somekindofsentience - not a puppyboy
not a puppyboy

banner credits: omoriboii; pfp credits: zipsunz // i write analyses and apparently also voice act

87 posts

I Wanted To Voice Something From Hellmari's Perspective Because Humanising Monsters Is Really Fun. Script

i wanted to voice something from hellmari's perspective because humanising monsters is really fun. script under the cut (which I also wrote)

i hope this makes you open the door for her every single playthrough :)

dear sunny,

i've been wandering this house for, three or four, years now? i honestly stopped keeping track.

i really miss you, you know. i hope things have been going okay. i've been knocking on your door for hundreds of playthroughs, but… you kinda stopped opening it.

you know, last time you opened it, i was so happy to see you, but, you didn't… look happy to see me.

and i get it. when you looked in that mirror, i… couldn't recognise myself. i mean, huge, barren sockets, no arms; a crooked neck; a gaping mouth… look at me. i'm a monster, sunny.

someday, i hope us dark creatures that scratch at the recesses of your mind… maybe we can let go, just like you. that's my only wish.

but for now… i stand blind, knocking at a closed door, missing my keys, and the night just gets… colder.

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More Posts from Somekindofsentience

1 year ago

Foreshadowing in Omori and its manga: a critique

I'm back again, although it's been a while since I've written anything. I'm waiting on more Dreamscape chapters to formulate an analysis on Mari.

Omori Spoilers and Omori Manga Spoilers under the cut

Omori has poor foreshadowing, in the manga and the game, but for different reasons. And I can tell from one chapter.

Firstly, a rundown on the narrative device itself - foreshadowing provides an advance hint toward the events of the story. It's a very common device, but it's actually relatively difficult to do well. There's a very fine line between too obvious and too subtle, especially with the expectation of twists.

Foreshadowing in these types of psychological horror games tends to be very subtle, take Doki Doki as an example, and further foreshadowing in games like Yume Nikki is so subtle that the reality of the world isn't even evident at all. While this can be frustrating for the players, it's actually incredibly important, allowing you to theorise and discuss.

In the original Omori game, foreshadowing was often too abstract and subtle to be properly understood by a player - and this was fundamentally because there foreshadowing was so widespread, it overwhelms the player as they attempt to discover the truth.

Let me cite an example. Daddy Long-Legs belongs to a group I'll call the "Truth creatures" - characters like Stranger, the various Somethings, Hellmari, Phobias etc. He exists in a portion of Pyrefly Forest which foreshadows the truth of Headspace. But he's purposeless as a character otherwise, he only appears in a corner of Black Space 2 that is practically inaccessible to those on the Truth route. Why would you introduce a new character, one who becomes irrelevant, to foreshadow a part of the game that would be far better foreshadowed by Stranger? Someone who is actually relevant? This convoluted choice feels unnecessary, adding characters for the sake of subtlety.

In a similar way, the Somethings, Phobia bosses and Hellmari are loosely linked, and it's not quite explicit where each comes from and the relevance of each to the truth. Where's the distinction between the Mari Something and the others? Where does the game show me an explicit difference between the formation of Something and the formation of the Phobias? Why aren't Hellmari and Something more related, considering the events that formed them? A better foreshadower would be able to accurately make these distinctions, leading to overall better contrast between the recital day and the formation of the Phobias.

This is also incredibly obvious in Black Space, where the foreshadowing and symbolism ramps up. I will say it here, there is no way anyone will ever understand the purpose and analysis of every single area, object and NPC in Black Space. As a result, while it feels magnificent, there's so much that feels pointless, as well. This worked in Yume Nikki because it is very focused on this premise of "no real truth", but since Omori has a real truth and a real reason for Black Space's existence, it makes so many objects and areas feel pointless to analyse and overthink. Again, it's this insistence on adding things upon things to make foreshadowing far too abstract and impossible to understand.

Music and its importance to the truth was also very poorly foreshadowed. While I can understand, from a repression perspective, why Mari playing the piano or Sunny playing the violin was only very very subtly foreshadowed in the music itself, there is a point where you do need to make it obvious to the players, otherwise it feels like this idea of Sunny playing the violin is just thrown onto the players with no real interrelation. Similarly, Mari's character was far too hidden, where it isn't evident at all that Mari is a human with emotions - she's portrayed as a God the entire game. Again, too much subtlety has led to story beats feeling out-of-place and underrepresented.

However, in the manga, foreshadowing makes events very obvious to the reader, making me question the goals of this manga at all - are you really going to introduce Omori to new audiences in such a rushed and evident way? Making everything obvious and clear, when foreshadowing was such a key element to the original game? The whole point of the twist was it was completely unexpected!!

Immediately as we get into the manga, it's already obvious that Mari and violins are relevant to the truth. I wouldn't be surprised if the dialogue that Mari speaks during the Hellmari sequence is related to the argument between Mari and Sunny on the recital day, and I would be so disappointed if they chose to immediately out key dialogue that was not present in the original game.

Foreshadowing In Omori And Its Manga: A Critique

Furthermore, why on Earth would you immediately reveal the hidden part of Mari's character in the first chapter? Mari is supposed to be perfect, at least in Sunny's mind. The game absolutely goes too far with this - it was a fundamental failure to have no dialogue in the Truth segment, as it led to so many misinterpretations of Mari as a character - but you choose to reveal her anger and humanity now???? NOT LATER??? NOT LIKE A BIT LATER?? SO WE CAN PERCIEVE HER AS PERFECT??

I'm not even going to get into the mischaracterisation of Aubrey, portraying her as evil and horrible without the very necessary exploration of how her relationship with Kel influences her actions.

I want to have faith in the manga. I want to enjoy it, but, just, the pacing and foreshadowing is already off. I'm worried. At least the horror art is gorgeous.

a summary of this analysis. HOW THE FUCK DID YOU MESS UP FORESHADOWING IN BOTH DIRECTIONS??

song i listened to while writing

i've been obsessed with the beef recently, it's so funny.


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1 year ago

since people seem to really like this analysis, I wanted to add a few suggestions as to how someone would integrate this into the game

The Arachnophobia boss will be the final phobia boss, and likely replace the Something boss in the timeline. The Thalassophobia boss looks more spider-like (not sure how to change the Acrophobia boss).

As a result of this, Headspace is rearranged and the Deep Well segment is shorter. Instead of the Deeper Well, Pyrefly Forest is after Sweetheart's Castle, and this either leads to Garden's Edge (a link between SC and Black Space) or the area with Daddy Long-Legs. Either choice leads to Black Space.

Since People Seem To Really Like This Analysis, I Wanted To Add A Few Suggestions As To How Someone Would

Garden's Edge, a potential link between the two that could be explored.

Most, if not all, jumpscares should have spiders or spider references. Something itself could be replaced with a spider or an abstract version of one. Hand-related jumpscares are now spider legs, possibly including the red hands.

The spider area is either the final or a significant part of Black Space. Mewo in Black Space is the cat-spider found in Pyrefly forest, and that cat-spider is found much more often in Headspace and as a Real World hallucination.

During the Memory Lane sequence, two scenes are added - a scene of Sunny as a baby accidentally killing a spider, and the day of the Phobias' creation. This better integrates the morals and overall story.

More time in the Real World (obviously). Hero's character arc now revolves around getting over his fear of spiders and learning to visit Mari's grave again. Basil is much more linked to spiders, and Sunny has far more hallucinations about spiders.

Happy to hear ideas. Might add more.

spiders, or how to fix half of omori's plot with one symbol

i think i can fix omori. well, some of it.

This will be an attempt to prove that a key symbol related to Mari is a spider/bug, and how making this more obvious to the player would have fixed half the narrative.

Mari is closely associated with bugs and spiders in several scenes, but I believe the photos in the real world and Headspace demonstrate this most explicitly.

Spiders, Or How To Fix Half Of Omori's Plot With One Symbol
Spiders, Or How To Fix Half Of Omori's Plot With One Symbol

This photo is one of few direct redraws from the real world in Headspace, and it identifies Mari as a character unafraid, even fascinated, by bugs, which is one of very few character traits she's actually given. This is repeated multiple times as we explore Headspace, where Mari comforts Sunny and Hero about their fear of spiders, takes the group bug-hunting in the real world, and previously put bugs in Hero's desk. It's notable that the reframing of this photo specifically puts a spider in Omori's hand, further linking the girl to bugs in his mind.

Within Headspace, spiders are shown to be far more present than the other two phobias present. We see it in Daddy Long Legs, the ominous nature of Pyrefly forest, the Spider Area, the references to the creatures from Hero, Mari and Basil, and much more - it's clear that the creators wanted this symbol to be present, but overwhelmed it with subtlety, making it impossible to actually understand, and leaving it in the dust in favour of following other threads. The narrative fails to distinguish the Arachnophobia boss, and loses its the relationship between Mari and spiders/bugs.

There are several benefits to making this metaphor more deliberate to the player, by enhancing the relationship through jumpscares, making it important to the Truth/Final Boss segments, or even just distinguishing Arachnophobia from the other bosses. I've decided to organise them into a list since there's so many.

Cohesive narrative interactions between the Phobias and the recital day: I'm always talking about how the juxtaposition between these two events is so subtle that people miss the point. Singling out the importance of Arachnophobia would highlight these two events and bring them to the forefront, making the Final Duet more cohesive.

The Phobia bosses become relevant: If the game is able to properly integrate Arachnophobia into the truth segment, this provides so much more purpose to the Phobia bosses, who often feel like just game mechanics to teach you how fighting against hallucinations functions.

Intriguing moral exploration: I think the idea of the subtlety of conveying Mari as a bug portrays her insignificance - Sunny was able to just kill her, as though she were just a spider to be swatted. It furthers an interesting understanding of morality in the text, talking about the prioritisation of life, leaving more of an impact on the audience. Are humans really as fickle as that?

Hero's character: Connecting Mari to a spider not only allows for more theory and AU creation, but actually mimics Hero's actions in the real world. Only two characters are afraid of spiders - and only those two characters have not visited Mari's grave since it was dug, which mirrors (but fails to highlight) Sunny and Hero's character arcs. In a similar way, Mari and Basil's love for bugs could also mirror some sort of decline.

The relevance of Daddy Long Legs and spider-related Black Space areas: Spiders are regularly referenced in Headspace and Black Space, with a whole room of Black Space surrounding them, but there's never any lucid reason why they're so prominent compared to the other phobias. Making a clear connection to the truth would clear up this confusion.

Basil's Something and Headspace Basil's dialogue: Basil's Something is deliberately abstract, but it is never defined further than its presentation. Not only would it properly link the Spider Area to the reality of the truth, but it would potentially connect Basil's Something to it, too.

Just plain easy to add: Much of Omori's story, characterisation and pacing is very difficult to improve without hours of effort. Being able to cohesively connect elements of the narrative with one symbol is much more realistic.

song i listened to while writing this:

this song is literally the reason i came to this realisation, the themes of environmental preservation were essential dskjhjdsgdjhsgjhkdg shout out to me rediscovering this after years and years


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1 year ago

oh right i forgot i wrote a chapter 2 to this

archiveofourown.org
An Archive of Our Own, a project of the Organization for Transformative Works

negative focuses on more personal experiences of OCD

i think that the possibility of a Mari with OCD isn't too far-fetched. lots of people only ever write or portray her as perfect, which isn't true, but Sunny doesn't provide enough perspective on what Mari was actually like and apparently half the fandom can't look past his idea of her.

i was interested in writing an analysis exploring the way Mari is portrayed but i think i sorta explained what i wanted to say in this analysis exploring angry dead women. it's just fascinating to me that the fandom falls into the same trap that Sunny fell into, some weird desire for the perfect older sister.

archiveofourown.org
An Archive of Our Own, a project of the Organization for Transformative Works

I wrote something about my experiences with OCD from Mari's lens because I need that in my life apparently.

Right, now that's finished, I can finally get onto schoolwork and shit.


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1 year ago

tomorrow won't come for those without, or exploring disconnection in the procession of mental illness and trauma

SPOILER? WARNING: This analysis assumes you have played the game's noise ending at least once. I'll provide screengrabs of things where I can. I do believe it's a masterpiece of a game, and would highly recommend it.

CONTENT WARNING: Discussions and allusions to suicide, severe mental illness, grief and religious trauma/criticisms of religion.

Tomorrow won't come for those without (TWC for short) is really... confusing. To the extent where I've got a notebook with pasted cut-outs of dialogue and imagery simply to try and... understand it.

As with much of the things I write about, I don't think it's designed to be understood - etherane's work often revolves around very personal and complex depictions of mental illness, as is evident from the hello charlotte series, so this is to be expected.

I want to discuss Rem, celestials and the Dithyrambs in this, saving conversations of Mari and the Choir for when I better understand it.

Rem is not human, he's a celestial - this is revealed in the noise ending, where he melts into his true form. We can also determine what type of celestial Rem is, from the way his form manifests.

Tomorrow Won't Come For Those Without, Or Exploring Disconnection In The Procession Of Mental Illness
Tomorrow Won't Come For Those Without, Or Exploring Disconnection In The Procession Of Mental Illness

Domain: Shadow; The Eldest. Distorts continuity, converting affected areas into liminal spaces.

Now, at first, I spent much of my time trying to associate these cards (and as such, the Celestials) to specific mental illnesses, but I realised it didn't work. While 'Domain: Post-Truth' (Card Type 3) could be associated with PTSD and 'Domain: Thighs' (Card Type 12) could be associated with body dysmorphia, many cards do not fit a specific mental illness, and much of them instead reference dissociation or other specific symptoms. It's somewhat implied Mari had the celestial present in Card Type 12.

It makes sense for a different universe to identify mental illness in a different way, considering there's little evidence that the characters have information on "pre-humanity". Instead of our current system surrounding mental health, the Choir demonises Celestials, and attempts to 'purify' them.

One particular line during the noise ending stands out to me.

Tomorrow Won't Come For Those Without, Or Exploring Disconnection In The Procession Of Mental Illness

"Tell me, how do I stop the noise in my head?"

Ori is not, by any means, a stable character. That's not to say Rem is stable, but Ori is somewhat less rational, losing his mind over the Choir and his Rosary. He devotedly follows the Conductor up until the noise ending, where he loses his grip on purity and reality, wanting to stay in the 'Dark' and '...play in the forest', rejecting the suppression of creativity by the Conductor.

The Dithyrambs is the noise in Ori's head - somewhat implied to be caused by the celestial. When Ori first wakes up, the Rosary insists that he must "...find the source of the Dithyrambs," perhaps implying that the Rosary is corrupt in the same way Ori and the Choir are, although it does not state to destroy the source. This noise causes Ori a lot of pain.

Alright. That is my discussion of the actual evidence present in the game. The next section is going to be a lot of personal speculation, on what I feel the game is representing.

I compare the relationship between Ori and Rem to that of Charles and Scarlett in Hello Charlotte 3, although it is framed differently. Instead of Rem being portrayed as horrific and irrational, Rem is scared, small; humanised, distrustful.

Tomorrow Won't Come For Those Without, Or Exploring Disconnection In The Procession Of Mental Illness
Tomorrow Won't Come For Those Without, Or Exploring Disconnection In The Procession Of Mental Illness
Tomorrow Won't Come For Those Without, Or Exploring Disconnection In The Procession Of Mental Illness

I believe that Scarlett Eyler and Rem represent fundamentally the same thing - intrusive thoughts, anxiety and OCD. Unlike Scarlett, who is fixated on tormenting Charles, Rem's representation of this manifests toward himself, and his desire to be caged for safety.

Fundamentally, OCD is a disorder surrounding fear. As much as it feels like your brain just, absolutely fucking hates you, it's as scared as you are. In a similar way, Rem is terrified of the liminal hotel that he and Ori reside in, and he's terrified of the outside world. He responds by shutting himself away - rather than Ori's desire to reach the end of the veils, Rem begins the game locked in a bathroom, and must be coaxed out.

Rem is incredibly "human" for a nonhuman being. Humanisation of intrusive thoughts is an interesting concept, especially considering the demon Scarlett Eyler was in HC3. Rem is far more disconnected from Ori, far more skeptical of the world around them. Rem isn't there to punish, but more to question and doubt, contrasting with Ori's inherently trusting nature.

Hmm. I feel like I haven't properly explained it, but I hope it somewhat makes sense.

Despite that, this is just my own interpretation of it, and I don't feel it really aligns with the game, necessarily. It's just me. lol.

song i listened to while writing:

I enjoy playing TWC with the BGM turned down and this song playing. It makes me feel pure, like my regrets can be washed off. I suppose that's not the point of TWC LMAOO.


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1 year ago

more dreamscape shit!!!!

art by @omoriboii

og post


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