Since I didn't get an invitation to "early ME3 demo access"

and avoid watching videos to "dodge" direct spoilers

, I can't say much about ME3 Insanity. Yet I have something to add about ME1/2 and "difficulties" in general.

ME1 wasn't that difficult nor challenging, save for few moments. It was rather "exhaustive and repetitive", since all you have to do is to perform hammer-drill (some pun intended). Those of us who has to drill some holes in concrete or masonry without adequate tools knows what I mean. ME1 Insanity enemies receive greater "healthbar" and use their abilities frequently. Add regeneration here and you got drilling concrete with hand-drill. With woodwork drill-bit.
ME2 insanity was different - few enemies retained regeneration, their attacks method changed from "all over at once" to "steady flow", their lifebars no longer resemble Diablo 2 99 lvl character experience points cap and thus they are generally easier to kill. Was ME2 Insanity "better"? No. We got proper tools (Oh, Mattock!

) enemies no longer looks like they've been made from fortification-grade concrete, yet ME2 style gameplay has own flaws. Partners were stupid, but now they had different angle of stupidity, Shepards sticks to geometry a way too often (in ME1 I can remember only 1 case of that in whole game (Erebus)) and I really want to know who was that genius who put sprint/use/cover/hop over cover/fast forward dialogue/confirm selected dialogue option on one and the very same key (hello, I use keyboard, I got hundred more keys (not to mention dozen of multimedia ones)) and why PC port was worse then ME1 one - to check journal you need to got to main menu first? Shame on your laziness.
So ME2 insanity wasn't that challenging, it was rather irritating and annoying, instead of being fun: teammates incapable to hold position, or Shepard stucking in geometry, or kicked out of cover and because of overloaded "Spacebar" hopping over cover instead of duck behind it - "hello bullets, long time no see". I hate when game stops being fun and starts to irritate and annoy me, especially with flawed controls/interactions. I see games as way to relive me of daily stress (and definitely not to add more of it), relax and get some pleasure (or whatever you westerners put here).
And now to "general difficulties". What we want in first place? Really challenging gameplay, not that "you'll never win"? It is possible to create latter, even without resorting to dorky measures like "screen-ripping lifebars" and hordes of enemies, simply by allowing enemies really work in cohesion and that can be done in "free world" games, not just corridor-based ones. Real question here - are we really want to fight enemy we cannot win?
Personally, I don't think that all achievement-related difficulties EVER will be really hard - don't forget huge console market making sales and there are no reasons for developers and publishers to create "excessively" hard-to-beat game. AFAIR most console gamers are not hardcore (or nerdy

) types as we are, so games should be beatable even on hardest available difficulty.
Solutions? I see two. First - add some "hidden" difficulty, not related to achievements or award. Just difficulty. Second, and much better way: IL-2-style (or Panzer/Fantasy General or M.A.X) settings. You want your enemies with 500% health? Sitting in cover or running all over battlefield? Limited ammo? Unlimited? Have only two rounds - one for yourself and one for your LI? Why not, it's YOUR game - your rules. It's game, it's about fun, not about "wow, you beat insanity, get that .jpg medal and go tease your friends who can't beat game even on hardcore". Of course, medals should be there, for those who want to be Brezhnev-alike, wearing tunic with so many awards it can be used like splint armor in fantasy based games.

But, to be honest, difficulty is not what bothers me, dialogues are. Having 40K (Ahem!) dialogue strings is not that bad, but will they be real dialogues, almost bookish-alike or they will be just one liners, making GTAIV story more "role-playish" than "pure RPG" in comparison? No need to tell me, it's less than a months left, I can wait. But I will not hold my hopes high - recent events shows that if something could be spoiled, it will be spoiled. So I'll share Garrus' point of view: expect the worst and maybe there is a chance I'll be pleasantly surprised.