YMMV / Blood

  • Crosses the Line Twice: Since the games' main selling point is to be so over-the-top violent and dark, it becomes amusing instead of terrifying.
  • Counterpart Comparison: Caleb bears a few similarities to Alucard from Hellsing. He also has similarities to Kratos from God of War Series, being a Villain Protagonist seeking vengeance on a god.
  • Demonic Spiders:
    • For Blood:
      • Hellhounds and Fire Pods, enemies that can set you on fire for a lot of damage if there's no water nearby.
      • All of the Cabal's human forces. The regular brown-robed Cultists fire their shotguns fast, and frequently toss sticks of TNT (or considerably more powerful bundles of it in higher difficulties). Black-robed Fanatics spam their Tommy Gun nonstop until you either hit them or get out of their line of sight. The blue-robed Zealot is mostly the same, only more damaging and less accurate. And finally, the green-robed Acolytes don't shoot, but make up for that by spamming TNT like there's no tomorrow. Not taking any of these guys out fast or from an extreme distance means a struggle even in the medium "Lightly Broiled" difficulty, and a death sentence on "Extra Crispy".
    • Blood II also has its fair share:
      • Fanatics, again. They often have fast-firing guns and just enough health to take a beating and just keep the trigger pressed for a good while before they start flinching. Hurt them enough, but fall just short of killing them, and they're one scream away from becoming Action Bombsnote . Oh, and Tchernobog's essence help you if you meet one with a BFG that has Splash Damage like the Napalm Cannon - they may be slow-firing for you, but they shoot them just as fast any other non-machinegun weapon, which includes the pistol. Forget Shikari and Drudge-type mooks: these special forces soldiers will definitely be your main cause of death when playing this game.
      • Death Shrouds, due to both their super persistent homing exploding skulls and their Intangibility when they're not attacking. And unlike the teleporting Zealots, they can easily tank dozens of flares. Fortunately, they're not immune to Splash Damage, so weapons like the Howitzer and the Napalm Cannon shine against them.
      • Drudge Lords. Too common to be a Boss in Mook Clothing, these tough bad boys' main lethal factor is due to a bug detailed in the Obvious Beta part of the main page: they can move while shooting. As if three rapid-fire Napalm Cannon fireballs with splash damage that can hurt through walls wasn't bad enough.
  • Game Breaker: In the Extra Crispy Game Mod, you can go Guns Akimbo with pretty much all guns. While this includes BFGs like the Napalm Cannon, the Juggernaut Grenade Launcher, the re-tooled Howitzer and Tesla Cannon, and the Shredder gatling shotgun, dual-wielding two assault rifles is easily one of the most versatile. Primary fire is a very accurate and powerful storm of lead that will cut through all kinds of enemies (even Drudge Lords will start flinching before two seconds of continuous fire), and if that's not enough, there's always the option of using the underslung grenade launcher to toss two simultaneous grenades at the foe, which often is a One-Hit Kill on groups of foes. And if that wasn't enough, it's the earliest new akimbo combo you can get in the game: as soon as you take out the Prophet in the "Movin' On Up" level, you're set.
  • Genius Bonus: The weird, creepy language of the cultists is actually a mixture of Latin and Sanskrit words and grammar. Check it out.
  • Goddamned Bats:
    • In Blood there are the appropriately-named "nuisance enemies", which include bats rats, spiders, Choking Hands and mini-Calebs, weak but small and fast enemies that don't deal much damage, rely on creepy-crawling in small crevices and confined spaces to surprise Caleb, and can be disposed of with impunity with enough skill. The bats themselves, though hostile, very rarely count since they don't swoop down to attack - the most they can do is get auto-aimed by a Napalm Launcher shot, which at best wastes one round of preciously rare ammo and at worst makes it explode in your face. Thankfully, their AI pathfinding means they easily get stuck in corners off the beaten path, so it doesn't happen often. However, the Hands can become Demonic Spiders if you have only the retail version without patches thanks to a Game-Breaking Bug where you can't get them off you at all.
    • Bone Leeches, Thieves and the Hands again in Blood II. All of them are "clingy" like the original Choking Hand and can be a pain to remove from your face, though this time there's no Game-Breaking Bug and none of them are nearly as fast as it, so they're much easier to manage.
  • Good Bad Bugs: In both games.
    • For the first game, axe zombies and any variety of Cultist that leave behind a Life Essence when killed will leave another if their (already dead) bodies are gibbed (if they can be gibbed instead of just getting knocked back a little). Another bug is that, if enemy is launched in the air when it's killed, it'll gib when it lands. And the Sawed-Off Shotgun's Secondary Fire has more than enough knockback for the liftoff. It doesn't have the same sheer visceral fun of launching a bundle of TNT at an unaware group of zombies and watch the chunks fly, but attracting their attention and air-juggling them with the scattergun leaves you with more health pickups, which may come in as handy or even necessary.
    • The first game has the "flame guy" bug, as noted for Dead Character Walking. The mook will become a Collision Damage fireball that won't hurt you if you don't make a move towards it, and can only be harmed by Splash Damage, whereas it will die instantly.
    • Also in the first game, the Merry-Go-Pukey in E1M4 Dark Carnival will spawn gibs if it's attacked.
    • The Bloated Butcher's cleaver throw can be No Sell-ed by crouching (the projectile, oddly enough, hits, as the smoke puff on contact shows, but doesn't cause any damage). His puke ball flies right over Caleb's head when he's crouched, too, although it doesn't connect like the cleaver does.
  • Hell Is That Noise: The Phantasm enemy's horrific shriek is downright pants-wetting.
  • Hilarious in Hindsight:
  • Most Annoying Sound: The nonstop, high-pitched chanting from the cultists becomes irritating very quickly.
    • Most Wonderful Sound: But their girly, undignified screaming and character-breaking English shouts of "It burns, it burns!!" when set on fire more than make up for it. Same goes for Caleb's five variations of Evil Laugh when you blow something up.
  • Porting Disaster: While Shadow Warrior and Duke Nukem 3D both got updated Dosbox releases on Steam that fixed the mouse and keyboard controls for modern gamers, the Dosbox release of One Unit Whole Blood does not have these updates. The controls are exactly the same as they were upon the game's original release, making the mouse controls a nightmare to configure. The fact that a Redux version of the game hasn't been released has only added to the frustration of the Steam Community.
  • Scrappy Weapon: Blood II has a fair gamut of these.
    • The Insect-a-Cutioner. Primary fire has a stupidly short reach and averts No Arc in Archery, Secondary Fire is entirely useless because of programming errors, and even if it wasn't, the wind-up is long and the fire rate is even slower than the already slow primary. The only reasonable use for it was in early versions, as a way to check how much DieBugDie spray you had in reserve, and with the late patches, that feature was added to the assault rifle's HUD and put the final nail in the coffin for it.
    • The Napalm Cannon was nerfed so hard between games (by weakening the shots, slowing down both fire rate and projectile speed, and removing the afterburn effect entirely), any mid-tier conventional weapon does a better job than it. Said conventional weapons are found at least five levels earlier than the Cannon.
    • The Howitzer is a hitscan bazooka. Sounds good, right? Wrong. Its shells are some of the hardest ammo pickups to come by, and are too weak to generally bother with. It does have a niche use against Shikari, though, because each shot consistently makes them flinch.
    • If the Singularity Generator was a mook instead of a BFG, it would be a prime example of Fake Ultimate Mook. The singularity doesn't hurt enough to kill a mid-tier enemy while sucking it in, and while this wouldn't be a problem normally, the eye of the vortex deals a grand total of zero damage. Its only real use would be to drag and hold enemies away from you for some breathing room, but at the cost of 50 ammo cells, it's not worth it. In earlier versions, Secondary Fire created the singularity centered around Caleb as a damaging tractor shield of sorts, which worked well against the game's many Personal Space Invaders when paired up with the shotgun, but later on this feature was scrapped for unknown reasons and left the SG as a Plot Device that Cabalco never got to work well enough.
http://tvtropes.org/pmwiki/pmwiki.php/YMMV/Blood