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>> No.6396834 [View]
File: 174 KB, 429x478, save-point.png [View same] [iqdb] [saucenao] [google]
6396834

>>6396761
You got into the room with the puzzle (which, to boot, is plainly about unblocking yet another path) and worked on it before exploring the other available areas. Is that trial and error design? The contextual clues are there: a problem to solve indicates a progress bottleneck. What do you believe the designers could possibly have done better besides literally putting a save point before a door leading to the boss fight? That's the sort of corridor-dungeon-type handholding that disrupts the storytelling by explicitly announcing danger.

Seriously, not picking a fight here. I understand you're frustrated because you've got to repeat a big chunk and you want to blame the design. But how you play a game should be informed by how the game itself works; demanding exactly the opposite comes off as pretty entitled.

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