Installa Steam
Accedi
|
Lingua
简体中文 (cinese semplificato)
繁體中文 (cinese tradizionale)
日本語 (giapponese)
한국어 (coreano)
ไทย (tailandese)
Български (bulgaro)
Čeština (ceco)
Dansk (danese)
Deutsch (tedesco)
English (inglese)
Español - España (spagnolo - Spagna)
Español - Latinoamérica (spagnolo dell'America Latina)
Ελληνικά (greco)
Français (francese)
Indonesiano
Magyar (ungherese)
Nederlands (olandese)
Norsk (norvegese)
Polski (polacco)
Português (portoghese - Portogallo)
Português - Brasil (portoghese brasiliano)
Română (rumeno)
Русский (russo)
Suomi (finlandese)
Svenska (svedese)
Türkçe (turco)
Tiếng Việt (vietnamita)
Українська (ucraino)
Segnala un problema nella traduzione
Heh. Summary of my Life.
Anyhow, I have not seen enough of the Game (Either from playing or watching on YouTube) to say how much things get dragged down over time. It looks like the Sunny Route rips the Player out of the "Happy" World and forces them to go through a relatively Linear End Game, while the Omori Route allows for more open Exploration.
I have not really seen much so far that seems to slow down the Game significantly... It actually looks like it would be easy for some People to speedrun.
The best example of a moment that slows the player down is one i brought up earlier, THE CASTLE!
You cant leave the castle because theres a crowd at the door. Aubrey or someone says "Oh we gotta wait until they move so we can leave", and what that means is you must go through each of the castles 4 hallways, do the chores at the end of each (teach a class to sing, bake a cake, etc) each one takes a good chunk of time, and the game never tells you this is what you must to you just kind of have to guess and hope or google it online.
Once youve spent the last hour or so doing these chores the people at the exit door leave, letting you leave too and go to the garden. BUT ONCE YOU GET TO THE GARDEN YOU MUST GO TO EACH 4 CORNER AND DO A MINI PUZZLE WITH REALLY CLUNKY MECHANICS then go down into the basement dungeon type place and do that as well.
The whole section is incredibly tedious and boring, and the only thing that came out of it was a cool boss fight with the princess lady. (sorry if i dont remember names its been awhile since ive been there)
Do you want me to get into all the other sections and what i think could be removed? cuz i can i just said the castle section because its ONE of the best examples and to save time for whoever is reading cuz ♥♥♥♥♥♥♥♥ theres a lot of other stuff i could go into.
Not once did i say anything about the game being bad. I genuinely loved it.
and if someone enjoys the headspace more then the real world more power to them! Theyd enjoy the game way more then me. but it was the real world that got me hooked on this game and the headspace having LITERALLY 0 connection or impact to the real world other then references to objects (Kel's rock being his dog, treehouse, etc) or situations (basil and mari) made me lose interest in it really quickly.
We start looking for basil but then end up helping some space boyfriend relationship issues for no reason and its mandatory, you leave after that with the only impact on the real world is you see a poster of him and a cutout and go "wow its that guy!". and its only impact on the headspace is that we see him once more later on in the castle for a minute.
The casino is forgettable other then the boss battle.
The Humphrey section is tedious with uninteresting "villians".
Im obviously not gonna go into detail about each section cuz all i get as a response is one sentence.
I want you to name a single chapter in the headspace that had any influence on the real world, or anything after that chapter in the headspace, cuz at the end of each chapter the characters are forgotten and thrown to the side.
I think you're totally right that the Headspace sections had basically zero impact on the real world stuff at all and I agree with you that the Headspace sections feel pretty lame in comparison to the real world stuff because they're so detached from it, but (I can only speak personally here, everyone's obviously gonna feel differently about this stuff) at least for me, I think that that design somehow made me appreciate the experience the game gave me even more.
At first, I didn't really mind the Headspace sections at first because I didn't really know any better: the cutesy aesthetic and the superficial characterizations and dialogue were all fine enough because I didn't have any basis of comparison. As the game went on and we were introduced to the real world, though, Headspace almost immediately paled in comparison for me because of how obviously vapid and irrelevant all of the dream world stuff was, just spinning in circles without end. It didn't go anywhere or contribute anything to the broader narrative and that really did start to drag on me. That contrast only became more apparent as the game progressed.
That said, that weird juxtaposition of emotionally rich real world segments and surface-level Headspace segments left me with this sense of longing that's really hard to capture with words. I found myself feeling almost like a prisoner within Sunny's mind as the Headspace portions dragged on, and I remember thinking, "damn, I wish I could be out in the game's real world right now spending time with Sunny's actual friends, just hanging out and fixing issues and finding shapes in the clouds."
Actually, I didn't just think that; I really felt it, on a deeply personal level. It felt to me as if OMOCAT had bottled up the bittersweet nostalgia and regret that had tormented Sunny for all those years and made me live through it myself. In those moments, I had the impression that I'd understood something about Sunny's thoughts and feelings for the past four years in a way I never would've been able to if the Headspace sections had been extremely engaging and not too drawn out. I knew how badly he wanted to return to all of that because I myself had been conditioned, through the game's structure, to want to return to all of that just as badly as he did.
Those are just my personal experiences, anyways. I can at least confirm that you're not the only one who found the Headspace sections significantly less interesting than the real world ones (though if I'm being honest with myself, I still did enjoy the Headspace segments, just way less than I did with the real world). I don't know how much of all of this OMOCAT intended, but for me personally, the end product really worked, even if it meant that I had to sit a bit discontent waiting for something to happen for however many hours in Headspace
I would have personally preferred more Headspace relevance as well to be honest (this is one part in which I liked End Roll a little better), but it does do something. The Headspace sequences characterize Omori as an individual. No matter which explanation for him you prefer, Omori does display a lot of independence from Sunny, and so counts as a character in his own right.
Omori's rage against Sunny wouldn't have the same impact otherwise. Why would he care what Sunny did to Mari if Omori didn't care about his own version of her? Why would he speak against Sunny about Sunny's friends if Omori didn't like his own friends who were based on them?
1. Opening the door during Three Days Left and see what's become of the world outside (Good/Bad Ending Route)
2. Take a nap and abandon the real world altogether (Hikikomori Route)
First comes world building. OMORI's friends are strictly manifestations of Sunny's memories of them.
The Prologue in Vast Forest introduces the main conflict in Headspace, the main characters, and the Keys. Otherworld reveals the character relationships, is the tutorial for their gameplay roles in Headspace, and the start of the cyclical adventure with friends. After Otherworld is our first dive into Black Space through the holes that represent the leaking of dark thoughts/memories (depression, trauma, etc.). This whole experience ends up being the main structure of story and gameplay in Headspace.
In Three Days Left, Pyrefly Forest reveals more character background or reinforces what we know about them, and if you found the secret area, this reveals the origins of Headspace which is key to understanding why everything is so "colorful" and potentially meaningless to some who saw the Real World. Sweetheart's Castle is where the gameplay roles are reemphasized again. Each corner of the castle requires one main character's expertise. The garden is an easy puzzle with a hint of Black Space nearby. Post Sweetheart's Castle is the exposure of Sunny's dormant memories and beings of the Abyss. It's the same story/gameplay structure as introduced in the Prologue, and it's what we experience in Humphrey later.
At this point, it should be understood that Headspace and its gameplay design serve to inform us of what Sunny's friends were like and how strong their bond of friendship was before he isolated himself from the world for four years. The adventure reinforces their character traits and personalities while still following the main plot of Headspace. The main plot was never their adventure. The cyclical adventure was a means for Sunny to forget himself and live in Headspace. This cycle is explicitly mentioned in the room after Humphrey and visually hinted in various parts of Headspace. This cycle is probably why some of you are annoyed by Headspace and the gameplay in there, but it means that Headspace is serving its purpose both story and gameplay-wise. It serves as an obstacle to bar you from the main plot, which is Black Space and Sunny's secret that is constantly repressed. Though, we need to remember we are assuming Sunny's role, experiencing his life in isolation or as he rejoins the world outside, awake or asleep. Hence why in Headspace, we need to go on this adventure that he has been on multiple times and changed based on how it ended previous times (hinted by Sweetheart's Castle and the voice in the room after Humphrey).
From first-time playing perspective, Headspace's design completely fulfills its purpose for the Hikikomori Route. You only know Sunny's friends by his memories, and you can assume his dark secret but never know why it happened. When the dark memories and thoughts attempt to reach him, he represses them. You continue your endless, cyclical adventure in Headspace until there's nothing left to do. Through your own observations and living through him, you choose his end during One Day Left.
The Real World fulfills its purpose for the Good/Bad Ending Route by diminishing the value of Headspace story-wise and letting players discover the truth. You see how the world outside has changed and how irrelevant Headspace becomes in the present and find the references for the contents of Headspace. Eventually, in the Good Ending Route, Headspace is abandoned. In our world, this is what happens to most children who grew up with an imaginary world when reality changes in a way that makes the imaginary world no longer necessary.
If you play the Good/Bad Ending Route and typically only play story-based games once, it's likely and understandable that Headspace won't appeal to you and will discourage you from experiencing the Hikikomori Route. If you play the Routes in reverse, Headspace feels like a chore because you have to do a lot all over to find out what the secret is, so much that you might overlook the subtle differences between the Routes. If you are familiar enough with the battle system and the bosses though, the mandatory Headspace content can be completed in under 4-6 hours for replay purposes. Most other hours are spent examining objects, speaking with NPCs for the humor aspect of the game, or obtaining and finishing quests. You can save several hours by skipping these aspects of the game.
It would have been better if the devs had kept the first forays into the headspace short and to the point, and only made them more expansive once the players decide to commit to the imaginary world over the real one; that way players won't feel like the devs tricked them into wasting time.
That said, I absolutely get what you're saying about the fact that Headspace was a distraction from Sunny's real world problems could've been established much more quickly and think that you're right that they could've established that idea much more quickly if they structured things differently. I also think that the idea you offered to address your issue with OMORI could definitely work and would create a different experience that could definitely also be engaging if done right. The specific structure that OMOCAT went with, imo, has its strengths and drawbacks and can either excel, fail, or fall somewhere in-between depending on who's experiencing it: for me, it felt like it drew out this really engaging experience, whereas for you, it felt poorly executed, and those are both completely valid reactions, I think.
It'd be cool if you could revisit the game some day and find that it hits you in the same way that it hit people like me and some others here, but everyone's different and it might really just never be to your personal tastes, and that's totally okay. Obviously, there's absolutely nothing wrong with not liking these design choices, just a matter of what different people value and how their brains are wired and whatnot