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Ah, hmm... I guess I didn't understand what you were asking. Would you mind giving me an example of a mental issue you thought was brought up and then brushed off later with the plot twist?
Either way I think that scene in headspace was an exaggeration of some kind.
If Basil have seen any kinds of murder movies/books, the idea of framing a death as a suicide doesn't take a lot of creativity.
The fact that Basil came up with this idea might also imply that at one point, he already have thoughts of hanging himself as well.
I've read Detective Conan manga as a 10 year old, a comic that's commonly read by prepubescent kids. The murder crimes there are a lot more morbid than simply hanging a dead body.
Of course, if anyone is in Sunny's situation, it's a lot more likely that they'll just make a lie of "she fell down the stairs" instead of doing all this cover-up, but the story won't be fun that way. :p
"The fact that Basil came up with this idea might also imply that at one point, he already have thoughts of hanging himself as well."
Honestly, there is something off about him. Starting with extremely sweet image and ending with his borderline obsession with Sunny. I'm not really surprised he came up with something like this, but making plans is one thing - performing an action is another.
"I've read Detective Conan manga as a 10 year old, a comic that's commonly read by prepubescent kids. The murder crimes there are a lot more morbid than simply hanging a dead body."
That's just a fiction! Kids love monsters, sure. Seeing one in actual life would probably make one run for their life. Same with actual dead body.
"Of course, if anyone is in Sunny's situation, it's a lot more likely that they'll just make a lie of "she fell down the stairs" instead of doing all this cover-up, but the story won't be fun that way. :p"
My point exactly.
Yes and No. Being shy and quite doesn't mean you have a bad heart or low empathy, right? My problem with the way game is telling its story is that both Sunny and Basil are pretty easily forgiven. Especially in good ending. Bonus scene, for example: Something behind Sunny's back fades away, same goes with Basil, they both smile as if saying "It's all over, we'll be Okay". Now, I understand they moved on finally, but... did they really struggled that bad for it?
Take Silent Hill 2 for example. The protagonist goes through the same journey basically. Only where he went to hell and back, Sunny just had a fun magic adventure in his head, hanged out with his besties in reality and in the end said something like: "Guys, Mari didn't kill herself, it was me. I kinda feel bad about it, are we cool now?" That would be okay if he just lied out of fear, impulsively, and then his lie kept eating him for all these years. What they did takes more than just an impulse. Therefore, his pain (if he actually is in some) would take much worse forms that one-eyed blob and a little background static.
In the final credits we see him driving away to his new home, with blue sky and all.
Now, we can speculate on what's actually happened between Sunny and his crew. We don't know how they reacted. Still, everything else in the game (music, imagery, bonus after credits scene, after credits title screen) gives pretty positive vibe.
Neutral ending, where Sunny just leaves, carrying his darkness with him makes much better story, since you can't start a new life just by saying so. Your mistakes will always haunt you, no matter what. You can cope with them, but you can't erase them out of existence. Still, the game obviously treats this ending as non-canonical.
Now, we can speculate on what's actually happened between Sunny and his crew. We don't know how they reacted. Still, everything else in the game (music, imagery, bonus after credits scene, after credits title screen) gives pretty positive vibe."
To me, the positive atmosphere came from his decision to stop running away and to face the consequences, no matter what they may be. We never actually see how the friends react, so it's hard to say they just forgive him and Basil. If you think they did, it's totally up to you.
To me, it felt way more bittersweet than positive. Even though Sunny's friends love him, I cannot see them all taking the truth well and forgiving him right away. I can't see them forgiving him, or Basil, for a really long time actually. The positivity of the ending was more so celebrating that Sunny, after saving Basil from dying and not succumbing to the same urge, finally faces his fears and opens up. The fears he's confronted over the course of the game don't control him anymore, and he can finally start healing and move on from this whole situation. I'd say that is deserving of the sun shining down and the birds chirping, even if he loses his friends.
We don't know what happens after he opens up, because it really doesn't matter. The whole game was about whether Sunny would keep running away and pretending it never happened, or finally owning up to his mistakes no matter how accidental they may be. In the neutral end, he's still running and hiding in his dream world. His plot isn't resolved. Every end he dies, he's still running away. Only in the end where he finally tells everyone what happened does he make that first step to move on, and to stop hiding. The positivity lies in the hope of moving on.
Ok, good point. And that's actually what I just can't buy. You can move on from accidentally doing something an then liying about it, but I don't think you can move on from doing something accidentally and then going extra mile to cover it up. You can cope with it, you maybe can even forgive yourself, but it will stay with you forever. Especially when you have 4 years to think about what you've done. I'll make an example: have you ever suddenly remembered any kind of dumb stuff you did as a kid? And it felt extremely cringy? I think everyone has these moments. And usually it's something really innocent, like saying something out of nowhere or embarassing yourself in some lame way. Now imagine you did something like Sunny did. Do you really think it's possible to let such a thing go? Well, maybe the pain will go away with time, but memories of the action itself will always stay with you. Probably till your last breath.
Who cares though? It's just a videogame.
I said that before. Be Sunny's crime anything less morbid - I'd be totally fine with how the game unraveled. The reveal in its present form seems overcomplicated and, basically, too shocking just for the sake of it. I'm not saying it's an edgelord level, but still.
And that's what grinds my gears - the game was that close to transform from "just a videogame" to an actual piece of art.
I can only hope that their next project (if it ever happens) will manage to do that. Sometimes a drop of subtelty makes all the difference.
I recommend you speak only for yourself and never speak for others - you're not very good at that.
Everything people do is technically art. Even this little thread. Or whatever Piero Manzoni did - look it up, might find it amusing. Unfortunately, some books are just books, some movies are just movies and some videogames are just videogames while others are, yes, pieces of art. It's all subjective, sure, but "WAP" and "Bohemian Rhapsody" are not in the same league, no argument about that.
The game we're discussing had a potential to become a best of the best, didn't managed to do so. I'm very sorry, better luck next time. Sadly, only time can tell who is right. Silent Hill series, Earthbound, DooM, Half-Life and a dozen of other great games (even semi-obscure like Yume Nikki) are warmly remembered decades after their release and managed to inspire (directly or not) other games and even series sometimes. Will the same thing happen to Omori? Personally, I don't think so. I could be wrong, so we'll see.
Also, I never adressed the game's visuals, sound design or any other technical or gameplay aspects - they are top-notch, so there's nothing to talk about, really.
as for the gang forgiving them both? the only one i can see forgiving sunny and basil immediately is aubrey, who pushed basil into the lake accidentally (which parallels with sunny's situation when he was 4 years younger)
"Well, maybe the pain will go away with time, but memories of the action itself will always stay with you. Probably till your last breath. Who cares though? It's just a videogame."
I still am not sure where you're getting this idea the game is trying to deliver this message of "Sunny's over it" from. Because, from what I can tell, it seems to be a huge foundation for your argument. And despite everyone explaining why they believe this foundation doesn't actually exist, you seem to really want to double down (no pun intended, haha) on it. Am I missing something?
Yes, Sunny smiled when his best friend woke up in the hospital. Yes, "Something" disappeared from both Sunny and Basil. But this can easily be interpreted to mean Sunny and Basil are no longer carrying the burden of their horrible secret, and are now able to move on. I personally never came close to seeing it as "Suddenly, they're both free of guilt and sadness."
As a matter of fact, even the lyrics of the ending credits song banish this notion: "Memories of the past, both good and bad, overwhelm me. There's so much I wish I could take back. Sometimes I think maybe it's too late. Though the pain remains. And though it may be hard. I'll carry on."
Sunny doesn't just magically get over what happened. And he probably never will. And that's the point of the ending, which I kind of feel like you keep overlooking. Sunny has taken the first step of many in a long road of mental healing, not just being like "lol, I'm good now."
"Silent Hill series, Earthbound, DooM, Half-Life and a dozen of other great games (even semi-obscure like Yume Nikki) are warmly remembered decades after their release and managed to inspire (directly or not) other games and even series sometimes. Will the same thing happen to Omori? Personally, I don't think so. I could be wrong, so we'll see."
This phenomenon is actually happening right now, despite the game only being out for a little over a month. I watched someone who played through the game recently, who said the ending of Omori inspired him to change how he had originally planned to handle the events of his own game. And I've been developing my own visual novel within the last several months, and I also have been inspired by Omori to handle certain aspects of it differently.
And as to whether it will be warmly remembered decades after its release, I can say this game affected me in a way no other game has before. So yes, I will remember this game for the rest of my life. And, while I can't speak for anyone else, it wouldn't really surprise me if I wasn't the only one who felt this way.
One more thing.
"The protagonist goes through the same journey basically. Only where he went to hell and back, Sunny just had a fun magic adventure in his head"
I'm sure you're not trying to be insensitive, but I kind of take issue with this. Dissociative disorder is a real condition many people suffer from. And I doubt anyone who suffers from a similar variant of it (escaping into their dreams in order to avoid reality, while refusing to leave their house) would like it being downplayed in this way.
Sunny is described as malnourished and pale. He's shown to be unable to eat much without puking it up. He can barely even maneuver around his own house without suffering from a full-on panic attack each time. To suggest Sunny isn't suffering enough (compared to, say, James from Silent Hill 2), I think is inaccurate.
"Sunny doesn't just magically get over what happened. And he probably never will. And that's the point of the ending, which I kind of feel like you keep overlooking. Sunny has taken the first step of many in a long road of mental healing, not just being like "lol, I'm good now."
Ok. With all respect, I don't think we can hear each other. Your points a perfectly valid. I'm speaking about how the game portrait all that it's trying to say. Most of what actually goes through characters head is vague. Sunny never talks (except his final line), so the only way we could know is through the sounds and visuals. And they are pretty lighthearted. Yes, we can take a peek at what actually happens via Black Space, but that's rather short. Should the main Headspace show more of the Black Space elements - we wouldn't have this discussion.
"I'm sure you're not trying to be insensitive, but I kind of take issue with this. Dissociative disorder is a real condition many people suffer from. And I doubt anyone who suffers from a similar variant of it (escaping into their dreams in order to avoid reality, while refusing to leave their house) would like it being downplayed in this way."
Yes it is, and the way most of media portraits said issues is rather... immature. Including this game. I never had dissociative disorder, but if anyone will tell me that, let's say, "Celeste" pictured depression in an accurate way - I'll doubt that person ever had real depression.
Life is way more brutal than any game can show. I learned it the hard way.
"Sunny is described as malnourished and pale. He's shown to be unable to eat much without puking it up. He can barely even maneuver around his own house without suffering from a full-on panic attack each time."
You are correct about that. There's still a "but" here. Yes, he threw up after eating. Once. And it's never mentioned again. I could tell it's just a case of a expired steak and, technically, wouldn't be wrong. Mind you, in the main Headspace our hero is consuming ridiculous amounts of food and drinks like it's nothing. And you can eat stuff as Sunny without any problems.
As for walking around the house and having panic attacks - again, valid point. If only we had more of it, because right now it's all goes like: "You are afraid of heights. Press "S" to go down the stairs. Press more. There, now you're not afraid of heights, let's never mention this again". Same story with spiders and open water. Of all things, Hero's fear of spiders is portrait way better: he's brave enough to actually go into spider-infested forest, but he's still afraid. Makes perfect sence to me.
Now, I understand what the game is trying to show me - overcoming one's fears. Great! If you consider it an achivement - all the best to you. For me it's just typical gameplay and story segregation. Nothing wrong with that, to be completely honest, just imagine how good it would be if the game managed to merge it all together.
"And as to whether it will be warmly remembered decades after its release, I can say this game affected me in a way no other game has before. So yes, I will remember this game for the rest of my life. And, while I can't speak for anyone else, it wouldn't really surprise me if I wasn't the only one who felt this way"
Jokes aside, I'm happy you can say that for yourself. I can't. For me it's just another good game. Ony time will tell if it's a cult classic.