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The Player Character
The Player Character/The Patient
- An Axe to Grind: The first weapon the player gets in either games, and a very reliable one at that.
- Ax-Crazy: Very possibly so in the sequel, seeing how much he has gone through in the first game, only to end up getting mind-raped again.
- Action Survivor: He went through a mansion and an abandoned hospital filled with zombies and other paranormal activities while being constantly mind-raped and haunted by a ghost, and somehow still managed to come out alive.
- Featureless Protagonist: No details about him is known.
- Implacable Man: Survived two zombie assaults, numerous mind-rapes, large explosions, fire hazards and more.
- Heroic Mime: Never speaks or even make a sound.
- Nice Job Breaking It, Hero!: Turns out near the end that turning off the radio equippments allowed The Core to influence a greater distance, consequentially results in the death of the SWAT squad, their evac chopper, and his one chance of getting out of here.
- No Name Given: Referred to simply as "the Patient" by the SWAT guys.
- Player Character: The only one in the series so far.
- The Rest Shall Pass: After Romero has the players SWAT allies killed, the paitent is left to face Romero and his zombies alone. Downplaued as Emily was helping the paitent in their fight.
- Roaring Rampage of Revenge: Goes on one against Romero as both Emily and the SWAT teams proxies, fighting and killing him for everything he's done and put them through.
- Unwitting Pawn: Romero and Emily are both using him, the former to further his experiments, and the latter to get revenge on the former.
- You Are Not Alone: Teams up with a SWAT team part way through the game to survive and escape the hospital. This lasts up until Romero had the SWAT team all killed. Even then when the paitent sets out to kill Romero, they got supernatural backup in the form of Emily.
- Your Mind Makes It Real: A lot of the zombies he fought are actually hallucations conjucted by either Emily or Romero.
The Stringy Haired Ghost Girl/Emily
- Dark Is Not Evil
- Expy: Of Alma.
- Good Is Not Nice: Yeah, she wants Romero dead and, yes, she's a good guy, but she will kill the player if he tries to leave before taking out Romero.
- Jump Scare: Does this very often.
- Psychic Powers: Capable of tossing people around the room, ripping open your stomach, and (possibly) inducing hallucinations.
- Roaring Rampage of Revenge: A subdued type, but she's definitely set her sights on a certain Dr Romero and isn't planning on resting until he's dead.
- Stringy-Haired Ghost Girl: Not the typical kind.
- Walking Spoiler: Her backstory and motivations are not revealed until the end of the second game.
- Ax-Crazy: Despite faking sanity through much of the series, he ultimately reveals himself near the end of the second game to be a sadistic, power-crazed lunatic.
- Big Bad: Reveals himself to be this in the second game.
- Bitch in Sheep's Clothing
- Cruel and Unusual Death: The Ghost/Emily violently throws against walls like he's a ragdoll before ripping him into pieces.
- Dirty Coward: He refuses to accept any responsibility for actions, far more concerned with saving his own life and completing the Core. He never confronts the Patient until the end either, and pretty much freaks when Emily shows up.
- The Heavy: Neither of the games could have happened if he hadn't wronged Emily and created The Core.
- Faux Affably Evil
- For Science!: How he justifies most of his crimes, though he also strays in The Evils of Free Will territory.
- For the Evulz: Although he claims it's For Science!, some of his actions just cross the line into wanton sadism.
- Four Eyes, Zero Soul
- Mad Scientist
- Manipulative Bastard: Tricks the player into increasing the power of The Core by having him destory the jamming signals that are in the hospital.
- However when he tries to talk Emily down he fails.
- Morally Ambiguous Doctorate
- My God, What Have I Done?: He has one [[after he activated the Core and caused the destruction of Never Lose Hope Hospital. Subverted, as he refuses to accept what he did was wrong and tries to justify it as self-defense.
- Mission Control: Acts as this in the second game, telling the player where to go next in order to help him escape the hospital.
- Mission Control is Off Its Meds: When the player starts to confront him he's turns into a Type I
- Smug Snake: Is extremely overconfident in his fight between him and the player
- Puzzle Boss
- Psychopathic Manchild: Downplayed, but the way he finds the Patient's struggle to survive and destroy the Core reeks of this.
- The Sociopath: While he initially seems apologetic for his actions he eventually reveals in his boss fight that he couldn't care less about what he's done, and he even brags about killing the SWAT team.
- Treacherous Quest Giver
- Villainous Breakdown: Has one when the player starts destroying The Core
- Walking Spoiler