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There where a lot of puzzles that had next to no clues and you just had to spend the time finding the solution.
It's not that there was "next to" no clues. It's that if you didn't happen to have the volume turned up quite high at a point in the game that occurs *prior* to finding out that there's an audio puzzle coming up in the near future, then there's not "next to" no clues - there's *literally* no clues. The user is never presented with the clue after the first time, and the game doesn't know how loud the volume was turned up that first time. It just presumes the user had been presented with their one-time clue when in fact they might not have ever even been presented with it. There's a big difference between "the user was presented with the clue and if they don't remember it or weren't paying attention that's their problem", which is acceptable in these sorts of games, versus what happened here which was "the game tricks itself into thinking it had presented it to the user once when it hadn't."
I wouldn't have minded having to try 81 different combinations, it's an easy algorithm, were it not for the fact that each attempt means sitting through about 30 seconds of animation.
With the notes puzzle you don't know if all the notes are used, or if any of them are repeats. All you know is that it's 4 notes long, which makes it 3 to the 4th.
But agreed...it's bad to have a puzzle where you can easily get in a situation where you have to revert to trial and error. And it would be really easy to fix: either play the tones each time you activate the device, or have a creature respawn after a while.
As the game has a mode where you can play with subtitles turned on, the fact that sound is essential to the game is not a thing you can anticipate prior to this puzzle. At no point during the gameplay before this puzzle was there a reason you couldn't play silently with the subtitles only.
And like madings said, if you have your volume down, you can be as peaceful as Ghandi and still never solve the puzzle.
(A) Gave you a combat system earlier in the game and made a plot point of preventing you from advancing to this point until after you'd showed you were competent at it and made it through the combat lesson with your teacher.
and
(B) Made the spear-things quite easy to defend against and beat using this combat system if your attempt to use the stealth option didn't work and they attacked you.
and
(C) Constrast this with other cases in which combat was NOT an option to win with and failed stealth literally required a restart of the scene - like when dealing with the spider in the apartment.
All of this taken together falsely communicates to the player that this scene is UNLIKE the others in which stealth is required to continue the plot, and in fact the fact that THEY ATTACK FIRST (Don't give me any of this "brute force" garbage like I *chose* to fight), and they are a lot easier to fight than anything else you've encountered so far, all point to saying "you haven't screwed up your game at all by ending up fighting them. This was an expected and accpetable way that we meant to allow the player to get through this bit, and it's fine." Which, is, of course. false. It's not fine. You've screwed up the game from that point onward by aborting the chance to hear the clue you didn't know existed yet, and now never will.
There are plenty of occasions in which the game does not allow you to get through a botched stealth attempt and continue on, and plenty of occasions in which the game does in fact excpect you to be forced to use the fight system as the intended solution. This should have been designed as one of the cases where fighting doesn't succeed. But it was designed like one of the other cases, where fighting looked like the intended solution.
The player cannot distinguish the difference between "the stealth method will work, but it's just hard and will take several tries to get it right" from "the game is designed for stealth to not work here and it will be futile to keep trying it". This is not hypothetical, it actually described my experience with the game. I did try the pebble throws. I did distract the guard and try to stealth by. I got caught and forced into the fight each time. After several repeats of this, each one of which ending in a fight where I was able to beat the guard, I eventually got the impression that the game didn't intend to let the stealth option be a soltuion here. "Obviously if it meant for me not to fight, it wouldn't keep making the stealth option fail while making the combat they force me to take part in work very easily by comparison." The fact that it gave me an enemy that's easier to fight than other's I've encountered reinforces this impression.
The far simpler explanation is that they did not intend to make the stealth option be a mandatory thing here, and wanted the ability to win the fight that occurs when stealth fails to be an acceptable way to continue the plot, but then just made a mistake in that they failed to notice the dead-end problem this creates for the next puzzle.
It's easy not to be conscious of the problem if you're one of the playtesters because the failure to present information that you need isn't as obviously noticable if its information you already know from your previous playthroughs as a tester. Instead you try fighting the guards, it works, then you try the puzzle later, and it works when you use the right combo you've memorized and you say "yup, no bug here. This option works." - not entirely conscious of the fact that you just used information the player who had ONLY played through that way wouldn't have.