First, I want to start by saying THANK YOU to all of the hardworking Bioware employees, past and present, who have created something special enough to attract such a passionate fanbase. The story encompassed by these three games -- the world, the characters, the decisions -- has been the most engaging, most affecting form of entertainment I have encountered in recent memory. No movie, TV show, or other video game has left an impression on me like Mass Effect, and it is a testament to the vision and talent of the Mass Effect team that so many people seem to feel the same way. It has been said time and again, but it bears repeating -- love for this world that developers and fans have created together is the root of the current maelstrom.
With that being said, I am disappointed with the way ME3 failed to live up to the potential and promise of the series as a whole. Add me to the long list of people who are disappointed, confused, and saddened by the endings. Up until the last 5 minutes, the game was phenomenal. Not perfect, mind you, but certainly the best gaming experience I have encountered during my 25 years of gaming. I believe the ending is sufficiently problematic to have tarnished the legacy of the series, not to mention caused such a great amount of hurt within the fan community.
Here's my list of biggest problems with the ending:
1. The biggest flaw regarding the ending, IMO, is that it is all TELL, and no SHOW. A maxim of writing is that the author should, whenever possible, show rather than tell. Here, however, the culmination of the entire series, hundreds of hours and playing time, and scores of choices, is relegated to five minutes worth of (mostly choice-less) dialogue with The Catalyst, a character we've never met and never knew existed. The Catalyst TELLS us that the three choices will have far-reaching and wildly divergent effects on the galaxy, but we don't SEE any of it. All we are SHOWN is basically the same scene for each of the three choices -- color-coded explosions and a puzzling scene of the Normandy escaping the blast. The end choices would have been more palatable (although still quite problematic) if we had been able to SEE the true consequences of our actions.
2. Player is railroaded into an A/B/C choice scenario regardless of the choices which came before. This completely invalidates the idea (and promise) that the player's choices would matter. Additionally, because of problem #1 discussed above (telling instead of showing), the three choices feel virtually identical. It should be obvious how it cheapens the ending of the entire series to be boiled down the three virtually identical choices.
3. The choices exist at all. While not a universal point of view, I am one of many with the the opinion that the ending shouldn't have had any choices at all. Instead, the player should have encountered an ending which was determined by the CONSEQUENCES of all of our previous decisions. This would have fulfilled the promise that our choices throughout the three games actually mattered, and been much more satisfying than the presentation of three nearly-identical choices which come out of left field.
4. There is no "payoff," i.e., there is no exploration or explanation of the impacts of Shepard's choice (going back to all tell, no show). Basically, the hero's journey we've been on for three games is incomplete. It is not necessary for the hero to survive, but it IS necessary for us to see the impact of the hero's actions in order for the tale to be concluded in a satisfactory manner. We're left with nothing beyond a nonsensical (and therefore meaningless) shot of the Normandy, and nothing else except for an apprehension that we've somehow obliterated most of the galaxy through destruction of the mass relays. Not a satisfying end to our hero's journey, and not worthy of everything we have been through to get our hero to that point.
5. Galactic readiness feels pointless (and therefore a waste of time and resources) because the final choices have nothing to do with the battle. The game tries to tie the GR scale to the endings, but it does so by forcing the correlation between them, rather than developing it organically. Again, we aren't SHOWN why or how the galactic readiness would have the impact it does on the final outcomes, we're just told that it does. Because the connection makes no sense within the construct of the finale, it comes across as illogical, inauthentic, and frankly really lazy. A better implementation would have been something akin to Dragon Age:Origins where you actively deploy the assets you've gained during the game, and they directly impact the final battle(s).[/list]
I want to reiterate that most of us are NOT upset because of the lack of a happy ending. The game did an excellent job of preparing the player to make the ultimate sacrifice at the end, and a story that ends with Shepard's death is fitting to me (although I am not adverse to the option of one happy ending where Shepard lives -- perhaps at great cost/potentially dire consequences, again like Dragon Age:Origins).
I would have been well pleased with an ending where Shepard dies, so long as it was handled in a way that respected everything the player has done and experienced during the 100+ prior hours. The endings, as they stand now, fall far short of this, and show little respect or consideration about the journey we've taken through this world with these characters.
tl;dr version: The ending disrespects the player and the story by presenting three choices which are disconnected from the body of choices the player has made over 100+ hours of playtime. The ending should depend upon the consequences of our previous choices, and not revolve around three nominally different but substantively identical choices. Also, the ending should SHOW us the impact of our choice and/or sacrifice, rather than just TELL.
Modifié par AtlAggie, 19 mars 2012 - 02:47 .