escapes to avoid a traumatic event in his past. Although they are the same person I will continue to refer to them as Omori and Sunny to separate when Sunny is in Headspace (or White Space) as Omori and when he is in the real world as Sunny. It turns out that in the real world Sunny is home alone as his mother is in the city, preparing their new home for them to move into in three days. It is also revealed that Omori’s friends in Headspace all exist in the real world as well. In the real world you can explore the top level of the house where Sunny’s bedroom is located, but if the player tries to go downstairs to the rest of the house Sunny will shake his head and not allow it. The only choice is to go back to bed where Sunny goes to sleep but then wakes up again hungry. A red light shines through the window making the area more sinister. This time trying to go down the stairs is allowed but the stairs seem to be infinitely long and some hands climb up the sides while others surround him and one photorealistic one chases him. When it catches up, the player is taken to a fight with a monstrous creature referred to as Something. The fight seems hopeless, Sunny’s attacks doing nothing to Something until a mysterious voice speaks to Sunny saying: “take a deep breath… don’t be afraid. It’s not as scary as you think.” The textbox then states: “you steady yourself… and remember how to Calm Down. Calm Down is then available as a skill (fights are won by using attacks and skills). Using the Calm Down skill shows an animation of Sunny breathing in and out and ends the fight, depositing Sunny at the bottom of the stairs. The player can then explore the rest of the house, two areas Sunny still refusing to go to, a room and an area outside, presumably the garden. The player can then take Sunny to the kitchen to pick up the Steak Knife and heat up and eat a steak. Then Sunny seems sick, the rooms wobbling as he walks around. After he goes to the upstairs bathroom and throws up, the rooms stop wobbling. Then there is a knock at the door and when Sunny approaches the door it shows Mari on the other side, still in the bright purple colours of Headspace. She tells Sunny she forgot her keys and asks him to open the door. If the player chooses to open the door there is a quick jumpscare of a ghost. If the player visits the bathroom to look in the mirror they will see the ghost behind Sunny. There is nothing else to do but to make Sunny go to bed and go to sleep. This time when he wakes up there is another cutscene saying “welcome to White Space. You have been living here for as long as you can remember” and Sunny is once again Omori, back in White Space. This time the white door is back but will not open and the Stab option is once again not available. Going to the laptop will open the Hangman menu which shows a list of computer keyboard keys along with vague descriptions of where to find them (they are all somewhere in Headspace). Out of all 26 keys there are 12 keys that are necessary to collected to unlock later parts of the game. It is impossible to collect all 26 in the normal route of the game. To be able to open the door the player has to find the map to Headspace in White Space, then it will allow the door to open when interacted with, once again taking Omori to Neighbor’s Room. Aubrey, Kel and Hero are relieved to see Omori and reveal that Basil is missing. Around this time Mari is also revealed to be Omori’s (and therefore also Sunny’s) sister. The main objective is to find Basil and this drives most of the story that takes part in Headspace. This involves a lot of exploring different areas of Headspace including an area accessed via the ladder that Sunny had previously been too afraid to use. Omori is encouraged by his friends to go up the ladder as they believe it may lead to Basil and this is clearly linked to Sunny defeating the Something on the stairs in the real world. This area is called Otherworld. After going on quests in the hopes that they will lead to Basil and fighting in a battle against the first proper boss, Space Boyfriend, some bloody footsteps will lead to a shadowy figure of Basil. Following shadow Basil takes Omori to a dark sinister space with some hints about Sunny’s dark past and his reason for creating and escaping to Headspace. He is chased by the version of Something the player will see the most, a version already depicted in Omori’s sketchbook in White Space, a strange shape with one eye. When caught by Something Omori wakes up once again in White Space where he once again has to stab himself to wake up in the Real World. This is the End of the Prologue and the start of the first chapter: Three Days Left. Each chapter counts down the days until Sunny is supposed to move out.
Every time Omori turns up at White Space and the white door is not present, the player has to make him stab himself in order to wake up as Sunny in the real world. That is the only way to access the real world. During each real world segments there is a battle with a different creature called Something related to each of Sunny’s fears. First heights, then spiders and finally drowning. Defeating these creatures in the real world always gives Sunny a new skill (these are: Calm Down, then Focus, then Persist) and allows Omori to later overcome, after his friends offer him support, the related fear in Headspace, allowing him to explore new areas that were previously blocked off (Otherworld, then Pyrefly Forest and finally Last Resort and Underwater Highway are only accessible by Omori and Mari swimming across the beach). I found this very interesting as it showed that Omori’s fears were limiting him and that he was able to overcome them, both for his friend (Basil) and with the support of his other friends (Aubrey, Kel and Hero). It implies that you should reach for help or support if you can and it reminded me a lot of my own anxiety which has limited me a lot in my past by making me scared to go to social events for example. Friendship is an important theme throughout Omori (in fact it is an important theme in all three games I chose to assess).
The first chapter opens in the real world with someone claiming to be Kel knocks on the door and the player has to choose whether to open it or not. This choice determines which route of the game the player goes down. The normal route starts when the player chooses to open the door. It is revealed to actually be Kel and not a jumpscare like Mari was and he wants to spend time with Sunny before he moves out. When Sunny explores the town with Kel he finds out that Aubrey has changed a lot, having dyed her hair pink and become the leader of what appears to be a group of bullies who often bully Basil, who is even more timid and scared than the version of him the player saw in Headspace (before he disappeared of course). Sunny and Kel rescue Basil by fighting against Aubrey who Sunny wins against by slashing her with his Steak Knife. Kel is shocked that Omori used a knife against Aubrey and takes it from him. This part made me realise how real the real world is meant to be and how Sunny had become incredibly detached from it by spending all his time in Headspace as Omori and becoming used to having to fight creatures and bosses with his Shiny Knife. Kel and Sunny then decide to retrieve Basil’s photo album which he says Aubrey stole from him. They find her in a church where she reveals to the player that Mari died four years prior, which is presumably the traumatic event that caused Sunny to retreat into Headspace, and is the reason the friend group drifted apart. Kel and Sunny then fight Aubrey again, drawing attention to Aubrey from the other churchgoers who criticise her, causing her to flee. Kel and Sunny then spot her throwing the photo album into the trash and take it to bring back to Basil. This photo album contains different pictures to the one in Headspace but is still filled with pictures showing their friendship, although all pictures containing Mari are missing, presumably taken by Aubrey. When they take the photo album back to Basil, who lives with his caretaker Polly they are invited to have dinner with them. Over dinner Kel mentions that Sunny is moving away and Basil runs to the bathroom. Following him to the bathroom shows him also seeing Something, which he says is behind Sunny. He clearly is also traumatised, his trauma most likely linked to Sunny’s trauma. Basil seems genuinely scared to be left alone but the only option for Sunny is to leave him alone. Then when Sunny goes home he faces the spider Something and goes to bed waking up in White Space.
I will not go into detail into the areas of Headspace that the party explore while looking for Basil as that would take a long time and doesn’t need to be discussed to explain the plot. The reason I went into so much detail for the Prologue is that it sets up the game. Most of the story in Headspace involves the friends looking for Basil, discovering new areas, skills, items and Bosses and always ending in Omori seeing bloody footprints leading to shadow Basil which usually leads to White Space, Omori stabbing himself and waking in the real world.
In the second chapter, Sunny starts off in the real world again. To briefly summarise, he and Kel find Basil being bullied by Aubrey and her current friends ending up with Aubrey accidentally pushing Basil into the water. Sunny has to face his fear of drowning to save Basil and faces up against another Something. Sunny and Basil are then saved by Hero who has returned from college for a short visit. They go to Kel and Hero’s house and look through the photo album and then Kel and Hero ask their parents if they can go to Sunny’s house for a sleepover. In the house Hero goes to the piano room – the room Sunny previously refused to enter. Sunny and Kel then join him there where the player finds out Mari used to play piano, and that her death was a suicide. The player knows from the photo album by now that Sunny also used to play the violin and that he and Mari were meant to play a concert together before she died. Kel, Hero and Sunny then set up a fort in Sunny’s room.
Then Omori wakes up completely alone in Neighbor’s Room in Headspace. Leaving Neighbor’s Room all the paths are blocked off by fog except for the one to the Playground. The Playground is entirely empty but if the player interacts with the mirror they can play hide and seek alone. This is a clear tonal shift as usually Headspace is very cheerful and full of life but with only Omori it becomes eerie. Then the path to the beach is accessible. At the end of the dock stands Mari. She encourages Omori to swim cross the ocean and get past his fear of drowning by promising to stay with him and saying, “steady your heartbeat… don’t be afraid. It’s not as scary as you think.” Crossing the ocean with Mari takes them across to some wooden dock paths. When they reach the end of the long wooden paths there are some curtains floating atop them. Mari turns to face Omori and says: “… Omori… it seems you have forgotten something important. Are you okay with that? I’m not too sure… you’ve seen this curtain once before. The last time we went to the lake. This is my stop though. I know I shouldn’t have come… It just gets a little lonely without everyone. It’s not my place to say anymore, but… I hope you’re still there… Sunny… I really miss you” Mari then says “goodbye, little brother.” Then Sunny enters a new area of Headspace which leads to a hotel called the Last Resort where he has to collect Kel, Aubrey and Hero who were all trapped in contracts to a boss named Mr Jawsum who they have to battle against. This is more like the previous areas of Headspace with lots of puns and colourful new characters. Then the friends travel down the Underwater Highway eventually following a recurring side character Sweetheart to an area of Headspace called The Abyss, during which they start to forget what Basil looks like. In The Abyss there are a lot of hints towards Sunny’s past and trauma. Eventually the friends end up meeting a whale called Humphrey who invites them to enter into his stomach. He is both a new area to explore and, after this exploration, a boss who threatens to actually eat them. Then, once Humphrey is defeated the friends go to find the last of the 12 keys which spells out “Welcome to Black Space” and then shows them Basils house. On the way to Basil’s house the trees and plants look dead. Entering the house there is a pit and entering the pit leads to a dark place which eventually leads to a black door which Omori opens. This introduces the player to Black Space, essentially the inverse of White Space which is surrounded by black doors.
If White Space is where Sunny locks himself away to forget all of his trauma, Black Space seems to be where he hides all of his repressed memories, fears and mental health problems. There is a key in the centre of the room. The key will open whichever of the doors the player chooses to enter first. Each room behind a black door is disturbing and broken looking, with bloody footprints leading to a key and then a red hand appearing and taking Omori back to Black Space. One Black Space room is a small room with a Butler who has the face of a cat while the cat Mewo (who the player knows by now was Mari’s cat) is strapped down to a table with knives next to her. Once Omori has entered the room, the door he used to enter disappears. When Omori interacts with the Butler he says “Mewo has been very, very bad” and then gives Omori a key. As there is no door to use the key on it seems the only choice is to approach Mewo. When Omori interacts with Mewo the text box asks: “do you want to cut open Mewo?” with the options yes and no. As there seemed to be no other option I reluctantly clicked yes, not wanting to see Mewo cut open even though I had become a bit used to the violence of the game after seeing Basil die in several of the other Black Space rooms. However, when the I clicked yes it lead to more text. “Mewo stares at you. She tilts her head out of curiosity.” And then the game asks again: “Do you want to cut open Mewo?” I clicked yes again. More text. “Mewo stares at you. Her eyes widen. She wants to go now.” And then, “do you want to cut open Mewo?” I clicked yes again, feeling more and more uncomfortable. “Mewo stares at you. She struggles to break free.” Again the choice, “do you want to cut open Mewo?” And once again I clicked yes. “Mewo stares at you. Her  eyes are filled with desperation.” I was asked again, “Do you want to cut open Mewo?” I clicked yes. “Mewo stares at you. She tries to scream, but there is no sound.” And again, “do you want to cut open Mewo?” I clicked yes again hoping it would eventually give me a different option but knowing it probably wouldn’t. “Mewo stares at you. She does not know what is happening.” Again the question, “do you want to cut open Mewo?” And finally she was dead, her red blood bright in the dark room and the text box “you cut open Mewo.” I thought finally, the red hand would appear and take Omori back to Black Space, but it didn’t. I waited a couple more seconds and then walked Omori around the small room. Nothing happened. I went to the Butler to see if he would help me leave after having committed such a terrible act but all he said was, “waiting for something to happen?” and I realised with growing dread that there had been no reason for cutting open Mewo. It had done nothing to help Omori leave the room. I opened the pocket menu and saw that the Stab option was back. I selected it and Omori stabbed himself and returned to Black Space. That was the moment for me where the game felt like an actual psychological horror. It had set out rules for Black Space. Open the door to a room, find the key for the next room and then the red hand would take Omori back to Black Space. I didn’t like the rules and the rooms unsettled me with how they took elements of the game I had grown accustomed to or invested in and then twisted them (like Watermelons hiding items, or Basil needing to be rescued) but I knew I had to follow them to progress. Except in that case, the rules weren’t the same and trying to follow them killed Mewo making me feel like a horrible person. When I watched a video titled “OMORI and Dissociative Amnesia”, part of a series of videos titled “Psych of Play” on YouTube by ‘Daryl Talks Games’ I saw the other side of that scenario. Daryl mentions how he “checked everything I could think to check to find a way not to kill this cat. Until I stumbled upon my menu and realised the Stab option was there and in that moment I was relieved. Finally something other than playing what feels like an actual nightmare I thought. And after I stabbed Omori and respawned in Black Space it sort of hit me like a truck that this game had just made killing myself seem like the best option. It seriously made me think that suicide was the easiest thing to do… given my circumstances. It took that unnatural feeling I had experienced so early in the game, and made me welcome it. Which I think paints a shockingly real picture of how suicide may seem to someone who is dealing with these astonishingly dark and sinister levels of anxiety” (Daryl Talks Games, 2021, 27:19). He had a moment where he felt that the game really revealed what it was like to be in Sunny’s shoes and made him emphasise with what Sunny’s suicidal thoughts probably felt like. And Sunny does seem to be suicidal as a result of his trauma and guilt. The bad ending leads to him killing himself by jumping off a building. This implies that part of the purpose of the game may be to show people who do not have mental health conditions what it is like to experience them. I think this would make sense since, as the disclaimer included in the game warns, ‘OMORI’ should not be played by people who are too close to the themes depicted and will find the game triggering. Much of the online community around Omori however talk about how it resonated with them or was important to them because of its mental health themes. The game has seemed to help a lot of people feel less alone with its exploration of mental health, although much of the community also emphasise that you have to be in a good state of mind when playing the game and recommend not playing it on bad days. I myself made sure I only played it on days I felt comfortable playing it and would alternate between playing the game for hours and then taking days off to decompress.
After finally escaping Black Space by killing Basil one more time (a lot of the Black Space rooms involve killing Basil by accident, but this last time seems to be on purpose) Sunny wakes up hearing music. Following the music takes the player to the piano room where Mari is sat playing the theme tune of the game. Mari talks about playing the piano and how she felt maybe she pushed Sunny to hard. She says: “We never did get to play at that last recital. Did you want to play it with me now?” Before Sunny can respond Hero bursts into the room. He tells Sunny to go back to sleep.
In the last part of the game the truth is revealed. Before their recital Sunny had thrown his violin down the stairs where it broke and had an argument with Mari, presumably over the pressure he felt to play the violin perfectly. He pushed her and she fell down the stairs and died. Basil found him and the two of them disguise her death as a suicide.
After this is revealed the player has the option to visit Basil who is convinced Sunny is possessed by Something and will start a fight between Sunny and Basil. Both Sunny and Basil will faint at the end of the fight. Sunny then finds his broken violin and is taken through memories that were shown in Basil’s photo album. After each new memory the violin will start to fix itself until it is complete. Then Sunny will appear at the recital where he is encouraged by his friends. He will put up his sheet music, start to play and then break down sobbing. Then Omori appears and the final battle is between Omori and Sunny. During this battle Omori speaks to Sunny telling him all the reasons he is a bad person and should be guilty. The phrases he used struck home and I become incredibly invested in the battle and trying to win as what he said sounded a lot like what the voices in my episodes of psychosis had told me. However Omori will ‘not succumb’ and eventually Sunny will be defeated and a game over page appears. It gave me the opportunity to continue so I took it. This time Sunny has the option to play. Choosing it will make Sunny take out his violin and he and Mari play their duet they practiced for their recital. This cutscene made me incredible emotional as it showed how much Sunny and Mari loved each other. The whole fight really showcases how Sunny felt, as Omori the representation of all his guilt and repressed memories, that his friends would be better off without him, but playing the violin gave him hope again and defeats Omori. They then hug in White Space and a white door appears. Going through it causes Sunny to wake up in the hospital with a bandage over one eye, injured in his fight against Basil. Leaving the hospital room will show shadow Basil and following him takes Sunny to Basil’s hospital room where Kel, Aubrey and Hero sit around Basil. Entering the room starts the Good Ending cutscene where Sunny decides to tell them about killing Mari, but the game cuts off before the player can see his friends reactions.
I know I have gone into a lot of depth explaining the plot and it might not have all been entirely necessary, the mental health aspects are central to the plot and discussing them felt like it would make no sense unless I described the plot first.
The game has a disclaimer both at the beginning of the game as well as on the game’s Steam page warning players that the game “contains depictions of depression, anxiety and suicide” which I think is very important and needed in the case of this game. The game is a (psychological) horror game, and horror games are quite well known in mental health gaming communities as misrepresenting mental health, mostly as portraying people with mental health conditions as violent and out of control, and mental health institutions as creepy and places to be feared and avoided. However, although the game uses Sunny’s mental health as a basis for the horror aspects it is not done in a way that belittles his struggles but rather just emphasises how difficult it is for him to cope with them. Although the cause of Sunny and Basil’s trauma is revealed to be a situation that players will most likely be unable to relate to, the way their depression and Sunny’s anxiety are portrayed still resonate with a lot of players as is evidenced in many Steam reviews. Omori and Basil are both quite sympathetic characters. They both seem to have depression but it is expressed in different ways – Omori completely withdrew into an imaginary world to avoid his trauma whereas Basil tried to put on a cheery façade but was actually deeply affected.
OMOCAT, the creator of Omori seems to be quite private and has not revealed much about the process or inspiration behind Omori and has not done any interviews, unlike the creators of the other games I have discussed, so it is difficult to tell whether she did any research on mental health when making the game or whether she experiences mental health conditions herself that may have assisted in making an accurate representation of mental health. However she did state in a blog post from the time of the Kickstarter that: “OMORI started out as a very personal project. He was a character that I created to help me cope with my problems during a confusing part of my life” (OMOCAT, 2014).
One of its main themes, one which features strongly in all three games, is the importance of friendship. I think this is an important message to have, for friends to support each other. Early on in the game if you buy good advice from the wise rock in the Vast Forest it tells Omori: “pain doesn’t last forever.” This is a major theme of the game and I think it is an important one. Although the Good Ending is ambiguous as the player will not know how Sunny’s friends will react, it gives hope that Sunny is no longer trapped by his trauma and he can finally try to move forward from it, and by telling them it seems he is also freeing Basil from his guilt as well. Overall I think it was a game that told a story that, although the ending reveal made Sunny’s actual situation less relatable and the game leaned to stereotypes at times, his experience of mental health still felt very real and resonated with a lot of players.
References:
OMOCAT (2014) OMORI Kickstarter Update. Available at:
https://www.omocat-blog.com/post/85490697570/from-illustration-to-video-game-omori-kickstarter (accessed at: 23 February 2021)
https://youtu.be/rUDGlEWa4sE (accessed at: 11 April 2021)
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