Anyhow, how can you just gloss over the zombie mummy sequence? Five game-days into the story (which up till now has been a present-day realistic mystery game, with no threat of on-screen death) and you are suddenly assaulted by face-tearing mummies - which you have no weapons against - and must drag-ass away from at half the speed of the mummies themselves. -click- It works!"Uh-oh. I think something just happened."(bodies in the corner of the room untangle themselves...) Like a literal waking nightmare.
And then Gabriel's uncle reaches into his own chest and rips out his own heart. Yes, it's Fridge Narm, but sheesh.
At one point in the game (prior to the scene with the junkie) you find yourself in the park, where you come across a fortune teller you spoke to earlier in the game and inadvertently scared off when she read your palm. When you talk to her, she suddenly becomes possessed by Tetelo, who warns you to stay away from Malia Gedde or pay with your life. Frikkin'. Creepy.
When you're in the voodoo cabal's headquarters, everything is very clean and orderly, like any other building. Then... there's Dr. John's room. Suffice to say, it's not as tidy.
Then there's the cave in the second game.
The part that disturbed this troper the most was when you discovered that the Voodoo Cult communicates via Radda Drum Code and you slowly come to the realization that there have been drummers ALL OVER the city and you never really noticed...