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Games in which the player is incapable - not just discouraged from - harming innocents. Sorry, no matter how bad you want to, you just can't pull that trigger.
Video game controversy revolves mostly around the psychological effects that games with graphic violence or sexual content in them can have on players. Other sources of controversy can range from racism, sexism, politics, or religion.
Crying babies are often used as a scare tactic in horror games such as Silent Hill, Dead Space, or Haunted House. The pitch of their cries is naturally designed to be unsettling.
One or more events from someone's past that negatively affected them. Plenty of video game characters have such pasts.
In a franchise, it entails the second game that takes on a gritty and dark tone to distinguish it from the first.
The main line of distinction between victory or failure in video games, death is the process of a biological being ceasing to be alive.
Malevolent creatures that resemble babies for one reason or another. The ironic juxtaposition of innocence with evil, plus the player's natural reluctance to hurt a baby, makes them a popular trope in horror games.
A Final Boss encounter against an opponent designed to look like/represent a fetus.
Horror games influenced predominantly by the look, feel, and themes of Japanese horror cinema, or non-horror games that allude to the cultural horror aesthetic. J-Horror, or psychological horror, is sometimes classified as a sub-genre of survival horror.
In greek mythology, a vampiric snake woman. Or in many other cases, vampiric snake women.
Moral dilemmas presented to the player that often have a significant effect on the story or other characters.
Murder is the act of ending the life of another living thing against its will without the sanction of a higher governmental authority, such as the casualties that result from acts of war. It is generally intentional, at least in a legal meaning, but not necessarily.
Scary Children in scary games. Some speak, some don't but they all stare.
Popularized by franchises such as Resident Evil and Silent Hill, these games typically involve a strong implication of danger, vulnerable protagonists, and disturbing monsters.
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