I need to make clear that it disturbed me as well at first and for quite a while, although it makes complete sense and in a way is completely right. But again, what we feel here is the result of very poor direction in storytelling and a very nasty work in properly setting up context.
I'm probably not going to get popular for this, but I feel that it needs to be clarified, especially where Bioware won't do it. If only because I am one of those people for whom tough emotions need to be digested on the intellectual level to be integrable in some sort of constructive process, and there might be other like me around here.
There are other theories out there, including the "hallucination" theory. I find that theory has its merit, but as a writer myself, I can't really imagine why Bioware would do that. Bearing in mind everything is possible though and the theory has its merits, I am open to it being proved factual by future events.
But for now, let's go forward and begin with our analysis of the context and subtext within the series overall. First of all, there is one important thing that's being disregarded:
1°) Pre: Eden Prime. Simple Soldier.
Shepard prior to player control.
We inherited Shepard in ME1, a character that already had a basic personality structure and a general history.
The basic personality structure was, "Shepard is a soldier, will always do the right thing, in the right way or in the wrong way". General history was, commendable military person, went through a very tough spot in a difficult mission, came through in a certain way.
We take it from there by choosing how Shepard came through, and play Mass Effect One, Mass Effect Two and a good deal of Mass Effect 3.
So just the same Shepard has a "past life" that's outside of our control and definition, the thing wraps itself up by a convergence of all our own "versions" of Shepard back to a preset premise, and out of our hands. Not the renegade, not the paragon. The soldier. I know the idea of losing control can be unpleasant, and it's central to understanding and processing what happened, and why it was so bad and hurtful. So bear with me for a moment still as we get deeper into this.
2°) During Mass Effect 3: Simple Soldier again.
Shepard moving beyond us, players.
The theme of "our" Shepard losing its distinctiveness is creeping up over the course of the entire game as we see Shepard more and more feel and react independent of player input. It gets straight into view when we set foot on Earth and go for the final rush before the beam. From that point on it's just autodialog.
When we try to shoot the first two missiles at the Reaper and they have no effect, we can hear quite clearly hear something new in Shepard: despair, for the first time. If we play Female Shepard in that scene, we can actually end up wondering "Did they mix up and Liara's voice actor did that line", because Shepard sounds utterly different and overemotional.
We eventually manage to destroy the reaper with the second shot but at that point, and particularly as of everytime they bring Anderson on screen, there is no more Commander Shepard, there is just "a soldier". Carrying orders. Not challenging them, not coming up with new plans, not daring the impossible. Just awaiting and following orders. Because this time, and with every wound that led up to here, it's just too much to handle alone.
3°) The Beam: Shepard no more. Only Mission.
By the time Shepard gets hit by the beam and wakes up with armor broken (they probably thought of the symbolism of that), there is no more Shepard. There is just a determined soldier who will accomplish the mission no matter what. Even the horrible puppeteering with the Illusive Man illustrates that. Without giving him godlike powers, Anderson and Shepard are so broken up by what they have been through that it's not totally illogical that they might fall victim to his new "powers", those of control, typical of a Control Freak who's himself an antenna for indoctrination.
If I recall right, it's the first time we actually see Shepard's blood, but that's a side note.
After the scene with the Illusive Man, by the time Shepard is ready to go to bed, Hackett calls back and Shepard's like "What do you need me to do". The laughable dialog "there must be some kind of button up there" is followed by the scene where Shepard finally gives up, probably for simple "technical" reasons of exhaustion and blood loss, but maybe because this time there are no more visible options, no more clear orders, it's that one stretch too many.
4°) Hero and Ego.
The scene with the space kid follows on with that. The "Shepard" ego is definitely gone, all that matters now is to do the job, carry it through, and see it all end. Only, now it happens outside of asymmetric warfare, it gets on some cosmic stage.
There is an important duality between The Illusive Man and Shepard, clearly the most powerful and defining figures of their time. It's the fact that The Illusive Man was ultimately devoted to his own views and goals, whereas Shepard was always devoted to the greater mission of saving the galaxy as a whole, in its diversity, richness and infinite possibility. Not saving his/her idea of what the galaxy should be.
That is precisely why the Illusive Man ended up losing control over self and fell into the clutches of the Catalyst: ego inflation, the refusal to truly sacrifice oneself to something far greater than yourself, or even greater than your ability to comprehend. It is ironic that The Illusive Man speaks of sacrifices to Shepard since he has yet to make the only true sacrifice of all: ego.
One that Shepard has long made.
And it is precisely why the "dying" Shepard is brought to face the Catalyst, to a point that nobody has reached yet. Because not only Shepard brought together something that was never achieved before, but he/she did that losing sight completely of personal motives, in complete self-sacrifice.
4°) Narrative Failure
The reason it did not work is because of a very shy or clumsy work in contextualization and conditioning.
The very power of Shepard as a hero for each one of us is in the way he/she is a vessel for our own ego. Through Shepard, we project our views and choices and invest defining personality components. Shepards responds to that awesomely throughout the series by carrying our "instructions" with his/her own flavor in text and action. And it's quite a trip, each time.
The big problem is that while Shepard as a character follows an ascending/elevating course of self-sacrifice, nothing is done to make us to make us party to the process, to make us other than spectators. Nothing ultimately is done to make us feel ready to "let go" of Shepard in full acceptance that what is at stake is more important. Why? Because the ultimate choices and consequences as presented in the end section are things we cannot relate to. They are so badly put up and presented, and overlook the things we have truly come to care for and about, that they make everything seem worthless and inconsequent.
That is also why many people wanted a happy ending. Because a happy ending is something you can relate to. Even if Shepard dies no matter what, the consequences displayed before you are things you can relate to. You can see your squadmates and their peoples carry on, rebuild, and so on. You can see the galaxy ultimately thrive again and so forth. Or you can see a blank slate and a fresh start and understand precisely why it is a good thing, get in the right perspective to appreciate it.
But again, the ending is so badly put together that while you can dig up for the hint of those things behind the nasty images we're shown, it's definitely not enough, unsatisfactory, sketchy, irresponsible and scornful. It is bad work. Unfinished work. A big WTF moment.
I am sure that most people would have been fine with Shepard's ultimate sacrifice if the "greater good" for which that is done was something one could relate to. I am sure that in the wave of emotion swelling up from that other outcome, people would have been more than lenient with the plot holes, the illogical arguments, the illusionary "your choice matters". Because in terms of ultimate "meaning", the experience as a whole would score powerfully and elevatingly, and not in a strange way both trifle and arcane at the same time.
Of course that analysis focuses just on the storytelling & meaning aspect of the work, and not on the embarrassing gameplay realities that the War Assets is in fact a total joke, and such things. But let's face it. If Bioware was any good at anything BUT storytelling (which is now challenged) and basic gameplay, we would know. Every non-standard aspect of the franchise has been criticized and shot to hell. The Mako. The Space Probes. The War Effort. And I'm only going over the big ones here. The truth is, Bioware are good with stories, but bad with game design. Go back and try to replay ME1 and 2 now just for the gameplay, and tell me how that feels.
Anyways, I hope that very long post helps in any way.
Modifié par balmyrian, 10 mars 2012 - 11:48 .





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