These are what we call the 'YMMV items.' Things that some people find in this work. We call them 'your mileage might vary' because not everyone sees these things in the same way. This starts discussions in the trope lists, a thing we don't want. Please use the discussion page if you'd like to discuss any of these items.
YMMV: Clive Barker's Undying
Alternate Character Interpretation: Due to the fairly confusing ending and inconsistencies with the game's manual, there is some dispute over the motivation of Jeremiah.The Reveal involves Jeremiah stating that he has been Dead All Along and Evil All Along and that he used Patrick to kill off his siblings so that he could use the power of the Undying King for himself. However, the journal entries written by him in the manual after his "death" in World War One are written as though his "cover story" was true meaning that there are two general explanations: Jeremiah was telling the truth in The Reveal and the journal entries were misinformation- which leads to some Fridge Logic- or Jeremiah chose to lie to some degree during The Reveal and was trying to goad Patrick into killing him for an unknown reason.
Alternatively, some part of the old Jeremiah still survived and wrote the diary but, ultimately, the evil undead counterpart took over completely. As for goading Patrick into killing him with the Scythe, that was the point, to be final sacrifice for the Undying King to awake - the last Covenant was needed and Patrick couldn't have been a replacement.
That might even be too optimistic. Consider that, upon realizing the Undying King is about to break free, Jeremiah asks for help from Galloway, an old war buddy. How did the Undying King get sealed away originally again? By burying a warrior alive at the standing stones.
Breather Level: The Monastery. Non-threatening human enemies MUCH less dangerous than the fast, monstrous Howlers AND tons of health and ammo? Ahhhhh....
Not so bad when you realise that you can Dispell them to stop them getting back up (yeah that power actually has a good use).
Disappointing Last Level: The game has a fast pace and well-plotted story for most of the game. But then it reaches "Eternal Autumn", a level that's actually a mystical Dream Land with the hero trying to fight his way back to consciousness. And it keeps going. And going. And going. Eternal Autumn is easily the most bland part of the game, and feels very rushed. No scrying secret horrors, no hidden journals except one at the beginning, the new weapons you pick up don't get journal entries like the others do, the enemies change from Eldritch Abominations to cavemen and it basically flip flops the game from a cinematic horror game to a by-the-numbers FPS. And if you're looking forward to getting back to exploring the Covenant estate afterward, your hopes will be dashed... though you weren't warned in advance, Eternal Autumn is both The Very Definitely Final Dungeon and the Point of No Return, and from there it's straight on to the last boss. It then ends with an extremely frustrating boss, followed by a meh final boss, and then a very short, unsatisfying ending.
Funny Moments: When Patrick slaps Lizbeth's severed, ranting head.
Good Bad Bugs: Many of the grunts were coded to say a quote as they entered the room where they attacked you but the game had apparently no provision for dealing with a situation where the player killed him before he could speak. This can lead to a situation where you slice off the head of one of the nomadic grunts and his severed head at your feet, looking at you, says "I'll see you in hell!"
Iron Woobie: Patrick Galloway has been through a LOT that we know of and even more that we don't, most of which is all but stated to have scarred him in various fashions. Not that you would know it from how he acts.
Jerkass Woobie: The Covenants as a whole (excluding their parents) may fall into this category, but Aaron is probably the most unambiguous example: by all accounts he divided his time between doing nothing more sinister than painting pictures of Eternal Autumn and selling them to make a living and trying to keep Bethany away from the standing stones, and who was promptly horrifically tortured to death for his trouble, and who as a result had his spirit separated from his still-living-and-eternally-dying body to act out the Undying King's wishes. He's certainly not pleasant to deal with in-game, but most signs point to his being mostly innocent. Jeremiah may or may not count as well.
Scrappy Weapon: The Phoenix. Is the last weapon found in the game, at about 30 minutes before the final boss. Not only it's quite weak compared to your arsenal (which by now include the Celtic Scythe, the Tibetan War Cannon and the Spear Thrower), but each shot must be guided in first person. Except that it's too fast to be properly controlled.
That One Boss: There's the penultimate boss, Bethany. She's widely considered to be much, much harder than the actual final boss, and has marked the point where many players have quit the game in frustration. Why? Well, for the one thing, she flies, meaning that in order to get up close to her and perform the one melee attack that can kill her, you have to manage the awkward flying controls and fighting controls at the same time. But that's not the worst thing. Oh no. She also summons enemies to fight for her while she flies around overhead. Enemies that can kill you in more or less one hit each. Enemies that respawn endlessly until you kill Bethany herself. And the plural term "enemies" doesn't just refer to the fact she'll summon them repeatedly: it's that she summons multiple one-hit kill enemies at a time, who'll pile onto you while you're trying to get to her to put a mercifully quick end to the battle. And since she's positioned right before the final boss, if you lose to it and quit the game, you will have to deal with her again.
Uncanny Valley: Bethany's Handmaidens, who were her own creation. If you look up close they have porcelain masks like victorian dolls. Behind it there is a grotesque mockery of a face. They were her demented version of servants. Must have missed all the hired help around the mansion.
Unfortunate Implications: Malaysia's Gempak Magazine review of the game accused it of being Anti-Islamic due to the fact some of the bad guys look like Arab warriors and certain buildings in the game have messages they look like Scriptures from the Qur'an (not helping things is the fact Patrick looks like Jesus). Promptly ignoring the fact that the aforementioned Trsanti are VERY explicitly not Islamic and indeed multinational (while a LOT of them do appear to be Arabic or at least dress like them, even more don't particularly Ambrose, who is implied to be their commander on the estate) and who are bound together only by a shared lifestyle, lust for blood, and love for combat AND the fact that you spend a good portion of your time scything down (literally, if you choose) presumably Christian Monks.