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Arcian's Fixed Ending


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#1
Guest_Arcian_*

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So, as many of you know, I've been a staunch defender of the endings since release. This is true. I greatly enjoy the concepts of the endings (Destroy/Control/Synthesis) and Shepard unavoidably dying, but NOT the execution, which I too think is horrible and a sharp decline in the game's quality. Even so, I am just one fan, and it's obvious the great majority of you don't share my sentiment concerning the Synthesis and Shepard dying.

So, I decided to look through the crappy endings we've got and try and write a "fixed" ending. This "fixed" ending begins right before the attack on the teleporter, when Shepard is defending the missile launchers.

Beware, this is Dean_the_young length, massive TL;DR warning. Do not bother to read unless your hate for the endings burns with the fury of a thousand suns and you're willing to go to any lengths of reading just to get a glimpse of a possible alternate ending.

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So, Shepard and Co. is defending the missiles as they try to cut to the portal-thingy. Instead of the Reaper Destroyer, the Reaper defending the portal is Harbinger. This could serve as the effective "Final Boss" of the game.

Gameplay is essentially the same, except that Harbinger, in true spirit, mocks Shepard and the attackers while attempting to blast them with lazors. When the missiles finally launch, Harbinger staggers and the ground forces begin to fire away at him. At the same time, Joker rolls in on the Normandy and begins to pummel the staggered Harbinger from the air. At this point, Shepard whips out the laser targeting device and paints Harbinger with it. The Normandy links it with the weapons of all available ships in orbit, which rains down a barrage of firepower on Harbinger, who eventually starts taking damage and collapses.

At this point, Shepard and Co. are free to roll in towards the teleporter. They bring a number of soldiers through, who emerges on the Citadel to find the Illusive Man commanding a number of Cerberus troops and Reaper infantry. They engage this retinue along with Shepard's two squadmates, allowing Shepard and Anderson to hunt down the Illusive Man as he escapes to the Catalyst control room.

EMS determines how many soldiers are there and how well they do:

EMS 2350 or lower - The small strike force is completely annihilated within minutes, in addition to the 2 squadmates, which ends up killing Shepard (if he/she survived escaping the Crucible activation console) and/or just Anderson when they attempt to escape the Citadel. If Anderson didn't survive the encounter with TIM/was killed by Shepard and Shepard chose Control, no one shows up.

EMS 2350+ - The small strike force take heavy casualties, including one squadmate, but they manage to survive and are forced to flee the Citadel when they are overwhelmed. Shepard (if he/she survived escaping the Crucible activation console) and/or just Anderson dies during their escape. If Anderson didn't survive the encounter with TIM/was killed by Shepard and Shepard chose Control, no one shows up. 

EMS 2800+ - The small strike force takes moderate casualties, but both squadmates survive and manage to survive long enough to be forced to flee the Citadel when they are overwhelmed. Shepard (if he/she survived escaping the Crucible activation console) and/or just Anderson dies during their escape.
If Anderson didn't survive the encounter with TIM/was killed by Shepard and Shepard chose Control, no one shows up.

EMS 4000+ - The moderate strike force takes moderate casualties. Both squadmates survive, and manage to hold out long enough to save Shepard, but Anderson is killed during the escape. If Control is chosen or Shepard dies while activating the Crucible, Anderson is saved as he is the only one escaping. Anderson funeral scene if Destroy was taken and Shepard survived the escape from the Crucible activation console. 
If Anderson didn't survive the encounter with TIM/was killed by Shepard and Shepard chose Control, no one shows up. Also no funeral scene. 

EMS 6000+ - The large strike force takes few casualties. Both squadmates survive, and manages to overwhelm and defeat the Reapers forces. They meet up with Shepard and/or just Anderson, and escapes the Citadel. If Anderson didn't survive the encounter with TIM/was killed by Shepard and Shepard chose Control, no one shows up.


In the Control Room, the Illusive Man reveals the power he has been granted by the Reapers by subduing and taking control of Shepard and Anderson. The scene plays out as normal: TIM forces Shepard to shoot Anderson in the gut, talks about how he knows how to master the Reapers, etc etc.

Shepard defies him, either with normal conversation options or Para/Rene. As in the game, it determines whether Shepard has to kill TIM or convince him to commit suicide. It also determines whether Anderson is killed or not on the spot.

As the conversation goes on, TIM grows more and more furious with Shepard's defiance, and starts pummeling Shepard with biotic blasts that severly wounds him/her and gradually shatters the armor (thus giving Shepard the "Got hit with lazor"-look he/she has in the game).

Eventually, Shepard is either killed (if the Rene interrupt is not taken), shoots TIM several times (if the interrupt is taken) or manages to convince TIM to kill himself. Either way, Shepard and Anderson are freed, ends up sitting down after opening the Citadel and sharing the emotional moment ("I'm proud of you/You'd be a great dad/mom.")

The following ending depends, just as promised, on the various choices taken throughout the game. Destroying the Collector base prevents Control from happening, and saving the Collector base opens up that choice. Whether Anderson lives or dies in the Control Room is a factor in the Control ending. If he lives, he tries to prevent Shepard from going up. Shepard either has to kill Anderson him/herself if Para/Rene is lacking, or convince him to let Shepard go in order to choose Control.

There is also no Star-Kid at any point. Instead, the Star-Kid is replaced with an image of the original species who uploaded themselves into the first Reapers (think similiarly to Harbinger's hologram in Arrival, long-distance). This is the Reaper consciousness who is desperately trying to convince Shepard to turn away from activating the Crucible by explaining why they are perpetuating the cycle (giving the schmucky "We are preserving you in Reaper form to save organics from synthetics", which Shepard can call them out on).

As Shepard tries to approach the Crucible's activation console, he/she has to succeed in a number of Para/Rene options to determine whether he/she is capable of Controlling the Reapers. Failure to achieve all options makes Control a failure as Shepard lacks the willpower to take control. Either way, Shepard is infused with the Catalyst, effectively "killing" him/her as happens in the actual game's Control ending.

Succeeding in taking Control gives Shepard five options:
1) Kill all aliens. The Reapers leaves humanity alone, and instead kills every last alien species in the galaxy.
2) Kill all humans. The Reapers leaves aliens alone, and instead kills every last human in the galaxy.
3) Dominate aliens. The Reapers enforce human dominance over all aliens, creating a human empire.
4) Dominate humans. The Reapers enforce alien dominance over all humans, making humans a servant race.
5) Safeguard against synthetics. The Reapers leave everyone alone, and are programmed to only return if organic species come under attack by synthetics.


In Destroy, Shepard also has to succeed in a number of Para/Rene options, as the Reapers are now channeling indoctrination through the Catalyst in order to slow Shepard and stop him/her from activating the Crucible.

Both endings has a factor involving Harbinger. As Shepard is about to activate the Crucible, Hackett reports that Harbinger is coming to life and that he has left Earth and is now rapidly approaching the now open Citadel. Here, EMS determines the outcome.

EMS 1750 < - Harbinger cuts through the fleets and attacks Shepard at the Crucible's activation console, killing him/her and destroying the Crucible. Reapers win regardless of whether Para/Rene against Reaper consciousness succeeded.

EMS 1750+ - Harbinger cuts through the fleets but is slowed long enough for Shepard to successfully activate the Crucible. Harbinger eventually attacks Shepard at the Crucible's activation console, killing him/her as he/she tries to escape. If Para/Rene succeeded, Shepard manages to escape and joins Anderson.

In Destroy, Harbinger manages to damage the Crucible just as it fires. All Reapers in Sol are destroyed, but without the beam being transmitted through the Relays the Reapers outside Sol remains alive.

In the epilogue, it is revealed that the war drags on for a long time and that the organics eventually succeed in defeating the Reapers conventionally, but it leaves the galaxy a wasteland.

If Control is taken, Shepard is killed before being able to activate the Crucible.

EMS 2800+ - Harbinger cuts through the fleets but is slowed long enough for Shepard to successfully activate the Crucible. Harbinger eventually attacks Shepard at the Crucible's activation console, killing him/her as he/she tries to escape. 
If Para/Rene succeeded, Shepard manages to escape and joins Anderson.

In Destroy, Harbinger manages to damage the Crucible just as it fires. All Reapers in Sol are destroyed, but without the beam being transmitted through the Relays the Reapers outside Sol remains alive. 

If Control is taken, Shepard manages to infuse him/herself with the Catalyst in the nick of time and release a short burst just as Harbinger damages the Crucible. Shepard gains control of the Reapers around Earth (including Harbinger), but without the beam being transmitted through the Relays the Reapers outside Sol remains in control of themselves.

In the epilogue, it is revealed that the organics eventually succeed in defeating the Reapers conventionally with the Shepard-Controlled Reapers help, but it leaves the galaxy a wasteland. If Shepard chose to wipe out/dominate aliens/humans, the attempt fails thanks to the low number of Reapers under Shepard's control. This conflict further ruins the galaxy, turning it into Fallout IN SPACE!

EMS 4000+ - Harbinger is halted by the fleets long enough for Shepard to activate the Crucible, but manages to push through and make a run for the Crucible. The first burst destroys all Reapers in Sol, and the second burst transmits through the Relays and destroys the rest throughout the galaxy. As Shepard attempts to escape, Harbinger's corpse crashes into the Crucible, causing it to explode and kill Shepard as he/she tries to escape. 
If Para/Rene succeeded, Shepard manages to escape and joins Anderson. 

If Control is taken, Shepard manages to infuse him/herself with the Catalyst and take control of the Reapers in Sol. The Relays forward the burst, and Shepard gains control of all Reapers in the galaxy. "Best" Control ending.

EMS 6000+ - Harbinger is halted by the fleets long enough for Shepard to activate the Crucible. Despite putting up a good fight, Harbinger is unable to push through, and is finally blown apart by the combined fleets. Shepard manages to activate the Crucible, escape and join Anderson, regardless of whether the Para/Rene succeeded.

As a bitter cherry on the top, if EMS is above 6000 but below 7000, Anderson and/or Shepard eventually bleed out back down on Earth, but not before Anderson thanks Shepard for carrying them all home and Shepard thanks Anderson for showing him/her the way (the latter only happens if Shepard chose Destroy, obviously). If EMS is 7000+, there are medics present who manages to halt Anderson and/or Shepard's bleeding, which makes them both survive.


In addition, there is another factor which alters the ending. EMS also determines how precise the Crucible's energy is and what effect is will have on Earth/The Relays:

EMS 1750+ - The Crucible's energy has not been calibrated properly (should have sent Garrus), and the ensuing blast wipes out all life on Earth and destroys all fleets present in orbit. In other words, everything in Sol dies, including all Reapers (unless Control was taken). The war continues outside Sol, and the organics eventually succeed but the continued conflict leaves the galaxy a wasteland.

EMS 2350+ - The Crucible's energy is unstable, and the ensuing blast wipes out most of the life on Earth and most of the fleets, including all Reapers (unless Control was taken). The war continues outside Sol, and the organics eventually succeed but the continued conflict leaves the galaxy a wasteland.

EMS 2800+ - The Crucible's energy is unstable, and the ensuing blast wipes out a moderate amount of the life on Earth and a moderate amount of the fleets, including all Reapers (unless Control was taken). 
The war continues outside Sol, and the organics eventually succeed but the continued conflict leaves the galaxy a wasteland.

EMS 4000+ - The Crucible's energy has been tuned, but not perfectly. The ensuing blast wipes out a small amount of the life on Earth and a small amount of the fleets, including all Reapers (unless Control was taken). The blast is transmitted through the Relays, which depowers to bolster the Crucible's beam with the Relays own energy. The stress of firing the bolstered beam breaks the now depowered relays apart, leaving them as floating scrap metal in space (note, no system-wiping explosions).

EMS 6000+ - The Crucible's energy has been tuned very well, but not perfectly. The ensuing blast causes minor damage to Earth's standing buildings and landscapes, but no life is killed and no ships are destroyed. All Reapers are destroyed (unless Control was taken). The blast is transmitted through the relays, which depowers to bolster the Crucible's beam with the Relays own energy. The stress of firing the bolstered beam damages the Relays, leaving them as floating cold object in space.

EMS 7000+ - The Crucible's energy has been tuned to perfection (Shepard decided to let Garrus go and work on it, har har). The ensuing blast causes no damage to Earth's buildings or landscapes, no one is killed and all Reapers are destroyed (unless Control was... yeah, you know). The precise blast is transmitted through the relays, which borrows a portion of the Relays energy to bolster the Crucible's beam. No damage is caused to the Relays, and they remain active.


Bonus endings:

EMS Infinity+1 - The Crucible turns everyone into fleshy terminators with green space magic. Joker and EDI f**ks like bunnies and has fleshy terminator babies. Shepard becomes green tang. The end.

EMS Infinity+2 - Javik becomes the God-Emperor of the galaxy and gets all the b*tches.


Under no circumstances does the Normandy escape Sol and end up on some weird jungle planet. Depending on the outcome, there's an epilogue reel (similiar to DA:O) which describes the immediate future for major characters (such as squadmates), races and locations. Also, Shepard's future with friends and LI is detailed.

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Oh man, now my fingers are aching. What do you guys think? Improvement?

Modifié par Arcian, 14 mars 2012 - 02:11 .


#2
Guest_Arcian_*

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Bump because this board moves so damn fast.

#3
Ajwol Semreth

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Seems like a vast improvement to me. Not a huge fan of the Mass Relays being destroyed not matter what your EMT is, but your ideas work a lot better than what we actually got.

Would the Destroy option in your 'Fixed Endings' also result in the death of EDI and the Geth, or would that too be linked to EMT as a representation of how tuned/calibrated the Crucible's energy was?

#4
DiebytheSword

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Nice stuff Arcian, but I too would like to know about EDI/Geth in your scenario.

#5
Guest_Arcian_*

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Ajwol Semreth wrote...

Would the Destroy option in your 'Fixed Endings' also result in the death of EDI and the Geth, or would that too be linked to EMT as a representation of how tuned/calibrated the Crucible's energy was?

Knew I forgot to cover something.

I was generally not cool with EDI and the Geth being destroyed by the Crucible in the real Destroy ending. Sure, they have Reaper components and upgrades, but they're not true Reapers. I was thinking the Crucible only targets true Reapers based on their signature/emission/hybrid construction/whatever.

#6
zimm2142

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The best I have seen, and the only ones I would forward as a serious alternative to the ****astic originals

#7
Ajwol Semreth

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Arcian wrote...

Knew I forgot to cover something.

I was generally not cool with EDI and the Geth being destroyed by the Crucible in the real Destroy ending. Sure, they have Reaper components and upgrades, but they're not true Reapers. I was thinking the Crucible only targets true Reapers based on their signature/emission/hybrid construction/whatever.


More or less how I feel as well.

Although the 'it targets all Reaper technology' approach could explain why the Normandy had to try outrunning the blast.

#8
Guest_Arcian_*

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zimm2142 wrote...

The best I have seen, and the only ones I would forward as a serious alternative to the ****astic originals

That is high praise indeed. Thank you.

Ajwol Semreth wrote...

Although the 'it targets all Reaper technology' approach could explain why the Normandy had to try outrunning the blast.

 
True... if Joker actually knew what the Crucible did, which he didn't. Shepard didn't find out until the Star-Kid told him of the options.

Which brings me to another matter I forgot to add: The Illusive Man is the one who tells Shepard what options he/she has, as opposed to the Star-Kid/Reaper consciousness.

Modifié par Arcian, 14 mars 2012 - 03:26 .


#9
CroGamer002

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Cool, though I would rather not have Relays damaged at all in any Control ending.


And lower score thing, since it's impossible to get near 4k without Co-Op.

#10
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Mesina2 wrote...

Cool, though I would rather not have Relays damaged at all in any Control ending.

They're not damaged if you have sufficiently high EMS. What I meant with "best" Control ending is where it goes off without a hitch and all Reapers are controlled. More EMS doesn't alter the effects of Control further (i.e making the effects of Control better), but more EMS is required to have functional relays in the Control ending.

That's the thing with this alternate ending, it's not a strict "Doing A leads to result A and doing B leads to result B"-scenario, but rather "Doing A and B results in X and doing A and C result in Y" etc.

Mesina2 wrote... 
And lower score thing, since it's impossible to get near 4k without Co-Op.

Obviously, if they actually bother to fix the endings, they should fix that as well. Multiplayer assets should provide points that add up to the total EMS, not cut it in half and require the player to play multiplayer to increase it.

Oh, and it should be possible to attain max required EMS without ever playing MP at all, as was promised.

#11
CroGamer002

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^OK then.

#12
HellzMonkes

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I like these alot someone should forward this, but include Sheppard reuniting with his li and squad-mates or either or. very nicely done. still sad such a thing is needed to bring peace but congrats

#13
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HellzMonkes wrote...

I like these alot someone should forward this

BioWare will, at best, read them and then continue to ignore us.

HellzMonkes wrote... 

but include Sheppard reuniting with his li and squad-mates or either or

Oh, they do, I just left it out because I thought it was obvious. They show up after Anderson and Shepard return to Earth (IF they do, and if they get medical attention fast enough).

I basically wanted the Ultimate Happy Ending to be extremely difficult to get, but extremely satisfying to get, much unlike the Suicide Mission in ME2 which was pretty easy to get everyone alive through.

If this ending was real, I would want people to go "Jesus Sh!tballs Christ that was hard, but damn it feels good" when they attain the 7000+ EMS ending. They should have to EARN it. That way, it becomes so much sweeter.

#14
Nogond

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Bioware hire this man!!!!!!!

#15
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Nogond wrote...

Bioware hire this man!!!!!!!

Even if they did ask to hire me, which they naturally won't, there's no way in hell I would ever work for a company attached to EA.

I have standards, you know.

#16
Nogond

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Good point. Become a normal writer or create your own company that isn't affiliated with EA.

#17
Barelymediocre

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Great effort. Would have been cool to have a diverse ending like this!

#18
Guest_Arcian_*

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So, the actual game has 16 endings. If you consider all the factors I've written down here, how many different, unique endings can you get it to?

I lost count after a while. It'd be hell to code, I admit, but with a game like this, it's worth it.

#19
New Generation

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This is the only way I can see the endings given making sense and being satisfying to watch unfold.

#20
stysiaq

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Good stuff Arcian.

Unfortunately, all those awesome ideas are more or less wishful thinking.

#21
aridor1570

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Arcian wrote...


EMS Infinity+2 - Javik becomes the God-Emperor of the galaxy and gets all the b*tches.



This should happen no matter what.

#22
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stysiaq wrote...

Good stuff Arcian.

Unfortunately, all those awesome ideas are more or less wishful thinking.

I'll tell you what they are:

Therapy.

#23
xsdob

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I'm just gonna leave this here.

http://social.biowar...3/index/9946851

#24
Guest_Arcian_*

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xsdob wrote...

I'm just gonna leave this here.

http://social.biowar...3/index/9946851

Not sure why you would, it's not exactly relevant to the topic.

#25
General User

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This is so bloody brilliant that, having read it, I will never again play a game of ME3 to the end.

From now on I will simply stop after launching the missiles in London, then I'll just close my eyes and remember this thread.

Modifié par General User, 14 mars 2012 - 09:39 .