User:SFreader1/sandbox1: Difference between revisions
←Created page with '{{Infobox character | name = Sunny | image = | image_upright = | caption = | series = | first = ''Omori'' (2020) | creator = Omocat | designer = | nationality = | affiliation = }} '''Sunny''' is the protagonist of the 2020 psychological horror video game ''Omori''. A mute hikikomori teenage boy, he has a dream world alter-ego named '''Omori'''. ==Appearances== The game follows Sunny in his last days...' |
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==Appearances== |
==Appearances== |
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The game follows Sunny in his last days before his he and his mother move away from the town in which he grew up.<ref name = "Bermas"/> In reality, Sunny has isolated himself from the rest of the world. However, he explores 'headspace', a fantastical dream world, as Omori, a younger monochrome version of himself, along with his older sister Mari and his friends Aubrey, Hero and Kel.<ref>https://www.rpgfan.com/review/omori/</ref> In this world, they head on a quest to rescue Basil.<ref name = "Johri"> |
The game follows Sunny in his last days before his he and his mother move away from the town in which he grew up.<ref name = "Bermas"/> In reality, Sunny has isolated himself from the rest of the world. However, he explores 'headspace', a fantastical dream world, as Omori, a younger monochrome version of himself, along with his older sister Mari and his friends Aubrey, Hero and Kel.<ref>{{Cite web|url=https://www.rpgfan.com/review/omori/|title=Omori Review | RPGFan|date=August 11, 2023|website=www.rpgfan.com}}</ref> In this world, they head on a quest to rescue Basil.<ref name = "Johri">{{Cite web|url=http://www.michigandaily.com/arts/b-side/empathy-for-the-emotionless-understanding-omor/|title=OMORI teaches empathy|first=Saarthak|last=Johri|date=March 14, 2022|website=The Michigan Daily}}</ref> In order to return to the real world, the player is required to select the "STAB" option, which results in Omori stabbing himself.<ref name = "Nakamura">{{Cite web|url=http://www.michigandaily.com/michigan-in-color/omori-red-button/|title=The ominous red button|first=Andrew|last=Nakamura|date=May 11, 2021|website=The Michigan Daily}}</ref> |
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It is soon revealed that, in the real world, Mari is dead and the rest of his friends have suffered greatly in her absence, with Basil having become anxious and insecure. Sunny's father had left sometime after Mari's death and his mother is preoccupied with preparing for the move.<ref name = "Bermas"/> The game features two primary routes, with one following Sunny leaving his house, reconnecting with his friends and confronting his trauma, and the other, known as the "Omori Route" following Sunny as he chooses to remain indoors and failing to confront his trauma. The "True Route" is only achievable through the first route. The two routes diverge when Kel knocks on Sunny's door after discovering that the latter will be moving away. Choosing not to respond results in the "Omori Route" while choosing responding to Kel triggers the other route.<ref name = "Johri"/> |
It is soon revealed that, in the real world, Mari is dead and the rest of his friends have suffered greatly in her absence, with Basil having become anxious and insecure. Sunny's father had left sometime after Mari's death and his mother is preoccupied with preparing for the move.<ref name = "Bermas"/> The game features two primary routes, with one following Sunny leaving his house, reconnecting with his friends and confronting his trauma, and the other, known as the "Omori Route" following Sunny as he chooses to remain indoors and failing to confront his trauma. The "True Route" is only achievable through the first route. The two routes diverge when Kel knocks on Sunny's door after discovering that the latter will be moving away. Choosing not to respond results in the "Omori Route" while choosing responding to Kel triggers the other route.<ref name = "Johri"/> |
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Eventually, it is revealed through photographs that, while fighting over an upcoming recital after Sunny had thrown his violin down the stairs, he pushed Mari. As her leg was injured at the time, she tumbled down the stairs, landing onto the broken violin and breaking her neck. Sunny and Basil then staged her suicide by hanging her on a tree by the neck. The resultant guilt led to Sunny's isolation and Basil's anxiety.<ref name = "Bermas">https://www.researchgate.net/publication/380698946_A_Place_to_Survive_OMORI_Through_Bronfenbrenner%27s_Ecological_Systems_Theory</ref> After hanging her, they witness one of her eyes flash open, traumatising Sunny. This eventually manifests as SOMETHING, a black creature with one eye.<ref name = "Erazo">https://www.proquest.com/docview/2780153319?sourcetype=Wire |
Eventually, it is revealed through photographs that, while fighting over an upcoming recital after Sunny had thrown his violin down the stairs, he pushed Mari. As her leg was injured at the time, she tumbled down the stairs, landing onto the broken violin and breaking her neck. Sunny and Basil then staged her suicide by hanging her on a tree by the neck. The resultant guilt led to Sunny's isolation and Basil's anxiety.<ref name = "Bermas">{{Cite web|url=https://www.researchgate.net/publication/380698946_A_Place_to_Survive_OMORI_Through_Bronfenbrenner%27s_Ecological_Systems_Theory|title=(PDF) A Place to Survive: OMORI Through Bronfenbrenner's Ecological Systems Theory}}</ref> After hanging her, they witness one of her eyes flash open, traumatising Sunny. This eventually manifests as SOMETHING, a black creature with one eye.<ref name = "Erazo">{{Cite web|url=https://www.proquest.com/docview/2780153319?sourcetype=Wire+Feeds|title=My 27-hour-long journey with Omori: a game - ProQuest|website=www.proquest.com}}</ref> |
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Sunny, now wanting to confront his trauma and face reality then engages Omori, who wants Sunny to remain in 'Headspace' and continue to repress his trauma by committing suicide, in a fight. By winning, Sunny destroys 'Headspace' as well.<ref name = "Younis">https://journals.sagepub.com/doi/ |
Sunny, now wanting to confront his trauma and face reality then engages Omori, who wants Sunny to remain in 'Headspace' and continue to repress his trauma by committing suicide, in a fight. By winning, Sunny destroys 'Headspace' as well.<ref name = "Younis">{{Cite journal|url=https://journals.sagepub.com/doi/10.1177/15554120231162982|title=“You’ve Been Living Here For as Long as You Can Remember”: Trauma in OMORI 's Environmental Design|first1=Aya|last1=Younis|first2=Jana|last2=Fedtke|date=May 9, 2024|journal=Games and Culture|volume=19|issue=3|pages=309–336|via=CrossRef|doi=10.1177/15554120231162982}}</ref> After defeating Omori in the route in which Sunny follows Kel outside, Sunny wakes up at the hospital in and says in front of Basil, Aubrey, Kel and Hero: "I have to tell you something." The game ends there and their reactions are not depicted.<ref name = "Isobel"/> |
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==Promotion and reception== |
==Promotion and reception== |
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On 12 February 2023, it was announced that a [[Nendoroid]] of Omori would be produced.<ref>https://www.famitsu.com/news/202302/12292544.html</ref> Pre-orders for the Nedoroids were accepted from 12 October.<ref>https://www.famitsu.com/news/202310/12320294.html</ref> There were four different facial expressions of the Nendoroid, each depicting one of Omori's facial expressions. Accessories included a knife and Sunny's cat.<ref>https://www.4gamer.net/games/478/G047807/20231012044/</ref> IN June 2023, it was announced that SuperGroupies would be producing Omori-themed merchandise, including a monochrome watch depicting a knife and black light bulb, as well as a monochrome backpack with purple inner lining, referencing the final battle between Sunny and Omori.<ref>https://www.siliconera.com/omori-supergroupies-watches-and-backpacks-announced/</ref><ref>https://www.famitsu.com/news/202306/28307752.html</ref> In celebration of the character's "birthday" on 20 July, the OMORI Tree Village Café in [[Tokyo]] offered a special menu.<ref>https://www.4gamer.net/games/478/G047807/20240524065/</ref> |
On 12 February 2023, it was announced that a [[Nendoroid]] of Omori would be produced.<ref>{{Cite web|url=https://www.famitsu.com/news/202302/12292544.html|title=『OMORI』が“ねんどろいど”となって商品化。独創的に彩られたRPGの世界からオモリが立体化 | ゲーム・エンタメ最新情報のファミ通.com|date=February 12, 2023|website=ファミ通.com}}</ref> Pre-orders for the Nedoroids were accepted from 12 October.<ref>{{Cite web|url=https://www.famitsu.com/news/202310/12320294.html|title=『OMORI』ねんどろいどオモリが予約受付スタート。おなじみのナイフやニャーゴのパーツほか、うしろに立つ“なにか”の姿も…… | ゲーム・エンタメ最新情報のファミ通.com|date=October 12, 2023|website=ファミ通.com}}</ref> There were four different facial expressions of the Nendoroid, each depicting one of Omori's facial expressions. Accessories included a knife and Sunny's cat.<ref>{{Cite web|url=https://www.4gamer.net/games/478/G047807/20231012044/|title=「OMORI」の主人公がねんどろいどになって2024年4月に発売。無表情顔やさいこ~顔など,4種類の表情パーツが付属|first=Aetas|last=Inc|website=4Gamer.net}}</ref> IN June 2023, it was announced that SuperGroupies would be producing Omori-themed merchandise, including a monochrome watch depicting a knife and black light bulb, as well as a monochrome backpack with purple inner lining, referencing the final battle between Sunny and Omori.<ref>{{Cite web|url=https://www.siliconera.com/omori-supergroupies-watches-and-backpacks-announced/|title=Omori SuperGroupies Watches and Backpacks Announced|first=Leigh|last=Price|date=June 28, 2023}}</ref><ref>{{Cite web|url=https://www.famitsu.com/news/202306/28307752.html|title=『OMORI』オモリとバジルの腕時計、バッグが登場。内部はひまわり柄のバッグ、“なにか”が潜む腕時計など細部のこだわりがすごい | ゲーム・エンタメ最新情報のファミ通.com|date=June 28, 2023|website=ファミ通.com}}</ref> In celebration of the character's "birthday" on 20 July, the OMORI Tree Village Café in [[Tokyo]] offered a special menu.<ref>{{Cite web|url=https://www.4gamer.net/games/478/G047807/20240524065/|title=ホワイトスペースへようこそ。「『OMORI』Tree Village Café」開催決定。サニーの誕生日を祝うメニューを販売|first=Aetas|last=Inc|website=4Gamer.net}}</ref> |
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Writing for ''[[The Michigan Daily]]'', Saarthak Johri argues that the "blankness" of Sunny and Omori "allows the player to project themselves onto the protagonists" and "doubles as a telling characterization", with their "pessimistic personalities, their lack of emotion and the self-destructive heights the characters reach as the game progresses all serve to illustrate their depressive shutdown following their trauma."<ref name = "Johri"/> According to Ronnel Bermas, Jenelle Capati and Francis Sabas Calubayan, writing for ''Press Start'', Sunny's quest to find Basil in 'headspace' "serves as an allegory for his subconscious act of distancing himself from the truth."<ref name = "Bermas"/> Jasmine Erazo of ''The Salem State Log'' writes that she went from seeing Sunny as a "quiet and shy child who was mourning the loss of his older sister, to seeing a shell of a person who desperately needed release from destroying several people's lives."<ref name = "Erazo"/> Aya Younis and Jane Fedtke write that a Sunny's trauma results from a "crisis of identity" that is " central to the game's overall conflict and emblematic of the tension between Headspace and reality." They further conclude: "Inviting players to resolve this crisis through helping Sunny find himself ultimately deepens players' understanding of the severe impact trauma can have on identity and selfhood."<ref name = "Younis"/> |
Writing for ''[[The Michigan Daily]]'', Saarthak Johri argues that the "blankness" of Sunny and Omori "allows the player to project themselves onto the protagonists" and "doubles as a telling characterization", with their "pessimistic personalities, their lack of emotion and the self-destructive heights the characters reach as the game progresses all serve to illustrate their depressive shutdown following their trauma."<ref name = "Johri"/> According to Ronnel Bermas, Jenelle Capati and Francis Sabas Calubayan, writing for ''Press Start'', Sunny's quest to find Basil in 'headspace' "serves as an allegory for his subconscious act of distancing himself from the truth."<ref name = "Bermas"/> Jasmine Erazo of ''The Salem State Log'' writes that she went from seeing Sunny as a "quiet and shy child who was mourning the loss of his older sister, to seeing a shell of a person who desperately needed release from destroying several people's lives."<ref name = "Erazo"/> Aya Younis and Jane Fedtke write that a Sunny's trauma results from a "crisis of identity" that is " central to the game's overall conflict and emblematic of the tension between Headspace and reality." They further conclude: "Inviting players to resolve this crisis through helping Sunny find himself ultimately deepens players' understanding of the severe impact trauma can have on identity and selfhood."<ref name = "Younis"/> |
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Andrew Nakamura, also writing for ''The Michigan Daily'', called the "STAB" mechanic "unique", and that it "doesn’t let the player find safety in the game menus, and the player realizes they can never be safe with the horrors of the game always in control." He wrote that the"juxtaposition between my dainty character model and the gruesome squelch of the knife entering my character’s body made me more frightened than any gore or jump-scare", and that the game "forced me to search for an exit in all the wrong places before I walked into its trap all on my own" and that "felt especially grim to have to trigger the death myself." He concluded that "finally choosing to kill this character felt as though the game was asking me to destroy a piece of my own soul — and the game coerced me into saying yes."<ref name = "Nakamura"/> |
Andrew Nakamura, also writing for ''The Michigan Daily'', called the "STAB" mechanic "unique", and that it "doesn’t let the player find safety in the game menus, and the player realizes they can never be safe with the horrors of the game always in control." He wrote that the"juxtaposition between my dainty character model and the gruesome squelch of the knife entering my character’s body made me more frightened than any gore or jump-scare", and that the game "forced me to search for an exit in all the wrong places before I walked into its trap all on my own" and that "felt especially grim to have to trigger the death myself." He concluded that "finally choosing to kill this character felt as though the game was asking me to destroy a piece of my own soul — and the game coerced me into saying yes."<ref name = "Nakamura"/> |
||
Leah Isobel, writing for ''Superjump'', argues that the twist makes Sunny a "lonely boy whose desire to rekindle his friendships comes from an extreme need for redemption and salvation", and that his actions "feel incredibly selfish." She further argues that the game "manipulates" the player's perception of Sunny turning the horror into an "external presence rather than an intrinsic part of Sunny's daily experience", thereby emphasizing his "innocence and victimhood." She claims that through this, the game is "lying to us about who he is and what he's done." Isobel argues that in the true ending, "actual truth and its repercussions don't matter; the only thing that matters is our ability to speak it as if confession and forgiveness are the same things." According to her, by "infantilizing" Sunny, the game fails to "meaningfully reckon with how his actions have affected the other people", as he does not "engage with his past honestly as he moves forward", nor is he "warped by his actions." Isobel argues that this prevents "meaningful role-playing opportunities" and that "forgiveness is something given as a gift, not something we can earn by suffering enough."<ref name = "Isobel">https://www.superjumpmagazine.com/omocats-comforting-fantasies/</ref> |
Leah Isobel, writing for ''Superjump'', argues that the twist makes Sunny a "lonely boy whose desire to rekindle his friendships comes from an extreme need for redemption and salvation", and that his actions "feel incredibly selfish." She further argues that the game "manipulates" the player's perception of Sunny turning the horror into an "external presence rather than an intrinsic part of Sunny's daily experience", thereby emphasizing his "innocence and victimhood." She claims that through this, the game is "lying to us about who he is and what he's done." Isobel argues that in the true ending, "actual truth and its repercussions don't matter; the only thing that matters is our ability to speak it as if confession and forgiveness are the same things." According to her, by "infantilizing" Sunny, the game fails to "meaningfully reckon with how his actions have affected the other people", as he does not "engage with his past honestly as he moves forward", nor is he "warped by his actions." Isobel argues that this prevents "meaningful role-playing opportunities" and that "forgiveness is something given as a gift, not something we can earn by suffering enough."<ref name = "Isobel">{{Cite web|url=https://www.superjumpmagazine.com/omocats-comforting-fantasies/|title=Omocat's Comforting Fantasies|date=March 16, 2023|website=SUPERJUMP}}</ref> |
||
With regard to an update which introduced new content for the "Omori Route", Priya Sridhar of ''Superjump'' wrote that the content introduced "reward us for turning away from reality" and that it "seems to undermine the message of the story", stating that it is "expressly about how Sunny chooses the fantasy world, rather than face the reality that he killed his sister and hid the truth for years." She further wrote that it "adds to the hopelessness that you can't save Sunny on this route, or make him face reality, because of an earlier choice that you made."<ref>https://www.superjumpmagazine.com/does-the-new-omori-console-content-give-us-answers/</ref> |
With regard to an update which introduced new content for the "Omori Route", Priya Sridhar of ''Superjump'' wrote that the content introduced "reward us for turning away from reality" and that it "seems to undermine the message of the story", stating that it is "expressly about how Sunny chooses the fantasy world, rather than face the reality that he killed his sister and hid the truth for years." She further wrote that it "adds to the hopelessness that you can't save Sunny on this route, or make him face reality, because of an earlier choice that you made."<ref>{{Cite web|url=https://www.superjumpmagazine.com/does-the-new-omori-console-content-give-us-answers/|title=Omori Brings In New Content, but Does It Answer Players’ Questions?|date=July 2, 2022|website=SUPERJUMP}}</ref> |
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<ref>https://re.public.polimi.it/bitstream/11311/1267846/1/LE_I11_GAME.pdf#page=111</ref> |
<ref>https://re.public.polimi.it/bitstream/11311/1267846/1/LE_I11_GAME.pdf#page=111</ref> |
Revision as of 08:26, 9 August 2024
Sunny | |
---|---|
First appearance | Omori (2020) |
Created by | Omocat |
Sunny is the protagonist of the 2020 psychological horror video game Omori. A mute hikikomori teenage boy, he has a dream world alter-ego named Omori.
Appearances
The game follows Sunny in his last days before his he and his mother move away from the town in which he grew up.[1] In reality, Sunny has isolated himself from the rest of the world. However, he explores 'headspace', a fantastical dream world, as Omori, a younger monochrome version of himself, along with his older sister Mari and his friends Aubrey, Hero and Kel.[2] In this world, they head on a quest to rescue Basil.[3] In order to return to the real world, the player is required to select the "STAB" option, which results in Omori stabbing himself.[4]
It is soon revealed that, in the real world, Mari is dead and the rest of his friends have suffered greatly in her absence, with Basil having become anxious and insecure. Sunny's father had left sometime after Mari's death and his mother is preoccupied with preparing for the move.[1] The game features two primary routes, with one following Sunny leaving his house, reconnecting with his friends and confronting his trauma, and the other, known as the "Omori Route" following Sunny as he chooses to remain indoors and failing to confront his trauma. The "True Route" is only achievable through the first route. The two routes diverge when Kel knocks on Sunny's door after discovering that the latter will be moving away. Choosing not to respond results in the "Omori Route" while choosing responding to Kel triggers the other route.[3]
Eventually, it is revealed through photographs that, while fighting over an upcoming recital after Sunny had thrown his violin down the stairs, he pushed Mari. As her leg was injured at the time, she tumbled down the stairs, landing onto the broken violin and breaking her neck. Sunny and Basil then staged her suicide by hanging her on a tree by the neck. The resultant guilt led to Sunny's isolation and Basil's anxiety.[1] After hanging her, they witness one of her eyes flash open, traumatising Sunny. This eventually manifests as SOMETHING, a black creature with one eye.[5]
Sunny, now wanting to confront his trauma and face reality then engages Omori, who wants Sunny to remain in 'Headspace' and continue to repress his trauma by committing suicide, in a fight. By winning, Sunny destroys 'Headspace' as well.[6] After defeating Omori in the route in which Sunny follows Kel outside, Sunny wakes up at the hospital in and says in front of Basil, Aubrey, Kel and Hero: "I have to tell you something." The game ends there and their reactions are not depicted.[7]
Promotion and reception
On 12 February 2023, it was announced that a Nendoroid of Omori would be produced.[8] Pre-orders for the Nedoroids were accepted from 12 October.[9] There were four different facial expressions of the Nendoroid, each depicting one of Omori's facial expressions. Accessories included a knife and Sunny's cat.[10] IN June 2023, it was announced that SuperGroupies would be producing Omori-themed merchandise, including a monochrome watch depicting a knife and black light bulb, as well as a monochrome backpack with purple inner lining, referencing the final battle between Sunny and Omori.[11][12] In celebration of the character's "birthday" on 20 July, the OMORI Tree Village Café in Tokyo offered a special menu.[13]
Writing for The Michigan Daily, Saarthak Johri argues that the "blankness" of Sunny and Omori "allows the player to project themselves onto the protagonists" and "doubles as a telling characterization", with their "pessimistic personalities, their lack of emotion and the self-destructive heights the characters reach as the game progresses all serve to illustrate their depressive shutdown following their trauma."[3] According to Ronnel Bermas, Jenelle Capati and Francis Sabas Calubayan, writing for Press Start, Sunny's quest to find Basil in 'headspace' "serves as an allegory for his subconscious act of distancing himself from the truth."[1] Jasmine Erazo of The Salem State Log writes that she went from seeing Sunny as a "quiet and shy child who was mourning the loss of his older sister, to seeing a shell of a person who desperately needed release from destroying several people's lives."[5] Aya Younis and Jane Fedtke write that a Sunny's trauma results from a "crisis of identity" that is " central to the game's overall conflict and emblematic of the tension between Headspace and reality." They further conclude: "Inviting players to resolve this crisis through helping Sunny find himself ultimately deepens players' understanding of the severe impact trauma can have on identity and selfhood."[6]
Andrew Nakamura, also writing for The Michigan Daily, called the "STAB" mechanic "unique", and that it "doesn’t let the player find safety in the game menus, and the player realizes they can never be safe with the horrors of the game always in control." He wrote that the"juxtaposition between my dainty character model and the gruesome squelch of the knife entering my character’s body made me more frightened than any gore or jump-scare", and that the game "forced me to search for an exit in all the wrong places before I walked into its trap all on my own" and that "felt especially grim to have to trigger the death myself." He concluded that "finally choosing to kill this character felt as though the game was asking me to destroy a piece of my own soul — and the game coerced me into saying yes."[4]
Leah Isobel, writing for Superjump, argues that the twist makes Sunny a "lonely boy whose desire to rekindle his friendships comes from an extreme need for redemption and salvation", and that his actions "feel incredibly selfish." She further argues that the game "manipulates" the player's perception of Sunny turning the horror into an "external presence rather than an intrinsic part of Sunny's daily experience", thereby emphasizing his "innocence and victimhood." She claims that through this, the game is "lying to us about who he is and what he's done." Isobel argues that in the true ending, "actual truth and its repercussions don't matter; the only thing that matters is our ability to speak it as if confession and forgiveness are the same things." According to her, by "infantilizing" Sunny, the game fails to "meaningfully reckon with how his actions have affected the other people", as he does not "engage with his past honestly as he moves forward", nor is he "warped by his actions." Isobel argues that this prevents "meaningful role-playing opportunities" and that "forgiveness is something given as a gift, not something we can earn by suffering enough."[7]
With regard to an update which introduced new content for the "Omori Route", Priya Sridhar of Superjump wrote that the content introduced "reward us for turning away from reality" and that it "seems to undermine the message of the story", stating that it is "expressly about how Sunny chooses the fantasy world, rather than face the reality that he killed his sister and hid the truth for years." She further wrote that it "adds to the hopelessness that you can't save Sunny on this route, or make him face reality, because of an earlier choice that you made."[14]
References
- ^ a b c d "(PDF) A Place to Survive: OMORI Through Bronfenbrenner's Ecological Systems Theory".
- ^ "Omori Review | RPGFan". www.rpgfan.com. August 11, 2023.
- ^ a b c Johri, Saarthak (March 14, 2022). "OMORI teaches empathy". The Michigan Daily.
- ^ a b Nakamura, Andrew (May 11, 2021). "The ominous red button". The Michigan Daily.
- ^ a b "My 27-hour-long journey with Omori: a game - ProQuest". www.proquest.com.
- ^ a b Younis, Aya; Fedtke, Jana (May 9, 2024). ""You've Been Living Here For as Long as You Can Remember": Trauma in OMORI 's Environmental Design". Games and Culture. 19 (3): 309–336. doi:10.1177/15554120231162982 – via CrossRef.
- ^ a b "Omocat's Comforting Fantasies". SUPERJUMP. March 16, 2023.
- ^ "『OMORI』が"ねんどろいど"となって商品化。独創的に彩られたRPGの世界からオモリが立体化 | ゲーム・エンタメ最新情報のファミ通.com". ファミ通.com. February 12, 2023.
- ^ "『OMORI』ねんどろいどオモリが予約受付スタート。おなじみのナイフやニャーゴのパーツほか、うしろに立つ"なにか"の姿も…… | ゲーム・エンタメ最新情報のファミ通.com". ファミ通.com. October 12, 2023.
- ^ Inc, Aetas. "「OMORI」の主人公がねんどろいどになって2024年4月に発売。無表情顔やさいこ~顔など,4種類の表情パーツが付属". 4Gamer.net.
{{cite web}}
:|last=
has generic name (help) - ^ Price, Leigh (June 28, 2023). "Omori SuperGroupies Watches and Backpacks Announced".
- ^ "『OMORI』オモリとバジルの腕時計、バッグが登場。内部はひまわり柄のバッグ、"なにか"が潜む腕時計など細部のこだわりがすごい | ゲーム・エンタメ最新情報のファミ通.com". ファミ通.com. June 28, 2023.
- ^ Inc, Aetas. "ホワイトスペースへようこそ。「『OMORI』Tree Village Café」開催決定。サニーの誕生日を祝うメニューを販売". 4Gamer.net.
{{cite web}}
:|last=
has generic name (help) - ^ "Omori Brings In New Content, but Does It Answer Players' Questions?". SUPERJUMP. July 2, 2022.
- ^ https://re.public.polimi.it/bitstream/11311/1267846/1/LE_I11_GAME.pdf#page=111