Reviews from

in the past


Life changing experience.
This game was recommended to me by my girlfriend and i thank her so much.

Als riesen Fan von "Undertale" und Person, die "Earthbound"... auch irgendwie schätzt, entgeht es mir nicht, wenn ein Titel geschmiedet aus der selben Ader auf dem Markt aufprallt und auch noch einen Eindruk hinterlässt, wie "Omori" es tut.

An jeglicher Stelle merkt man die Inspiration des "Mother"-Franchises. Seien es die obskuren Charaktere, die seltsame Szenarien oder auch, dass simple Emotionen im Kampf als Statuseffekte benutzt werden. Und obwohl "Omori" versucht, alle diese Aspekte treu zu seinen Quellen umzusetzen, erwische ich das Spiel dennoch oft dabei, wie es doch nicht so ganz hinterherkommt. Leider sind viele der Nebenfiguren nicht so interessant aufgemacht wie in "Untertale" und viele der Siutationen nicht so drüber wie in "Earthbound", was nicht heißen soll, dass dies nicht irgendwie dennoch alles unterhaltened ist. Ganz im Gegenteil; ich nehme 100 Mal lieber den Cast von "Omori" als mich mit der Homogenität der Charaktere des AAA-Marktes herumschlagen zu müssen. Nur wird versucht, in große Fußstapfen zu treten und es scheitert dann doch beim Ausfüllen (wenn auch nur knapp.)

Was allerdings auf den Punkt gebracht wird, ist sowohl Soundtrack als auch die visuelle Untermalung. "Untermalung" hier im wahrsten Sinne des Wortes, da der notizheftartigen Zeichenstil mit seinen stockenden Frames dem Titel in den Kämpfen als auch den Cutscenes eine recht einzigartigen Stil verleiht, mit dem man potentielle Spielende definitiv für sich gewinnen kann. (Das wiederrum hat "Untertale", zum Beispiel, nicht darbieten können.)

Es ist wohl an der Stelle auch kein Spoiler, dass "Omori" innerhalb seiner Handlung Thematiken von psychischen Erkrankungen und Traumata aufgreift. Schließlich weißt die Content-Warnung am Anfang direkt darauf hin. Besagter Plot ist mit einem adäquaten Gefühl, wie viel wann mitgeitelt werden müsse, inszeniert. Etliche Informationen werden während des Verlaufs nicht direkt über den Bildschirm geworfen, sondern sind lediglich angedeutet bzw. in die Welt eingewoben. Es schafft dabei das Gefühl des "Verstehens". Man will "verstehen", was passiert, und bekommt es nicht einfach dahergesagt. In der Darbietung der Horror-Passagen wird mit einer ähnlichen Sensitivität herangegangen, weswegen sie auch zu den erinnerbarsten Szenarien der Erfahrung gehören.

Lediglich störte mich das Pacing an einigen Stellen. In den ersten paar Stunden wirkt eine tiefergehende Handlung nebensächlich und es dauert seine Zeit, bis man überhaupt etwas bekommt, an das man sich klammern kann. Auch ziehen sich Abteile, in denen stark auf einen narrativen Aspekt anstelle eines Gameplay-fokussierten gesetzt wird, im letzten Drittel. Dabei stehen sich whaccy Szenarien und der Drang, wissen zu wollen, wie es weitergeht, auch gerne im Weg. Vor allem eine bestimmte Horror-Passage, die als Prolog zur Klimax dient, ließ mich einfach nur hoffen, dass es bald mit dem regulären Spiel weitergehe, da sie weder viel Gameplay noch neue Informationen oder Eindrücke hergab.

"Omori" hat ein Recht auf seine Popularität und ich bin immer dankbar, wenn Titel nicht nur eine gute Darstellung von Thematiken wie Traumata bieten, sondern im gleichen Atemzug auch noch eine guten Spagat zwischen Besagtem und Humor schlägt. Für mich haben nur anderen Titel die Messlatte noch höher gelegt, weswegen ich "Omori" als lediglich "sehr gut" abtun muss. (Ich weiß, sehr ungut von mir.)

Yeah this one didn't do it for me.

Combat got really stale for me really fast, and this wasn't helped by the unnecessarily long dungeons. The time you spend in the dream sections isn't impacted by the real-life sections, which I thought had a great story.

I really get why this game isn't for some people, but I had a great time with it. Likable characters with a solid story. The turn based combat is nothing amazing, but characters have unique moves and the animations keep things fresh. The thing that really kept me playing is seeing the different environments and characters they kept putting in. Like "damn what are they gonna think of next, a loan shark CEO thats an actual shark is pretty cool."

People think OMORI is like a think piece deep game like undertale but it's really not. It just kind of shows a fucked up situation and how someone does or doesn't get better from it in a tumblr-esque way. It does come off as extremely kiddish, but main characters are literally kids. It's a game that doesn't take itself too seriously (even at the serious parts) and I thoroughly enjoyed it.

Omori is truly a once in a lifetime experience. It is a gam that I think everyone needs to play at some point. It is beautiful, it is heartbreaking, it is terrifying, it is funny, it is dark, but it is also somehow happy at the same time. Omori is one of the biggest emotionally roller coasters I’ve ever seen. It's hard to even begin to describe it. To not risk going into spoilers, I will try not to be very in depth but also attempt to explain what I mean. Omori is a turn-based RPG taking place in the main character’s head. This world is called the headspace, and it is where Omori re-experiences all his fondest memories from his childhood, whereas the white space shows the isolation Omori feels from everyone else in the modern day. Combat in Omori centers around one key mechanic, the emotion triangle. It’s like types in Pokémon or the weapon triangle in Fire Emblem except it’s way more straightforward. Happy beats Angry, Angry beats Sad, and Sad beats Happy, while Neutral has no main advantages or disadvantages over the others. Your playstyle in combat is completely up to you in how you want to tackle these enemy encounters, and this was some of the most fun I’ve had in a turn based combat system in years. Omori, Aubrey, Kel, Hero, Basil, and Mari are some of the best characters I’ve ever seen in an indie game, or even games altogether. These characters truly feel like friends, and it makes your heart break to see what happened to them in the modern day. I’m going to end the review here to not spoil anything else but one thing is obvious: you need to play this game if you haven’t, anyone will enjoy it and love it I promise you, do not sleep on Omori, this game is truly something special.


"My Thoughts will follow you into your Dreams."

Difícil demais dar uma nota pra esse jogo. A gameplay é um pouco fraca, repetitiva e sem muita emoção. Agora, a história do jogo é fantástica, emocionante, triste, perturbadora e com personagens incríveis.
Vale jogar pela história, com certeza é algo que vai mexer com você.

Amazing game with an amazing story. Must play

Waiting for something to happen?

This review contains spoilers

I first heard about Omori back when it released four years ago. The tradition it counts itself as part of - the indie (J)RPG that marries the Mother series‘ lighthearted riffs on genre conventions with surreal low-fi internet aesthetics – had a strong hold on me for much of my adolescence. Undertale, Yume Nikki, OFF, and LISA are all games I hold near and dear to my heart. That said, Omori arrived a little late to the party. While the buzz around it intrigued me enough to impulsively buy it, it was not even 30 minutes in that it hit me how little interest I actually had in playing it. I had outgrown the “quirky Earthbound-inspired RPG that is actually about depression”, I thought. The aesthetic, while appealing enough, was nothing I felt I hadn’t seen before, and the prospect of trudging through a 30 hour RPGMaker game just tied my stomach in knots. I eventually refunded and forgot about it, outside of the occasional meme or piece of discourse I happened to catch a glimpse of online.

Four years later, I finished Omori. What changed my mind? There were a couple of factors. One was that its fans diligently shilled it to me. Another was that I was intrigued by its parallels to Deltarune, a game that I’ve frankly become a little obsessed with recently. But I’d say the most important factor was my coming across the wonderfully evocative 2014 announcement trailer. It was all the way up my alley; the rapid cutting, crude hand-drawn visuals, vivid splashes of color, maximalist soundtrack and sudden interjections of high-contrast, digitally manipulated photography made for something intensely formally captivating and immediately sold me on the aesthetic chops of OMOCAT.

Playing through Omori itself ultimately vindicated both of those reactions, and unfortunately the former more than the latter.

The game cares little for wasting your time, especially if you put in the effort of doing many of the side quests, not even to mention replaying for alternate routes and endings. Passing off blatant padding as meaningful content is something I have far less patience for than I used to. To a degree, it’s an issue that’s endemic to RPGs, certainly JRPGS, but the impulse to just passingly accept flawed design because it’s entrenched in the genre is a harmful one. Now, you could certainly argue that the Mother games are to some degree guilty of what I'm accusing Omori of, but it’s a lot easier to forgive games when they’re breaking new ground, and even more so when they make many good faith efforts to try to minimize these superfluous genre holdovers. Mother 2 famously skips battles that you’re overlevelled for, Mother 3 adds a fun skill check to get through combat quicker with the innovation of sound battles. Neither game is heavy on grinding, and both try to avoid monotony and keep up a brisk narrative pace. Something that the first Mother game has over either of them is its emphasis on exploration and non-linear progression, which makes even the shallowest quests more engaging by default. It is unfortunately high on grinding (an issue that is blessedly lessened in some revised versions or romhacks), but the trade-off is that it gives the player more freedom to make their way through its virtual world on their own terms. Omori, by contrast, is far too eager to rely on sloppy design. Only occasionally will its time wasting be motivated, integrating it into a charming gag or narrative moment – far more frequently it will task you with absolutely braindead gameplay because it has no other ideas for how to fill time. This is the case with pretty much every side quest, which in both Headspace and Faraway Town invariably amount to boring treks across the map, combat grinding, or some other piece of trivial but monotonous gameplay.

Compare Omori to some of its genre contemporaries and it becomes clear how little reason there is to put up with gameplay this mediocre. Fear and Hunger 2, in spite of some of its shortcomings, definitively proves that the RPGMaker engine can be leveraged for a genuinely enthralling gameplay experience, with tight resource management, open-ended exploration, limited saves, and tense, punishing combat. LISA showed that gameplay and narrative can be united with devastating choices that have a manifest impact on both. Undertale and Deltarune demonstrate that you can create briskly paced and extremely entertaining JRPG adventures which present choices as seamless extensions of the core mechanics, complete with engaging bullet-hell combat that marries challenge with characterization and humor. If Omori is ahead of these in even just one department, I’m not seeing it.

It’s not all terrible, fortunately – the best piece of optional content Omori has to offer is Dino’s Dig, a dungeon area populated by difficult enemies, in which each floor has keys for progression randomly placed in the ground, while you’re given a shovel with a limited amount of uses to dig them up. The catch is that each time you dig, you might get a special currency which allows you to buy better shovels. This way, you’re forced not only to strategize how you use your shovels but also to account for the higher-level enemies you have to face along the way. This area will necessarily take a couple of tries, but avoids feeling too repetitive thanks to an escalating sense of progression, and the aforementioned strategizing on the part of the player. It ends up doing double duty not only as a fun dungeon area but also as an entertaining method of grinding EXP and farming currency or items. The combat here is also at its best since you’re facing some of the most difficult enemies in the game and are thus forced to make good use of items, special skills and the Emotion mechanic - Omori’s main innovation to turn-based combat. It’s an interesting enough way to spice up otherwise unremarkable RPGMaker combat, so it's a shame you rarely need to interface much with it, since most encounters are piss-easy. Poor balancing robs the mechanic of the chance to make battles feel meaningfully dynamic outside of bosses; most of the time you’re more than able to stick to one strategy which works well on all enemies, especially since checkpoints generously restock your health and mana as well.

The main dungeon areas fare worse than Dino’s Dig, and are reluctant to engage the player on a higher level than making them switch to a different character (complete with a mandatory animation), interact with something in the overworld, and then switch back to the main character. Either that or treating them to "puzzles" which are actually just menial chores that can mostly be summed up as “go to a place, flip a switch and come back”. All this monotony is punctuated by silly gags, witty character interactions and entertaining setpieces, to be sure, but there’s little unity between the gameplay and narrative parts – the former is more concerned with upholding the illusion that you’re doing something stimulating while you wait to be rewarded by the next story bit. This begs the crucial question: Why is this even a game in the first place?

Well, hold your horses. Like its ur-text the Mother series, Omori is an extended riff on JRPG conventions, and the ace up its sleeve is Faraway Town. In Omori, the roleplaying mechanics are contextualized as, well, literal roleplaying, a tailor-made fantasy adventure constructed in the overactive imagination of a depressed hikikomori teenager named Sunny. Over the course of the game, the fantasy starts to break down little by little as Sunny reconnects with his past and is forced to face the trauma that’s had him hiding away in his dreams. The game is structured around chapters alternating between Headspace – Sunny’s dream world – and Faraway Town, the real world community which he lives in and rediscovers after years of locking himself in his room. Sunny’s family is moving away in a couple of days, and each new set of chapters count down the days which Sunny has before all hope is lost of confronting his painful past. Faraway Town is Omori at its most clever when it comes to integration of gameplay, or at least it initially is. The first real world section comes after an extended period of JRPG adventuring, and the player, like Sunny in-universe, will have become pretty accustomed to the logic that world abides by. In what is perhaps the game’s most brilliant moment, Sunny eventually has a rough reunion with a former friend which escalates into a fight, sending you to a familiar battle screen. Without thinking, the player is likely to attack forgetting that they have a steak knife equipped, and has to watch as Sunny slashes at their childhood friend, to the shock and horror of bystanders as well as your companion, who then confiscates the knife for the rest of the game. This is a ludonarrative height that the game does not quite reach again, but it’s the most potent example of why Omori could only truly work as a video game. Unfortunately, the Faraway Town sections are subject to diminishing returns. Initially, there’s an intrinsic joy to exploring the community simply for how different it is to everything that’s come before, and because of how much new narrative information is unveiled. After two more repetitions, though, Faraway Town is largely reduced to the same level of monotony that pervades Headspace. Once more you’re mostly tasked with menial chores, which might’ve been a somewhat amusing bit of satire if it was unique to the quests of the real world sections.

The bulk of Omori’s narrative centers around the mystery of Sunny’s past and the events which led to his falling out with his friends and receding away into Headspace. Over the course of the game it’s revealed that the precipitating trauma is the death of Sunny’s sister Mari, and the twist at the end of the game is that Sunny accidentally killed her and, along with his best friend Basil, covered it up as a suicide. Now, I worked this twist out well in advance and actually found it incredibly evocative and intriguing. The complicated interplay between guilt and embarrassment that would realistically result from a trauma like this is something that I found ripe for exploration through the psychological lens that the game had adopted through the conceit of Headspace. Unfortunately, what I think is the narrative’s main issue rears its head in here, that being that it’s just a little too thinly sketched – too content with gesturing towards interesting ideas rather than actually exploring them in detail. Partly I think the impulse to keep the reveal of Sunny’s murder of Mari an endgame twist is emblematic of this – it’s hard to truly explore something that you’re also trying to hide from the player, and by the time the narrative plays its hand, it’s already too late to imbue it with much depth. The game does not expend much effort at detailing Sunny and Mari’s dynamic and history (something that should absolutely be more of a focus given her importance to the story), Basil’s reasoning for coming up with a cover story (knowing why is not the same thing as understanding it on a psychological level), Sunny’s shame at having to preserve such a brain-meltingly cowardly lie, etc. The game’s reluctance to go into detail infects other parts of Headspace. An example is the question of whether Sunny is fantasizing about Aubrey being in love with him in Headspace, or it being an accurate reflection of their childhood dynamic. The game never really tips the scales one way or the other. There’s a fine line between subtlety and laziness, and too often I found that Omori was content to not mine its ideas for their latent psychological depth and drama.

That said, I certainly wouldn’t deny that Omori has moments of undeniable power. It’s consistently witty and humorous. The characters are all well-defined and interesting (well, except maybe Basil, who remains a bit of a cypher by the end of the game). And while I may have wished for something a little more ambivalent than the melodramatic crescendo it goes out on, it’s also hard to say that the game hasn’t earned the right to that moment.

Omori is a good game, or at least a good narrative, but it lacks the confidence to be great. The running theme of its flaws is an unwillingness to do what it takes to really stand out. Instead of creating unique, engaging and deep gameplay scenarios, it takes the easy route and relies on trivial tasks, genre tropes and unchallenging, by-the-numbers combat. It fares considerably better on the narrative front, but still possesses an unwillingness to fulfill its potential and imbue its ideas with the depth they deserve, leaving too much of that work to the player instead. Even just aesthetically it doesn’t fully live up to the promise of its captivating trailer, feeling too indebted to its inspirations; most of the time it’s operating in the mode of either Mother 2 or Yume Nikki. It’s sort of cute, especially if you’re a fan of either or both, but it’s telling that Omori is happy to stay in the shadows of classics instead of crafting something more unique to itself.

Don't read the reviews, just play.

<3

Dá pra sentir no ar todo o carinho e esforço que foi colocado nesse jogo, cheio de detalhes e história redondinha (chorei). Direção de arte um espetáculo e atmosfera imersiva incrível.

Such a beautiful, lovingly crafted game. The story is interesting, the characters are just lovely, and the writing lands so well. There is such a unique vibe and charming feel to Omori that you can practically feel the developers’ passion as you play. I love its message and how it presents itself, and it really achieves everything it sets out to do.

But I had 2 major problems with Omori. The first was that the combat got quite stale for me pretty early on. The emotion system is very interesting, and I was excited to experiment with it and understand it once I was presented with it. But I just came to the realisation that it’s unbalanced and just not deep enough. I didn’t find myself having to use emotions at all during the regular fights, and would just use the same strategy for every boss encounter. A lot more could have been done here, and I found myself becoming bored with it.

My second issue is that the pacing was very off. I found a lot of the areas of headspace to drag and unnecessarily overstay their welcome, and I kind of just wanted to get to the end once the charm of each area wore off. Longer areas with plenty of fights combined with a battle system that got old to me made me feel a little drained, especially when a lot of it had no point really (Castle and Whale?). It sucks because I genuinely would have loved this game if it was just like 10 hours instead of 20-30.

It’s a shame, because everything else is perfect. It’s just too ambitious and long for its own good when it didn’t have to be. Being in Faraway Town with the lovable cast while the story plays itself out is such a treat. I adore the characters, how they chat, fight, and act thought the game. I love how they’re all written in Faraway and in Headspace differently, and their very real attitudes and reactions to events. I love Aubrey, Kel, Hero, and Basil. I love the music and atmosphere, and I love the ideas it made me wrestle with.

If you can be patient with Omori, there really is something truly special here.

Un des rares jeux à m'avoir fait CHIALER

Uno de mis juegos favoritos, dvd me cambio bastante la vida. Llego en el momento perfecto y siempre le he guardado un lugar especial en mi corazón.

I really enjoy games like this. They don't shy away from tackling difficult topics like suicide, grief, death, and depression. For me, the game became quite distressing and uncomfortable at times, but that's part of its appeal. I loved how the game handled these difficult and sensitive topics, and it really resonated with me. The game's art style, music, and combat are all creative and well executed.

Omocat has one twisted mega mind.

much more depressing than valorant but is valorant any better than this? no

still better than valorant

this was the first game where the story made me actually cry. i love it so much.

im LITERALLY kel irl so this game is great

This review contains spoilers

An absolutely beautiful heart wrenching game. Hits harder if you have siblings.

Omori is truly all style, no substance.

I've been wanting to play Omori for a long time. However, now that I've finally tried it, I have been completely disappointed. I didn't get too far into the game, but what I can say about it is that it is dreadfully boring. From its plain writing, to its HORRIBLE gameplay and combat system. I do not see myself enjoying this game now or anytime in the future, thus I have decided to abandon it.

I can understand why people love this game: it's charming, I get that. It tackles themes that a lot of people identify with, I get that. However, apart from the artistic greatness, there is virtually nothing else to love about Omori. The writing is dull and uninteresting, and the gameplay is unengaging and repetitive. I can see the potential in Omori, but the way it was executed just doesn't work. It's not a good videogame.

My biggest critique isn't actually the writing or the combat, it's headspace. Conceptually, it's really good, but the way it is executed in Omori as a videogame is terrible. It feels as if headspace is just filler to make the game longer, and to justify its long development time. I didn't get too far in the Space Boyfriend section of the game, and it was already boring. These "side quests" that the characters go through are not only incredibly boring, but irrelevant to the narrative.

The saddest part about all of this is that I know Omori can be great. I know because I didn't come into this game blind. I know how well the real world versions of the characters are in contrast to their headspace contraries. They're fleshed out, and they have real character development all the way through the end. But if I have to go through dungeons and levels that I simply don't care about, that add nothing to the story, and take up a big portion of the game, then I don't think this game is worth my time.

I came out disappointed and frustrated after my time with Omori. I really, really wanted to like this game. But every time I feel like the game is gonna click with me, the game shoves its terrible game design on my face. Playing Omori is dreadful, and yet I still have the small hope of being able to love this game. Maybe I just don't get it right now, and I really hope that's the case. Eventually, I will revisit Omori, and just maybe I can love it then.

This review contains spoilers

Omori is a interesting game
Interesting only because it just mixes Earthbound with Silent Hill 2 and keeps the worst parts of both.
THE PERSON WHO DIES IS LITERALLY NAMED MARI FOR FUCK SAKE


this game is genuinely so beautiful

I like OMORI a lot. I think that’s a well-intentioned, polite way to start things off. It might hit you in just the right way if you’re a schizo loser (as I am) but the further away I get from it, the more irked I am by its many blunders and missed potentials. Despite that, it’s one of my more defining games of 2020. Notice how I didn’t say ‘best’ or ‘favourite.’ Defining.

It’s the Earthbound-inspired indie darling that was announced to considerable fanfare all the way back in 2014. I have no idea what kind of troubles its development went through, but it seemingly dropped off the face of the earth as another quirky Earthbound-inspired indie darling took the stage the next year. You know the one I’m talking about; I see their merch hiding in the back of your closet there. I won’t tell anyone, promise.

But OMORI is less ‘Earthbound with depression’ as it’s frequently dismissed as and more like ‘Yume Nikki with context.’ Which- I think to anyone with a cursory knowledge of Yume Nikki probably sees that as a bit of an odd concept. It is, in an almost self-defeating kind of way. By the end of it, you don’t really want to know the secrets behind it all.

And by that I mean, the crux of this story sucks. It’s bizarre, it’s melodramatic, it raises more questions than it does answers and it hangs over (you have no idea how funny this is) the rest of the plot, dragging what is an otherwise serviceable concept down to sea level. This is further escalated by OMORI languishing so much in its pacing as the Headspace sections leave you with next to nothing to chew on between the real world segments: where the real meat of the story takes place.

The central mystery may be compelling enough to drive you to the finish line, but everything around it is putting holes in the tires. And it’s a long road ahead, man. Omocat has done so much more in previous incarnations with so much less, sometimes without saying a single word at all. Yet everyone in OMORI just talks, I mean, just waffles. Totally pointless, superfluous, obnoxiously verbose dialogue all around. What is the purpose of Sweetheart as a character? Just think it over, really. Why is she there?

Headspace is a distraction, that’s by design in-universe, but that’s a stupid thing to have to go through yourself. Very few places- such as the Last Resort- hint to something actually interesting: Sunny’s afraid to grow up, to have all his friends drift apart and forget about all their time together. What a great jumping off-point! Encapsulated in an Earthbound-like- a game that personifies that kind of childhood wonder and friendship. You can call it a bit meta, or postmodern, but, fuck man. It’s something.

Why then, OMORI takes this maddening direction is beyond me, as who can reasonably relate to this? We’re not talking metaphorically here- I guess you can place a certain someone as the perfect representative of that lost childhood you can never reclaim. What I’m asking is, why in this story of escapism, of trapping yourself in the past, losing your grip on the present, do you shoehorn this major plot twist in such a way that raises more questions than it does answers? That gets in the way of everything aforementioned?

It will worm its way into your heart anyway, if the kind of insular retreat into one’s own fantasies is something you can connect with, but it’s just that! It’s all surface level and light implications. And I see the challenge, I do. Look at the original tumblr comic, where Omoriboy is a loser, masturbating his days away and indulging in that veneer of early 2010’s angry teenage boy, that kind of protagonist would have struggled to work in the place of this story. Making a character of this kind is a delicate balancing act between overly sympathetic woobie and vindictively pathetic self-loathing. But when presented with this challenge, Omocat opts to not make an attempt at all. You can see that Omoriboy at least HAS a foundation in something, whereas our current protagonist does not.

Sunny- despite being on-screen the whole time in some form or another, despite the near entirety of the game being IN HIS HEAD, doesn’t actually let you infer practically anything about his character. He has no characterization, in fact. No dynamic within his own friend group apart from some off-handed comments that are never followed up on. If you fail to project onto him, you’re left with an utterly bland player character weighed down by a goofy plot point that’s so intrinsic to everything circulating around him, he suffers along with it.

His partner in crime: Basil, fares no better as an incredibly underwritten character- despite being the tritagonist(?) of the game and Sunny’s closest friend. If you’re invested in him- even on the most superficial level, both the game and the player character himself will actively fight against you. Again, narrative purpose to this. Again again, the purpose sucks. He’s so anaemic to the point that many people misunderstand his motivations as some kind of deep-rooted psychopathy. He’s the s-stuttery pretty boy with one defining character trait- which is more or less ‘deeply sentimental,’ due to having little to nothing else going on in his life. Even the Dorian Gray reference was cut from the final game, so the obsessive gay thing went out the door- but I imagine that’s more because being a fujoshi shotacon isn’t nearly as approachable as it was a decade ago, as Omocat has found out the hard way.

The worst part is that there really is no going back. The game’s done, and after the nightmare that was creating it, Omocat will probably never come back to gamedev again. The best we can hope for is that the manga series dares to venture where the game simply didn’t, wouldn’t go. Past the withering pastel smiles and into the scars OMORI is so vehemently hiding. Take one look into where being accessible got you and realise that was the one risk you shouldn’t have taken.

MADE ME CRY SO MUCH AT THE END BRU..