The Suffering/YMMV


 * Anticlimax Boss: In the first game, Dr. Killjoy's and Horace's, as they can be over in a matter of seconds if you know what you're doing.
 * Darkness-Induced Audience Apathy: At least in the first game the outbreak is confined to Carnate Island. The only people there are Serial Killers, mass murderers, and Jerkass Corrections Officers.
 * Demonic Spiders: The Infernas were probably the all around fastest enemies in the game, could soak up a lot of damage, could hem you in by setting the ground on fire, possessed an area of effect attack, and always came in groups (and Jesus Christ, they were FAST!).
 * Ensemble Darkhorse: Dr. Killjoy. There's a reason he was brought back for the sequel.
 * Evil Is Sexy: Jordan. Some might even say Blackmore.
 * Hell Is That Noise: Chink-clink-clank-clankschrarlclankclinkCLIKCLIKCLIKCLIK-SHLINK!
 * The sound of a Gorger feeding is known to turn the stomachs of the hardiest players.
 * The Creeper's voice would be terrifying even if his dialogue in the game was about fluffy puppies instead of his exploits as an abusive pimp and misogynistic serial killer.
 * Inferred Holocaust: Kyle's part in the game ends with him finally tracking down his friend's stash of heroin and giving himself another dose; Torque isn't encouraged to stick around to see what happens next, but given that Kyle's trapped in a crackhouse infested with Mainliners, the odds of his survival are slim.
 * It's the Same, Now It Sucks!: The plot of The Suffering: Ties That Bind is basically the same as the first game. Torque dealing with amnesia and his insanity, while on a quest to learn whether or not he murdered his family. The problem is the first game's ending decisively answered that question. So it's possible to play through the series and, bizarrely, learn in the first game that Torque is innocent, then play The Suffering: Ties That Bind to learn he isn't.
 * Nightmare Retardant: Some players feel the ability to shoot them down with an M-60 kind of messes things up.
 * Paranoia Fuel: It's implied, particularly in the second game, that there's nowhere humans have lived that doesn't have an evil enough past for Malefactors to spawn there if something triggers them to.