YMMV: Shadow Man

  • Adaptation Displacement: Like it says above, few people are aware that the games were originally based on a comic book. As far as the adaptations themselves go, the first game is often mistaken for an N64 exclusive.
    • Even at that, the games seem to be a separate continuity from the comics they're based upon and are likely separate from the rest of the Valiant/Acclaim universe. The first game was adapted for the comics but condensed to one issue and the second game released after the comic division was shut down.
  • Anticlimax Boss: Although the PC version jacked up the difficulty quite a bit, Dr. Batrachian is still this in all versions for deciding to take on an immortal voodoo warrior with naught but a PR-24 baton.
  • Breather Boss: Avery Marx is, despite his long and creepy build up, perhaps the easiest of all of The Five to defeat. He does little damage, makes no effort to dodge even a full frontal attack, and has a pretty low damage threshold.
  • Crowning Music of Awesome: The musical scores for both games are fantastic, but the first is more memorable for being extremely frightening at times.
  • Ensemble Darkhorse: Jaunty, the wisecracking skeletal Irish serpent... Thing.
  • Demonic Spiders: The Sisters in the fire temples, due to the fact that they can fly and routinely do this over areas that will kill you until you get to the end of the level.
    • The piglike bondage freaks that show up everywhere in the Asylum. The rifle-toting versions aren't too bad, but the ones carrying meathooks and chainsaws will mess you up quick if you aren't careful, and the chainsaw wielder also carries a bloody human torso as a shield, which you have to destroy before you can damage him.
  • Game Breaker: The SMGs make bosses a cakewalk, thanks to the high rate of fire putting them in hitstun indefinitely. It only sees use against the Five, but it still takes a lot of the challenge out of it.
  • Goddamn Bats: The Wailers and Shiverers attack Shadowman by draining his life force from a distance. The good news it that destroying them with the Shadowgun gives back whatever they stole. Duppies and Deadwings are also a huge pain in the ass for their ability to spit giant loogies from a distance and -for Duppies- rapidly shred you to pieces up close.
    • And in the sequel, we have small flying demons that will either zip around in the distance shooting energy beams or fly in circles around Shadow Man and claw at him. "Pain in the ass" is too kind a phrase for these hateful little shitstains.
    • Asylum Butchers in Deadside, wild dogs in Liveside.
  • Narm:
    • The voice acting. The sequel manages to make this even more ridiculous. It's not so much that it's bad, but Shadowman is a pretty ridiculous Large Ham and all of The Five except Jack the Ripper are really narmy.
    • In Avery's tenement several rooms contain Avery's victims and clips are shown of them holding cassette players with recordings of themselves being forced to repeat Mark 5:9 while pleading for mercy. That isn't this trope. Some console adaptions missed out on this content, but didn't bother to remove the clips which are now just 10-15 seconds of staring at an empty chair. Real scary.
  • Narm Charm
    • Marco Cruz. His disco slang laden Trash Talk and his delightful Ear Worm theme, which is quite a bit of Soundtrack Dissonance compared to the rest of the game, really makes him stand out.
    • Jack the Ripper. During his boss fight, he prances around like Mick Jagger, talks in a cockney accent, and one of his regular taunts is to "make a Mary Kelly out of you!", but somehow he manages to be the scariest of The Five.
  • Nightmare Retardant: The cheat codes. Disco Mode especially.
  • Porting Disaster: The PSX version is pretty god-awful for a number of reasons. The graphics are absolutely horrible and even more content is missing than in the N64 version, but the worst thing may be the constant disc reading it has to do, as the game is constantly loading while you play it. The Playstation's laser motor practically groans under the strain. The system was nowhere near up to specs needed for a game this big, and it really showed.
    • Thankfully subverted with the Dreamcast and N64 ports. The original PC game was too big to fit on any of the consoles, but the Dreamcast retained most of the content and even the high resolution graphics(although with the PC game natively supporting modern higher screen resolutions, it can pale in comparison to running the game on modern PC hardware). The N64 lost a few things(a few minor rooms, Mike's more detailed separate shirt, some minor audio), graphics had to be compressed and even sound samples are a bit compressed, but the game is not only rather well done, it's amazing it even fit on the cartridge. Although you WILL need a memory card, the cartridge has no internal saving, and it took up most of the card(around 80 blocks). There was also a higher resolution mode via the expansion pak. While the PC original is far superior, the N64 version was probably the most well known version for many years.
      • However, one major drawback to all the console ports were the controls- they allowed you to select one of a few preset layouts. The PC version allows full mapping to either keyboard or gamepad.
  • Tear Jerker: Luke's teddy bear in the first game. Mostly the backstory surrounding it.