Two hours in with Gods Will Be Watching: (will continue to update as progress occurs)
There's been some kind of misunderstanding I feel, and it lies completely with the developers. For a game sold on choice, you get very little of it. This is not a game about freedom to approach a situation how you please as one may expect. It's a resource management game about finding the golden path forged by developer logic which we chastise old adventure games for.
The first scenario is a hostage mission in which the player is forced to shoulder the weight of every role at once. You have to manage the security to hack the computers and steal the data, calm or disturb the hostages so they don't get complacent or too scared, hold off the incoming anti-terrorism unit, manage health with limited supplies and so on. There are a lot of different ways to approach each situation but there seems to be a random chance that something won't go your way.
The computer can be counter-hacked with even 75% security running, which costs you an action plus another action to correct. Each action either calms or upsets the hostages, and trying to counter-balance that ends up costing you an action. I'm fine with not being able to keep everyone alive without a bit of work but there's almost too much working against the player. That's on normal difficulty.
On easy difficulty we see how the developers don't have much understanding of balance. It's either "Get fucked in the face, Payday 2-on-Death-Wish style" on normal or "okay you baby, here comes the choo-choo train of storyspoon" on easy. It feels like they could have just met somewhere in the middle and avoided some of the frustrations on players while not practically insulting them for not wanting to deal with your sadism.
On that note, what's the point in sadistic and brutal violence if they happen so often and you're forced to repeat the scenarios so frequently that seeing a hostage's head get blown off loses pretty much all meaning? I don't feel conflicted when a life is lost, I just want to sigh and throw my hands up. Perhaps that's what the developer wanted but it makes for an utterly awful game.
It's not that I don't like difficulty either, I dug Dark Souls' jib, I rock Call of Pripyat with Misery Mod, Teleglitch was my personal number one last year. There's just a difference between difficulty and bad game design and this team doesn't seem to know the difference.