I would like to start off by saying that my thoughts are NOT the be all and end all of this discussion.
So many people go on the internet with the attitude "It's my way or the highway".
This is disrespectful because: A we all have different views, B there often is no "right" answer and C we can get stuff wrong.
So with that (probably unnecessary) disclaimer out of the way, here are my two cents.
When Insanity is fun for me:
Spoiler
- Enemies use a combination of tech, biotic and combat powers to debuff and annihilate the player: If the player can potentially use a power, so can an enemy. I loved the Mirror Matches in Citadel DLC. Clone Vanguard Shepard was my favourite. I would like more of that, but why limit it to a few powers. Why not go full gambit with all of the tech, biotic and combat powers being used for Insanity!?
- Enemies have abilities outside of the tech, biotic, combat trinity: For example, the Banshee has the "jump" ability, the "screech" ability and can briefly shield itself from damage. By learning how the Banshee fights you can gain the upper hand and slaughter it. This process was a lot of fun for me.
- Enemies have some psychological tactic that will directly affect the player: That banshee scream sends chills down my spine every time. The laser beams and the wall jumping from geth sappers can cause me to panic. Melee units in a battle field and grenades being thrown can cause me to dart out of cover into a really dumb decision that gets me killed.
- Enemies have great synergy: I loved the way that Engineers in Mass Effect 3 had the ability to repair Atlas Mech and their own turrets. In addition they can deploy those turrets. Canibals could feed of dead allies to become stronger (if only it made a difference) and Marauders could buff allies (if only they had more hit points for this to make a difference). However synergy doesn't always mean "hey look I have this useful ability to aid allies".
Take Mass Effect 2. The Collectors had soldier type units to make sure you were in cover, then had husks to make sure you stay out of cover. To make things worse they had the Praetorian to make sure staying in cover was a bad idea and staying out of cover was a bad idea. To make things worse Harbinger has to come along and possess a unit. The end result is that you're rushing around the battlefield trying to avoid every unit whilst vanquishing them quickly.
- Enemies are adaptable: If I were to say "I want better AI" that would be lazy and obnoxious. What I like is adaptability. So here are a few examples. If you are from a far, soldier units are using their assault rifles but if you close in soldier units will switch to shotguns. If you have shields up, engineers will send out their drones and overload your shields, but if your shields are down they will use missile projectiles such as incinerate or cryo blast to dispatch you. If you are behind cover biotic foes will use shockwave to stagger you out of cover and operatives will use flash bangs. If you are out of cover a sniper or rocket trooper will make mince meat out of you. If you are behind cover too long, enemies will start closing in with either shotguns or melee attacks.
- Different types of units: The Reapers have to be my favourite in terms of variety. You have your mob units (husks), flesh eating soldiers (cannibals), tanky soldiers (marauders), heavy artillery (ravagers) and psychological warfare (banshees). To me this mixture of units was a lot of fun to fight. I found Cerberus and Geth to be a little too much like the mercenaries from Mass Effect 2 even though they do have a few interesting units. The Collectors in ME 2 and ME 3 however are my all time favourite because of the variety and the fact they get me panicking every time.
- Game encourages you to use a variety of abilities: I love it when you're using a variety of guns, powers, melee, running, staying behind cover etc to overwhelm your opponents. I love it even more when the game encourages this type of behaviour.
- Mix up the roles: I love the idea of having a mixture of: medic, debuffer, crowd control, engineer, nuker, assassin, buffer, tank, melee fighter etc. These mixture of roles can affect the order in which you kill enemies. Do you go for the glass cannon nuker first or do you go for the one hit kills sniper? Do you go for the in your face tank first before they close in with a shotgun blast to the head, or do you go for the engineer who keeps repairing the Atlas Mechs? Enemies that have a mixture of roles force players to think.
- Personality: Even within the same unit, no two soldiers are the same. In this example you are up against 4 soldiers with the same skill set. Let's say you have one soldier that favours assault rifles. One of them is all about the suppression fire. They send out rapid fire blitz to scare the player into cover before weeding them out with grenades. The other soldier is the hit and run type. They dart towards you, send of a few rounds in your direction before rushing back into cover. Then there is another soldier who will try to flank you at every given moment favouring their shotgun. The fourth soldier deploys both shield boost to restore allies shields and medi-gel to restore ally health all whilst trying to avoid getting shot. In addition each soldier has specific dialogue to their character as opposed to the generic "enemies everywhere" non sense from Mass Effect 1. Each soldier will have their own name, tactics, dialogue and own unique appearance. In addition the soldiers respond to each other both with their dialogue and battlefield tactics. So rather than having 100 of the same soldiers per level, why not have 10 unique soldiers per level?
- Variety of Objectives: Go here shoot this, go there shoot that? Why not have more objectives? Hacking, driving a vehicle against a clock. Repairing stuff. Perhaps you need to rescue a bunch of civilians. Maybe you are preventing an assassination. Maybe you are going into a building to gather intel and using stealth to avoid combat altogether. Perhaps you are piloting a ship without any weapons and somehow trying to avoid getting hit whilst being in the middle of two warring factions shooting at each other. Maybe your objective is to use plat forming to perform a series of well timed jumps and sprinting to reach a wounded soldier to perform first aid. Rather than press a button for first aid you have to administer it via a mini-game. Then you have to carry the wounded soldier to safety all whilst avoiding hostile soldiers and escaping a building on fire.
When Insanity is not fun for me:
Spoiler
- Too many hit points for enemies combined with weak sauce dps from player character: So you're hitting a foe repeatedly to take them down, whilst the foe takes you down in one hit. This can make higher difficulties tedious.
- Enemy Immunities: These are actually an excellent idea. Having the odd foe who is immune to certain powers and certain elemental can force players to mix things up a little. Stop spamming warp or trying to rag doll foes or maybe stop trying to overload and incinerate everything in sight. However if you have too many then the game ends up discouraging power users making shooting and melee the only way to go.
- Too many mobs: Adding more enemies does make the game more difficult. However I feel this tactic is better suited towards Online Multiplayer (which was a horde mode) or zombie games. Mobs in the end encourage "nuke" type of builds where success is all Area of Effect and Damage Per Second. This can make a lot of builds and a lot of tactics less useful.
- Your allies could be more helpful: I often pick allies purely on their powers. I would like allies to adapt to enemies, use cover but also move around the battlefield trying to outwit enemies. Also if Shepard can go up to an ally and revive them, it would be nice for allies to have the same said ability.
- The only way to beat me is to grind! It's good to know that your attacks deal zero damage because you're not a high enough level. Facing an enemy that is 2 or more levels above you should be exhilarating. The game never intended you to take on this virtually impossible level 30 enemy, but you somehow pulled it off at level 10 on insanity. Truly you are awesome!
If an enemy is too high a level, don't make it impossible to kill said enemy. Make it challenging instead.
- One Hit Kills: I have a love hate relationship with these. (Not literally. I don't love them or hate them). I love it when an enemy such as a phantom or banshee has said ability, however it is possible to avoid them. What I detest is when there is a one hit kills attack that you can do nothing about. I'm not fond of "death" spell from Final Fantasy for that reason. A new addition I'd like to bring to the table is the chance to get out of a one hit kills animation. If there is a timed button press required (that doesn't have a button prompt on screen) this would be pretty nice. I do like the fact that if an ally kills the phantom or banshee during the one hit kills animation, it is cancelled.
- Long and drawn out battles: These are a great idea if there are very few encounters in a game. However if there are over 200 encounters and each one takes half an hour, this feels more like padding. For me, higher difficulties are exhilarating if they are short and sweet. So if a battle is 5 minutes long and requires quick reflexes that is far more fun than a 30 minute battle with enemies that can take lots of hits.
- Unimaginative Boss Battles: Sadly I don't have much in the way of advice on how to spruce up a boss battle. I don't personally think video games need them. However here is one type of boss battle I am not too fond of. Keep hitting the enemy till it dies. To me a good boss battle works like a puzzle. You have to figure out how to kill it. Then you have to mix up your tactics using a variety of abilities, weapons and tactics to over come the fight. Or at the very least have an interesting way of defeating the boss.
My favourite boss was the Twin Witches in Orcarina of TIme. You have to use your mirror shield to deflect ice attacks to the fire witch and deflect fire attacks to the ice witch. Then you must hook shot your way to the downed witch to hack away at it. In this battle you're using at least 3 different items and you have to act quickly in order to win.
- Kill Fest: Fallout, Elder Scrolls, Deus Ex and Dishonoured are interesting games as they offer pacifism as an option. Don't want to go killing enemies? Why not stealth through the gun tooting sections avoiding all combat and use dialogue options to avoid fights? Whilst that option might never be available for a Mass Effect game, if the only objectives are to kill stuff, the game becomes stale.
I do love the fact you can engage in dialogue with lots of NPC's. I enjoy the hacking mini-games. I enjoy exploring in Mako (and even in Hammerhead). I love romances. I love exploring the galaxy in the Normandy. I even enjoy planet scanning in both ME 2 and ME 3. Heck I really enjoyed both Samara's loyalty mission and Thane's loyalty mission because it gave me a break from killing lots of things. The mini-games in Citadel DLC were a lot of fun too.
So many people want to get rid of romances, mini-games and side activities. I'm not sure if they realise that without these Mass Effect becomes a kill fest.
- Health Regeneration: I like the idea of both sides having limited consumables to revive and heal allies. However I'd rather limit health regeneration to vorcha. I also like how warp and fire element stops the regeneration. This is interesting. However what is not so fun is having the player character and allies be able to restore their health by staying behind cover for 4 seconds. It is equally annoying if enemies can pull this off too. I make an exception for vorcha as this is the point of having vorcha.
What are your personal "Do's" and "Don'ts" of difficulty?





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