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: The Crooked Man
Family-Unfriendly Aesop: Most stories go the "Never give up! With enough hard work and dedication, you'll achieve your dream!" route. This one doesn't. The moral of the story is that sometimes, hard work and dedication to a dream is just bashing your head against a wall, and the harder you work toward something impossible the more miserable you'll make yourself. Sometimes, you have to give up on one dream... so that you don't give up on living altogether.
In fact, trying to use the "Don't give up" speech causes D to fly into a rage and stab you. And then he gets killed by the Crooked Man.
It can be argued, though, that the point was closer to "Don't blindly follow your dreams, and have a fallback plan" rather than simply give it up, since he (accurately) points out that continuing down a crooked and broken path in a blind pursuit of your dreams can cost you more than you gain. He also tells him he should try the Bar exam again, but to consider other options as well.
In the second fight, you can hit the Crooked Man through a table, so all you need is get him trapped on the other side of a table and start swinging until he's dead.
Harsher in Hindsight: Later on in the game, you find out that Paul has the ability to see and sense the paranormal. He knew from the beginning that something was off about the room, but didn't mention it to David and let him move in there anyway, which directly led to all the events of the game.
Insane Troll Logic: Uri's games have a general trend of forcing you to choose the LEAST realistic option during a choice scene in order to get the best ending. In The Crooked Man, you attack people on the brink of committing suicide, tell people to give up on their dreams, and tell people that it's bad to let go of the past. Realistically, none of these would give a good response. Justified for this game in that you are dealing with the ghost of a person who simply wants to be told the hard truth, and a malicious spirit that will not listen to reason.
Nausea Fuel: The dead cat, the Crooked Man eating a model of an embryo (it was fake, but still), the Crooked Man's impossibly cricked neck...
That One Boss: The dodgy fighting mechanics are difficult to use due to the fact you need to stop moving in order to hit The Crooked Man, while all The Crooked Man needs to do is touch you to hurt you.
Paranoia Fuel: It is heavily implied by certain elements of the game that although the Crooked Man "locked onto" Duke and David, it wasn't actually created by them. It, or other beings like it, exist independently waiting for people susceptible to its influence that it can drive to suicide or kill.