Anyone Can Die: By the end of the second game half the cast is dead including the protagonist.
Author Avatar: Mike has the same looks and name as the lead designer/producer.
Averted in the sequel; the real Mike Dawson had nothing to do with it.
Balloon Belly / Force Feeding: If Mike bugs the bartender in the Dark World for a drink, the bartender will kill him by pumping him full of whatever it is they serve in the Dark World. It's not quite as impressive as it may sound; Mike suffers from the aforementioned Balloon Belly, before exploding, and, ah... melting somehow. That must be some Gargle Blaster.
Beware the Nice Ones: Paul sure seems like a nice fella, doesn't he? Sure, he likes watering his lawn a lot, but who doesn't enjoy gardening? Too bad he's part of a demon-worshipping cult.
Circus of Fear: The carnival is creepy enough on its own, but doubly so once we find out that Minnie and Daisy, the conjoined twins, were instructed to build the hall of mirrors, which is the portal to the dark world that the Behemoth will use to destroy humanity
Classical Antihero: In Darkseed 2, Mike Dawson becomes one; a whiny, cowardly manchild, whom nobody (in-universe) seems to like.
Crazy Homeless People: The "boy scout" in the second game, Slim, babbles what sounds like incoherent nonsense to normal people, but Mike realizes he's actually talking about the Dark World. Of course, Slim never actually said anything so concrete, and only mentioned the Ancients because Mike talked about the Ancients first.
Cutscene BossIn Darkseed 2, the Behemoth is killed by Mike in an extremely flashy cutscene.
Darker and Edgier: Darkseed 1, despite its dark art, was not that dark and had a Happy Ending, where good defeats evil. Darkseed 2, on the other hand... not only killed humans off, unlike its predecessor, but had a high death count and a total Downer Ending.
Dark Is Not Evil: The Dark Worlders, despite being a bunch of bio-mechanical freaks living in a nightmarish Giger universe, are actually pretty nice guys who are just being oppressed by a higher power.
Dull Surprise: Mike, from the first game, who sounds just as nonchalant wandering around a Dark World as he does washing up in the morning. Lots of people in the second game.
Taken to a stupid extent at the "climax" of the second game when you face The Destroyer, after a drawn out puzzle game a cutscene plays where Mike finally kills it, when he swings the sword he lets out a VERY unenthusiastic "AH".
Failure Hero: Mike takes a massive dive into this between games. While he's fairly intelligent in the first game and handles the situation without much trouble (he even has enough sense to get out of jail on his own recognizance if you play the game correctly), in the second game he seems incapable of accomplishing several basic things on his own:
He has to use Dark World gadgets to win carnival games. To be fair, the Wheel of Fortune might have been rigged, but there's still no excuse for the shooting gallery and the ring toss.
His plan to get the sheriff out of his office comes to a dead halt when he can't afford a twenty cent pay phone.
Foreshadowing: Attempted in Darkseed 2: Jack only appears every now and then to talk or help out and then leaves as abruptly as he showed up. The only time he interacts with the other characters is when he punches out Jimmy, which only Slim and Mike witnessed and the former claims it was actually Mike who punched him. Later on this indicates him as the Shapeshifter as several characters tell Mike about the Shapeshifter's ability to temporarily come into the Regular world.
Mike's first nightmare in Darkseed 2 ends with him seeing a reflection of himself turning into the Shapeshifter. And then later you realize that everyone in the game's regular world has a Dark World counterpart - except for Mike himself... and Jack.
Gainax Ending: Whoever can explain coherently what the fuck happened in Dark Seed 2's ending, step right up.
Or the events of the first Darkseed actually did happen, but he lost his mind after the traumatic events of the first game.
"Get out of Jail Free" Card: A very literal one in the first game. Its use is required to win the game. Items placed in your real-world cell will transfer over to the Dark World jail's cell, and since your inventory is stripped when you're incarcerated in the latter, those items will be the only inventory you get to finish the game. However, staying in a cell overnight wastes one of your three days, so an early exit is mandatory.
Half Truth: In the ending While you are playing as Jack he mentions that the Therapist said Mike suffered from multiple personality disorder. Jack is actually snarking at the remark since he is Mike's Darkworld counterpart.
Informed Attribute: Mike, the attic isn't full of useless items. It isn't full of anything.
Insurmountable Waist High Fence: While not a physical barrier, nearly a third of Dark Seed 2's gameplay is driven by Mike Dawson being unable to legitimately win simple carnival games, forcing him to find ways of cheating at all of them.
Loser Protagonist: In Darkseed 2, almost everyone hates Mike Dawson, and a large portion of his quest is figuring out how to cheat at carnival games. He never even had enough sense to attempt to open a closet that he believed to be locked in his room before he gets a flashback vision revealing that his mother had been lying to him about it the entire time.
Mundane Utility: In the second game, Mike acquires a bio-mechanical machine gun and a magnetic crossbow. What does he use them for? Cheating at carnival games.
Nintendo Hard: Scrolling over the screen looking for the one pixel you must click on to pick up objects gets irritating, and don't even get us started on the friggin' time limits...
No Export for You: The Sega Saturn and Playstation ports of the games were only released in Japan. The first game still has English voices so it's slightly playable if you're a veteran, but the sequel is dubbed in Japanese making it much more difficult.
Non-Ironic Clown: The clown at the entrance to the carnival in Darkseed 2, though grouchy, doesn't seem to be evil or creepy in any way. This is in contrast to the rest of the carnival itself, which promintely features Giger art in the attractions.
No Sympathy: In the sequel, according to Mike's mother, severe mental trauma is something therapy can fix easily, and being a prime suspect for murder is something all grownups have to deal with.
Jimmy Gardner, aside from treating Mike badly, conspired with Mrs. Ramirez to kill her husband in a fire and was working with Melissa Fleming to do the same thing to her husband, the mayor. However, he has absolutely nothing to do with the Ancients.
Sequel Hook: Darkseed 2 ends with Jack ominously implying that the Ancients will make a third attempt to conquer the world. An especially nonsensical example because by that point, Mike Dawson and the Ancients are all dead.
The Other Darrin: Mike Dawson is portrayed in the sequel by Chris Gilbert. Apart from the wardrobe, there's almost no similarity between the two.
Who Shot JFK?: One of Slim's theories for why Rita was killed: to cover up the truth of this event.
Your Head A Splode: Poor Ms. Dawson. Mike makes this claim in the first game if you don't get him some headache medicine (see page quote), although it never actually happens; if you waste enough time to let the embryo escape, it actually escapes through his mouth - and relatively cleanly, at that.
You Wouldn't Believe Me If I Told You: Mike keeps what happened to him at the mansion a secret in the second game because of how bizarre it would be to explain it all. Of course he's pretty forward about the truth to his therapist Dr. Sims, who naturally doesn't believe him.
Oh no, not the Hall of Indices again! The only way out of here is indices!