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Mass Effect Three- A Study of Shell Games (Warning: Long. And Wordy.)


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FunstuffofDoom

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 This, of course, comes with a two cents warning. It's my thoughts. Inasmuch as it meshes with you, it's your thoughts, too, but unless explicitly stated otherwise, it's certainly not fact. We can't let that kinda malarkey in here, now can we?

Now, as you might've guessed by the title, I've got some feelings about Mass Effect 3's ending. Rather like Kaiden, I want more. And since it seems doubtful that BioWare is going to release a patch or some free DLC with a different ending -ideally based on my recommendation, or better still, after deep consultation with me- we've got to settle with what we've got. I don't think BioWare's gonna buy me a steak sammich, either.

Surprise, surprise, though. I wasn't wild about the ending. If put on the stand, I'd probably say I felt three things, on reflection. The first is, I'm bitter. For fairly obvious reasons. The second is, I'm in mourning. Again, for fairly
obvious reasons. It's at this point that I should probably make a spoiler warning. Yeah, we're talking about the endings in detail. If you don't want that spoiled, and didn't figure out what's going on here, yet, you should leave. Now. Ahem. The third thing I feel, is unsatisfied. I'll get into that in a bigger way later. But, suffice it to say, I didn't like the ending. I didn't like the set-up for the ending. I didn't like any of the choices, or how they played out, or why they played out, or anything. I think, the whole damn thing might just be a shell game played on the players. And we're going to look at them, academically-like, now, and we're going to figure this out. Or I'm going to figure this stuff out. You're probably just going to agree with me, and praise my efforts with carp. And cookies. Or something. Moving on!

The first complaint I have with the endings is simple. They're petty. Not like they stole your candy, or they kicked some mud at you, I mean the writing itself is petty. What I mean by this is, sometimes, drama's a necessary part of story. Sometimes it makes perfect sense, in a horrible sort of way, that something goes down in a certain way. There weren't no surprised audience members when Satine died at the end of Moulin Rouge. The death of most of the cast of Hero, too, makes a certain amount of sense inside the narrative. The endings of Mass Effect 3 don't. Yeah, sure, there's enough justification as it happens for why events should/must happen as they do, but there's no reoccurring plot thread that necessitates it. There's no real thematic push. In fact, despite the writing staff claiming (I think it was Casey Hudson who said this) that Mass Effect 3's going to have wildly divergent endings because they don't have to make a sequel off of any of it, there's literally nothing in the story until that final choice that necessitates any of it. The story doesn't veer at all until you get there. So, really, the writers could have in put any particular endings that they wanted. Yeah, sure, there needed to be a destruction option, and probably a control option, and the synthesis option was gravy for all us transhumanists out there, but the difficulty in a choice is never what you get, it's what you don't get. Let's break it down:

Option One: Control
       Pros:
            Cycle ends (for now.)
            Massive technological increase for 'organics' (We'll get to that term later.)
       Cons:
            Shepard dies.
            Illusive Man is vindicated.
            Reapers still potentially a threat; cycle isn't broken, just halted. 

Option Two: Synthesis
       Pros:
           Cycle ends.
           Transhumanism/Singularity achieved (?).
       Cons:
            Shepard dies.
            Galactic Civilization is shut down with no effective or immediate way to rebuild it.

Option Three: Destruction
      Pros:
           Reapers destroyed.
           Shepard lives (potentially.)
      Cons
           Geth and EDI are both destroyed.
           Cycle is not halted, simply stalled.
           Galactic Civilization is shut down with no effective or immediate way to rebuild it.
           Shepard dies (potentially.)

The first thing you might notice is, completely unintentionally, The Illusive Man is right. There are very, very good reasons why controlling the Reapers is a good idea. You get access to a bunch of technological upgrades, including the tech to rebuild mass relays. If you ever want to see civilization rebuilt to look anything like it was, before, this is the best choice. But it means harnessing the Reapers, who might manage to slip that harness before you've developed tech to counter them. And next time, you won't have a Crucible. It also fails to address the 'problem' of the cycle- that organics and synthetics will inevitably fight to destroy each other. And Shepard dies.

Next up is Synthesis. Probably the most paragon option, also the one that most appeals to me, philosophically. I assume, at any rate. It's not like BioWare actually explained what happened. (I'll get there, don't worry.) The problem is, well, it's bloody magic. Seriously, my Shepard was possibly a greater Messiah figure than Jesus himself -not hyperbole- by the time she got to this stage. But this ending? Like... what? What happens? Everyone becomes tech-y? And so the Reapers leave, because civilization isn't organic anymore (We'll get there), and so it's against their programming to kill? Or something?

Ignoring all of that, there's still a bunch of really big problems. The mass relays are gone. Civilization is shattered, and people have all, to the individual, undergone a massive physiological change. Accept for anyone too far away from a mass relay to be affected, I guess. Their asses are getting Reaped. Also, EDI points out in the beginning that she's not really living in that Eva body- she just piloting it, whilst she still 'lives' in all of those servers in the Normandy. So when she walks away with Joker, even though the Normandy is in ruins, is this to say that her servers survived? Did enough of her 'intellect' stay in the Eva body that she's still functional, even if at a diminished capacity? What the hell happened? We don't know, because there wasn't an epilogue (We'll get there.)

The last ending is Destruction. The 'Anderson' choice. On the plus side, Shepard might live through it. Sorta. Seriously, a Reaper blast, and then lo-atmo reentry? The woman's a beast. I'd make a more concerted effort to joke about being unkillable, but, well, see the last three paragraphs. Also: Banshees can kiss the darkest part of my pale, white ass.

So, yeah. Shepard could live though it. But the cycle isn't halted. Not even a little bit. It's just delayed, but unlike the Control ending, where civilization might manage to ascend or something before the cycle starts up again, here, all you've got is a reprieve and the vague assertion that, well, maybe this time it won't happen like it did last time. True, that is a good formation of the induction fallacy, but Occam wasn't no fool, either. Problems are brewing. Either the problem of synthetic death, or the problem of thwarting synthetic death.

There's also the problem of genocide. Maybe even xenocide. Not the Reapers, mind you. They can go duck a sick. No, EDI and the Geth are wiped out. And if you got the AWESOME resolution for the Geth conflict, you're probably aware, because you spent a bunch of time making that damn argument yourself, the Geth are people. Not just people, they're actually pretty decent people. EDI's not too bad, either. I'm not saying that they wouldn't volunteer for xenocide, if you asked them. But you don't. And that strikes me a bit too much like a knife in the back. There's also, again, the problem of civilization being pretty broken. Yeah, sure, tons of scientists and techies are all in the same area. And yeah, sure, they've got plenty of Reaper tech to play with. Maybe they'll learn something? But I doubt it's going to be soon. In fact, I think it's not too unfair to say that no alien member of the fleet is going to live to see their homeworld again, with the possible exception of the Krogan. And while that means the Sol system is going to become a cultural haven and really cool and awesome, well, sucks to be the rest of the galaxy, huh?

So, those are the choices. Like I said, none of them are especially good. Which is a problem. Worse, few of the bad things are a requirement of the narrative. The big one is, the mass relays get taken out. Because the energy's too big, or something. It needs the energy inside the relays to spread the wave of whatever-you-choose. Why? Like I said, there's nothing requiring this until the plot requires it, at -literally- the last minute. It's drama to add drama. It's an extra twist of the knife, because the writers could. It's, in short, petty.

Perhaps the bigger problem for me, though, was Shepard's death. In fact, I very, very nearly went for the Destruction option because, while I knew Shepard died in the Synthesis option, I suspected she might make it through Destruction. In my game, I would've been right. I'd also have been the worst human being, ever, in addition to one of the greatest. But, that point's been covered. Death. See, let's get right down to it. Mass Effect claims to be about hard choices, about picking the lesser evil, about shades of gray. Now, I'm a philosophy student set to graduate with a BA this spring. I've seen my fairshare of purportedly philosophical games and moral dilemmas. Almost universally -and BioWare's especially guilty of this, at times. Knights of the Old Republic, I'm looking at you.- the options boil down to saintlier-than-saintly, or puppy-kicking evil. Yahtzee has a pretty good breakdown on this, and I might be paraphrasing him, but you get my point. Most morality has you as either literally an embodiment of good, or an embodiment of evil. And the plot usually bends over backwards to justify your existence as such, and go on about how great you are. Mass Effect, despite purporting to be a 'shades of gray' game, too, still has a moral breakdown. There's paragon and there's renegade. I'm not going to go too in-depth, here, but both are moral philosophies, both are fairly relativist and permissive when need be, and both are occasionally forced, by the story, to pay for sticking to their philosophy when push comes to shove. Except when there isn't. Every now and then, you're rewarded for sticking to a philosophy, exceptionally, with the ability to resolve a difficult situation. And this gets down to the real heart of the problem. Is, in the Mass Effect trilogy, there is precisely one instance where you cannot make a good decision. Well, two, now. But before Three's ending, there's only one. That's the Survivor choice on Virmire. Every other choice you make, has good reasons for why you're making it, and every other heavy choice has a paragon or a renegade option to help you out. And every single other hard choice in all three games, with the exception of the endings, has a way out. If you prepare enough, if you're strong enough on your philosophy, you can overcome the shortcomings. Except here. There is no good way out in the end. And that's a massive disappointment. There is no perfect, golden ending. There's no preparation that can save you. There's no special, super-secret-ultimate handshake you can do at just the right moment, there's no one you can punch in the face. There's just a series of bad choices. And no matter what, you die. Prepare as much as you like, you're still dying. 

It's abroken promise, to me. It's the ending of the game. It's the final choice. It's the big one, for all the marbles. This. Is. It. And all the preparation you do across three games. All that work -easily sixty hours, if you're trying for it- amounts to, no cunning plans. You settle for what you can get, and then you die. And civilization, for a time, dies with you. That's not a triumphant win, in my book. That's not pulling one out at the last second- and let's be honest, here. We were all expecting to be able to pull one out at the last second. We all wanted to retire with Liara, and have a quiet, unassuming life with a bunch of blue kids while she data-trades, or lectures at a university, or something. We all wanted a moment where the Council thanks you for your services, hails you as the savior of the galaxy, and then you ride off into the sunset to live happily ever after. Because everything in these games until now has said, this was perfectly possible. Hell, BioWare themselves said this was perfectly possible. And it isn't. Because the writers said so, at the very last minute. That, too, is petty. And, I? I'm bitter. I'm in mourning.

But, you know what? I might be able to live with that, if only there was some kind of closure. This kinda surprised me, because BioWare's usually really good about this. A story doesn't end at the end of the climax. At least, it shouldn't. It ends at the end of the denouement. You can't end at the end of the climax, because actions don't happen in a vacuum. They effect- especially, in the case- everything around them. So, once the action's done, you need to explain the ramifications of the actions, and resolve the plot for the characters. Put simply, you can't end a story with the a cowboy shooting the bandit at high noon. He needs to speak with the sheriff for a moment, look fondly at his heart-of-gold lover, and then ride off into the distance. Likewise, Shepard can die, I'll accept that. But there's almost no explanation of what happens next. Not immediately next, I mean, what happens next, like, in the next twenty years. Fifty years. Where's society going from here? What happens for all of Shepard's crew? Does Tali invent a method of jumping to Hyperspace, and so she and Garrus retire to Rannoch and live out their lives in a house she build next to Legion's grave site? We don't know. Does Kaiden go on to teach more biotics? Does he meet a pretty girl and settle down, even if he'll always be in love with Shepard, who died to save everyone, but loved someone else? Did Liara secretly conceive without Shepard's knowledge, and raises the child to be everything her second mother was? Yes, okay, I really, really like Fem!Shep/Liara, and it's not just because Hawt Lesbian Secks. And I really, really believe heroes with a strong romantic commitment should not, under any circumstances, die. Same goes for the partner. It's so... petty. And mean. Get invested in something, and then, whoop! No! You can't have it! Biddy-bye, now!

But all of those complaints revolve around the endings themselves, and my biggest single problem, the reason I referred to the endings as a shell game oh-so-long ago, is the nature of the endings. Not the choices, but the why-you-have-to-choose. According to the Catalyst, the Reapers exist to bring order to chaotic 'organics'. Because, according to them, organic and synthetic life are both inevitabilities, but so, too, is the inevitability that they will fight. And this fight will be a galaxy-destroying one. A real war for the history books. A wake-the-neighbors-up-and-call-the-cops brawl. There are two problems with this. First: is that not precisely what the Catalyst causes, each and every fifty thousand years, with its Reaper fleets? Sure, a long view might say that the conflict would be worse if the Reapers didn't enter the picture and a war brewed up on its own. Like forest fires, right? (I'm aware. That was a touch of sarcasm.) But, well, the problem with the long view is, again, the induction fallacy. And this time, it plays out with a bit of a stronger defense. There are two notable AIs in the Mass Effect trilogy: Geth, and EDI. Both are, well, largely benevolent. They are violent, insofar as it is necessary to preserve their existence, and beyond that, they're really pretty nice. The Geth even preserved the homeworld of the species that tried to murder them, for when said species came back. Worse still, the strongest, best resolutions of the conflict involving the only prior Sythetic-Organic conflict (Geth v. Quarians) is integration and symbiosis. There is no theme, I say, not a bit that intimates to the player that this is a particularly notable problem, or that the alliance is temporary and will eventually devolve into destructive conflict again.

Finally, the distinction between organics and synthetics is a false one. Shepard makes this point herself several times throughout the game. The mechanics that make up a species are varied enough, even through 'organics', that they don't especially matter. Sentience is the important characteristic, not how one achieved it. The Geth are
people, and that their bodies are made entirely of metal makes this statement no less true.

Yet, the ending claims this is not so, that diplomacy will, eventually, fail. That this dichotomy is inherent, and untenable to the extent that massive and widespread chaos will ensue. This is, I say, in violation of everything the games have said on the subject, so far. And Shepard, for all her intellect and oratory power, is unable to refute this. Its galling. This, her moment of victory. The win, the saving moment of not just Humanity, but the galaxy. Not just now, but for always. The moment you achieved, through sweat, and blood, and tears, and sacrifice. The moment you got to, despite standing your ground, and with every assurance that you were right to do so. The moment where you get to trumpet your philosophy supreme.

And you compromise. To a premise that requires game breaks it very rules.

That is petty. And that is why I'm bitter. Because you told me I could win, BioWare. And I couldn't. No matter how hard I try, no matter how much effort I put into your game, you cajoled me along, and then permitted me choose the degree to which I lost. Is that, perhaps, an unfair accusation? Is it maybe petulant, and childish? Is this a biased essay, through which I'm giving voice to my grief as a coping mechanism. Well, yes. But you lied to me, so duck a sick, huh?

But let's not end on that note. Let us, instead, speak of what the game could have been. For all that it will, doubtlessly, come to nothing, it's nice to dream, yes?

The point up until Shepard enters the Citadel, again, is fine. Wonderful, even. In fact, the Citadel, again, is fine, too. It's an affirmation of everything Shepard's done, so far. And standing up, battered and burned, after getting hit from a Reaper's cannon? Incredible. The Illusive Man confrontation? Loved it. In fact, I'm fine with everything, up until Shepard needs to reach the panel again, and then passes out. Instead of failing to reach the panel, I would have Shepard succeed, without issue. The tension will come, because she can't find any way to make the Crucible fire. There just isn't an option, there. Moments will tick by, tension builds, until EDI pipes up to mention, as far as she can tell, the problem is, the Crucible doesn't have a target. EDI believes she can force it to target Reapers. Because she's built with Reaper tech, she can use herself as a model, and have the Crucible create an energy wave that disables similar thought patterns, effectively killing the Reapers. However, because she's on such a smaller scale than Reapers, she'll need to sync herself with one of them before firing, or else the Geth will be destroyed, too. Or, she can modify the wave a bit, and the Reaperswill be completely dominated. The Geth, too. But, eh. Human evolution, right?

So, here's the branch. Control or Destruction. None of this magic Synthesis stuff. Destruction goes like this: EDI reveals that the only way she's going to get close enough for the sync she needs, is if she gets really close. Like, inside a Reaper. Joker gets the Normandy moving, but a stray Reaper shot takes out an engine, or something. The point is, Normandy's not doing too well, but it's not out of the fight, yet. All hands abandon ship, except Joker, who decides to stay on and ensure the Normandy gets there. A couple of shuttles fly off the Normandy (One of which will come pick up Commander Shepard) and The Normandy rams a Reaper. Joker has time to say something meaningful to EDI, probably a mutual “I love you”, and then dies on impact. EDI gets into the Reaper, syncs, and then fires the Crucible. Reapers die, but EDI's in one, so she dies, too. The Geth survive just fine.

Other branch: Control. EDI fires off the burst, but the strain of modification causes the electricity on the Normandy to short out, or something. I'll level, I'm a paragon player to the core, so I haven't really thought this one through. But, the skinny is, the Normandy is disabled, and goes down. Or maybe not. But the Reapers are under control, and form up, and combat ceases.

Cut to: Six months later. On Earth, Shepard is getting into her dress blues whilst talking with her love interest (Liara) about some love-interest-specific banter (She's pregnant, or something.) They exposit on some of the changes that've happended since the war ended, and as the walk to an award ceremony we see some of the reconstruction efforts. I'm thinking there's either representative from all the races you gathered, or a bunch of Reapers, depending on which path you took in the background, helping out. Shepard is hailed as a hero, a meaningful speech is made about dedication and sacrifice, and then she accepts a medal and stares off into the distance, whilst making some profound-yet-brief and fitting statement about the possibilities of the future. And that choir -you know the one- sings a series of increasingly high notes in the background.


This ending has a few different things working for it, I think. The first is, Commander Shepard doesn't die. The second is, it's not bleak. Yeah, there's a bit of a shameless, petty knife twist in there. There's no reason for Joker or EDI to die, except to add some final drama. There has to be some, somewhere, right? But the take-away message is, we rallied, we succeeded, and while it was by the skin of our teeth, we walked away with everything intact. Better yet, even a renegade Shepard justifies her actions as for the good of the future. This is precisely that: a good future. We suffered, we persevered, and now, it's time for a galactic renaissance as we celebrate how close we've all gotten, and the fact we're alive.


So. That's my take on the endings of Mass Effect 3, both what what's wrong with what they are, and how I think they could be improved. If you've sat through this entire thing, I'd be happy to know what you think, and how you felt. Academically, of course. If you didn't read through this all, well, that's okay, too. I doubt the world would run if it were full of people just as geeky as I am. The tl;dr is down below.


BioWare: I'm critical of this ending, because I loved this series. It was epic, it was sweeping, and while there might have been story problems here and there, the Mass Effect trilogy has undoubtedly raised the standard both for roleplaying games, video games, and story-telling in general, everywhere. This series will be one of the classics, one of the sets I delight in watching my children to play. Beyond all else, thank you for that.

The end.

P.S: the tl:dr

The endings of Mass Effect 3 were unnecessarily depressing, violating several themes from throughout the series and unfairly forcing the players to pick one of a series of options that did not well-reflect the choices or the resolutions of previous conflicts. Additionally, the lack of an epilogue of some kind left the player without any lasting resolution. And FemShep/Liara is the one true pairing. Anyone who disagree will be stabbed. Survivors will be shot, and then burned.

Modifié par FunstuffofDoom, 10 mars 2012 - 07:29 .


#2
WheelsWithinWheels

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Bioware: Hire this man.

Modifié par WheelsWithinWheels, 10 mars 2012 - 06:57 .


#3
John Locke N7

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re format bro....

#4
pomrink

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Re format it. I can't bring myself to read it

#5
C Trayne

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well i can honestly say that i read through this line for line and I am glad i did. You make some great points and I agree with just about everything here. We've been given so much free choice, so much ability to choose for ourselves what happens in out own worlds of mass effect and yet we reach the end of the game and bioware flips up their middle fingers and says "screw you, here are you options which don't reflect how you've played any of the games" seriously??

#6
FunstuffofDoom

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Updated the formatting. I'm terribly sorry about that.

#7
FunstuffofDoom

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bioware flips up their middle fingers and says "screw you, here are you options which don't reflect how you've played any of the games" seriously??


I don't think we were flipped the middle finger, because I don't think the endings were malicious. I read, in a preview article about the reputation system in ME3, that BioWare hadn't intended for the extreme Paragon/Renegade choices to be things you hit every time, so much as -I believe they were likened to easter eggs- things you'd see if you went looking. While this would be consistent with the 'hard choices' attitude you see for the marketting of the game, that players did, in notable numbers, play the game with a basis in only one moral code means maybe what happened might simply be a difference in expectations. That is, we mistook BioWare throwing some fringe examples a reward for a less common play-style as encouraged gameplay, and so assumed it would always be there.

I'm not saying there aren't some fairly serious problems with that conception, but I don't really want to get into the debate as to what degree a company is beholden to its consumers to produce what they want, versus producing what the company wants. All I'm noting is, it would explain things, and twenty years from now, we might be less sore about it.

Modifié par FunstuffofDoom, 10 mars 2012 - 07:40 .


#8
FunstuffofDoom

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WheelsWithinWheels wrote...

Bioware: Hire this man.


Would you kindly? Please? I will make donations of cookies and carp.

#9
C Trayne

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FunstuffofDoom wrote...

bioware flips up their middle fingers and says "screw you, here are you options which don't reflect how you've played any of the games" seriously??


I don't think we were flipped the middle finger, because I don't think the endings were malicious. I read, in a preview article about the reputation system in ME3, that BioWare hadn't intended for the extreme Paragon/Renegade choices to be things you hit every time, so much as -I believe they were likened to easter eggs- things you'd see if you went looking. While this would be consistent with the 'hard choices' attitude you see for the marketting of the game, that players did, in notable numbers, play the game with a basis in only one moral code means maybe what happened might simply be a difference in expectations. That is, we mistook BioWare throwing some fringe examples a reward for a less common play-style as encouraged gameplay, and so assumed it would always be there.

I'm not saying there aren't some fairly serious problems with that conception, but I don't really want to get into the debate as to what degree a company is beholden to its consumers to produce what they want, versus producing what the company wants. All I'm noting is, it would explain things, and twenty years from now, we might be less sore about it.


I admit that comment may have been a bit over the top i was just frustrated that bioware could have done so many amazing things with the final battle and cutscene and then this is what we get stuck with.  No choices matter, your morality doesn't mean anything, and you have 3 finite endings that basically all end with the galaxy getting boned.  I would prefer your ending over any of the others we see in the game. 

#10
FunstuffofDoom

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C Trayne wrote...

I admit that comment may have been a bit over the top i was just frustrated that bioware could have done so many amazing things with the final battle and cutscene and then this is what we get stuck with.  No choices matter, your morality doesn't mean anything, and you have 3 finite endings that basically all end with the galaxy getting boned.  I would prefer your ending over any of the others we see in the game. 


I agree, As it happens, I'd like my ending, too. But, reading around, there was an originally planned ending where Shepard could go through Synthesis and live, or something. And then, they'd show up at a ruin and get debriefed by Anderson/Hackett while Liara was present. And that, that'd work for me, too.

#11
Baldurs Gate

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I usually dont like to leave a simple statement like " I agree". But man... what can I do? I just wholeheartedly agree with you.

The ending of this amazing game (and I truly felt it was amazing until reaching that point) just leaves me with a complete emptiness. For example: I loved Liara, I had a relation with her in my Female Sheppard Playthrough, but I just cant succeed in getting myself to play again after the ending. It`s as if it just took the fun out of it. Because no matter what I do I feel I cannot win. That everything I achieve will be in vain.

I could elaborate a bit more, But i have to go right now. I still think the game is very very good. I`m only a bit sad with the ending.

#12
bpzrn

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I love this summry:

"The endings of Mass Effect 3 were unnecessarily depressing,
violating several themes from throughout the series and unfairly forcing
the players to pick one of a series of options that did not
well-reflect the choices or the resolutions of previous conflicts.
Additionally, the lack of an epilogue of some kind left the player
without any lasting resolution."

#13
FunstuffofDoom

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Baldurs Gate wrote...

I usually dont like to leave a simple statement like " I agree". But man... what can I do? I just wholeheartedly agree with you.

The ending of this amazing game (and I truly felt it was amazing until reaching that point) just leaves me with a complete emptiness. For example: I loved Liara, I had a relation with her in my Female Sheppard Playthrough, but I just cant succeed in getting myself to play again after the ending. It`s as if it just took the fun out of it. Because no matter what I do I feel I cannot win. That everything I achieve will be in vain.

I could elaborate a bit more, But i have to go right now. I still think the game is very very good. I`m only a bit sad with the ending.


You know, bpzrn might like my summation, but I think yours hit the nail on the head. In the end, I'm helpless. In the end, I fail, I lose. That's my problem.

#14
cbutz

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I agree. I like your ending. Actually there have been some pretty good ideas for the ending floating around...all are waaaaaaaaaaaaaaaaaaay better than what we have here

#15
Provident_1

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Amazing read. I'd just like to point out that in the 'Destroy' ending, the cycle has indeed stopped completely and ultimately. It's the 'singularity' that is then inevitable. Well, not inevitable but possible.

Regardless, this is the most thorough write-up of the issue I've found and support your ending wholeheartedly. I actually welled up reading it which is a lot better than the immense confusion and disappointment that I felt during the real ending.

I agree in that my main issue with the ending(s) is that whatever you do, however hard you try, you have a rely on a McGuffin or 'Space Magic'. The whole theme of the game was the hope that all the races of the galaxy united may be enough to hold back the Reapers. Turns out it's not, but apparently modding the Citadel can turn all lifeforms into organic/synthetic hybrids. Don't think so.

There's another proposed ending around that suggests a 4th option - 'Refuse', where Shephard simply watches one last engagement of the space battle outside while the God Kid takes the forms of various characters to try to persuade Shephard to use the Crucible. The outcome of the battle depends on your military rating - something that I feel doesn't end up meaning a whole lot as it is.

Found it - http://social.biowar...72/polls/29101/

Either of these endings are leagues beyond what the game released with.

While I'm very angry and sad, I'm also confused that Bioware shipped the game with this ending. Most issues like the DLC scandal can be attributed to EA, but the ending of the game, that's Bioware's decision and as a long-time Bioware fan, I just can't fathom why they did that when they have set a precedent on beautiful, conclusive and articulate endings.

#16
MrAtomica

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You sound like what I would sound like if I were an eloquent writer (in terms of my feelings toward the endings). You even have my sarcastic mannerism. Tis kinda eery, in fact.

Great post. The ideas are very solid, and more in keeping with the continuity of the series.

Edit: I am thoroughly convinced that a "Refuse" option is needed for the sake of argument. My Shepard would rather take his chances with a potentially apocalyptic conventional battle than he would stand on the word of a genocidal program.

Because hey, in a series where the word choice is bandied around so liberally, why wouldn't a free will decision make sense? Isn't that what humanity is all about?

Modifié par MrAtomica, 11 mars 2012 - 05:33 .


#17
FunstuffofDoom

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Regardless, this is the most thorough write-up of the issue I've found and support your ending wholeheartedly. I actually welled up reading it which is a lot better than the immense confusion and disappointment that I felt during the real ending.


I'm kinda touched by that. I you feel this way, spread the link. I think approaching the ending academically, without heat but with facts, is perhaps the best way to communicate with BioWare. I'm also a bit of an attention ****, and I want more people to tell me I'm great.

There's another proposed ending around that suggests a 4th option - 'Refuse', where Shephard simply watches one last engagement of the space battle outside while the God Kid takes the forms of various characters to try to persuade Shephard to use the Crucible. The outcome of the battle depends on your military rating - something that I feel doesn't end up meaning a whole lot as it is.
Found it - http://social.biowar...72/polls/29101/
Either of these endings are leagues beyond what the game released with.


Edit: I am thoroughly convinced that a "Refuse" option is needed for the sake of argument. My Shepard would rather take his chances with a potentially apocalyptic conventional battle than he would stand on the word of a genocidal program. 
Because hey, in a series where the word choice is bandied around so liberally, why wouldn't a free will decision make sense? Isn't that what humanity is all about?

I've seen it. I even voted for it. It's thematically appropriate enough, and it certainly ties things together better than the three current endings do. I'm not sure it's the ending I'd like to see most -that's above- but if it's something we can rally support towards, I'll go for it. I also can't deny that the ability to refute some of the Catalyst's arguments would've been nice.

I think this guy over here nailed how the degrees of success should be laid out, though: http://social.biowar...index/9747395/1 

Modifié par FunstuffofDoom, 11 mars 2012 - 05:53 .


#18
FunstuffofDoom

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Amazing read. I'd just like to point out that in the 'Destroy' ending, the cycle has indeed stopped completely and ultimately. It's the 'singularity' that is then inevitable. Well, not inevitable but possible.


I'm using cycle to mean two different things, which is sloppy, I know. The first is the Reaper cycles, once ever fifty thousand years. The second is the 'inevitability' of synthetic-organic war. The Destroy option explicitly allows -perhaps, even assumes- that the second will happen.

Anyone else notice that Geth and EDI, the two examples of peaceful snthetics we can easily hold up, were both made more peaceful after the infusion of Reaper tech?

#19
arisian

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Eloquently put, sir.  I doff my hat to you.

The trouble with the ending is that, as so many have noted, it is a violation of the narrative contract which existed for the other 99% of the three games.  While this ending might have been okay for a game in which the narrative inevitability of the player's death had been long established, it was not okay in a game where the player repeatedly survives and overcomes impossible odds.

The ambiguity of the consequences also flies in the face of the theme that our choices as player have outcomes that we can see; as is demonstrated by these forums, there is a wide range of speculation about what actually happens in the final scene.  This ranges from "it looks like the relays explode, meaning 99% of sentient galactic life is wiped out and the rest collapses due to the inability to access non-local resources", to "...and then she woke up, and said 'I've just had the strangest dream!'"  Practically every game of this type has some sort of epilog to describe what happens to various important parties after the game is over; things like "character X goes on to write a heroic epic about the events of the game," or "group Y flourishes/goes extinct".  See, for example, the endings of the Fallout games, or Dragon Age.

In a different kind of game, maybe this would be alright; the endings of the original Deus Ex are, as others have pointed out, similar in many respects.  There are some commonalities with the ending of the incomparable Planescape: Torment, as well.  But in both of those games, the choices were firmly grounded in the narrative, and it was clear to the player ahead of time what was going to happen.  PS:T in particular was a slow, contemplative, and very philosophical game, so for it to have a introspective, philosophical ending seemed fine.  From very early on, the *goal* of the game was to find a way for the (apparently un-killable) player character to die.  Also, the "death" of the player character is less of a problem when reincarnation is a simple fact of life.  Oh, and in both of those games, the rest of civilization doesn't get wiped out as a side effect.

Mass Effect was just completely the wrong kind of story to have this kind of ending; it's like taking the original Star Wars trilogy, and replacing the last 15 minutes of Return of the Jedi with the ending of Neon Genesis: Evangelion.  "The emperor dies, Vader is redeemed, and then suddenly all sentient life dies and turns into glowy red light, and Luke and Leia are left on a barren planet to re-start the human race."  Star Wars fans, after waiting years for the completion of their trilogy, would have rioted in the streets.  Nowadays, we have the internet for that.

#20
Hizuka

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FunstuffofDoom wrote...

Anyone else notice that Geth and EDI, the two examples of peaceful snthetics we can easily hold up, were both made more peaceful after the infusion of Reaper tech?


Actually, that's incorrect.  The Geth let the Quarians go the moment they were no longer an active threat, and kept to themselves until Nazara showed up.  Unless you assume Legion was lying his arse off for some reason, the Geth had zero interest in conflict with organics, instead wishing to simply create a new home in which to merge.

Yes, the reaper tech made them more INTELLIGENT, but not more peaceful.  As to EDI, again, it appears that the Reaper tech simply increased her intelligence as well - she indicated several times that she is able to rewrite her own code as desired, and did so several times.  As Shepard put it after one conversation, she simply decided to make herself more 'good', and then did so.

Modifié par Hizuka, 11 mars 2012 - 06:51 .


#21
RubiconI7

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I think all of the three endgame choices destroys the relays? (Which grinds me gears immensely)
The wizard say that releasing the energy of the Crucible will destroy the relays, all three choices essentially "releases" the energy of the crucible.


There's an interpretation flying around here saying that the Wizard Child is an essentially a test.
When the galaxy manages to combine the crucible with the citadel, the Wizard would appear and offer the choice of

a) Control the Reapers, leave the galaxy and let the Organics live their life in danger of starting the cycle of created vs creator.
B) Destroy the Reapers, leave the galaxy without the fail-safe of the Reapers, in danger of starting the cycle of created vs creator.
c) Synthesis, revert galaxy back to primitive state w/t mass relays. Systems stranded. Cycle of creator vs created ends.


All of which seems unnecessarily depressing and uncharacteristically vague about the things we care about: closure for the characters and civilizations we care about. Essentially, closure of the lore.



The OP's post, which I whole-heartily agree with.
Boils down to the following
1. The ending violates themes established throughout the three games. Playing Paragon really shows you the theme of "hope" throughout ME3, but in the end, hope, answered with a compromise. We were lead to believe that we can actually defeat the reapers and save Earth and the galaxy so we can rebuild. But through all this noise about "saving Earth" do we actually know, or get to see how Earth is saved?

Shepherd has been established as either a) A hard-headed pragmatist who spits in the face of death or B) A idealistic paragon unwavering in his/her belief. The logic of the wizard child/guardian should be refuted by Shepherd, but instead, like the OP said, he/she just gave up and settled for a compromise.

Characteristically, we should have been given the choice to argue. Shepherd should have been able to show that he/she has faith in the coexistence of organics and synthetics. (Which, during the Geth/Quarian conflict, the Paragon shows that he/she thinks they are no different from each other, all are sentient) Instead though, we see Shepherd, again, compromising...

2. The ending offered no closure on characters or civilizations. Essentially, what happened?

3. Protagonist's death is acceptable, sometimes even necessary to create an enduring story and everlasting character. The ending we get, however, feels forced and not cohesive.

Modifié par RubiconI7, 11 mars 2012 - 07:23 .


#22
FunstuffofDoom

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Actually, that's incorrect. The Geth let the Quarians go the moment they were no longer an active threat, and kept to themselves until Nazara showed up. Unless you assume Legion was lying his arse off for some reason, the Geth had zero interest in conflict with organics, instead wishing to simply create a new home in which to merge.

Yes, the reaper tech made them more INTELLIGENT, but not more peaceful. As to EDI, again, it appears that the Reaper tech simply increased her intelligence as well - she indicated several times that she is able to rewrite her own code as desired, and did so several times. As Shepard put it after one conversation, she simply decided to make herself more 'good', and then did so.


I may have overstated my point. All I wanted to draw attention to, was the irony of two peaceful AIs having integrated Reaper parts into themselves without negative consequence.

#23
FunstuffofDoom

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3. Protagonist's death is acceptable, sometimes even necessary to create an enduring story and everlasting character. The ending we get, however, feels forced and not cohesive.


It's not what I consider a strong reason, because it's very personal in nature. But the inevitability of Shepard's death in the endings is the worst thing that happened, for me. It's the one that hurts the most. It's the one that's got me coming back to these forums and scanning sites for news and stalking BioWare execs on twitter. I can make lip service to Shepard as an individual all I want, but check my writing, again. There are plenty of times where I slip into first person when talking about game events, which only says to me that Shepard and I are, on some level, interchangeable. And I wanted a happy ending. I wanted to walk into the sunset and say, it's over, now let's start rebuilding. I could have lived with everything else happening, but I wanted to be there when it did.

Bowing to necessity, to the way things are, is a compromise. But giving your life, to do it? That's robbery. And, suffice it to say, some things you just shouldn't do to the hero.

#24
Pottumuusi

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That was the most profound analysis of the endings I have read so far, and I agree on most points.

Modifié par Pottumuusi, 11 mars 2012 - 07:46 .


#25
Gojeran

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Amazing write-up. Sadly I do not believe anybody at Bioware will ever read it.