gunslinger_ruiz wrote...
Arian Dynas wrote...
A few things I noticed playing through again.
In the first dream, for a split second, the trees look like neurons.
When speaking to Vega in the Embassies, he also says "It's like this place wants you to forget" if you choose to investigate.
And yet more fodder for my own personal theory that we'll see either Collector based DLC, the fact that Vega is really the only fella without his own quest, and he has some serious hangups with the Collectors. A possible theory is that the DLC would be bundled with the anime dvd.
Especially considering, guess who's the star in the upcoming Mass Effect anime? That's right, Lt. James Vega.
I remember someone a few hundred pages ago brought up the dream trees looking like neurons when you first see them at that angle. I think a few Theorists "dismissed" that claim but I believe him/you, they look almost too similar for mere coincidence and I really don't like using the word "coincidence" to describe more than one thing in such a story. I'm a stong believer in nothing going to waste in a good story, everything having a meaning or some significance, or at least everything in an important part of the story such as these Nightmares.
I brought up the Citadel potentially being a hub for Indoctrination a few pages ago (1500 something or so) and someone (maybe you arian?) mentioned it was already discussed earlier in the thread. Your squadmate convos add credit to it,
"In here you can almost forget about the war."
"It's like they want you to forget."
"It's all wrong, like they're hiding something."
"Everyone's walking around in a daze."
I'd go on if my memory was any better, you'd think with 3 and a half playthroughs I'd have it half memorized by now.
Indeed, I agree with you completely, in fact, I agree so much it has it's own terms associated with it,
The Law of Conservation of Detail; meaning you only put something in if it enhances the quality or tone of your story, meaning that in a well written story, nothing is put in without purpose, even if that purpose is only to enhance mood.
Chekov's Gun; a term from Russian playwritght Anton Chekov, whom claimed that if you mention something in a story, then it must be significant later on, taking the example of a playwright mentioning a gun in the first act, if they follow Chekov's Gun, then the gun must be fired in the 3rd act. In short, if something is put into a story, it must be used, or have it's significance revealed.
Red Herring; a term used for putting in items that seem to be Chekov's Guns, but in the end are actually unimportant to the story.
Macguffin; coined by Alfred hitchcock, a Macguffin is a plot device used to drive the story, usually an item. it differentiates itself from a Chekov's Gun or a Red Herring by both appearing to be important, and actually being important, unlike a Chekov's Gun, which is important only in hindsight, and a Red Herring, which is eventually revealed to be unimportant.
In short, good writers don't do things unintentionally, and no one can deny, Bioware are not only good writers, even BAD writers wouldn't be able to put so many seemingly insignificant things that add up by accident. The statistics are against it.
And no, I will admit, I was not the first to posit the "Citadel has a light, cowing indoctrination wave" theory, and at first I found it hokey. But in the end... well, Indoctrination has a real world basis, so does a pacifying sub sonic sound. And no one can deny, it would be in the Reapers best interests if everyone on the Citadel were cowed and easy to fight.