Hard difficulty:
Well, since I felt first game was not too difficult AND having beaten first two Beholder games I had no choice but to choose hard. Any step easier would have made the game just rediculously easy (I presume this affected only monster damage and HP)
+ With hard mode every monster was a threat and two monsters in a small room could mean a party wipe with single badly planned sidestep. I like when games have battles with tension and high stakes
+ The traps were very very deadly, and it is how it should be. Why would someone build a dungeon with traps that you can just run over? There was though one trap that was way too deadly and made me lift my hands in the air with a situation that nothing could be done. I think I managed to survive > 90% of all those veeery bad situations, but they all made me use loads of bottles, items, etc. Adrenaline rush combined with panic is actually a great feeling!
- I think monsters scaled bit strangely towards the end. My party was ultra deadly, but so were the monsters. Basically it meant no-one wanted to get hit and I was back to sidestep dancing familiar from all games of this type. Dunno know can there be any solution for this
- Because of deadliness and sidestepping it meant most of the time that I didn't have time to use special attacks or anything too fancy. They took way long time to activate and longer cooldown just killed my barbarians DPS. So I just danced with basic attacks and some spells through the endgame
- And because of monsters having loads of HP, I decided to discard firearms in the very beginning. Depleting ammo? No thanks. Difficulty affected my party gear choices pretty much.
- Wizard run out of energy all the time, always needed gazillion spells to kill anything
Oldschool (no-map):
Dunno about this one, didn't affect too much anything. Most secrets I found anyway without staring at map or anything.
Ironman + Single use crystals:
Oh yes, it made everything so much meaningful, especially with the hard difficulty. I wouldn't recommend these modes unless you are experienced enough and comfortable with old arcadestyle gaming that sometimes you just need to play the 5 levels again if you die. I have played some amounts of Path of Exile with hardcore and onslaught so I knew what amount of frustration this could mean, but at least I wont have to start everything again if I die. Actually this was very similar feeling as playing through Dark Souls.
+ "Should I press this button? Hmm, maybe I'll try to find the next crystal first" I had to actually ponder my decisions, which means the world to me in games, not just save and press the button to see what happens. Immersion++
+ Horror from realizing that I'm running out of supplies (food and ingredients) in the most hostile place in the game with no savepoint in sight. Once I had to play over two hours before finding the next savepoint. Amazing feelings for just finding food, healing supplies or total relief for finding the next savepoint.
- I could still try places out near the savepoints. I would have liked something like in Dark Souls that you lose at least something for loading from crystals for the millionth time. I could just try a bossfight for so many times that no-one died and had to use as little amount of bottles as possible
- Some places were just rediculous to try out with this. The one trap that made me play over an hour of very frustrating fights and traps by just killing my party with no possible route to safety.
- I don't think the crystal singleuse should have affected saving. Healing part consumability is totally fine, but had to run once or twice across the whole island to just save the game in a place where I left a crystal unused
- This combination is not for everyone. Frustration is real.
Uh, that was all about the modes, other things:
My party:
Human alchemist - must have, huge amount of spawned ingredients and bottles saved everyone. Did a little amount of DPS and had high prot. Tanked in front row
Minotaur barbarian - MUST have, killed basically 75% of enemies alone, usually dealing more damage in battles than everyone else together. Fast paced sidestepping also meant that usually only one partymember got to hit enemies with anything, so this guy whacked everyone.
Lizardman rogue - only character that had only a little use thorough the game, built him very badly and only could backstab some enemies in big battles. Luckily you can manage the game with one flawed character as the three others are doing so much already that you won't even notice this guy doing nothing.
Why did I play this through with everything on?
Well, EoB's and LoG 1 were not replayable so I knew I would be playing this game only once through - so why not play with everything on then? These games are all about the secrets, puzzles and going to unexplored places, so if you know anything at all beforehand, the game gets easier than it is. That's why probably people would play with insane ironman hard playthrough much later, but for me it wouldn't have had the same meaning. I wanted to face difficulties and go for the real feeling. And I did. And I'm very happy for it! Call me a masochist if you want
And short summary about my playthrough, HIGH spoilers!
For me, LoG II goes to my top 10 games of all time.