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I don't think it's fair to compare this game to the first part of Dal Shabet. In that game, the focus was more on various traps, puzzles, and so on, and there were significantly fewer battles. That's why it's remembered as being "normal," with deaths occurring due to mistakes and foolishness, and so on. Overall, I actually think that later games have evolved in terms of player freedom and the significance of their actions (I don't consider things like NPCs blowing up cities as part of this), the minimal influence of NPCs on the local storyline (unless they are the central focus), and so on. Whether it's honest or not, players forge their own path to success, failure, or the death of their characters. It's simply impossible to balance all branches and all quests in such a way that every single task is neither too difficult nor too easy under any circumstances. And if I have to choose between "easy" and "lunatic," I'll always choose the latter. I don't like it when games hold my hand, and I don't like holding the hands of others.