I had a theory about the ending and what 1M1 might possibly signify. It's a little long, so I'll start with the meat of this, and if you're interested you can read deeper.
In musical scoring for a film 1M1 is the annotation used for the very first piece, usually the main title music (1 = First reel M = Music 1 = First Cue. For more info you can google "1M1 cue"). If this is what the developers were going for, then this fits well with the theme that the ending choice is part of an indoctrinated or "mirrored" view. (Alternately it could signify a new beginning/the story coming full circle).
Delving Deeper:
There is a lot of evidence that something odd is going on with the final decision. Whatever may be said about all of the theories floating around, one thing that I feel was definitely an intentional twist was the color coding.
Throughout all 3 games there has always been a very deliberate pattern to the choices you make: 1st choice is the paragon choice, color coded by blue, the 2nd choice (not always there) would be a neutral choice, the 3rd choice is renegade, color coded red.
Here we're given the control the reapers (TIM) option first, which would be the more "renegade" option, and it is color coded blue. Secondly we can unlock the "compromise" option in the middle, color coded green. Last we get the more "paragon", "Anderson" option last which is to destroy the reapers, and it is color coded red. Basically there's 0 chance that the developers suddenly forgot the pattern that they used through 3 games.
Whatever people may speculate, this was done intentionally.
Additionally, when the sequence with the ghost child starts, turn around and walk backwards and you'll see 2 1M1s printed on the low wall back there. The left one is printed "properly" the right one is backwards. Now when you see it mirrored in other places, it's true they might have just gotten a little lazy copy pasting it on either side of a hallway, but here they are in a line on a single wall, meaning that there was a higher chance that someone intentionally mirrored the image. Whatever you think 1M1 stands for, if anything, that in and of itself is interesting.
Other Evidence of "Mirroring":
1) Even if you were a total paragon, upon coming back to the Citadel, you get back some glowing renegade scars.
2)Visually there is a clear "mirror" divide with the whole setting, on the one side you've got the Crucible/Earth forces, on the other you've got the Citadel/Reapers/Ghost Child. You're standing just on the edge of the
latter side. Moreover, you're standing underneath the Citadel tower, "upside down" looking at Earth above.
3) The ghost child's voice is made up of 3 voices: the little boys in the center channel, with male/female Shepherd voices more softly on the side channels, indicating that this may be a reflection of his/her own consciousness.
Wrapping Up, Back to 1M1:
The developers obviously put a lot of work into the music, especially for this installment. In addition to getting a lot of good composers on this thing, and adding a bunch of sound/music Easter eggs which I won't get into, they clearly put a lot of thought into the score. If it's the case that 1M1 is meant here in reference to the musical annotation, then it fits well with the idea that everything is backwards in that scene, and that the end is the beginning/the beginning is the end. In any event I find it more compelling than the theories that it is supposed to be optics or some sort of pseudo binary. Though of course there is the chance that they were just re-using textures and it means nothing, but that would be no fun.
Thanks.
Modifié par Erloeser, 23 mars 2012 - 11:11 .