OMORI

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Yes, headspace is basically completely fucking pointless, and yes, gameplay sucks shit and yes, the game is probably 10 hours longer than it needs to be, but it doesn't matter because the core narrative is so tightly writen and the last third of the game is a masterclass of presentation, direction and storytelling that its absolutely worth it to suffer through the bad parts just to reach it and see the art, the music, the aesthetic, the writing and the direction finally come toogether in (what I'd consider at least) a timeless masterpiece.
That's a horrible train of thought, I can excuse bad gameplay if it at least does service for the game but even you admit that it would be better as solely the non gameplay parts in the real world.
But even then, I already highlighted before why the plot come off as uninspirrd and the method of reveals are just cringy ass Sonic.exe ripoffs. And it's hypocritical to say things "come together" after admitting there was no point to the 2/3 of the game that don't come together.

Also about the other quote, it's still lazy and nonsensical writing. It, like most aspects of the game story, work only on paper and in practice, unless you manage to make an emotional attachment to the characters, you just don't care.
 
That's a horrible train of thought, I can excuse bad gameplay if it at least does service for the game but even you admit that it would be better as solely the non gameplay parts in the real world.
Yes.

Someone should remake this as a visual novel or a comic or something. Even an animated series would be fine.

Alternatively If a remake ever comes out they could conceivably cut 80% of the aribtrary dialogue and padded out levels like sweetheart's castle.
But even then, I already highlighted before why the plot come off as uninspirrd and the method of reveals are just cringy ass Sonic.exe ripoffs. And it's hypocritical to say things "come together" after admitting there was no point to the 2/3 of the game that don't come together.


Also about the other quote, it's still lazy and nonsensical writing. It, like most aspects of the game story, work only on paper and in practice, unless you manage to make an emotional attachment to the characters, you just don't care.
The problem with your critiques of the story is that they are also lazy and half assed and you seem to have literally missed critical parts of the plot when making them.
You treated his 3 phobias as if they were completely random and out of the blue and failed to mention that they are related to mari saving his life which is huge considering the whole point of them is "A life for a life".

Did you not mention mari saving his life because you thought it was insigificant or because you literally didn't know? Because I honestly don't know which one of these is worse.

Forgeting to mention that is literally on par with forgeting to mention darth vader is luke's father.
 
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One thing for sure though is that the public services in Faraway isn't exactly... adequate. You would think the cops (or EMS) would have swarmed Sunny's house by the time his parents woke up and saw the scene in their backyard, which would have resulted in some form of massive investigation for both kids involved, maybe even the parents. You would think that the doctors doing Mari's autopsy would notice the recently acquired bruises that are clearly not from suicide and request an investigation, that would potentially reveal the coverup that these two little children did (Basil even had the MASSIVE FUCKING BALLS to take a picture of the exact moments Mari fell to her demise). But alas they got away with it somehow, and then 4 years (and a divorce) after that, OMORI happens.

I can agree though that 80% of Headspace is basically just filler, and that there isn't any lesbian-gay-bacon-tomato shilling and left-wing politisperging in the game. It's just a weirdo teen who overcomes his deepest fears and alter ego while coming to grips about a massive crime he did half a decade ago.

Anyways to steer away from the argument above -
What do you think his friends would have said or felt when Sunny finished his "I have something to tell you" speech?
 
(Basil even had the MASSIVE FUCKING BALLS to take a picture of the exact moments Mari fell to her demise). But alas they got away with it somehow, and then 4 years (and a divorce) after that, OMORI happens.
I don't want to get defensive, but watching people make these asinite borderline retarded critiques is beyond frustrating because its like watching people miss that luke is darth vaders father in the empire strikes and then go on to complain that their interactions in return of the jedi make no sense.

When I was discussing this game with friends I was praising the fact that it doesn't spoonfeed the player clearly obvious stuff, but apparently there's a significant number of people need that shit spoonfed to them.

Usually I complain that modern media treats consumers like retards and keeps getting dumbed down but after reading this thread I'm starting to understand why.

The black "Basil's Memories" ablum is literally just that, Basil's MEMORIES. They're not literal photographs, like jesus christ, were you people paying literally 0 attention to what was happening on screen???

You collect the polaroids while in the nightmare world, basil didn't take photos of the fucking corpse as he was tying the rope with both his hands in the frame, did you think he was using a go pro???

The photos arejust a mental recounting of the event presented in photo album form because of the significance the photo albums have had on the gang.


Anyways to steer away from the argument above -
What do you think his friends would have said or felt when Sunny finished his "I have something to tell you" speech?
hero tagged you.png
 
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Yes.

Someone should remake this as a visual novel or a comic or something. Even an animated series would be fine.

Alternatively If a remake ever comes out they could conceivably cut 80% of the aribtrary dialogue and padded out levels like sweetheart's castle.

The problem with your critiques of the story is that they are also lazy and half assed and you seem to have literally missed critical parts of the plot when making them.

You treated his 3 phobias as if they were completely random and out of the blue and failed to mention that they are related to mari saving his life which is huge considering the whole point of them is "A life for a life".

Did you not mention mari saving his life because you thought it was insigificant or because you literally didn't know? Because I honestly don't know which one of these is worse.

Forgeting to mention them is literally on par with forgeting to mention darth vader is luke's father.

Bruh, the arachnophobia only exists because Sunny saw a spider once and slipped. It has "significance" in the sense that it is a plot point sure but it has no depth or thematic weight. You could remove it or switch it and literally nothing changes.

Even worse, the game also gives Hero arachnophobia but it has no symbolism. I thought it would draw some kind of parallel between him and sunny but nope, it's the only time another phobia is mentioned and it's treated as a joke twice. Yes he gets worse during battle but why the fuck is hero getting better gameplay/story integration than the main character? This is the only time omori uses VIDEOGAMES as medium to enhance the story and it's weak shit. Jimmy already did that better. (inb4 you write a huge paragraph about hero's secret symbolism)

Only the acrophobia has an actual deeper meaning that ties the story together. To compare them to the Darth Vader being Luke's father, a huge shock that recontextualizes all previous scenes, is trying too hard. Even the most defensive omori fans i see online admit the ending is """""divisive""""" but most dont give a fuck and meme the ending anyway. Sunny is such a nothing character that i see lets player having wildly different perceptions of the ending which i find hilarious.

This game simply isnt that deep. Why does omori hold a knife? Because the girl from yume nikki held one once. Why does sweet heart have more presence than Pyramid head does in SH2? Because omocat likes anime. Why is sunny afraid of spiders? Cause many people are and it's relatable.

Sorry bro but omori is edgy weeb schlock. Also, if you legit love this story so much at least try to use spoilers or something, even i'm giving it more respect here.
 
Yes, headspace is basically completely fucking pointless, and yes, gameplay sucks shit and yes, the game is probably 10 hours longer than it needs to be, but it doesn't matter because the core narrative is so tightly writen and the last third of the game is a masterclass of presentation, direction and storytelling that its absolutely worth it to suffer through the bad parts just to reach it and see the art, the music, the aesthetic, the writing and the direction finally come toogether in (what I'd consider at least) a timeless masterpiece.

Also, for anyone worried (because I assume a lot of people here are considering how the game looks on the and other comments on the thread), the game is completely apolitical, there's absolutely no gay shit, no tranny shit, no politics right leaning or left leaning of any kind.


I don't know if the creator is a lolcow, or an sjw or a tumblrite or whatever, but omori really was a labour of love enough that the creators left politics out the door when making it. I feel like a lot of people in the thread are assuming that the game is tumblrite sjw shit because the artstyle and presentation hit all the wrong notes on the surface and are eager to pre-judge it and shit on it because of that, but its really really not.

This game was made because someone wanted to tell a genuine story.


Also, mind you, this review is from someone who has never played a jrpg in their entire life and has an general distaste for weebshit.
The problem is that it's a video game. It's difficult not to judge when the game chronically wastes your time more than some weebshit JRPGs. The menu navigation is what I disliked the most, the game was made by someone who didn't spend a minute to look how other games do things.

The plot itself is okay. I didn't feel too much of an impact once the game decided to go into creepypasta territory. It's trying to tell a simple story in the most roundabout way possible. I appreciate the effort.

I don't mind the artstyle, I think it's well executed and fits the game. One of the better aspects of the game.
 
I enjoyed my time with Omori but I'm a sucker for these sorts of games. I even enjoyed headspace for the most part and enjoyed the poppiness of the battle system.

What lost me was the logistics of covering the murder and how much of a derranged monster Basil was. Went from a tragedy that fucked a circle of friends to how to ruin multiple peoples lives with a series of lies that fail at any minor level of scrutiny. Only way I can justify it is the parents knowing what happened and being against any sort of investigation (would also explain why dad left) but this is me filling holes for the writers.

Thinking of poor Aubrey and Hero blaming themselves for nothing really sours a lot of it.

Much worse than that though was of course finding out again that in the world of fandom you can be a fucking monster but if you are an UwU cute femboy everybody will wave away your acts.

Would love to see a world where the game was identical but Basil is an overweight, stinky and creepy fuck.

That aside, even though I spoiled myself silly, I have Lisa in my queue, any other recomendations for these sort of indie rpgs?
 
Bruh, the arachnophobia only exists because Sunny saw a spider once and slipped. It has "significance" in the sense that it is a plot point sure but it has no depth or thematic weight. You could remove it or switch it and literally nothing changes.
Why is sunny afraid of spiders? Cause many people are and it's relatable.
Sorry bro but omori is edgy weeb schlock.
Sunny is afraid of spiders because he saw a spider, slipped, and as a result almost drowned, the only reason he didn't drown being that his sister saved his life, a sister that he then accidentally killed and realized she saved his life while he took hers.

Making the memory of the day she saved him extra traumatic and forming those phobias because he didn't want to be near anything that reminded him of it.

How exactly is "A life for a life" not thematically heavy?

If you think that's "relatable" then you either missed 90% of the story or are operating on such a low level of thought the only media you're capable of consuming is transformers.

No shit its gonna seem like schlock if you somehow miss 99% of the plot points.
Why does omori hold a knife? Because the girl from yume nikki held one once. Why does sweet heart have more presence than Pyramid head does in SH2? Because omocat likes anime.
Those are perfectly valid critiques and I agree with them 200%. The spider one however is not.
 
On the topic of his fear of spiders, I also had the impresión that Marie's hair when she is sprawled on the floor kind of looked like spider legs and that added to it.
 
Sunny is afraid of spiders because he saw a spider, slipped, and as a result almost drowned, the only reason he didn't drown being that his sister saved his life, a sister that he then accidentally killed and realized she saved his life while he took hers.

Making the memory of the day she saved him extra traumatic and forming those phobias because he didn't want to be near anything that reminded him of it.

How exactly is "A life for a life" not thematically heavy?

If you think that's "relatable" then you either missed 90% of the story or are operating on such a low level of thought the only media you're capable of consuming is transformers.

No shit its gonna seem like schlock if you somehow miss 99% of the plot points.

Those are perfectly valid critiques and I agree with them 200%. The spider one however is not.

Buddy i'm not "missing the plot points", i'm saying the point it's supposed to have doesnt matter thus the phobia is pointless. You could tell the exact same story by having Sunny slip by accident, and while you can argue "i guess nothing matters then if it you can remove or change" that's not how a good story is made. Sunny is afraid of spiders because they wanted a horror game setpiece with bugs, that's it.

I can understand sunny not wanting to be reminded of traumatic events but the games makes it look like he is afraid of spiders by itself, like his nightmare having a ton of them taking over his house and not for indirect reasons. Then it also makes fun of Hero's ACTUAL arachnophobia as if he is a coward. You cant have the same phobia be treated as a serious PTSD trigger for the main character and as a joke to another.

Compare to something like SH 2 (which is unfair as fuck i know) with pyramid head. PH is an executioner which represents justice by death and James feel guilty about his past actions and thinks he deserves to die. It's not subtle but SH was never subtle (contrary to what the internet thinks). You can tell so much by James just by how he perceives the world around him and how he intereacts with people and there is way more to SH2 than "you were the real monster all along!"

My point is, a good horror game "trauma symbolism" should tell you more about the character than "a bad thing happened to them once" . Sunny has so little personality that he seemingly only had 2 bad days his entire life and 3 phobias were retroactively born from one day solely cause they remind him of the other bad day he had later.

But then omori fucks it up anyway by having other things that should be PTSD triggers like...

The violin. It's the first album pic and it elicits no reaction from sunny. It's also played during random battles like sweetheart (why?) as if it's just a cool instrument when it should be the MOST symbolic thing in the game. What if violin was only used on songs that play during nightmares? That would be clever huh? Using videogames as a medium yadayada? But no, instead you get a spam of hanging imagery and an evil hallucination saying "This is all your fault! You killed" which is the laziest a horror game can get.

THE ONE EYED GHOST WAS HIS DEAD SISTER ALL ALONG! DO YOU GET IT? IT LOOKS LIKE A GHOST CAUSE HE IS HAUNTED BY A METAPHORICAL GHOST OF GUILT! CAUSE HE KILLED HIS SISTER! AAAAAAAAAAAAA

Also, i have no idea what you mean by "a life for a life" beyond the obvious assumptions that these kids are suicidallly guilty.
On the topic of his fear of spiders, I also had the impresión that Marie's hair when she is sprawled on the floor kind of looked like spider legs and that added to it.

Actually...

Mari's hair on the floor represents Basil's "something". Instead of a one eyed ghost, basil has a one eyed black mass of tendrils that stays under him and "eats him" (get it? cause its like the guilt eating him?). It represents the most traumatic moment for Basil, aka the moment Mari's corpse dropped in front of him.

I like it more than sunny's something but it has nothing to do with spiders.
 
Buddy i'm not "missing the plot points", i'm saying the point it's supposed to have doesnt matter thus the phobia is pointless. You could tell the exact same story by having Sunny slip by accident, and while you can argue "i guess nothing matters then if it you can remove or change" that's not how a good story is made. Sunny is afraid of spiders because they wanted a horror game setpiece with bugs, that's it.
I can understand sunny not wanting to be reminded of traumatic events but the games makes it look like he is afraid of spiders by itself, like his nightmare having a ton of them taking over his house and not for indirect reasons.
Its a mystery meant to throw you off. We know sunny is a shut in and we assume that his phobias are just a result of him being an asocial reject who hates the real world, then its supposed comes toogether at the end that the phobias aren't just random/out of blue and relate to the main part of the plot.

Its supposed to be a red herring. You play through the game and you think you're just helping this kid get over his agoraphobia instead
of helping him get over accidentally killing his sister.
Then it also makes fun of Hero's ACTUAL arachnophobia as if he is a coward. You cant have the same phobia be treated as a serious PTSD trigger for the main character and as a joke to another.
They made a joke in like 2 lines, you're blowing it way out of proportion.
Compare to something like SH 2 (which is unfair as fuck i know) with pyramid head. PH is an executioner which represents justice by death and James feel guilty about his past actions and thinks he deserves to die. It's not subtle but SH was never subtle (contrary to what the internet thinks). You can tell so much by James just by how he perceives the world around him and how he intereacts with people and there is way more to SH2 than "you were the real monster all along!"

My point is, a good horror game "trauma symbolism" should tell you more about the character than "a bad thing happened to them once" . Sunny has so little personality that he seemingly only had 2 bad days his entire life and 3 phobias were retroactively born from one day solely cause they remind him of the other bad day he had later.
But then omori fucks it up anyway by having other things that should be PTSD triggers like...

But no, instead you get a spam of hanging imagery and an evil hallucination saying "This is all your fault! You killed" which is the laziest a horror game can get.

THE ONE EYED GHOST WAS HIS DEAD SISTER ALL ALONG! DO YOU GET IT? IT LOOKS LIKE A GHOST CAUSE HE IS HAUNTED BY A METAPHORICAL GHOST OF GUILT! CAUSE HE KILLED HIS SISTER! AAAAAAAAAAAAA

You're literally boiling down
"He killed his own sister"
into "some bad day he had" and you don't see the problem with that?

That's like saying that darth vader is some guy luke used to know and leaving it at that.

You're downplaying everything in the plot that's significant only to claim that nothing matters after you've already downplayed it. Its also supposed to be a mystery, a lot of these elements serve the point of making sunny just look like he's shy instead of traumatized.

I seriously don't get how you can call omori lazy meanwhile praise silent hill 2 for being blunter than a sandpapered brick. At least something has subtletly, it LOOKS like a ghost but its not, its a literal physical image he saw the day of the incident that looks like a ghost but takes on a completely new meaning once you find out what it is.

How is that lazy? That's literally the most clever thing you can do with writing because it recontextualizes everything you saw before it, like a good twist SHOULD.

Everyone who saw something thought it was a ghost,
but after the ending you realize its not a ghost its sunny's dead sister staring back at him.
Its not a generic representation of his fears, its a literal physical thing.

What exactly is re-contextualized about pyramidhead? That maybe the real villain was you all along? Yeah real subtle. Meanwhile while we're talking about meaningless shit that could be swapped out and nothing would change, why does pyramidhead have a pyramid for a head? What would change if it was changed to a cube or a sphere?

At least the spiders tie into the plot somehow, why does the namesake of pyramidhead get to be completely meaningless beyond "it looks cool ig"

You judge omori for holding a knife but seemingly are cool with pyramidhead having aspects that the developers gave him just because they thought it would be cool that have no bearing on the plot.

There's a massive double standard when it comes to how you judge these games.
 
I think what gets me the most about this game is the fact that there are two different routes to take at all (the normal route when you leave the house and the Hikik route)

See, with games like Undertale or Lisa The Painful they integrate their routes in a way that changes up the gameplay and gives you more of an incentive to play through it all again.

In Undertale's case, you have the pacifist/normal routes and the genocide route. Genocide requires you kill certain amounts of enemies and in turn the world around you changes accordingly. New boss fights, new dialog, etc etc. Not to mention the game is fairly short, so if you wanted to experiment and see how things would turn out by the end of it, you could probably do so in a few hours.

In Lisa's case, while the game is much longer to playthrough, there is the option of a "No-Joy" run. Joy is a substance that gives you stat boosts in battle but is also very important in turns of how the plot progresses, and as such if you take no Joy til the end of the game you get a unique ending. If you go through a "No-Joy" run, you're setting yourself up for Hardmode and in turn have to strategize and rethink the way you play thus giving the player a unique gameplay experience.

Omori's routes are neither. It's not short like Undertale and there's no changes/decisions to be made like Lisa where the gameplay is significantly different when going down a certain route until you get to that route (aka Hikik). The only change to gameplay when heading towards Hikik is doing chores around the house which is basically just "Hit the Z key to progress the plot." And I don't think I even need to mention the absolute slow as fuck pacing this game has as you're all familiar with.

So yeah, Omori's Hikik route sucks and the fact that it took me around 8 hours just to get to the new content, I was already done and burned out of this game.
 
Only way I can justify it is the parents knowing what happened and being against any sort of investigation (would also explain why dad left) but this is me filling holes for the writers.

IIRC the dad disowns you when he leaves, so it's strongly implied, especially combined with the Mom's reaction of not wanting to lose both her kids. I honestly assumed that all the adults were aware and just decided not to tell the kids because of how messed up it was. Fucked up, but fits the rest of the story.

Omori nails the whole "kids doing kids things" vibe, but it wears thin plotwise in some places.
 
I cant quote for some reason but shitting on silent hill 2 in order to praise omori as a masterpiece is a wild hill to die on. I said "yes i know everything technically exists because the writers wanted but that doesnt make it senseful or good" and you said the same thing as a defense again unironically. "It makes sense because it happened and it happened so it makes sense, therefore it's flawless!".

>That's like saying that darth vader is some guy luke used to know and leaving it at that.

Except Darth Vader had goals, personality and conveys emotion through a gas mask. He could LITERALLY be some guy luke used to know and i would like him. I relate to a space dictator more than i relate to sunny who i dont give a fuck.

Am i downplaying sunny tho? How do you know that? Sunny is a such a useless plot device that we need Kel to drag him so plot happens and tell the audience what emotion they're supposed to fell every scene. People debate sunny's motivations not cause they're deep and complex but cause we have nothing to go by beyond trauma and guilt.

And dont tell me "sunny being silent makes him too complex for you". LISA has a mostly silent protagonist and everyone loves Brad because he is a real character. I have no idea why Sunny does anything and i find depressing how his dream only tells me that he likes anime. Meanwhile, SH2 is so smart it doesnt change James trauma but changes his motives depending on player choice. He has a set personality and yet YOU get to decide how selfish he really is, which i have yet to see another game do as well.

>How is that lazy? That's literally the most clever thing you can do with writing because it recontextualizes everything you saw before it, like a good twist SHOULD.

Please explain to me how the fuck it recontextualizes spending 15 hours dealing with some anime girl bullshit. Something has nothing to do with Sunny's anime fantasies. The twist makes everything worse because it makes 95% of the game pointless. Your idea that "it's a good twist BECAUSE it recontextualizes everything!" shows you didnt get what i meant. I said a "the spiderphobia does not have the same writing weight as darth vadel reveal" because it doesnt and to pretend otherwise is dishonest.

ALL twists recontextualize things, to pretend that automatically makes it "clever writing" is insane. David Cage can make twists that recontextualize previous scenes. He is not a good writer. It's everything else that matters.

Everyone knew the ghost represented his sister, there was never a "mystery", only a different twist no one asked for. And here is a hot take, Omori didnt need a twist. It was already a good game about a kid coping with his sister's suicide.

>What exactly is re-contextualized about pyramidhead? That maybe the real villain was you all along? Yeah real subtle.

1-I never said PH recontextualizes anything so i dont know where you got that from.

2-Are you feigning ignorance? Pyramid head itself doesnt matter, he has nothing to do what James did. Even with context it's hard to grasp what it represents, as shown by you not getting it after i already explained. What matters is that PH only makes sense if you understand JAMES and not one bad thing he went through. You cant explain pyramid head without explaining James and that's what makes PH such a personal monster and Silent hill such a personal story.

THAT is why i compared PH screentime with Sweetheart. PH barely appears and yet he has so much presence he became a horror game icon. You keep saying Something is "subtle" but the game explains with just 1 picture. It a problem with one single predictable answer.

I'm not gonna keep arguing beyond so i'll just say Omori is a good game but not something most would call a "timeless masterpiece". It has too much filler, a boring main character, edgy uninspired symbolism and a narrative that doesnt tie itself concise as it should. Omori is less than the sum of it's parts.

I think what gets me the most about this game is the fact that there are two different routes to take at all (the normal route when you leave the house and the Hikik route)

See, with games like Undertale or Lisa The Painful they integrate their routes in a way that changes up the gameplay and gives you more of an incentive to play through it all again.

In Undertale's case, you have the pacifist/normal routes and the genocide route. Genocide requires you kill certain amounts of enemies and in turn the world around you changes accordingly. New boss fights, new dialog, etc etc. Not to mention the game is fairly short, so if you wanted to experiment and see how things would turn out by the end of it, you could probably do so in a few hours.

In Lisa's case, while the game is much longer to playthrough, there is the option of a "No-Joy" run. Joy is a substance that gives you stat boosts in battle but is also very important in turns of how the plot progresses, and as such if you take no Joy til the end of the game you get a unique ending. If you go through a "No-Joy" run, you're setting yourself up for Hardmode and in turn have to strategize and rethink the way you play thus giving the player a unique gameplay experience.

Omori's routes are neither. It's not short like Undertale and there's no changes/decisions to be made like Lisa where the gameplay is significantly different when going down a certain route until you get to that route (aka Hikik). The only change to gameplay when heading towards Hikik is doing chores around the house which is basically just "Hit the Z key to progress the plot." And I don't think I even need to mention the absolute slow as fuck pacing this game has as you're all familiar with.

So yeah, Omori's Hikik route sucks and the fact that it took me around 8 hours just to get to the new content, I was already done and burned out of this game.

Once you look at some early concept arts, it makes obvious how Hikiko route is all the gameplay fights and content that was cut from the main story and they didnt want to throw away so they made a whole different route. The problem? It recycles a LOT of content and the gameplay isnt that improved anyway.

But the worst is probably how it has the samy epic finale and "neutral ending" from main story but with no context. I actually started it first by accident and reloaded the game into the normal route to not ruin my own first experience.
 
Omori is a case study in how not to make a game. Too much effort going in the wrong direction, too much of the gameplay jammed inside rather than left on the floor, no connection between the gameplay and the story parts. A lot of the game can be summarised in "the creator like the idea" rather than the idea serving a purpose.
 
Omori is a case study in how not to make a game. Too much effort going in the wrong direction, too much of the gameplay jammed inside rather than left on the floor, no connection between the gameplay and the story parts. A lot of the game can be summarised in "the creator like the idea" rather than the idea serving a purpose.
Someone should remake it into a visual novel and save unsuspecting souls the effort of having to spend 6 hours roaming sweetheart's castle. I don't understand why they made it a game to begin with when visual novels exist just for that purpose.
 
I really hope some modder rewrites the whole Headspace gameplay. You could create a far more intriguing story even with the imaginary characters by giving them some symbolic meaning instead of being "fantasy land xd". Looking back, particularly the second night is a gigantic drag battling the samey exotic wankers.
 
I'm sorry to bump this thread again, but the "twist ending" has been eating me up as of late and so I decided to come up with a much more "realistic" plot/"reveal" to the game that's hopefully better than what we ended up getting.

Have Mari commit Neckrope FOR REAL THIS TIME (and not this insane contrivance where two 12/13 year old boys would come up with staging a god damn suicide to her corpse.) And have it be because she failed the recital her and Sunny went to (because they had a recital to go to when Mari broke her neck down the stairs if you remember).

Mari is portrayed as a kind and loving big sister to Sunny and her friends. Have it so that she's sweet and positive on the outside, but deep down she is struggling *hard* on the inside. She's secretly suffering mentally but she knows she tries her best to please everyone and comes off as happy and uplifting to people, kinda to the point of being "toxic positivity" in a sense, shoving all her negative emotions deep within her. And make it so that she's one who also strives for success, fortune and perfectionism. Not necessarily just for her but for her parents as well. She is a god damn asian... DO SOMETHING WITH THAT!

Anyways when they get to the recital, they try and they fail and that completely fucking breaks Mari to the point that "she has failed her one big goal in life, she failed her parents, she failed sunny, no point in living anymore with this immense shame I've caused everyone." And so she neckbreaks. Everyone finds her body hanging and of course they're all distressed but most importantly Sunny (upon seeing his dead sister) proceeds to blame himself for failing the recital and causing Mari's death, and perhaps additionally blames himself for not seeing the signs that his sister was suffering that he should've been there for but didn't.

Have this kick off the events of Omori as we know it and badabingbadaboom, you've got more realistically grounded Omori plot that doesn't involve a shocking twist.

This of course requires an absolute OVERHAUL to how the story progresses and how certain characters/events would need to change and take place, but the game itself is in DIRE need of a rewrite/reworking anyways and I'm not gonna touch too much on that right now and focus solely on the major plotpoint of this game's story, that of course being Mari's death.

In terms of how endings would go? I'd imagine the normal ending would be Sunny, despite loosing his sister and nothing he could have done about it afterwards, finds a way to move on and make peace with himself and try to be a better person knowing that that is what Mari wanted. And the good ending would be Sunny finding a hidden suicide note that tells him that "Mari is sorry for what she's about to do, she forgives her little brother and that there's no hard feelings to it" along those lines. Finally giving Sunny the proper closure he needed to move on with his life and become a better man with this new info.
And of course the bad endings would be Sunny killing himself due to the immense guilt living without a sister/possibly causing her death.
It's still probably not perfect or the best, there's still probably some plotholes here and there, but I think it's a helluva lot better than what Omocat and her crew went with in the final product.
 
I'm sorry to bump this thread again, but the "twist ending" has been eating me up as of late and so I decided to come up with a much more "realistic" plot/"reveal" to the game that's hopefully better than what we ended up getting.

Have Mari commit Neckrope FOR REAL THIS TIME (and not this insane contrivance where two 12/13 year old boys would come up with staging a god damn suicide to her corpse.) And have it be because she failed the recital her and Sunny went to (because they had a recital to go to when Mari broke her neck down the stairs if you remember).

Mari is portrayed as a kind and loving big sister to Sunny and her friends. Have it so that she's sweet and positive on the outside, but deep down she is struggling *hard* on the inside. She's secretly suffering mentally but she knows she tries her best to please everyone and comes off as happy and uplifting to people, kinda to the point of being "toxic positivity" in a sense, shoving all her negative emotions deep within her. And make it so that she's one who also strives for success, fortune and perfectionism. Not necessarily just for her but for her parents as well. She is a god damn asian... DO SOMETHING WITH THAT!

Anyways when they get to the recital, they try and they fail and that completely fucking breaks Mari to the point that "she has failed her one big goal in life, she failed her parents, she failed sunny, no point in living anymore with this immense shame I've caused everyone." And so she neckbreaks. Everyone finds her body hanging and of course they're all distressed but most importantly Sunny (upon seeing his dead sister) proceeds to blame himself for failing the recital and causing Mari's death, and perhaps additionally blames himself for not seeing the signs that his sister was suffering that he should've been there for but didn't.

Have this kick off the events of Omori as we know it and badabingbadaboom, you've got more realistically grounded Omori plot that doesn't involve a shocking twist.

This of course requires an absolute OVERHAUL to how the story progresses and how certain characters/events would need to change and take place, but the game itself is in DIRE need of a rewrite/reworking anyways and I'm not gonna touch too much on that right now and focus solely on the major plotpoint of this game's story, that of course being Mari's death.

In terms of how endings would go? I'd imagine the normal ending would be Sunny, despite loosing his sister and nothing he could have done about it afterwards, finds a way to move on and make peace with himself and try to be a better person knowing that that is what Mari wanted. And the good ending would be Sunny finding a hidden suicide note that tells him that "Mari is sorry for what she's about to do, she forgives her little brother and that there's no hard feelings to it" along those lines. Finally giving Sunny the proper closure he needed to move on with his life and become a better man with this new info.
And of course the bad endings would be Sunny killing himself due to the immense guilt living without a sister/possibly causing her death.
It's still probably not perfect or the best, there's still probably some plotholes here and there, but I think it's a helluva lot better than what Omocat and her crew went with in the final product.
I'd be all for this. I enjoyed the game for the most part outside of the twist and then "Basil did nothing wrong uwu" that followed, something like this would have been miles better for my enjoyment.
 
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