OMORI and the Caring Paradox

The psychological horror game OMORI has a reputation for its massive emotional impact. It’s Steam description reads, “Explore a strange world full of colorful friends and foes. Navigate through the vibrant and the mundane in order to uncover a forgotten past. When the time comes, the path you’ve chosen will determine your fate... and perhaps the fate of others as well.” Now, this doesn’t really indicate at all what the game is about—friendship is a main theme, but so are trauma, forgiveness, and escapism. It’s ultimately a game about choosing between a devastating truth, or escaping into a comforting lie.

What I find most fascinating about OMORI’s take on escapism, and what I think makes it so effective, is that the thing Sunny is escaping from and the thing he is escaping to are almost the same thing. How the protagonist and player choose to deal this central paradox is what ultimately determines the ending they get.

Initially, the narrative follows the protagonist Sunny through the vibrant imaginary world of Headspace, and later on, if the players wants, through the real life town of Faraway where Sunny grew up with his sister Mari and friends Basil, Aubrey, Kel, and Hero. We, the player and Sunny, begin in ignorance of the paradox. Prior to the start of the game, it’s clear that Sunny has been living in White Space, and only occasionally goes to see his friends in Headspace for picnics and games.




This fragile peace is broken when Headspace Basil a picture that reveals to him of the tragic event Sunny is trying to repress. Headspace responds by removing Basil entirely, prompting Omori and his friends to go search for and save him. This is where things get really interesting: as will be revealed later, Headspace Basil is being removed because his real-life counterpart is the only other person who knows the truth. At a certain point it is revealed that this cycle of losing and finding Basil has been occurring for a while now.

Why do Headspace representations go looking for him even though it means the demise of their world? They’re ignorant of it, of course, but Sunny’s subconscious is not, and it’s from his subconscious that they are formed. True, his Headspace friends start to forget about Basil later, but wouldn’t it be so much easier to just ignore him from the very start? Then Sunny could go on living in Headspace, fear and guilt forever out of mind and sight.



Except that’s not what Sunny wants. He wants to return to the innocence and peace from before the Event, sure, but he also wants hang out with his friends—and they wouldn’t be his friends if they didn’t care about Basil. Their kindness and care for each other is so fundamental that even their Headspace representations cannot abandon these qualities.

The search for Basil drives Sunny and friends, as well as the player, to adventure through the whimsical world of Headspace. An adventure that is interrupted by only the occasional splash of Nightmare Fuel emitted by the stirring of Sunny’s repressed memories. Other than that, though, the world of Omori is colorful, playful, and filled with things to do. According to this video, there are thirty two bosses (14 required, 10 are optional, and 8 exclusive to the Hikkikomori route) countless side quests to complete and Easter Eggs to discover, and amusing characters to speak to.

For instance, you can follow a long trail of cones, which you have to tediously individually slice, to reach a sprout mole at the middle. When you do finally reach it, it says this:

and tells you: “I went through all this trouble to isolate myself from society, and then you show up and ruin everything! YOU BETTER FIX THIS RIGHT NOW!!”.


I love little details like this. I also think this particular event is emblematic of the function of extended headspace world: it’s silly and engaging and you feel like you spend forever there. That feeling that you never have to go back is the essence of escapism. I also really enjoy how Lone Mole’s dialogue reflects Sunny’s tragic real life isolation through a more comical, irreverent lens.

The contradiction shows up again as we go on continued adventures with Headspace because we begin to bond with and care for them, as well as their real-life counter parts by extension. If the player chooses to ignore those real-life counterparts, i.e takes the hikkikomori or neutral route, then our confrontation with the contradiction is much less severe. If instead, we do step out of the house the bonds we have forged make it all more tragic when the suffering the real-life Aubrey, Hero, Kel, and Basil are still going through is revealed. This bonding and care for the ‘real’ characters is driven by the very adventure that is meant to distract Sunny and us from thinking about reality. If we project these feelings of care and love onto Sunny, we are led to understand that prioritizing his Real Life friends means he must take responsibility for his actions.

This understanding leads to the resolution of the central contradiction. I said that what Sunny is escaping to and what he is escaping from are almost the same thing; his friends. I say almost because there is an important difference between the Real Life and Headspace versions of his friends. Sunny feels unworthy of the latter due to the pain his actions caused, while he has never hurt the former, who are unmarred and pure. This divide is initially not so significant. The first real life character we’re physically introduced to is Kel who has the same uncomplicated, friendly attitude as his Headspace counterpart. The only difference is physical; he has grown up, but he still wants to go on adventures around the town and hang out with Sunny like in the days of yore. This mutual desire is what coaxes Sunny out in the first place.

The first real divide occurs with Aubrey who has undergone a much more dramatic shift in both personality and appearance: her hair is now bright pink, and she’s far more aggressive towards the world, and especially Sunny. This stems from her difficulty in coping with Mari’s death. This divide between Headspace and real life is further emphasized when, during a fight with Aubrey, Sunny brings out his steak knife as a weapon. This is a somewhat morbid weapon, even in headspace, but it's absolutely not okay in real life.

As the divide becomes apparent, the care Sunny and player feel for the real-like friends is what leads to the True Ending. This is an incredibly hopeful ending that says even if reality seems insurmountable, you still have to try because people are complicated and difficult but, above that, they are kind. It’s left up to our interpretation what happens after Sunny reveals the truth, but there are hints that Sunny won’t be abandoned, like the dialogue on the last day before Sunny leaves.


In contrast to this hopeful ending, there is another, darker way to resolve (or perhaps not resolve) the contradiction. Rather than face the real-life consequences of his actions, Sunny can instead choose to go full on isolationist. There are variants of this ending, but in all cases, to resolve the paradox, to prevent the cycle of blissful amnesia and pained recollection, Sunny must separate the Headspace and Real-Life versions of Sunny’s friends along the dividing line of innocence. And then he must choose the innocent side. The tragedy of this ending is not just that Sunny abandons the friends he’s cared about for so long, who were the original cause of his love for their Headspace counterparts. The tragedy is also that he must abandon himself.


At his core, he cares about his friends, just like at their core, they care about each other. He cannot contain the contradiction so he cannot truly be part of the escape he longs for.


OMORI is a game about choosing between painful truth or comforting lies, but not just the historical truth, but the truth of one’s identity and core values. It’s about choosing to feel love and care or burying those feelings to avoid the hurt of loss. The endings give room to interpretation, but between real life friends promising to not repeat the mistakes of the past, and Daddy Longlong’s revelations, it’s strongly suggest that the pain is worth it, because there is always a way forward, and the alternative, shiny and  simple as it may be, is hollow.

 

Credit to really queer Christmas’s thread on “Let’s Play Archive”  for some of the screenshots, this site by goat for some of the quotes, and of course to the Omocat team for making this beautiful game.