Synthesis: Sacrifice yourself and have machine parts and organic DNA merged into a galactic-wide singularity. Every machine and every organic will become part one of the other. Reapers will hold back as they now have a stake in the galactic community, being organics themselves.
Destroy: Destroy all synthetic life, including the Geth, AI (including EDI), and other similar constructs. Depending on your alignment, Shepard can either live (Paragon) or die (Renegade) from destroying synthetics here. This is the only potential ending where Shepard may live.
Control: Infuse yourself into the Crucible and become one with the machines. Shepard dies, but becomes a strange entity which resides over all synthetic life and controls them (basically what TIM wanted to do).
Every ending has the Normandy crash landing on a remote tropical planet. The following can happen:
- Joker can emerge with EDI + a random squadmate.
- Joker can emerge + 2 random squadmates
- The whole crew can emerge
- Everyone dies
After the credits:
Most playthroughs will depict a man and his son/grandson walking in a snowy alien forest. The older man tells the boy about stories of the "Shepard." Presumably descendants of the Normandy crash crew.
If Shepard lives, he appears under some rubble, dusts himself off and hops along to Starbucks. Seriously though, it just shows him living, but that's about it.
New Game +: There is also a secret ending in which appears to hint at a "sequel" when you beat the game for a second time with the same Shepard. More news to come when someone provides it (since I won't be playing a full 2nd playthrough for a while).
END OF LINE 1.
Now, here is my personal proposal on how the endings should have happened. This is keeping in the general context of the current endings and the endings aren't that different from BioWares, but I think would have make fans more pleased. These endings I believe would also better incorporate alignment and war assets, since these two factors don't play much of a role in the final battle.
Every ending save Destroy should have the Citadel surviving. Every ending should have mass relays being blown up, as it promotes galactic exploration and cooperation to discover new systems and new galactic travel means.
Synthesis: Like BioWare's, except the Normandy doesn't crash. A final shot (similar to Halo 3's ending if you've seen it) of the crew mourning Shepard on Earth, with many races present. The Reapers lie dormant in the background. In general, machine and organice life is now closer than ever, and are more willing to accept each other.
Control: Shepard doesn't die persay, but lives (in a manner of speaking) in solitude in some unknown location, burdened with the fact he now controls all synthetic life. He/she is now some enigmatic figure, nearly godlike. This would be the Deus Ex "HELIOS merge" ending so to speak. Normandy does not crash, and galaxy is still wary of Reapers, considering they disappear again (due to Shepard causing their retreat). Mourning scene still commences.
Destroy: Shepard doesn't die, no matter the alignment. Instead, if Paragon, you get off scott-free. If Renegade, you take some battle scars from the explosion. The Normandy saves Shepard before the Citadel is destroyed. Rubble and surrounding Reapers are sucked into a micro mass effect field, which effectively reduces atmospheric debris raining down on the planet. The Reapers are destroyed along with any traces of them. This includes anything with Reaper tech, such as upgraded Geth and mass relays. A more heroic shot of Shepard being awarded, then a final salute to the dead gone by.
Your alignment: Your alignment should play in how you confront TIM more (moreso than it does now) and how open the AI is to speak with you about it's purpose. It can potentially reveal more or less of its purpose depending on your alignment. Should Shepard survive the Destroy choice, he/she receives more or less "scars" (both emotional and physical) based on final alignment. Galaxy reverts to a state of Cold War (if Renegade) or peace (if Paragon), generally following Shepard's example.
The Collector Base: Since we saw absolutely little mention of this, I believe it should be re-implemented. I had two saves, one which I destroyed the base, the other where I kept it. If you save the base, I believe TIM should use it to assault Earth mid-battle and gain access to the Citadel faster than you (like he does now) and delay the Crucible connection. If you kept the ship, the endings would be more similar to what we have now. If you save the ship, you get the lead on TIM and are in generally a better spot. I'm having difficulty in wondering how the Collector Base would play a role. Perhaps you guys can share some thoughts?
War Assets: What I thought was hugely ignored (I tried it at 60% bar and then 100% bar, no difference in endings). In the final push, if you have maxed war assets, Hammer Team should arrive faster and with a larger force. This allows less or none of your squad to perish running to the teleporter before Harbinger arrives. If you have less war assets than is adviseable, Harbinger arrives like he does now. Depending on how much assets you have, more or less of your personal squad dies (i.e. like in ME2 with choosing proper roles for the suicide mission).
Combat Readiness: Complements war assets, but a higher readiness should also reflect in conversations. A higher readiness will make soldiers more eager to fight when spoken to or over comm chatter, and a lower readiness gives them a greater sense of doubt or even fear.
TL;DR: Get out.
END OF LINE 2.
Modifié par Toxilium92, 08 mars 2012 - 01:05 .





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