SomeBug wrote...
*snip*
Everything up to this point is perfect. It has cohesion, it has a great philosophical slant to it. It also has consistency with the rest of the series, explaining just enough about the Reapers without making them seem trite or pathetic. It
ties in with the mechanics of the game also, merging the experience in a way few other games have. This is all good.
I'm sorry, but despite your eloquent attempt at explaining it (really, nice work), I cannot possibly agree on this point. Alas, I'm tired, both physically and mentally (I have been posting about this topic nonstop since I beat the game nearly 48hrs ago), but I'll try to explain my stance in some bullets...
1) The introduction of the catalyst is not thoroughly explained or even implemented into the established lore. The rules are essentially changed. We move on from grounded science fiction to a sudden borderline Deus Ex Machina god-kid, whose explanation for the Reapers undermines what Sovereign himself presented them as. "We are each a nation, independent, free of all weakness." That's what he said. This is not the case at all; they are essentially just a .exe "exterminate organics" command. Nothing more.
2) Going along with the lore, Arrival showed that destroying a mass relay will wipe out an entire system. Remember that organics live near relays. Also remember that all their fleets are in the Sol Sytem right now. With a relay. Regardless of what decision you make in the final moment, judging by Arrival's outcome,
all of these people will die. And that's not even taking into account the laws of space, and what so many explosions would cause in a frictionless vacuum. Just saying.
3) From a gameplay standpoint, this is the worst "final decision" possible, because it doesn't take into account anything you've done as anything more than a number to be crunched in the background. The series has established itself as an interactive cinematic in which your decisions have consequences, and those consequences will lead to an ultimate conclusion. This "ultimate conclusion"
is not a result of your former actions. It is completely unrelated and shoehorned for the sake of giving you one last decision (thus undermining all other decisions as moot points). You don't get to see what curing the genophage did for your war; you don't get to see how the new AI geth contributed; you don't get to see what a lack of salarian support created. All of it becomes insignificant. Rather than giving us a conclusion to which every other action has been building, we get a conclusion that is entirely independent of past action besides "did you build the crucible", which is almost entirely impossible not to build.
4) Another factor to consider is Shepard's involvement. It breaks the established character to see Shepard suddenly willingly submit without choice. She (I'm going to say "she" because that's my canon Shep) went against the Council's wishes and pursued Saren. Then she broke out of the Citadel to go into Terminus space, which she was forbidden from doing. Then she worked with Cerberus, and even then could go against what TIM wanted. Each squadmate's involvement was a choice. Each major conflict was a choice. This ending consists of, "Oh, hey organic. These are your choices," and Shepard responding with, "...ohhhh. I get it. Okay."
This is not Shepard. She doesn't even argue that the geth and quarians have achieved peace, or at the very least give a speach about how life is so much more than a simple calculation of death tolls. She doesn't explain that this POS VI couldn't possibly understand what it means to love someone, to fight for a planet full of people who were just trying to live their lives in peace.
These are the things Shepard would do. The Shepard who willingly submitted to the choices presented-- for my story-- isn't even recognizable.
5) All this doesn't even take into account how the Crucible was made, or how an ancient race would possibly predict any of this. What would happen if a particularly adept race created weapons that could defeat what the original race deemed impossible to defeat-- the Reapers? (It would be subjective to that civilization's concept of what was impossibly strong, and since
they had to make them, there was a strong possibility a future race would simply beat their creation outright.) Why would they even administer this test if the plan was originally to cut off all the mass relays and strand every world's resources? Of COURSE they didn't finish the Crucible. They had no means to. And, goddammit, with all of these brilliant minds working on it at once,
someone had to take into account what they were building. They didn't just find random pieces and plug them together. They had to build it. Assuming that no one had a clue what it did is just stupid. And the fact that no one even stayed ON the Crucible to see it through? Everyone just left it and hoped for the best?
This ending is pretty much the worst way to end it, IMO, and that's before we even take into account what happens after the "choice". In ME2, you saw direct outcomes for your assets. You got the new cannon? Congratulations, you see a new part of the cutscene in which you kick Collector ass and no squadmate dies. You don't? You watch someone die. THIS is the sort of outcome that ME3 needed:
a direct correlation between former action and current consequence. Something like a battle's tide turning because of Krogan forces, or the Reapers gaining an advantage because they actually indoctrinated the Rachni queen and you trusted her. None of this happens; we get the same ending with slightly different variables based on a number.
A goddamn number. Shepard's story deserves so much more than that.
Now, I'm tired and I've got a headache. Won't proofread. I still can't believe this ending happened; I've never had an experience soured to this degree before by the final moments. It's... horribly depressing, really.