* CaptainObviousReveal: The BigBad [[spoiler:is the original Raz]]. It's not really hard to guess considering how he had his FaceFramedInShadow whenever he appeared and [[spoiler:Raz being the only option for his identity considering he's the only major male character]]. While it isn't obvious until the final confrontation, until then even the densest players would figure it out, and the game still treats it like some big reveal.
* CultClassic: Due to the LetsPlay by Game Informer mentioned on the main page, the game has developed a following of over two thousand people on Facebook alone. That's not even counting any fans of the game when it came out.
* FollowTheLeader: It's incredibly obvious that the first ''[=OverBlood=]'' attempted to follow the example set by ''VideoGame/ResidentEvil'', and ''VideoGame/Overblood2'' suddenly becoming very {{Animesque}} while having a dystopic future ruled by an evil corporation draining the world dry was a blatant attempt to cash in on the success of ''VideoGame/FinalFantasyVII''. The difference is that the sheer ineptitude of the first game made it fall very short of even having a fair fight with its inspiration, and the second game's obscure release and its myriad of technical issues despite its commendable ambition kept the mainstream from noticing it ever existed.
* MemeticMutation: [[spoiler:[[SkywardScream PIIIPOOOOOOOooooooo!]]]]
* {{Narm}}: The use of GoshDarnItToHeck, coupled with Raz's relatively passive, underacting voice actor. Not even under heavy stress does he go beyond a "gosh" or a "darn."
** A climactic, important cutscene at the end is accompanied with background music that would be otherwise suitable if not for the chaotic, dissonant trumpets.
** Raz's response to getting hit by super-strength zombies is sounding like he just got kicked in the nuts and either stumbling in place or being flung straight across the room. And yes, the zombies are totally willing to BitchSlap him.
** [[spoiler:Milly waking up in the climactic standoff between the two Raz'es has her quite literally just.. lightly slap the real Raz on the chest to try to get him to point the gun elsewhere, with just as weak a sound effect.]]
** The intro for the second game thanks to inappropriately placed text.
** Cutscene fights in both games involve cartoon smack sounds, slaps causing someone to be BlownAcrossTheRoom, and in the second game, cases like attempts at anime screaming as a blocky character model shoulder-rams someone else. It's so cheesy in the first game alone, but in the second it just becomes ''insanity'' at certain points.
* NarmCharm: [[spoiler:"Pipoooooooooooo! I won't forget you. It's all my fault."]]
* OlderThanTheyThink: This series had fully 3D environments in a survival horror game in the same year that pre-rendered background titles in the genre were still a thing, predating even ''VideoGame/ClockTower2'' accomplishing the same feat by mere months.
* ScrappyMechanic:
** Combat in the first game devolves into either the equivalent of a flailing slap fight against the zombies, or drawing your gun and shooting 'til they die. Both methods make the original ''VideoGame/AloneInTheDark'' look graceful by comparison. Even the FinalBoss devolves into trying to stunlock him with the gun as the most viable strategy. Did we mention that if you don't [[GuideDangIt figure out on your own]] that the R2 button quick-equips the pistol, you'll have to fumble through your inventory in real-time while you get slapped around?
** Platforming in both games. Fatal leaps of faith with tank controls and fixed camera angles? ThisIsGonnaSuck. The second game's more controllable camera, free controls and broader, more experimental gameplay only marginally improves this aspect.
* SoBadItsGood: The voice acting and stories of both games definitely fall into this category.
* ThatOneLevel: The very opening part to the first game. Stuck in a freezing cryosleep room where your health slowly drains away, this is meant to teach you to check everything - except nothing indicates that crouching is a necessity to actually interacting with low and grounded objects. And if you don't figure this out for the control panel in time, you have to watch the long, unskippable intro cutscene all over again. Did we mention that the item for saving is almost immediately after this point, and inside an already-opened box just to throw players off into not checking it at all?
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