- Anticlimax Boss: In the first game, Dr. Killjoy's and Horace's, as they can be over in a matter of seconds if you know what you're doing.
- Complete Monster:
- The Suffering: Hermes T. Haightpronounced "hate"—is one of the many spirits haunting Carnate Island, and the most sadistic. In life, Hermes was the former executioner at Abbott State Penitentiary, where he killed prisoners in a variety of ways—including Horace Gage via the electric chair, condemning him to a life as an electric phantom—before settling on a clear, odorless gas, having done so for decades. Becoming curious as to how his victims felt during the execution process, he studied their corpses and phone conversations before deciding to get a taste of his own gas, killing himself. As a spirit, he haunts Carnate, killing various prisoners and guards with his green gas, including ones trying to escape the island from the Malefactors. Attempting to make Torque unleash his inner beast, he later tries to kill him by trapping him in a gas-filled room. Near the end, he's forced to help Torque cross a gap, doing so by gassing an escaping bus and using it as a bridge. A self-described professional claiming to be doing his job, Hermes enjoys the freedom death has given him in regards to killing people, managing to be worse than the actual monsters infesting Carnate.
- The Suffering: Ties That Bind: The Creeper, originally Luther Stickwell, is a misogynistic, homophobic Serial Killer who haunts what's left of Baltimore. In life, Luther was a former pimp who abused, raped, and murdered several prostitutes before becoming a killer of women, with a body count ranging between 50 and 200. As the Creeper, he continues his killing spree, slaughtering women in a variety of ways, whether it be decapitating them, hanging them in the sewers, burning them alive, or impaling them from behind. He keeps the still-living torsos of three women under his trench coat, using them as Combat Tentacles to kill his victims. He loves bragging about his past exploits to Torque, seeing real men as strong and brutal. If Dr. Killjoy pits him against Torque, Creeper will be ecstatic about killing him, thinking that he's stealing his glory. A psychotic murderer who repulses many, the Creeper manages to outdo even Blackmore in evil.
- Demonic Spiders: Infernas. They move extremely fast and are hard to hit, trail fire just by moving so you rapidly run out of movement room, have both a direct and area of effect fire attack, and always come in groups (and Jesus Christ, they are FAST!).
- Ensemble Dark Horse: Dr. Killjoy. There's a reason he was brought back for the sequel.
- Evil Is Sexy: Jordan. Some might even say Blackmore.
- Fridge Brilliance:
- In 'Ties That Bind,' the Creeper was (in life) a serial killer and pimp who would murder women, mostly prostitutes. He displays massive misogynistic tendencies, as well as an intense mistrust for women, and will encourage Torque to do the same. And if you're playing on the Good side of things, Jordan betrays you, leaving the player with the possibility that the Creeper's twisted advice was actually useful.
- If you read Ranse Truman's note during the load screen of "Lifetime Companion" and then finish your playthrough under Evil morality, you will realize what Ranse meant in his writing...
- In Ties That Bind, Dr. Killjoy sounds less husky and more clear. That's because he's now using relatively modern television technology, rather than old time projectors. So of course he'll have better sound quality.
- Good Bad Bugs: When played on modern operating systems, Noosemen will fall through the floor when trying to attack Torque. This makes one of the most annoying and paranoia inducing enemies in the game completely harmless.
- It's the Same, Now It Sucks!: The plot of Ties That Bind is basically the same as the first game. Torque dealing with amnesia and his insanity, while on a quest to learn whether or not he murdered his family. The problem is the first game's ending decisively answered that question. So it's possible to play through the series and, bizarrely, learn in the first game that Torque is innocent, then play Ties That Bind to learn he isn't.
- Narm: The final boss fight against Blackmore should be a serious climax with your nemesis spouting taunts with his deep, soothing voice and occasionally casting lightning bolts at you... then you see his Super Mode, which sounds exactly like yours, but, instead of transforming into a hulking, blade-armed brute, his arms just extend and twist like bad rubber hose, making him look like he's scratching his head and crotch like a monkey or that he's doing a bad kung-fu pose. That, and his cowering gesture whenever you transform right in front of him can spoil the mood.
- Nightmare Fuel: It's a goddamn Survival Horror game, were you expecting lollipops and laughter?!?!
- Paranoia Fuel: It's implied, particularly in the second game, that there's nowhere humans have lived that doesn't have an evil enough past for Malefactors to spawn there if something triggers them to.
- That One Boss: Hermes in the first game. Not because of the actual fight, which is very easy, but because of the timing. Once you've closed all the other vents, it should be a simple task of using the steam vent to blow him into the oven. But Hermes has a nasty habit of spawning in that vent then immediately moving away, making it a repetitive task of luring him back and trying to turn the steam valve before he flees. It turns what should be a twenty second boss fight into one that can last twenty minutes.
YMMV / The Suffering