I've been going through Lies of P on New Game+. It honestly should be considered the gold standard Soulslike when it comes to quality of life features: souls drop outside boss arenas and show how much you've dropped before you pick them up, consumables are actually really, really useful and balanced by limited inventory, the fast travel system shows you where important NPC questline things are happening so you don't have to consult a wiki and much more. The QoL improvements extend even into NG+: there's new dialogue that reveals new story insights, and leveling actually stays relevant. This is because the devs made a really smart choice: past levels requiring 16,000 XP to level up, every level thereafter requires only a single point of XP more than the previous one. So if you're getting three levels, those would cost 16,001, 16,002 and 16,003 XP respectively. When you get to that point leveling ceases to have the same impact it does in the early game, so it stays balanced, but you still get to be excited about new levels, because it allows you to allocate points into secondary stats and reap their benefits as well.
It's so good that it's made me realize that no game has actually made a version of NG+ I'd really want to see: start a New Game without scaling and reset the player level and upgrades, but allow the player to retain the inventory they accumulated in their playthrough. That way you'd get the variety of New Game+ while also getting to experience the excitement and growth of a fully new playthrough. Like, imagine if you could start Dark Souls at level 1 in New Game, but have your inventory stacked with legendary weapons and spells. Wouldn't that be cool? You'd get the excitement of building up to a powerful ability without the hassle of having to go through a specific part of the game to get that ability.
I decided to fully commit to a Dark Urge playthrough of Baldur's Gate 3, but I really didn't get very far. I didn't even feel too bad about cutting off Gale's hand and leaving him to die in the warp point or killing and cutting off Karlach's head (though the latter did sting a little). But once I had to raid the Grove it got way too uncomfortable. I mean, you have your combatants surprised at your betrayal, but then you get to one of the caves where the regular citizens are hiding and are in a perpetual state of Frightend as you're tasked to kill them. And THEN you get to the little hidey cave the tiefling children were squating, that the goblins got to aaaand.... Yeah, this just got way too awful. I was already running into the issue of not wanting to invest in most of the characters due to me being evil, so why bother, but that Grove sequence left an icky taste in my mouth no game ever has. But that's the point obviously to a role-playing game allowing you the freedom to take any path you want. It ain't for me though. Maybe I'm just too soft of a boy.
I think part of what makes it so profoundly unnerving is how little overt focus the game puts on the effect you have on the tieflings, and lets the gameplay speak for itself. There's no cinematic of them making a heroic last stand or wailing in grief, you just kill them and that's it. In a way it puts you in the perspective of a truly psychopathic character: These people (who you will likely know very well through previous playthroughs) mean nothing to you, they're just in the way. Also compounded by the fact that it's so completely one-sided and unfair.