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Was the ending a hallucination? - Indoctrination Theory


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#2101
Lugaidster

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SomeBug wrote...

ynh wrote...

This is a genius idea though. Right now, everyone is super depressed and even angry. If Bioware releases a DLC that has Shepard wake up after beating indoctrination, people would flip in excitement.

Great way to bond your fan-base even better in a sense. I know I'd be super happy.


Nope.

Firstly, you'd completely lose the fans that have no ability to download new content. This is a not-insignificant proportion of the players.

Secondly, you'd ****** everyone off just for a marketing stunt. There is no reason to withhold endings in this way. There is no precedent because everyone else has rightlfully concluded it is a dumb idea.

Thirdly, with all the negative press about the From Ashes DLC and how a lot of its assets are on-disc, can you imagine the fury, the firestorm that would engulf this company if they literally sold us an ending.

Even if the ending DLC was free, they've parcelled out an experience to promote their DLC delivery system. It's racketeering. It's insidious and no-one would allow it.

It would have been shot down six months ago as a stupid idea by smart people with experience.


The content could be integrated on the media for the consoles and you need internet connection for the PC version. With a code to activate it you're done on the consoles and you'd just need origin to activate your ending for you on the PC (you do need Origin for this game).

From my point of view, your only valid point is the second one. There's no reason, business or otherwise, to do this aside from the fact that it'd be cool. It's still a way to control the used game scenario, though. They did it in ME2 with the whole cerberus network thing and, for the most part, nobody complained. Granted, I know it's reaching.

Regarding the theory itself, I'm torn between thinking "this is it" and "there might be an extension". Even if there's no extension though, I'd still think this ending is an indoctrination attempt. If you pick the right ending then it becomes a fill in the blanks, after all, there's only one ending with Shepard being alive in a very weird place (rubble like on Earth just after the laser). Another point is that the music for the credits is very indicative of a feel-in-the-blanks scenario rather than a something's-coming-next. I just never expected they'd give that kind of ending, however "poetic", "mature" or "realistic" that may be, or "delusional" and "childish" my expectations were.

In any case, I'm still hoping they give me closure, even if I'm grasping at straws here.

#2102
pattywagon

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The hallucination ending does make some sense, and maybe set up a 4th game in someway, but I wouldn't be surprised if there is paid DLC to explain what happen. Since Bioware joined EA, now things that are on the disc is now DLC. You see this repeat with other EA properties such as Sim City 5 and all their preorder and collectors edition bonuses.

#2103
Jackalope

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BlackDragonBane, I went and played all three endings this morning and I totally agree with you.
You know, I felt something was 'off' this morning when I was playing the last fifteen minutes, and now that's I've had my coffee and thought about it I totally agree with this theory.  Ever since Cerberus pull implants in Sheperd and he/she 'assumed control' of that mech in Arrival, I figured indoctrination of Sheperd would take place in ME3.
The entire time I was playing, I was thinking, "Where's Garrus?"  "Why is there a black inky frame on my screen?"  "Where is the last boss?"  "Why is Anderson the Renegade color and TIM the blue?"
The last one completely messed me up.  I ran over to the blue side, thinking is was Anderson's and...whoops.

Heck, how about a least a bonus scene where Shep does this with his/her LI:

www.youtube.com/watch

And that last part was a joke. ;)

#2104
Drake_1000

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Leiha wrote...

thePredator50 wrote...

Stupid question - what does 1m1 stand for?

I wondered this myself. A quick Google search didn't come up with anything other than threads on this theory, so I'm going to assume that we don't know yet(in that case we probably won't find out either).


M is the 13th letter in the alphabet.

So 1M could say 11/3. So today.

Modifié par Drake_1000, 11 mars 2012 - 05:45 .


#2105
BlackDragonBane

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Leiha wrote...

thePredator50 wrote...

Stupid question - what does 1m1 stand for?

I wondered this myself. A quick Google search didn't come up with anything other than threads on this theory, so I'm going to assume that we don't know yet(in that case we probably won't find out either).


As much as I wished it stood for something, I fear, personally, that it's nothing more thana rehased texture that some one forgot to mirror when copy-pasting objects on the final level.

Doesn't mean it could still have a hidden meaning of some kind, but I'm not putting my credits on it.

#2106
rogueagent6

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lookingglassmind wrote...

In defense of the Hallucination/Indoctrination theory: the BioWare/Player Indoctrination Theory

With the assistance of my peers throughout the rest of this thread, I have collated a series of facts that I would like to present to the community as being evidence for a a priori intention for the endings of ME3. Some of this information will not be new to a lot of you, and it may seem downright strange to a lot of you. It does require a strong and disorienting amount of suspension of disbelief, so if you cannot engage in this type of thought process, I encourage you to skip over this post. :) It will hurt your brain. Or make you think that I'm crazy. Likely both. (I'm okay with either.)

With the assistance of countless others' highly important observations in this thread, I sumbit to you that possibility the endings of ME3 represent the highest form of the metagaming experience. The highest form of BioWare's "giving the player choice that matters, from ME1 to ME3". The highest form of player interaction that we have yet seen from a video game. This has never before been attempted by a company, and it represents the ballsiest dedication to story and lore that may exist.

I believe that the endings may be indicative of BioWare attempting to allow the player the real-time experience of what indoctrination would be like. This theory explains (in a highly weird, impossible, and completely insane way) all of the missing pieces in the hallucination sequence, and also explains BioWare's real-world actions (such as complete silence since the fan sh*tstorm broke in response to the endings).

If you have not been keeping up with the thread, or if you have not read Byne's/Kitten Tactics/Turtlicious' amalgamation of all of the evidence we have accumulated for the originial hallucination theory on page 1, then I would urge you to do so before you read any more of this post. Due to time constraints, I won't be posting all of the evidences that we have located in this post to confirm or contradict this theory: I leave it in your capable and self-aware hands to attain this information yourself. I am posting this as an add-on to page 1, as I don't think it was properly represented there in its entire grand scope.

So, to the meat of the issue:

We have already established as much evidence as we can that 'proves' that Shepard is either hallucinating/dreaming just prior to/immediately after he runs into Harbinger's beam/Conduit. The hallucination/dream sequence has been quite well fleshed out, with a lot of compelling environmental evidence to support it (again, please see page 1 for further analysis). I am going to use this particular vehicle of suspension of disbelief to propose that BioWare's intention during this sequence is to flag the player with as many markers as they can: This current reality playing before your eyes (the Citadel, the Catalyst, TIM, Anderson) is a reflection of Shepard. It is the product of his/her mind. The meeting with the Catalyst may or may not be rooted in reality; they may meet in some metalphysical dimension, or Shepard may just hallucinate the entire thing. Either way, this theory would argue that it essentially doesn't matter, because what truly matters is the role of the player in this sequence. Your role. The scene is set in a way that urges the player to become aware of things just not being right, of being a place that mirrors (literally) Shepard's experiences throughout the game. The reality presented on the Citadel is an amalgamation of archetypes of every thing Shepard has seen in the series, which this theory challenges the player to understand as being a direct prompt from BioWare to understand that what is truly happening during this scene is all within Shepard's mind. His/her reality. Under her/his control.

Understanding that the reality on the Citadel as being a cerebral concoction that is entirely of Shepard's creation is important when we arrive upon the Crucible. It becomes a vital understanding when we are faced with these three, seemingly bizarre and unexpected choices that the Catalyst gives us. This theory submits that BioWare is asking the player to actively question EVERYTHING that happens once Shepard runs into Harbinger's beam. The cost of not questioning, or making the right choice even if you do?

Real-time player indoctrination. Shepard's literal death.

Think about it carefully. We arrive on the Crucible, and are faced with an archetype of manipulation, the Catalyst. Taking the form of a child that has come to represent everything that is horrendous about the Reapers to Shepard, the Catalyst/Harbinger provides Shepard with three strange and disorienting choices. He first presents Shepard with the option of Destroy, making swift and empty assertations about how it is the wrong choice because it would kill all synthetic life and Shepard herself/himself. At its surface, this seems like the renegade/chaos option, and is even insidiously portrayed in Renegade Red, a direct nod to the Player himself/herself. Directly appealing to your experiences with how the game works. He then goes on at great length about the Control and Synthesis options, portraying Control as the blue paragon/order option. Again, directly appealing to the Player. He argues that Control is the best option, implies that Shepard is the new Catalyst, and leaves us to contemplate the possibility that we could use it to try and save the people we love; after all, we are Shepard, and we would never become like TIM. Synthesis is the last option explored, and it is portrayed as a compromise or as being the Brave New Hope for the galaxy. I have a suspicion that Synthesis may actually  be the 'perfect' choice, but that is for another theory. :) (If you're curious, read about the tech-singularity lore within the game, and research humes spork's posts about the singularity within this thread.) Either way, Synthesis smacks of strangeness because it seems so inherently Reaper-oriented. As though it were servicing the Reapers' philosophy more strongly than the other two options.

This moment, when you are standing there, agonizing over your choice? This is your indoctrination moment. This is where, it could be (fantastically and insanely) argued that this is the moment when indoctrination and all of its insidious power becomes as real as it possibly CAN be to the Player. Think about it! We stand there. We agonize. We freak out about the ridiculous choices, and we wonder (like Shepard would) why we just can't ARUGE with the Catalyst (like Shepard would). And then, as this reality seems to be the only way forward (much like how indoctrination presents a version of reality to the indoctrinated that he/she sees as being the ONLY REAL OPTION -- echoes of TIM, Kai Leng, Saren here), we begin to accept it. Tremulously, we start to make our choice.

If you choose Control, then you, the player -- the one who moves through the game though Shepard's eyes; every choice s/he has ever made in the game has been directly because of you -- have been indoctrinated. It may have been because you thought you could save your crew, your LI, or that you really could gain perfect Control over the Reapers because you are Shepard. Regardless, you have been duped. Indoctrinated by the game. Your slow exposure to the Reapers in 2007 culminates to this final choice -- complete and free player agency and determination.

If you choose Synthesis, you face a fate similar to that of Control. It's debatable to me at this point as to whether or not you have chosen to fulfill the Reapers' purpose, but indoctrination is still a heavy possibility with this one. The only reason that I state this with any certainty is because, like the ending we see with Control, Shepard is dead at the final credits.

If you choose Destroy, then the Player Indoctrination Theory submits that this is you, the player, deciding whether or not Shepard overcomes the indoctrination attempt being rained upon him/her by Harbinger/the Catalyst. If you decide this option, and if you have enough EMS to ensure that Shepard has enough real-world time to get through the indoctrination attempt/hallucination -- Shepard lives. We see him/her breathing in the rubble of London streets at the end of the game. Shepard has defied indoctrination. You, yourself, have defied indoctrination.

Does this theory make sense? Maybe not. When we consider BioWare's real-world motivations and risks (profit, losing a large fanbase over the disgusting wretchedness of the endings as they currently exist), then the theory is hard to support. But if, for just one moment, we can let ourselves believe that BioWare may just have lived up to their celebrated philiosophy of Player Choice and Player Acutalization, then this theory becomes awe-inspiring. Is it possible? Could BioWare have sacrificed the potential for safe profits in order to bring the most insane and beautiful gaming experience of all time to its fans? The most unprecedented example of player immersion of our times? Would BioWare have truly allowed the risk for profit and angering a serious amount of their fan population in pure deference to the story, and its lore?

It may explain BioWare's silence on the matter, until "more people have played the game", or until all regions have the game. It may explain Jess M.'s twitter about fans "reacting before having all of the facts". It may.... just may explain these super sh*tty endings in a way that would make BioWare the God of RPGs.

Is it likely? No. Am I reaching, insanely? Yes.

But is it possible?

Yes.


Wonderfully articulated! Wish I was half as elloquent with words as you are. Anyways, I'm holding on to this theory. I've got far too much invested to give up so easily.

Here's to seeing what the next few days bring. ^_^

#2107
Drake_1000

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In ME2, Shadow Broker DLC :

[The Illusive Man data]

Suit worn today :

Guili Vorn
Light Linen Blend, 2200 thread count

....

Built-in protection for close-range weapon fire


Wait... What ? And we kill him with only one bullet in the chest ? This doesn't make sense at all.

#2108
mmmclean

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Hello all, while this is my first post I just wanted to say that I'm very impressed by the reaction and analysis to the endings for ME3. There's a lot of food for thought here.

Looking inward, when I think about the 'indoctrination theory', the real problem for me is that now I feel very stupid for not catching it, especially as I'd like to think that I'm decent at paying attention. The ideas telegraphed - that a seemingly Renegade option is the 'right' option, that perhaps even the player is 'indoctrinated' - are great philosophical material, but it really is a feel-bad in terms of playing an interactive narrative where your agency is taken from you. Which, I suppose, is the point - that must be what indoctrination is like, losing that agency!

I guess in general though I'm usually not happy with a game when it makes me feel like a dummy, especially with so much time accrued in its universe.

#2109
Heldenbrand

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Part of the reason I also am considering the hallucination ending is due to Anderson himself. The fact that Shepard only got there after being severely wounded, but Anderson ended up there in perfect health. I didn't even see Anderson running toward it during that frantic pace. That coupled with the fact that my crew members who accompanied me didn't 'make it' but there was no indication they had been killed either.

The moment that beam 'rakes' over Shepard it turns into an almost dream like state. Still, the reason that I sort of hesitate to go with this is simply because Bioware could not count on everyone purchasing DLC with an alternate/continued ending. From a business perspective it's a tremendous risk, especially without more obvious mechanisms implying that it was a dream.

#2110
humes spork

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BlackDragonBane wrote...

In reality, Shepard should have imploded as soon as the elevator dropped him/her off.


Actually, this is not true. It's just Hollywood BS. You would die of asphyxia before even decompression sickness could set in. You actually don't even freeze -- human bodies don't radiate heat, there's insufficient gravity for convection to operate, and even if there were there's still no medium to conduct heat.

#2111
Arthorius

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Gentlemen, I think I just entered the deny phase. Therefore, I find myself supporting this thread wholeheartedly.

IIRC, there were at some point leaked informations about the plot ending...What if Bioware decided to hold the true ending until after it's world-wide release, to avoid such leaks?
And even if they din't, the indoctrinated Shepard theory makes a lot of sense. It would be easy to retcon the Galactic Firework and gives us a true set of endings full of closure.

#2112
MoarToast4U

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Your topic actually gives me a lot of hope. It would make perfect sense that the child is a manifestation of a slow process of indoctrination by the Reapers, intended to make Shepard fail. There was always something very mystical about that kid. Shepard always seems to be chasing him but never catching him and when s/he does catch him, it results in both of their deaths. Shepard is the only person to interact with him, let alone notice him. Shepard notices him when he and Anderson are trying to escape and when Anderson calls to Shepard, the kid is gone. Also, when the kid boards the evac shuttle, he has no help from any of the others boarding the shuttle nor is he even acknowledged. And Shepard just happens to notice that one kid in the chaos. Shepard seems to be obsessed with this kid; when s/he is asleep, at his/her most vulnerable, his/her dreams are plagued by him. Also, notice that Shepard is surrounded by "oily shadows" in these dreams, which could be the Reapers themselves whispering to him/her. This mirrors what the Rachni Queen described the indoctrination of her people as, "songs the color of oily shadows." From what we learned from the derelict Reaper, early indoctrination seems to be characterized by strange recurring dreams.

I'm really glad that I discovered this topic. It gives me hope that the ending we got is not the intended ending and that Bioware might still have a few tricks up their sleeve. I'm sensing an April 1st release of this DLC as Bioware's way of saying "Lol, April Fools! Here is the real ending!"

#2113
BlackDragonBane

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humes spork wrote...

BlackDragonBane wrote...

In reality, Shepard should have imploded as soon as the elevator dropped him/her off.


Actually, this is not true. It's just Hollywood BS. You would die of asphyxia before even decompression sickness could set in. You actually don't even freeze -- human bodies don't radiate heat, there's insufficient gravity for convection to operate, and even if there were there's still no medium to conduct heat.


The point still remains Shepard would have died as soon as the elevator reach the top if it was real.

#2114
Kentuckan

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In response to the original post, I do feel that the entire ending after being hit by the laser seemed ... surreal. With my squad-mates gone, the infinite ammo gun, and my missing armour (which I presume was just blown off somehow) none of it felt real.

However I still do not like the idea of it being all some sort of allegory for succumbing to indoctrination, because the way it has been put, choosing anything but mindlessly killing the reapers along with all the other synthetics I've spent a third of the game befriending results in my Shep's willpower not being enough and I succumb to the enemy. Not only does this not make sense to me, but it feels wrong to devalue the other two crappy choices you have available.

(Also green is one of my favorite colors and cyborgs are cool ...)

#2115
lookingglassmind

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mmmclean wrote...

Looking inward, when I think about the 'indoctrination theory', the real problem for me is that now I feel very stupid for not catching it, especially as I'd like to think that I'm decent at paying attention. The ideas telegraphed - that a seemingly Renegade option is the 'right' option, that perhaps even the player is 'indoctrinated' - are great philosophical material, but it really is a feel-bad in terms of playing an interactive narrative where your agency is taken from you. Which, I suppose, is the point - that must be what indoctrination is like, losing that agency!

I guess in general though I'm usually not happy with a game when it makes me feel like a dummy, especially with so much time accrued in its universe.


Which is what makes the theory so powerful, if it were to be true. I think you did a fantastic job of spelling out the ramifications of the theory on a personal level. I may be insane, but it makes me want for it to be real all the more.

#2116
Recon911PDW

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thePredator50 wrote...

Stupid question - what does 1m1 stand for?

Lol I know where you got that from, it was on the wall when your trying to get to anderson.  Probably just nothing though.

#2117
lookingglassmind

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rogueagent6 wrote...

lookingglassmind wrote...

In defense of the Hallucination/Indoctrination theory: the BioWare/Player Indoctrination Theory

With the assistance of my peers throughout the rest of this thread, I have collated a series of facts that I would like to present to the community as being evidence for a a priori intention for the endings of ME3. Some of this information will not be new to a lot of you, and it may seem downright strange to a lot of you. It does require a strong and disorienting amount of suspension of disbelief, so if you cannot engage in this type of thought process, I encourage you to skip over this post. :) It will hurt your brain. Or make you think that I'm crazy. Likely both. (I'm okay with either.)

With the assistance of countless others' highly important observations in this thread, I sumbit to you that possibility the endings of ME3 represent the highest form of the metagaming experience. The highest form of BioWare's "giving the player choice that matters, from ME1 to ME3". The highest form of player interaction that we have yet seen from a video game. This has never before been attempted by a company, and it represents the ballsiest dedication to story and lore that may exist.

I believe that the endings may be indicative of BioWare attempting to allow the player the real-time experience of what indoctrination would be like. This theory explains (in a highly weird, impossible, and completely insane way) all of the missing pieces in the hallucination sequence, and also explains BioWare's real-world actions (such as complete silence since the fan sh*tstorm broke in response to the endings).

If you have not been keeping up with the thread, or if you have not read Byne's/Kitten Tactics/Turtlicious' amalgamation of all of the evidence we have accumulated for the originial hallucination theory on page 1, then I would urge you to do so before you read any more of this post. Due to time constraints, I won't be posting all of the evidences that we have located in this post to confirm or contradict this theory: I leave it in your capable and self-aware hands to attain this information yourself. I am posting this as an add-on to page 1, as I don't think it was properly represented there in its entire grand scope.

So, to the meat of the issue:

We have already established as much evidence as we can that 'proves' that Shepard is either hallucinating/dreaming just prior to/immediately after he runs into Harbinger's beam/Conduit. The hallucination/dream sequence has been quite well fleshed out, with a lot of compelling environmental evidence to support it (again, please see page 1 for further analysis). I am going to use this particular vehicle of suspension of disbelief to propose that BioWare's intention during this sequence is to flag the player with as many markers as they can: This current reality playing before your eyes (the Citadel, the Catalyst, TIM, Anderson) is a reflection of Shepard. It is the product of his/her mind. The meeting with the Catalyst may or may not be rooted in reality; they may meet in some metalphysical dimension, or Shepard may just hallucinate the entire thing. Either way, this theory would argue that it essentially doesn't matter, because what truly matters is the role of the player in this sequence. Your role. The scene is set in a way that urges the player to become aware of things just not being right, of being a place that mirrors (literally) Shepard's experiences throughout the game. The reality presented on the Citadel is an amalgamation of archetypes of every thing Shepard has seen in the series, which this theory challenges the player to understand as being a direct prompt from BioWare to understand that what is truly happening during this scene is all within Shepard's mind. His/her reality. Under her/his control.

Understanding that the reality on the Citadel as being a cerebral concoction that is entirely of Shepard's creation is important when we arrive upon the Crucible. It becomes a vital understanding when we are faced with these three, seemingly bizarre and unexpected choices that the Catalyst gives us. This theory submits that BioWare is asking the player to actively question EVERYTHING that happens once Shepard runs into Harbinger's beam. The cost of not questioning, or making the right choice even if you do?

Real-time player indoctrination. Shepard's literal death.

Think about it carefully. We arrive on the Crucible, and are faced with an archetype of manipulation, the Catalyst. Taking the form of a child that has come to represent everything that is horrendous about the Reapers to Shepard, the Catalyst/Harbinger provides Shepard with three strange and disorienting choices. He first presents Shepard with the option of Destroy, making swift and empty assertations about how it is the wrong choice because it would kill all synthetic life and Shepard herself/himself. At its surface, this seems like the renegade/chaos option, and is even insidiously portrayed in Renegade Red, a direct nod to the Player himself/herself. Directly appealing to your experiences with how the game works. He then goes on at great length about the Control and Synthesis options, portraying Control as the blue paragon/order option. Again, directly appealing to the Player. He argues that Control is the best option, implies that Shepard is the new Catalyst, and leaves us to contemplate the possibility that we could use it to try and save the people we love; after all, we are Shepard, and we would never become like TIM. Synthesis is the last option explored, and it is portrayed as a compromise or as being the Brave New Hope for the galaxy. I have a suspicion that Synthesis may actually  be the 'perfect' choice, but that is for another theory. :) (If you're curious, read about the tech-singularity lore within the game, and research humes spork's posts about the singularity within this thread.) Either way, Synthesis smacks of strangeness because it seems so inherently Reaper-oriented. As though it were servicing the Reapers' philosophy more strongly than the other two options.

This moment, when you are standing there, agonizing over your choice? This is your indoctrination moment. This is where, it could be (fantastically and insanely) argued that this is the moment when indoctrination and all of its insidious power becomes as real as it possibly CAN be to the Player. Think about it! We stand there. We agonize. We freak out about the ridiculous choices, and we wonder (like Shepard would) why we just can't ARUGE with the Catalyst (like Shepard would). And then, as this reality seems to be the only way forward (much like how indoctrination presents a version of reality to the indoctrinated that he/she sees as being the ONLY REAL OPTION -- echoes of TIM, Kai Leng, Saren here), we begin to accept it. Tremulously, we start to make our choice.

If you choose Control, then you, the player -- the one who moves through the game though Shepard's eyes; every choice s/he has ever made in the game has been directly because of you -- have been indoctrinated. It may have been because you thought you could save your crew, your LI, or that you really could gain perfect Control over the Reapers because you are Shepard. Regardless, you have been duped. Indoctrinated by the game. Your slow exposure to the Reapers in 2007 culminates to this final choice -- complete and free player agency and determination.

If you choose Synthesis, you face a fate similar to that of Control. It's debatable to me at this point as to whether or not you have chosen to fulfill the Reapers' purpose, but indoctrination is still a heavy possibility with this one. The only reason that I state this with any certainty is because, like the ending we see with Control, Shepard is dead at the final credits.

If you choose Destroy, then the Player Indoctrination Theory submits that this is you, the player, deciding whether or not Shepard overcomes the indoctrination attempt being rained upon him/her by Harbinger/the Catalyst. If you decide this option, and if you have enough EMS to ensure that Shepard has enough real-world time to get through the indoctrination attempt/hallucination -- Shepard lives. We see him/her breathing in the rubble of London streets at the end of the game. Shepard has defied indoctrination. You, yourself, have defied indoctrination.

Does this theory make sense? Maybe not. When we consider BioWare's real-world motivations and risks (profit, losing a large fanbase over the disgusting wretchedness of the endings as they currently exist), then the theory is hard to support. But if, for just one moment, we can let ourselves believe that BioWare may just have lived up to their celebrated philiosophy of Player Choice and Player Acutalization, then this theory becomes awe-inspiring. Is it possible? Could BioWare have sacrificed the potential for safe profits in order to bring the most insane and beautiful gaming experience of all time to its fans? The most unprecedented example of player immersion of our times? Would BioWare have truly allowed the risk for profit and angering a serious amount of their fan population in pure deference to the story, and its lore?

It may explain BioWare's silence on the matter, until "more people have played the game", or until all regions have the game. It may explain Jess M.'s twitter about fans "reacting before having all of the facts". It may.... just may explain these super sh*tty endings in a way that would make BioWare the God of RPGs.

Is it likely? No. Am I reaching, insanely? Yes.

But is it possible?

Yes.


Wonderfully articulated! Wish I was half as elloquent with words as you are. Anyways, I'm holding on to this theory. I've got far too much invested to give up so easily.

Here's to seeing what the next few days bring. ^_^


rogueagent6! Hai! :) :)

And thank you for your kind words and support. May insane and implausible headcanon outlive us all!

#2118
humes spork

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Pyewacket wrote...

Hehehehe.  It's funny, because it's implausible.  An internet to you good sir, or madam.


Maybe that's the NG+ "secret ending". Instead of the Crucible, Shepard directs Alliance forces to construct a dreadnought with a superstructure of air ducts, outer hull made of children, and a main gun that fires Thresher Maws.

Then when the SSV Up Yer Butt, Harbinger rolls into town in the ending, the Reapers realize Shepard has discovered their only weaknesses and retreat back into dark space out of raw terror.

#2119
Ghrelt

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It's not mindlessley killing the synthetics. It's doing what you came here to do. Shepard wants to destroy the Reapers. The consequences of that action don't matter, beyond the fact that the cycle of destruction is over.

#2120
lookingglassmind

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MoarToast4U wrote...

Also, notice that Shepard is surrounded by "oily shadows" in these dreams, which could be the Reapers themselves whispering to him/her. This mirrors what the Rachni Queen described the indoctrination of her people as, "songs the color of oily shadows." From what we learned from the derelict Reaper, early indoctrination seems to be characterized by strange recurring dreams.


Oh, snap.

#2121
iSpitfireee

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guys watch. next week bioware will introduce a "season pass" where you buy one for 1600 microsoft points and u get 2 dlc's a month. then after 11 months u finally get the ending DLC.

#2122
humes spork

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BlackDragonBane wrote...

The point still remains Shepard would have died as soon as the elevator reach the top if it was real.


Unless there are kinetic barriers in use strong enough to maintain atmo, oh yeah.

Which by the way, the Citadel already has and uses. That's how everybody in the Wards doesn't die.

Sorry to burst your bubble guys. But it was an interesting theory.

#2123
Militarized

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As I've said before, I think this line of thinking is simply summed up in this video.



However... it may end up becoming a self-fulling prophecy for Bioware to save face. Which I will readily and greedily accept.

Modifié par Militarized, 11 mars 2012 - 05:54 .


#2124
BlackDragonBane

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lookingglassmind wrote...

MoarToast4U wrote...

Also, notice that Shepard is surrounded by "oily shadows" in these dreams, which could be the Reapers themselves whispering to him/her. This mirrors what the Rachni Queen described the indoctrination of her people as, "songs the color of oily shadows." From what we learned from the derelict Reaper, early indoctrination seems to be characterized by strange recurring dreams.


Oh, snap.


Oh snap indeed. I'd take the Rachni Queen's word because the Rachni communicate using sound and indoctrination seems to be caused by a frequency the Reapers emit.

#2125
VerdantSF

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lookingglassmind wrote...

MoarToast4U wrote...

Also, notice that Shepard is surrounded by "oily shadows" in these dreams, which could be the Reapers themselves whispering to him/her. This mirrors what the Rachni Queen described the indoctrination of her people as, "songs the color of oily shadows." From what we learned from the derelict Reaper, early indoctrination seems to be characterized by strange recurring dreams.


Oh, snap.

I forgot about the oily shadows line!  This makes a lot of sense.  People against the indoctrination theory have stated that it's way too fast for Shepard to be indoctrinated by Harbinger right after the beam attack.  But what if he's been slowly succumbing to indoctrination this whole time?