But I discovered a decent amount of the secrets and I got the best ending with The Secret post credit. Deny look up a walkthrough once and maybe because of old school gamer. Originally posted by bridgeofblues:So I went into the game completely blind. The first ending the player experiences always has the advantage for being imprinted into the player's memory harder wouldn't it be bad for people to remember OMORI as a story only about suffering without salvation when you merely don't open the door for Kel? Isn't that the game developers saying that this is how it should be? Then again, that also begs the question: What purpose do the bad endings have? I genuinely don't understand. bridgeofblues said it well: The game is designed to make you want to go for the good ending. Sure, "I went to therapy" is a far more boring story than what OMORI told, but it'd be better if we could grow up as people without experiencing extremely traumatic events, right?īut that's in real life. People around the world are becoming more and more aware of the importance of mental health issues, and getting help for them is becoming easier and easier. At least nowadays I'm working towards being more appreciative of people, both those who are already around me and random people I meet wherever.Īnd even if there are no people around, there's still hope. Some gruesome homework that the game made me think about. To be perfectly honest, I'm not sure if I have people like that in my own life. Someone who has good people around them will always have more strength than someone who is alone in their head. Even if Sunny's trauma was entirely different from Kel, Aubrey and Hero, it was still extremely important to meet them and hang out with them again. Even if they split apart, even if they weren't around for four years, in the end they came back together, had fun, talked about their traumas. well.Īt the same time, here's Sunny, who had supportive friends. There are many people like this in real life who are only one small accident away from. Someone else would not have supportive people around them to begin with, which could lead to a similar conclusion. Maybe someone would, for one reason or another, grow up to be less trustful of their friends, which leads to more loneliness, which leads to less self-confidence, which leads to less desire to overcome their trauma, and so on and so forth until the bad ending. They are equal in that sense it really depends on the person how they would react in the given situation. However, the ending does provide a different perspective on the game’s story and characters, and some players may find it interesting to explore as part of their overall experience with the game.The bad endings are realistic, yeah, but not more so than the good ending, in my opinion. The Bad Ending is not considered to be a fulfilling conclusion to the game and is often viewed as a disappointment by players who invest significant time and effort into the game. Additionally, the player is left with unanswered questions about the game’s world and characters, and the game’s central themes of mental health, trauma, and human connection are not fully explored. In the Bad Ending, players will not have completed all the side quests, and as a result, certain conflicts between the characters are left unresolved. This ending is considered to be unsatisfying and does not provide closure to many of the game’s storylines. The Bad Ending in “Omori” is one of the game’s four possible endings, which can be achieved by completing the game’s main story without fulfilling certain requirements. It’s worth noting that the Hikikomori Ending is not the same as the True Ending, which is considered to be the game’s canon ending and is achieved by completing all side quests and exploring the game’s world to its fullest extent. While the Hikikomori Ending may be an interesting path to take for players who want to explore the game’s themes of mental health and coping with trauma, it ultimately provides a less satisfying conclusion to the game’s narrative. The ending is considered to be a bad ending because it is incomplete and does not provide a resolution to many of the game’s storylines. In this ending, Omori is shown to be trapped in a self-imposed isolation, which is presented as a metaphor for the protagonist’s mental state and struggles with depression and anxiety. This path involves making certain choices and completing certain objectives that result in the main character, Omori, becoming a shut-in hikikomori and refusing to leave his room or engage with the outside world. The Hikikomori Ending in “Omori” is one of the game’s four possible endings and can be achieved by following a specific path in the game.
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