On top of that, I'd like to say that I didn't stick to Hero because it was the "true" experience for me - I stuck to it because I'm a completionist who doesn't like to replay most single-player games (which is the same reason I have a "house rule" against saving after a death in ZC). I always go with the hardest setting because it's there, not because I think it's what anyone intended. (The special reward for Hero Mode in this case was an extra incentive.)
IMO, good games (quests, etc.) with multiple difficulty settings based solely on numbers (damage, drop rates, etc.) are balanced at each setting for a particular experience, rendering the concept of a "true" one meaningless (or, at least, as abstract as Evan defined it for this one). This reasoning falls apart when difficulty settings add more gameplay features (for example, permadeath in Fire Emblem or extra enemy attacks in the Tales series), but it stands in this case.
Still, I do appreciate that IoR doesn't lock you out of the hardest setting on your first playthrough. The Castlevania game I just picked up does, and I still haven't forgiven it.
Edited by Bill Nye the Russian Spy, 02 March 2016 - 11:43 AM.