Omori is a psychological horror RPG made with RPG maker. It's a game that I've had sitting there waiting for the right time to be played for a while and it was once described to me as "the best game I can't recommend to someone in good conscience" - which naturally made me even more curious to try it. With this month's Game Along theme being horror, I figured now was the right time to give it a try. I'm going to do my best not to spoil too much in this write-up, but it's going to be really hard. Fair warning.
Omori is a game about a lot of the hardest things in life. It's about grief, depression and trauma, and it's about the unhealthy ways we cope with these negative feelings and experiences and the effects they have on us and the people around us. The story of the game is split primarily across a vibrant, fantastical dream world and the real world with the ominous limbo of White Space acting as the crossover point between the two. Most of the story takes place in this dreamscape - called Headspace - where we take control of our silent protagonist, Omori and his party of friends Kel, Hero and Aubrey. The characters of Basil and Mari (Omori/Sunny's sister) are also a part of this group with the search for the missing Basil making up much of the narrative in the dream world and Mari acting as the group's save point/hint giver. In the real world, we play primarily as Sunny - who is Omori's true self - who is a few years older than his other version, a shut-in who is moving away from Faraway Town in three days. He is primarily accompanied by the real Kel (also older, they all are in reality), who is determined to reconnect with his old friend before the move but also interacts with Aubrey, Hero and Basil. Mari is notably absent, having died in reality in the years prior. It quickly becomes clear that Headspace and Sunny's alter-ego are his unhealthy coping mechanism of dissociation and repression - a brightly coloured, fantastical world where all loved ones are still together as he wished to remember them and he is shielded from real life tragedy and sadness. Fittingly enough, the dream world plays largely like an upbeat oldschool JRPG (other than the horror stuff sprinkled in) while gameplay in the real world revolves primarily on completing simple tasks for people and social interaction. This explanation was largely required for context.
This story of Omori is very dark and deals with some extremely heavy topics, typically represented through the horror elements of the game, character drama or sometimes by the mechanics of the split worlds. Despite how grim and heavy the story is, I think that the subject matter is handled in a way that is both tasteful and impactful both. I also think that the way this subject matter is written is very believable - which is extremely important - even when represented in more fantastical ways. The narrative of the game is very well-executed and well-constructed with both the fantastical JRPG style dreamscape and more grounded reality segments both being essential to understanding the truth of the tragedy the characters experienced and how they are (not) coping with their feelings over it, the picture gradually coming together as you play on. Where the game really shines though is the characters. Sunny - and even more so Omori - is a silent protagonist not because of gameplay choices but because it is a representation of his mental state. All of the characters are written in ways that make them very compelling. We come to really like the dream world versions of the characters and their beautiful friendships, a representation of who they used to be. Because of this, we care a lot about their older, sadder real life counterparts and deeply want to see the group process their issues and come together again. Side characters are also really well done either because of their zany, quirky nature in the dream world or well-developed personalities and lives in reality. The writing in Omori really is some of the best I have seen from a game in a while. It also has multiple endings (good, bad and a few "neutral" ones). So there's a fair bit to unpack there too. I completed got the good ending then looked up the others.
Writing aside, Omori also just works really well as a game. The mechanics lend themselves well to the narrative, but are also just a lot of fun to engage with. This is especially true of the JRPG-like dream world portions. The turn-based combat system is simple but effective. The four playable characters all have their own roles to play (with some overlap) as normal, but the real strength comes from the combination attacks and emotions mechanic. Throughout a battle, as they take damage or use certain skills, the characters collectively build up energy which can be spent on friendly follow-up moves after they take basic attacks. These primarily take the form of additional attacks but can also apply additional affects like healing HP or Juice (MP in this game), applying an emotion to a character or doing bonus damage on the attack (the interactions are also just cute). The only exception to this is Omori whose follow-ups are more selfish in nature, but he also gets the extra option to spend a full energy bar to unleash a huge team attack with the party to make up for this. The emotions are my favourite addition though. They are simultaneously a balanced status system with each of the three primary emotions (and their advanced forms) giving both buffs and debuffs to a character and an elemental triangle where characters experiencing different emotions are either strong or weak to each other. A lot of skills also interact different with various emotions. This makes for a simple combat system that is engaging and surprisingly strategic letting you build your load-outs to the strategy you wish to employ. My preferred strategy was to make my enemies Angry. I could then use Aubry, Kel and Confetti to easily get the party to Ecstatic/Manic (the elevated versions of Happy) for a type advantage and to capitalise on abilities that like Angry enemies and Happy allies. It wasn't the most optimal strategy for damage, but it was very fun and very effective. Each party member also has unique overworld skills as well which are necessary to navigate various environments, puzzles and social situations. These mechanics are technically at play in the real world too but are much less relevant and more watered down since in reality the fights are street brawls not JRPG-style power fantasies and are few and far between. Gameplay in the real world is mostly based around social interactions and fetch quests (which manage not to be boring because of the great writing). It's still very well done and makes a lot of sense, but there's less to say about it.
Visually Omori is also fantastic. The different worlds are visually distinct but all are appealing and interesting - and in ways that hint to their nature. The real world has a fairly ordinary colour palette and a realistic design. Comparatively, in Headspace, colours are vibrant and the world is zany, nonsensical and populated by strange creatures and whacky individuals inspired by Sunny's childhood. White Space is a symbolically empty void while Black and Red Space are creepy and unnerving. The art in general is also just great. The pixel work is excellent but I really love the fully drawn portraits, stills and animations. The art style is simplistic but really appealing to look at. The music and sound design of Omori are perhaps not quite as stand out as the writing, mechanics or art but are still at a high standard as well. The music does a great job of setting the mood and the sound design is great at selling the horror elements, making them hit much harder.
Over all, this has been my longest post-game write-up in a while and that is for good reason. If I wasn't being so careful to avoid spoiling too many major plot elements, I would be able to write pages more. Omori is a fantastic game. It's dark and heavy but also feel-good and whimsical. It's weighty and crushingly sad, but also has the potential to be cathartic and uplifting. I think it very much deserves to be remembered as a modern classic and an example of how video games can be genuinely poignant pieces of art. Just about every trigger warning you can think of is in effect during this game but, that weight is essential to its plot. If you are able to manage the heavy subject matter, I highly recommend this game. It has definitely become a favourite.
Writing: 10/10
Gameplay: 10/10
Visuals: 8/10
Sound: 7/10
Total: 35/40