somekindofsentience - not a puppyboy
not a puppyboy

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

87 posts

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

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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More Posts from Somekindofsentience

11 months 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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11 months ago

i cracked the omori manga. it's written like an isekai anime but trying to mimic a psychological horror game. this manga fails at its clashing of genres.

the rushed pacing. the jagged storyline. the odd characterisation of real world characters. the strange of horror elements.

it would work if sunny was not a hikkiomori.

it would be more logical and rational if going out was shown to be sunny's daily life, rather than rushing over the elements that made sunny's shut-in nature prevalent, like the significance of opening the door for kel, which was an incredibly upsetting thing to dismiss.

if sunny going outside had been pre-established, although it clashes violently with the canon game, it would feel less rushed and more like an intro to an isekai anime, which is an awful and frustrating misinterpretation of the game.

may as well just disconnect the manga from the game and make it something else.


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10 months ago

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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1 year ago

The things that @somekindofsentience makes on my discord server are great.

Yes the voice is me.


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1 year ago

more dreamscape shit!!!!

art by @omoriboii

og post


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