Kotaku posted an article that was of interesting to me because it seemed to highlighted a lesson I learned on Van Helsing for VUG way back when. In Van Helsing, the primary villain was Dracula, who -- when not in demon form -- is basically just a guy. On film a man-sized character like Dracula can be deeply impacting via music, camera cuts, context, dialogue, etc. But in play, when camera influence is drastically reduced, and regardless of how much all of those elements are used to establish the character or how huge the special attack effects are, Dracula is simply a puss. It doesn't matter if he can kill you with a hit, he just leaves little impression on you as the player and it does a lot to wipe out narrative immersion. I remember internalizing the lesson as follows: games are an un-subtle medium. There's really no way around it. If you want your enemy to be threatening, make him huge.
I'm sure there are exceptions to the rule but I've found this particular lesson quite handy in a pinch.