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Exploring Trauma through OMORI's Environment

Apr 30, 2025

Trauma in OMORI's Environmental Design

Abstract

  • OMORI is a surreal psychological horror role-playing game developed by Omocat.
  • The game explores sensitive topics such as suicide, grief, death, and depression through different planes of existence: White Space, Headspace, and Black Space.
  • These spaces represent memory, trauma, and repression, which Omori and players navigate non-linearly.
  • The article examines trauma representations with a focus on environmental design, providing distinct experiences of escapism and trauma, aiding in de-stigmatizing trauma.

Introduction

  • OMORI uses environmental design thematically, exploring grief, memory, and nostalgia.
  • Omori navigates White Space, Headspace, and Black Space representing different experiences of trauma.
  • The central message of trauma emerges gradually, revealed fully by the end.
  • Environmental design, or level design, affects player experience, characterized by music, visuals, and exploratory elements.
  • OMORI highlights escapism as an unhealthy coping mechanism.

Avoidance in White Space

  • White Space is minimalistic, devoid of color, and consists of one room.
  • Uses visual and aural minimalism to offer escapism without trauma triggers.
  • Interaction with objects reveals loneliness, monotony, and boredom experienced by Omori.
  • Music evolves from synthetic uniformity to organic disarray mirroring trauma progress.

Regression in Headspace

  • Headspace contrasts White Space with colorful nostalgia and adventure.
  • Uses vibrant colors and childhood memorabilia to invoke nostalgia.
  • The design reflects Omori's regression to pre-trauma childhood safety and innocence.
  • Music and visual design invoke nostalgia, mirroring retro games and childhood experiences.
  • Narrative progression reflects trauma exposure through eerie entities and hallucinations.

Resurfacing Trauma in Black Space

  • Black Space diverges from escapism, characterized by horror and disorientation.
  • It contains 18 sections with varied, disturbing atmospheres.
  • Rooms reveal elements of Omori's trauma, using environmental design to depict fears and anxieties.
  • Illustrates the psychological disarray experienced upon confronting trauma.

Conclusion

  • OMORI utilizes environmental design to engage with trauma and escapism uniquely within the video game medium.
  • Depicts psychological phenomena like avoidance and anxiety, aiding in trauma de-stigmatization.
  • Enhances understanding of video games in engaging complex subjects, influencing public perception of mental health.

References

  • References to literature and interviews that support the analysis of trauma in video games.

Biographies

  • Aya Younis explores environmental design in video games and representations of trauma.
  • Dr. Jana Fedtke focuses on data justice, science fiction, and transnational literature.