somekindofsentience - not a puppyboy
not a puppyboy

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

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Through The Looking Glass Again, Or Re-establishing Colour Theory In OMORI

through the looking glass again, or re-establishing colour theory in OMORI

WARNING: MAJOR OMORI SPOILERS.

CONTENT WARNING: REFERENCES TO SUICIDE, DEATH, LOSS, AND GRIEF.

A while ago, I wrote what I consider to be my magnum opus - an analysis discussing deliberate colour theory and windows in OMORI. This analysis is excellent, it is the fundamentals of almost all my other analyses, but it is disorganised and I don't get my point across as adequately as I need to.

The main reason for this is, well, I discover things as I write about them, so my points tend to get lost. Lmao.

So, I'm going to reframe my analysis by establishing the purpose of each colour I discuss. Hopefully this reaches a wider audience and is more digestible than my ramblings.

Saturated Blue

Saturated blue is a very deliberate colour choice - we know this from Omocat herself. Let's establish where it is used:

It is the colour of the Phobias, and Sunny's house during Phobia sequences. The use of saturation conveys intensity and fear, and there is a sense of impending failure - we cannot "beat" any of these boss fights by normal means, but instead are doomed to lose or wait until Mari consoles us.

It's prevalent in the Deeper Well, but notably absent from many Black Space rooms, who choose to use solid monochrome or other colours to convey emotion. It still exists within Black Space despite this.

In a similar way, it exists with the Basil boss fight, but more features are monochrome, which ties it more closely with the Truth.

Saturated blue is also the colour of Hellmari, but I will discuss her in depth later.

This blue is also deliberately not black - this somewhat disconnects these segments from the Truth, and considering how the Phobia bosses were formed, I propose that the ultimate purpose of this colour is to provide a comparison between Mari saving Sunny's life and Sunny ending hers.

This comparison is essential to the game, and yet absent from a lot of key moments. Highlighting this juxtaposition would have fixed these two narratives into a cohesive whole.

Red Light, streaming through windows

I am talking about red light in particular - while red is carefully used in the final boss fight, Red Space, several areas of further Black Space and in the Red Hands, red has more complex meanings in this game, where it depends entirely on the other colours around it:

Red and black represents malicious intent - this is present in several areas of Red Space and the Omori boss fight.

Red and white is more closely tied to repression - notably present in the red hands, some areas of Red Space and the Omori boss fight.

Red standing out against the Dreamworld is tied to Truth - present in the bloody footprints.

However, red light streaming through windows has its own specific meaning - it is designed to feel wrong, the same way the encroaching fog across vast forest feels wrong, and the deeper well's atmosphere feels wrong.

This gets even more important during the Truth sequence, where are introduced to red light streaming through the sliding glass door.

Through The Looking Glass Again, Or Re-establishing Colour Theory In OMORI

The sliding glass door in Omori is both a window and a door - letting in the eerie red light, but also letting the player (and Sunny) access it and understand it for the first time. Sunny never represses the sliding glass door, but will refuse to go outside until forced by his friends in Faraway visiting the Treehouse. It is opaque and cannot be seen through.

Entering the door leads to the peak combination of our colour theory.

Through The Looking Glass Again, Or Re-establishing Colour Theory In OMORI

This first looks like a fade between red and purple, but the only possible relevance purple would have is its association with Mari.

This colour scheme is actually the result of a fade between red and saturated blue. Combining the colours of the Phobias, fear, as well as Mari's support and safety, and the day of the Phobias' creation; and the Truth, repression, and the fateful day of the recital. This is the game's big (failed) comparison, and the main purpose of mentioning the creation of the Phobias at all.

These two days are designed to compare Mari and Sunny, increasing his guilt as he remembers the way his sister generously saved his life, and remembers what he did to kill her.

Monochrome

Monochrome is a key colour associated with Truth in Omori, and it does so in a relatively obvious way.

It is the colour of White Space, Black Space, Something, Stranger, and, notably, the colours of the photos that show the player the Truth. In this way, monochrome simultaneously represents repression of the Truth and the past; but also the desire to uncover it.

Areas and characters that contain more black than they do white tend to represent truth, whereas the opposite tend to represent repression, save for portions of the Final Duet and the Hospital, where white represents acceptance.

White also symbolises Sunny, shown in the pinwheels, and it has further meaning in the multiple flowers associated with it.

Spirit Mari is also associated with monochrome, her sprites existing in this colour.

Establishing the presentation of monochrome and saturated blue allow us to understand the mechanics of Headspace itself.

Despite Stranger's quote, Sunny, Basil and Mari are all split in halves, each half with different goals. Sunny, although he doesn't always know it, wants to seek the Truth; but Omori wants to repress it. Stranger wants to free the real world's Basil; but Headspace Basil is a representation of desire, the idea that everything is okay. In a similar way, Spirit Mari wants Sunny to seek forgiveness, and Hellmari is a hallucination of a Mari who would never forgive him

Pastel Blue

The final duet has a very key theme of acceptance and ascension, which is particularly present in this scene.

Through The Looking Glass Again, Or Re-establishing Colour Theory In OMORI

The whiteness of the area is highlighted with a light, pastel blue. Unlike the horror of saturation, pastel in-game represents peace and purity, being directly contrasted with each other. Pastel isn't symbolic of repression, although it is the main theme during the happier segments of Headspace. These particular colours - white and pastel blue - are also found in the Hospital, and in the final scene of the good ending. Pastel means acceptance, and it means there is no need to "saturate" the events of the recital day.

Here, the colour gradient, and Mari ascending through the window, are symbols of freedom. Sunny has accepted the Truth, and can now properly grieve his lost sister in peace. Simultaneously, you could argue Mari's spirit is finally free - she isn't tied down by Sunny's repression, and her ascending through the window is symbolic of finally entering the afterlife.

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More Posts from Somekindofsentience

1 year ago

mari could have OCD - an analysis

Mari as a character is left mostly up to speculation by the player - which is partially a fault on the creators' part, but is also somewhat deliberate to allow for consumer projection and exploration. Because she's left so open, I want to explore a personal headcanon of mine - that Mari has OCD.

Disclaimer: This is my opinion! I may be wrong! I am a human and I am wrong sometimes! I do have OCD, but my experiences and how I write about them are not necessarily indicative of all people with OCD.

I want to pre-establish here that doing things that I market as "compulsive" is not necessarily compulsive behaviour, and it does not necessarily mean you experience OCD. The reality is, we can't know if Mari has OCD, or any disorder, because we don't get any insight into her mind. Cognition and thinking patterns are vital to a diagnosis of OCD. If you like to play the piano over and over again, you might just enjoy playing the piano. As with anything, if it's causing you distress, please seek a therapist!

Mari has three prevalent character traits that could potentially link to anxiety of some form - her perfectionism, tying into her compulsive piano playing; and her responsibility as the "mother" of the group. From these three traits, I think I can somewhat develop an argument for Mari having OCD.

Mari is a perfectionist; this is explicitly stated multiple times in the game. It's practically the only "negative" trait (or, rather, trait that comes with a downside) given to her, and despite that, it's still painted in a glorified light. It's somewhat implied that the recital day's events occurred due to this perfectionism, but we will discuss the piano playing later.

Now, OCD is not perfectionism, and mixing them up leads to horrific misinformation about the illness. But OCD can lead to perfectionism in specific instances. Let's say Mari believes if she doesn't play the recital perfectly, she'll be a failure and a terrible person. While it seems like an extreme jump between the two ideas, and it might feel so irrational to her, something in the back of her head just won't let that idea go. To feel more confident in her playing, she keeps playing it, over and over and over again. Every time she gains some confidence, she loses it just as fast, trapping her in a little cycle at that piano. In this case, we can see how an irrational intrusive thought could lead to perfectionistic tendencies in a person - and can see a rational cognitive explanation for Mari's behaviour.

I also want to talk about an aspect of OCD that isn't commonly spoken about - taking responsibility to an extreme extent. When we discuss mental disorders, we tend to talk about where they begin and how to treat them; but with disorders like OCD, it's actually important to consider how they continue. Everyone experiences intrusive thoughts, but there are several factors that increase the likelihood of believing them. One of them is the idea that one must take responsibility for their own intrusive thoughts - "if something bad is going to happen, I have to be the one to fix it".

Some people are naturally very self-reliant, and this can be for a number of reasons. I see this in Mari in the responsibility she holds over her brother and her friend group - she's the pinnacle of their rationality, keeping an eye on them (even in Headspace, which mimics some reality), and she's the one to save Sunny from drowning during the day of the Phobias' creation. Mari is fifteen, but holds so much pressure to monitor her friends, so it's not impossible to believe that worrying over her brother would cause intrusive thoughts. OCD is sometimes exacerbated after traumatic experiences, and having to save your younger brother from drowning is a lot to go through. Maybe she became more overprotective later on - not that I really have any evidence for that, since we don't have the most lucid perspective on Mari throughout the game.

I don't really have any way to reasonably conclude this, but I will say, I can recognise that a lot of this is projection. I have OCD. It's very difficult to see representation of complex OCD in media, since it's so hard to convey what intrusive thoughts and unobvious compulsions feel like, so it's nice to be able to give it to a character. But I feel like it has some basis in the real game, and could genuinely provide an interesting headcanon for people to use.

I dunno. You tell me.

Oh right, I forgot to mention. I wrote about this headcanon here. I'm pretty proud of the fic, so, I'd appreciate people checking it out if they're interested.


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1 year ago
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

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

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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