Amir0x said:It depends on if you did or did not solve the puzzle without problem. I didn't have any issues - I figured it out fairly quickly. Because I was thinking outside the box, like I typically should in a Metal Gear game. An impossible solution would mean that there is no way to overcome it, no way to solve it. It is perhaps difficult, perhaps unclear to many people. But impossible it is not.
In any event, what you're complaining about is completely different from your argument about "breaking the rules of gaming." You're saying that it didn't do a good enough job of providing hints about what they meant when the time came to use the CD case. That's just an issue with game design itself, not the subject of breaking the 4th wall.
1) It's impossible in the context of the game. You need to resort to an outside source -- and not just the manual, but the CASE OF THE GAME.
2) It DOES break the rules of gaming. A good game should not present a "puzzle" with no way for the user to either solve it or to understand what sort of work they'd need to do to solve it. In a game with an inventory, telling you look on the "back of something" necessarily implies within the game context. You'd be hard pressed to explain how that could refer to something which has no existance in the world of the game.
3) It also breaks the 4th wall, but in a different way. This isn't the game going "Hey, I'm a game" -- this is the game (eventually, once you find the frequency and enter it) going "HEY THERE! I'M JUST A VIDEO GAME! I COME IN A BOX! THE BOX HAS WORDS ON IT! LOOK AT A FUTURE POINT IN THE GAME, TAKE THE DATA, AND ENTER IT." If it were a clever or funny aside, I wouldn't mind... this is merely an obnoxious, unsolvable puzzle.
Again, I think it's lousy, unfair game design. I also think it breaks the conventions of gaming, the 4th wall, and in impossible to solve within the context of the game.
Heck, I'm tempted to argue it's impossible to solve at all -- after all, you take the frequency from a SCREEN SHOT of a future point in the game... that's not really "solving a puzzle."
(I'm probably going overboard, but I really, REALLY hated this stupid concept. I loved the other "weird/4th wall" elements of the game, but I HATED this idea.)