Harbinger of your Destiny wrote...
Mass Effect was supposed to be our Citizen Kane, our Star Wars. It was to show the mainstream that video games can give you not only something that is just as good as what a movie or a book can give it can do it better. But because of the endings That all goes to crap.
And that is why I feel the ending is precisely the strongest of all its elements.
Purely for the sake of my point of view being a little clearer, I'm copy/pasting from a post I made on this elsewhere.
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[The Ben] Kuchera article on Penny Arcade [...] isolates what I think is the other, indeed the
major feature of the ME3 ending that makes it not only - per Kuchera - 'worthy of the series', but also an independently great achievement.
Namely that, seen in light of the ending, "
the story is now a tragedy, not an adventure" (emphasis mine).
This is a very big deal! Up to the run-to-the-beam scene (arguably - though Thessia already hints otherwise), Mass Effect is a story of a great hero facing impossible odds, and
believing they can overcome them. This is reinforced with Sovereign's defeat, then again with the Collector mission, and again via the Crucible MacGuffin - as much for Shepard as for the player.
And then at the end of all things, the truth: this was a lie. There is no way to beat the Reapers, and there never was.
This, ladies and gents, is tragedy *. Far from being bad writing, such tragic situations are found in many great masterpieces of literature. More so,
this is what the deux ex machina originally was devised to address: the fact that the audience has (to put it mildly) been punched in the gut, and the play must end in some other way than pure hopelessness.
The whole point behind a tragedy - and I stand by my considering Mass Effect a legitimate bearer of the title - is for it to transfigure the audience morally and emotionally, not entertain them. To expose them to the human condition.
And so it always saddens me how people seem to think 'deus ex machina' is an inherently bad narrative device, when it was never intended to be a plot solution, but rather a moral one. By the time the Catalyst intervenes, Shepard has failed. Yet very obviously, Shepard has done more than any other person (being the tragic hero) to fight for his belief. Thus the deus ex machina shows up, not to resolve the plot, but to facilitate Shepard's
redemption. (Again: per its original purpose.)
Yet instead of just leaving things there and sticking to the classical blueprint, the writers actually paid tribute to the choice that the Mass Effect series has been all about, by giving Shepard (or more likely the player) a choice on how Shepard is to be redeemed - on how exactly the deus ex machina's benevolence will operate to ensure the plot's non-nihilistic conclusion.
(Wherein all choices they give are bad, precisely
because at this point Shepard has failed, and is being thrown a bone by the gods/the Catalyst because of what Shepard
is, not because of what Shepard
did. In the truest classical fashion, Shepard emerges as the perfect mortal hero, and at the same time that perfect hero is found unable to transcend mortality itself. Where by 'mortality' I don't mean 'Shepard can die', but rather 'Shepard can
fail':
the theme of classical tragedy.)
I get that people may not have wanted the writers to go all 'transfigurative' on them, and that this whole thing may have felt like they were watching a Roland Emmerich movie, until suddenly Stanley Kubrick showed up. But bad writing? Hardly.
(Short of the literary presentation of the Catalyst sequence, which wasn't exceptional. The sequence
itself, however, was.)
tl;dr to everyone's taste (or expectations of empowerment) it may not have been, but the ending of ME3 isn't bad writing.
Or if it is, then I guess the ending of [spoiler redacted] is bad writing too. And let's not even bring up the classics.
*I use the to demarcate the classical sense of the words 'tragedy' and 'tragic' - vs. 'a tragic [sad] accident'.
Modifié par ERenfield, 16 mars 2012 - 12:33 .